SuperGuys

A game of superhero combat
Copyright 2002 by Mike Fischer
Last updated: 06/29/2004

I.    Introduction               VI.   Movement Rules
II.   Character Sheets           VII.  Map Terrain
III.  Set-Up                     VIII. Combat
IV.   The Powers                   a.  Direct Attacks
  a.  Basic Abilities              b.  Ranged Attacks
  b.  Primary Powers               c.  Area Attacks
  c.  Lesser Powers                d.  Surprise Attacks
  d.  Special Movement           IX.   Other Rules
  e.  Resistances                X.    Winning the Game
  f.  Weaknesses                 XI.   Sample Heroes
V.    Playing the Game           XII.  Designer's Notes

I. Introduction

Saga City. This town has stories to tell, and you're about to write one of them. Two teams of super-heroes call Saga City their home. Both teams want the honor of defending the city, but this town isn't big enough for both of them. So a battle has been decreed. You must build a super-team with the powers and abilities you think will bring victory, then fight it out against the other team.

This is a 2-player game with the emphasis on simple rules and fast play. Dozens of different powers and interactions will keep the game from growing stale. Record-keeping is simplified by the use of track sheets and sliders. The game set includes counters and markers, and uses my M8 maps. All you need to provide is a few six-sided dice.

II. Character Sheets

Each player needs one character sheet, which is divided into four sections, one for each hero. Every hero needs sliders for Health, Agility, Strength, Toughness, and Ground Speed. You may also need sliders for Flying Speed and/or Primary Power Strength/Charge, depending on which abilities you give each hero.

A hero can have up to one Primary Power, one Lesser Power, one Special Move, and one Resistance. Every hero must have one Weakness. There are also three spaces for Problems, which means some other hero has inflicted a lasting situation on your hero. These might include Immobility, Poison, and Mind-Control effects. No hero can be afflicted by more than three Problems at once. If a fourth attack causes a Problem, that Problem is simply ignored. It will not take effect once one of the other Problems is removed, unless it is inflicted again.

III. Set-Up

Each player gets 4 heroes and 50 hero points with which to equip them. If both players agree, you can use 60 or 70 points, but I wouldn't go any higher. If your team has at least 1 man and 1 woman, you get 1 extra point. You must have a team of four. You can call them either heroes or villains, at your preference. All heroes start with default values for their basic attributes; these cost you nothing. Men and women have slight differences in their defaults for Strength and Agility, but are otherwise identical for this game's purposes.

To get started, separate all the power counters into their categories -- 24 Primary Powers [purple corner], 16 Lesser Powers [yellow], 8 Special Moves [green], 10 Immunities [light blue], and 12 Weaknesses [gray]. The players decide whether the counters will be face-up (so they can pick their favorites) or face-down (so nobody knows who's getting what). Each player takes a turn selecting one counter from each pile, until all counters are chosen. You choose from the counters you picked to equip your heroes.

Each hero has a uniform color matching the rest of his/her team (red or blue), and a color band in the lower left-hand corner which corresponds to a similar color in one section of the character sheet. Choose four heroes with different-colored bands, so you will know which one is which on the character sheet.

You can add as many abilities and enhancements to each hero as you can afford, subject to the limits shown on the Powers Table and the rules for each power. Place the appropriate counters and sliders on each portion of the character sheet.

You'll probably want to make up appropriate names for your team and your heroes, based on their powers. But don't tell the other player what they can actually do, or how powerfully; surprising the other guy with an unexpected power is way too much fun!

IV. The Powers

Abilities with variable strength usually range from 1 to 6. Higher numbers are better. The following paragraphs describe each power; more details can be found in the Powers Table.

Some powers require you to have additional markers handy. These markers are mentioned under the descriptions for each power.

IVa. Basic Abilities: You can raise more than one of your heroes' basic abilities to Primary-Power status, but a hero with one or more basic abilities at Primary-Power level can't have a power from the Primary Powers .

