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10
Those are merely guidelines, but they do provide a general idea of the
scale on which 4-Color superhero comics tend to operate.
For each of your Aspects, assign a rating from 1 to 9. If your Narrator
allows you take a 10, then either he just wants to take it easy that
night, or he is tricking you into something that everyone in your game
world will soon regret deeply.
Since 6 Aspects is the standard, one way to go about this would be to
assign a total of 12 points to Aspects, with none being below 1 (duh),
and none being above 6 (hey, if you want to shine in one area, go
ahead, but be wary of leaning on one Aspect too hard).
Other ways of dealing out the Aspect points are perfectly fine, as long
as your Narrator is cool with it and you are not a power hungry scenestealing jerk.
NOTE:
It is perfectly possible to play the game without using such strictly
defined Aspects or Ratings.
The game really comes down to the Narrator understanding your
characters abilities and telling you hard a proposed action will be for
your character to attempt.
The only required ability is Edge, as that determines your starting Hero
Points, and maybe some other things, too. The Damage, Drama, and
Doom Cards are also required. Youll read about those soon.
If you are fine with playing in this more abstract manner, simply
describe your character any way you like, as long as your Narrator is
cool with it.
That being said, lets check out some ways to write up an example
character!
Your Drama cards do not refresh after every scene. At best, they will
be restored to empty after every session, or maybe after the end of
the current adventure, depending on how much of a pain the Narrator
wants to be.
If you dont want to (or cant) pay a Hero Point, you may move a point
of Damage to your Doom Card if you wish.
Once the Doom Card is filled, the Narrator makes note of it, and smiles
an evil, evil smile.
Doom Cards are not refreshed until the Narrator uses it against you. It
could be next sessionit could be next year. Againit depends.
What can the Narrator do with that full Doom Card? Well, just about
anything, and it will be bad.
Dont worry, theres another way to fill your Doom Card, and its a lot
more fun than just dodging Damage points.
Before you take an action, or even after you roll the dice, you can
declare that you are Laughing in the Face of Doom (or whatever, but
this is the coolest way to do it), and you will instantly succeed at
whatever action you are taking. No Hero Points required, either.
You will not only succeed, but you will succeed as well as
(un)reasonably possible.
Everyone at the table can help narrate why you caught such a break
(more on this sort of thing later when we break down how Hero Points
work).
Pulling off one of these amazing moves, of course, fills in a spot on
your Doom Card.
And now: how to do stuff.
Taking Action!
When your hero wants to take an Action, the Narrator will tell you how
many Successes you need to roll on 6-sided dice to pull it off.
If its something you could pretty much count on your hero doing now
sweat, then no dice rolling is needed. Superman does not need to roll
to helpe the fire department put out a building. Like, not at all. Hes
freaking Superman.
Villainous Ways
Villains only need to be written up in as much detail as the Narrator
needs.
Mostly, each villain will just need a Damage Card, and a good idea of
their capabilities, strengths, and weaknesses.
Villainous Damage Cards can be written up in many ways, depending
on how a Narrator wants to run a particular scene.
If the villain is quite powerful, but not overly invested in the scene, that
villain might a single 4-space Damage Card, or even two 2-space
Cards.
A powerful villain that is ready for the big throw down could have
multiple Damage Cards, with 3 or more spaces on each.
Each time a Card is filled, the Narrator can decide that a different type
of setback has befallen the villain. When all Cards are filled, the villain
is either defeated or flees the scene, leaving with or without whatever
it was they came for. If you want a defeated villain to leave with
whatever they came for, though, be sure to still give the players
something, like a clue that the frustrated villain left behind, for their
efforts.
Also, an entire villain team might share one collection of Damage
Cards, with the results of the Cards being filled having different effects
on the entire team.
The possibilities are endless. You could have a villain leave the scene
before their Damage Card is filled, if thats what serves the story best.
(Perhaps a player spends Hero Points to summon the authorities, etc.)
Advanced Options
Leveling Up
Generally, superheroes dont Level Up, or so it is often said.
However, Superman went from leaping tall buildings to flying across
the universe without so much as a bubble helmet.
There are many ways to introduce a sense of progress to the game,
even without handing out ever-increasing super-powers.
One such way is to reward higher Edge Ratings.
Yes, those are already rewarded in starting Hero Points, but this might
work from your game, too:
Edge Rating
1-2
3-4
5-6
7
Cards
2 Damage,
2 Damage,
3 Damage,
3 Damage,
2
3
3
3
Drama,
Drama,
Drama,
Drama,
1
1
1
2
Doom
Doom
Doom
Doom
Aspect Categories:
Divide a Heros Aspects into categories, like Powers, Skills,
Weapons, and Advantages.
Advantages could be things like Filthy Rich, Friends in the
Government, Extremely Attractive, or Persuasive.
Just find the level of detail that your players want that doesnt bog your
game down too much.
Solo Heroes
Heroes tend to hold up better against the bad guys in their own solo
title than they do in the team books.
To reflect this, the Narrator could give an extra Damage, Drama, or
Doom Card to a solo player. This shouldnt be done every time a group
of players splits up, but when you only have one Narrator and one
Player at the session.