  1. Health means how much punishment your hero can take before losing consciousness. Each hero gets 10 Health points, which are lost by being attacked, and can be restored by certain powers, or with luck and the passage of time.
  2. Strength is how much damage your hero inflicts with direct attacks. Male characters start with a strength of 2, females with 1. Both can raise their strength as high as 6. At 4 or higher, it is considered a Primary Power called Super-Strength.
  3. Agility is a measure of how well your hero can dodge ranged attacks. Female characters start with an agility of 2, males with 1. Both can go as high as 5. At 4 or higher, it becomes a Primary Power called Super-Agility.
  4. Toughness is a reduction in the damage your hero takes. All heroes start with a Toughness of 0, and can increase it up to 3; the cost increases with each improvement. At maximum, it is called Super-Toughness and is considered a Primary Power.
  5. Speed is how fast your hero can move on the ground. Speed is handled differently from other attributes. Every hero starts with a speed of 1. If he/she increases it to 2 or 3, it's called High Speed and it counts as a Special Move; that hero can't have any other Special Move. Higher than 3, it becomes a Primary Power called Super-Speed; that hero still can't have a Special Move. But Super-Speed gives the hero extra direct attacks. For each odd-numbered hex a hero with 4+ Speed enters, he/she can launch one direct attack on a foe adjacent to that hex. For example, a hero with Speed of 5 or 6 could run a circle around a foe, hitting him three times -- once on the first move, again on the third, and once more on the fifth. Or he could zigzag down a line of three foes and hit each of them once.

IVb. Primary Powers: these are the real super-powers, and the most costly. Primary-Power counters have a magenta corner.

  1. Animal Control gives your hero the power to summon birds, reptiles, insects, or some other particular kind of creature. The summoning can be either to attack or to distract; either way, the range is the strength of Animal Control. Treat the attack as a direct attack for resistance and blocking purposes. If the Animal-Control strength is 3 or less, damage is 1-2 (roll a die, odd numbers = 1, evens = 2); if the strength is 4 or higher, damage is 1-3 (roll a die, subtract 3 if higher than 3). To distract, roll a die. If it is less than the Animal-Control strength, the foe is distracted and can launch no attack that turn; this does no good if the foe has already attacked in this turn. Once per game, an Animal Controller can use his/her creatures as spies to learn the enemy's secrets. This works like a Mind Probe, except there is no die roll to ignore it, and the Animal Controller can ask three questions, of the same foe or of multiple foes.
  2. Cold Attack makes your hero the ultimate ice cube. Treat this in the same way as the Fire Attack.
  3. Fire Attack turns your hero into a living torch. If the Fire Attack's strength is 5 or higher, anyone who directly attacks that hero will suffer an undodgeable Fire attack that does (Fire strength - 4) points of damage; this doesn't count as the Fire-Attacking hero's attack.
  4. Earth Control is similar to Weather Control, but deals with the earth instead of the atmosphere. The hero with Earth Control can use any one of the following powers, once per turn:
    1. Earthquake violently shakes the target hex and each adjacent hex (except water hexes). All heroes on the ground in those hexes cannot move in the current turn, and suffer 1 point of damage if their Agility is 1. This effect lasts only one turn. Place the "Earthquake" marker in the affected hex.
    2. Gravity blast works just like the "Gravity Control" power, except it doesn't affect ground movement, and a falling flyer takes only the damage for each level of height he/she fell from. This effect lasts only for a moment.
    3. Magma flow melts all the rocks in the target hex and each adjacent hex (except water hexes). Anyone on the ground in these hexes suffers a 3-point Fire attack. Place a "Magma" marker in the affected hex.
    4. Mud fills the target hex and each adjacent hex (except water hexes) with sticky mud. This reduces all ground movement by -1 moves per turn. If a hero in a mud hex has only 1 ground move unit and cannot special-move away, that hero is stuck in the mud and cannot move unless he/she rolls 5 or 6 at the start of a turn. Special moves that can get a hero out of mud are Flying, Blink-move, Displacement, Diffusion, and Swapper. Any hero in Mud must add 1 to his/her dodging rolls. Place a "Mud" marker in the affected hex.
    5. Rolling Rocks fills the target hex and each adjacent hex (except water hexes) with a continuous avalanche of sharp, heavy rocks. Any hero on the ground in such a hex will take 1-2 points of damage from the rocks (roll a die for each hero, treating odd numbers as 1 and even numbers as 2). A hero will take no damage if he/she makes a dodging roll, but must repeat the roll each time he/she enters a Rolling-Rocks hex. Treat the rocks as a direct attack for resistance and weakness purposes. Place the "Rolling Rocks" marker in the affected hex.
    6. Good earth removes earth effects from a hex and its surrounding hexes.
    Earth Control effects are subject to the same limits on markers and delay-time as Weather Control.
  5. Gravity Control gives your hero the power over who flies and who falls. Each turn, a hero with Gravity Control can project a gravitizing field onto a given hex and all adjacent hexes; put the "Gravitize" marker in the target hex. All flyers in the affected hexes hit the ground hard, suffering one point of damage, plus an additional point for each level of height they fell from, and cannot move for the rest of the turn. (Flyers who fall into water take no damage.) Ground-based speed is reduced by 3 move units, to a minimum of 1. Heroes who have already moved on the ground will be unaffected. If a hero makes a missile attack through a gravitized hex, his/her target can subtract 2 from the dodging roll because the increased gravity throws the missile off target. Gravity effects last only for one turn unless repeated.
  6. Invisibility makes your hero invisible (duh!). All attacks from an Invisible hero are surprise attacks. Direct attacks and ranged attacks cannot be used against such a hero; attacks that are aimed at a hex (like the Weather-Controller's Lightning), and attacks that affect multiple hexes, can still harm an Invisible hero. Invisibility is a charged power; it takes one charge to stay invisible for one turn. You cannot recharge while invisible. A hero with Ultra-Vision can ignore the effects of Invisibility.
  7. Mad Scientist is a genius who carries ray guns, chemical grenades, and whatever else it takes to take advantage of his/her enemies' weaknesses. If the target hero has a weakness to Missiles, Rays, Fire, Cold, Shock, or Radiation, then that's the kind of attack the Mad Scientist will employ. If the weakness is a Glass Jaw, the Scientist will use a gravity gun to lift the foe into the air and let him/her fall, which acts like a direct attack. If a hero's weakness is Sitting Duck, unknown, or one that the Mad Scientist can't take advantage of, the Scientist will use a Ray attack. All Mad-Scientist attacks have a strength of 4. A Scientist's attack will ignore a "No Weakness" resistance. The Mad Scientist must know a hero's weakness in order to take advantage of it. At the start of the game, the Mad Scientist can ask one foe what his/her weakness is; this represents the research the Scientist has done. A Nullifier cannot cancel the Mad Scientist's abilities, which are skills rather than special powers. A Mad Scientist cannot improve his/her Toughness and always has a Strength of 1.
  8. Martial Arts ability turns your hero into an expert in karate, judo, or savate. Each turn, if a Martial-Arts hero can launch a direct attack, roll one die. The number that comes up is the number of direct attacks the hero can launch on that turn, at the same foe or at multiple foes, as long as you don't whack the same foe more than twice in a turn. If the number is higher than the Martial-Arts power, then call it the same as that power. Martial Arts also gives you improved defenses; see the section on "Direct Attacks." A Nullifier cannot cancel this power, which is a talent rather than a special ability.
  9. Mind control is probably the most feared of all powers, because it directly affects a hero's thoughts. Fortunately, it is a charged power, which limits how frequently a hero can use it. A hero with Mind Control has the following abilities:
    1. Fear causes one hostile hero to move at his/her maximum speed directly away from the Mind-Controller. This effect lasts until the hero makes a "snap-out-of-it" roll (see below), or until the hero reaches the edge of the map or a hex he/she cannot enter; this includes a water hex or a near-water hex if the affected hero has Hydrophobia. A Fearful hero cannot attack, but an occupied hex counts as a hex he/she cannot enter. Place a "Fear" marker on the hero's character sheet. This attack uses 3 charges.
    2. Paralysis locks a hero in place, unable to move or attack in any way. This lasts until the hero makes a "snap-out-of-it" roll, or until the hero is attacked or harmed. Place a "Paralysis" marker on the hero's character sheet. This attack uses 3 charges.
    3. Paranoia forces the affected hero to move toward and attack a hero on his/her own team. The hero you attack must be the closest; if more than one are equally close, take your choice. The attack must be the strongest that the affected hero can dish out. The hero must make the "snap-out-of-it" roll as soon as the mind-control attack is announced. This attack has no effect if the attacked hero has already moved this turn. The effect lasts only one turn and uses 4 charges.
    4. Amnesia makes the affected hero forget his/her special powers. Such a hero can only move on the ground at 1 hex per turn, and can only launch direct attacks (at half Strength, drop fractions). This lasts until the hero makes a "snap-out-of-it" roll, or until he/she successfully attacks someone, or until an adjacent friendly hero is attacked -- the shock of seeing a friend get hurt removes the amnesia. Place an "Amnesia" marker on the hero's character sheet. This attack uses 3 charges.
    5. Mind Blast is a mental blow at the foe's mind, which inflicts damage just like any other attack. Mind Blast is treated similarly to other ranged attacks, except the victim can't dodge. You choose how many charges to expend, and the charges equal (range + damage + 1). For example, if you use 4 charges, it works like a 3-point ranged attack that can do 2 points of damage at a range of 1, or 1 point of damage at a range of 2. There is no snap-out-of-it roll against a Mind Blast.
    Each turn, including the turn the Mind-Control happened, a hero affected by Mind Control can roll one die; if it comes up 6, the hero's mind rejects the Control and he/she snaps out of it. A Mind-Control effect can't be used if there are no markers available for that effect. A hero can suffer from only one Mind-Control effect at a time.
  10. Missile Attack makes the hero an expert archer, or boomerang-thrower, or anything else that involves hitting a foe at a distance with an object. Unlike most ranged attacks, a Missile Attack can have a range of 6, but its damage at any range is 1-3 points (roll a die, subtract 3 if higher than 3).
  11. Nullifier has the hated power of negating other heroes' powers and effects for one turn. Each turn, the Nullifier chooses one hero, or one hex affected by something, as long as it is within 2 hexes. If a die roll comes up anything but 1, the nullification worked. This can mean blocking one specific power of an opposing hero, removing a weather or earth effect (or preventing it from occurring at all), freeing a hero who is Immobilized or Mind-controlled, cancelling a Resistance so another hero can strike more effectively, or any other desired result. If the blocked power is a basic attribute like Strength, that attribute drops to its minimum value. Heroes' powers can be nullified for only one turn, unless the Nullifier smites the same power again next turn. A hero can't Nullify a power that has already been used that turn. Some powers can't be Nullified at all. Charges for a charged power can't be drained. And a Nullifier has to know what a hero's ability is before he/she can Nullify it.
  12. Poison is a nasty power that can represent venom, sickness, a parasite, or any other gradual Health-drainer. If a hero suffers damage from a direct attack by a hero with Poison, and if a die roll comes up less than 6, that hero must place a "Poisoned" marker on his/her character sheet. At the start of each turn, roll a die for that hero; if it comes up 3 or less, the hero loses one Health point. This continues until the character becomes unconscious, or until a hero with Healing uses his/her power on the poisoned hero; removing the "Poisoned" marker counts as healing one point of Health. Poisoning the same hero more than once does not increase the effect.
  13. Radiation is a fearful power that saps your opponents' Strength. Any foe that ends a turn adjacent to a hero with Radiation will temporarily lose Strength units equal to the strength of the Radiation, down to a minimum of 1. If the foe has a charged power, he/she will also lose charges equal to half the Radiation strength (drop fractions), down to a minimum of zero. If the radiation strength is 4 or higher, the hero can also shoot a radiation beam at a range of 2 that will temporarily reduce one foe's Strength by (radiation-strength - 3) and, if the targeted foe has a charged power, drain (radiation-strength - 3) charges. Strength that is lost to radiation will be regained at a rate of 1 unit per turn, once the affected foe is out of range of the radiation. To keep track of this, leave the weakened hero's Strength slider where it is, and put a six-sided die on it, with the die showing the current Strength. Rotate the die to show the returning Strength until it is back to normal.
  14. Ray Attack lets your hero launch beams of pure energy at your enemies. Because a Ray Attack doesn't include a built-in defense, like Fire, Cold and Shock attacks, the cost of a high-powered Ray attack is one less than those others -- that is, a strength-five Ray attack costs 9 hero points instead of 10, and a strength-six Ray attack costs only 11 instead of 12.
  15. Shape-Shifter can change into different kinds of animals. All animals have a Strength of 1, Agility of 2, ground speed of 1 and Toughness of 0 unless otherwise specified. A Shape-Shifter can't have a Special Move, but with these animals to choose from, he/she won't need one:
    1. Armadillo lets you Mole-Move, and your armor gives you a Toughness of 2. But your Agility is reduced to 1 and you cannot attack.
    2. Bat has a Flight of 2. A Bat has no ground move and cannot attack.
    3. Monkey can Climb and has an Agility of 3.
    4. Pihrana has a move of 2 in water, but no ground movement. It can only attack heroes in the water (Strength=2), and no one but a Water Dweller can attack it. You must be in water to become a Pihrana or change back to human form from Pihrana form.
    5. Weasel has an Agility of 4 and can make two direct attacks in a turn.
    6. Whippet has a ground speed of 3.
    Use the appropriate animal counter instead of the hero's counter. While in animal form, you cannot use any other powers; you still have your own weakness, and also suffer from the Feeblemind weakness. You can't change from one animal form to another; you must become human for a turn first. And you cannot direct-attack an Animal Controller while in animal form. If you suffer from Hydrophobia, you can't become a Pihrana, and Acrophobia rules out Bats and Monkeys.
  16. Shield is a super-hard defensive device. With a Shield, you can block one direct attack each turn without losing your own attack, and the Shield absorbs all damage from the attack, even from attacks like Swordsman that normally cannot be blocked. If you want to block more than one direct attack per turn, you lose your attack as usual, but the Shield will still absorb all damage from the attacks you block. The Shield will also absorb one point of damage from any ranged attacks that hit you. You can throw the Shield if you want, to a range of 2 and a damage equal to your own Strength. Treat this as a missile attack for resistance and dodging purposes. If you throw the Shield, you lose its use until you reclaim it; see Super-Weapon for details on recovering a thrown weapon.
  17. Shock Attack lets your hero be a live wire. Treat this attack in the same way as the Fire Attack. Shock Attacks at a hero in a water hex do +1 damage, but also do 1 point of damage to the one doing the shocking.
  18. Solar Blast is a charged power that lets you attack several foes at once. Any time the charge is greater than 1, the hero can discharge all his/her energy in a burst of energized light that works like a a Ray attack, but radiating out to hit every foe you can see. For example, if a hero with Solar Blast had charged up to 4, he/she would hit hostile heroes within 3 hexes with a 1-point Ray attack, those within 2 hexes with a 2-point attack, and any adjacent foes with a 3-pointer. A Solar-Blast hero cannot recharge on a turn when he/she is in a hex affected by Weather Control, or is otherwise cut off from direct sunlight. The Solar Blast will not harm friendly heroes.
  19. Stretch power is the power of a rubber band personified. A hero with Stretch power can launch direct attacks on enemies 2 hexes distant, as though they were right next to him. You can also direct-attack adjacent heroes who are one level of height distant from you. The first time you use Stretch power counts as a surprise attack.
  20. Super-Weapon is a warhammer, club, or similar implement of destruction that gives the hero great powers, as long as he/she holds on to it. While holding a Super-Weapon, a hero can fly (speed = 2). He/she can do an extra 2 points of damage with direct attacks, or launch 3-point Shock attacks (not both in the same turn). If the hero opts to block a direct attack, the super-weapon will completely absorb all damage from that attack. He/she can also throw the weapon to a range of 2; treat this as a missile attack for dodging purposes. If the thrown weapon hits, it does 2 points as a missile attack and 3 as a shock attack. Once thrown, the weapon's counter is placed where it hit (or was aimed, if it missed), and the hero cannot use its powers again until he/she moves into that hex (which must have no other hero in it) and reclaims it. No other hero can use or move the weapon -- it is attuned to its owner. A hero with this power cannot have a Special Move. A Nullifier can cancel the weapon's hand-held powers, but cannot affect it when thrown.
  21. Swordsman is a master of the broadsword, katana, or duelling saber. Sword attacks are direct attacks that do 1-4 points of damage (roll a die, treating a 5 as a 2 and a 6 as a 4), regardless of the Swordsman's Strength. Sword attacks ignore one level of Toughness, so if the foe's Toughness is 3, treat it as a 2, and if the Toughness is 1, ignore it altogether. Sword attacks cannot be blocked. If the foe has Hardened Skin, reduce the damage by half as usual, but then add one point. Because a Swordsman must refrain from killing with his/her blade, a Sword attack can never make the foe unconscious; the foe's Health can be reduced to 1, but no lower.
  22. Water-Dweller makes an aquatic hero. Such a hero can move at a rate of 2 in water. He/she can also exercise Animal Control-like powers over water creatures, to attack or distract any foe in or adjacent to water at a strength of 4, or use them once per game as a Mind-Probe-like power to ask 2 questions of heroes in or near water. Flying over water does not count as being adjacent to water in this case. While in water, a Water-Dweller can shrug off the effects of Mind Control and Mind Probe on a roll of 5 or 6, instead of the usual 6; but out of water, he/she gets no "snap-out-of-it" roll at all.
  23. Weather Control is a powerful ability that requires great skill to use effectively. A hero with Weather Control can do any one of the following, once per turn:
    1. Rain fills the target hex and each adjacent hex with pouring rain. Shock Attacks launched at a foe in a Rain hex are at +1 damage, and Fire attacks at a foe in Rain hexes are at -1 damage. A Water-Dweller away from water, but in Rain, gets a normal "snap-out-of-it" roll against Mind attacks. Rain is the same as water to a Hydrophobe. Place a "Rain" marker in the affected hex.
    2. Fog fills the target hex and each adjacent hex with impenetrable fog. A hero in a Fog hex cannot attack or be attacked -- you can't fight if you can't see. Ranged attacks cannot pass through any part of a Fog hex. Place a "Fog" marker in the affected hex.
    3. Blizzard fills the target hex and each adjacent hex with a harsh snowfall that hits everyone in it (friends as well as foes) with a 3-point Cold attack. Place a "Blizzard" marker in the affected hex.
    4. Hurricane fills the target hex and each adjacent hex with swirling winds. The target of a missile attack that passes through a Hurricane hex gets two dodging rolls. Anyone who flies into a Hurricane hex will suffer 2 points of damage from the winds. Diffused heroes cannot move at all, and must un-diffuse immediately or suffer 3 points of damage for each turn they spend diffused in a Hurricane hex. Place the "Hurricane" marker in the affected hex.
    5. Lightning strikes anyone in the target hex with a 4-point Shock attack. This effect lasts only one turn.
    6. Clear weather removes weather effects from a hex and its surrounding hexes.
    When you place a Weather effect marker in a hex, it stays there until someone negates it. A weather effect can't be used if there are no markers for the given effect available. Two weather effects cannot be so close to each other that one or more hexes are impacted by both effects; if you place a weather effect in a hex that already has one, the second effect completely replaces the first. The big drawback to Weather Control is the time delay on its effects. The hero must designate the target hex with a "Weather?" marker, and place the desired weather-effect marker in the "Pending Control Effect" box on his/her character sheet. On the following turn, before anyone moves, remove the "Weather?" marker and replace it with the weather-effect marker (unless the effect is Lightning or Clear Weather). Once the effect has been initiated with the "Weather?" marker, it cannot be cancelled, and it is not necessary for the Weather-Controller to stay within range of it. The "Lightning" and "Clear Weather" markers exist only to keep you honest -- if you were planning to do a Clear Weather on a Rain hex, but a foe moves near that hex, you can't change your mind and Blizzard him because the Clear Weather marker is already on your character sheet. A hero cannot use Weather-Control effects while in Fog or otherwise unable to see the sky.
  24. Will Force is a charged power that can be used in many different ways. It works by using a small device (like a ring) to amplify and focus the hero's will power, and can take the following forms: A hero with Will Force cannot have a Special Move.

IVc. Lesser Powers: these have less impact than primary powers, but they cost less in hero points and they can still be very useful. Most of them enhance a hero in non-violent ways. Some of them are "passive powers," which means that when a hero uses them, it doesn't count as that hero's move or attack for that turn. Lesser-Power counters have a yellow corner.

  1. Charge is a special move/attack combination. If a hero with this ability moves at least one unit on the ground before making a direct attack, and if the hero still has at least one move unit left, then the hero has charged into his foe and delivers the direct attack at +2 damage. To use this ability, the hero must have High Speed, but not Super-Speed.
  2. Cursor doesn't mean "one who curses," although he/she will probably make the enemy mumble a few choice phrases under his breath. It means "one who puts a curse on things" -- a walking Murphy's Law. If anyone directly attacks a Cursor, the Cursor takes one less point of damage from the hit, and the one doing the hitting takes a point of damage, regardless of Toughness or other modifiers, as a result of jamming his thumb or otherwise hitting the Cursor wrong. Shoot a ranged attack at a Cursor, and if a die roll comes up even, and if another hero is in range of the attack and within 2 hexes of the Cursor, then the ranged attack hits that hero instead. If more than one hero is in range, the Cursor chooses who gets hit. Anyone within 1 hex of a Cursor, friend or foe, must add 1 to his/her dodging rolls; this doesn't apply to the Cursor. Once per game, a Cursor can influence an opponent's die roll for the worse by 1 -- this can be for any die roll that the other team can make. It can happen anywhere on the map, and at any time, not just during the Cursor's move.
  3. Enhancer gives the hero no benefit, but can be a great help to other heroes. Every friendly hero within 3 hexes of a friendly Enhancer temporarily gains 1 hero point, which can be applied to Strength, Agility, movement speed (ground or flying), or attack strength, up to the normal maximums. These free points can be applied at any time during the turn, but cannot be accumulated and are lost once the hero and the Enhancer get too far apart. You cannot Enhance an ability whose value is zero. Enhancement is a passive power.
  4. Giant lets your hero become very, very big, or change back to normal size, at will. While Giant-sized, a hero cannot dodge ranged attacks by any means, and cannot fly or be carried. The good news is that a Giant-sized hero gains +1 on his/her Strength (maximum of 6), gets a ground movement speed of 2 if it would normally be 1, and can direct-attack foes who are one level of height higher than him/her. Also, any attack that would do 3 or more points of damage gets reduced by one point. This power has no effect when the hero is normal-sized. The size change takes no time, but your hero must change sizes at the start of his/her move. While Giant-sized, use the Giant counter on the map instead of the hero counter.
  5. Healing lets a hero heal wounds on other heroes (but not him/herself). On each turn, each friendly hero adjacent to a Healer regains 1-2 points of Health, up to the affected heroes' original maximums. Roll a die for each hero; odd numbers mean 1 point is regained, even numbers regain 2 points. A hero with a charged power can choose to receive 1 charge point instead of health points. Healing an unconscious hero will revive that hero, but with only 1 health point; no one else can be Healed in the same turn as healing an unconscious hero. A hero who uses Healing power cannot attack on that turn, but those who are Healed can move and attack normally.
  6. Illusion allows you to project an image of yourself at will. An attacker must roll a number higher than 2 or the range, whichever is higher, in order to attack you; if the number is less than or equal to 2 or the range, the foe will be fooled and attack the illusion instead. If your foe is within two hexes, and if you know the foe's weakness, you can drop the self-illusion for a turn and create a Bogeyman image instead. The Bogeyman will look like something your foe is afraid of -- for instance, if your foe has a Fire Attack weakness, the Bogeyman might look like a living flame. A foe confronting a Bogeyman must roll a 5 or 6 or run in fear, just like the Fear attack from Mind Control except it lasts for only one turn and prevents all attacks. If the foe has already moved this turn, he/she won't run, but still can't attack this turn. You must know the weakness in advance. A Bogeyman has no effect on heroes who lack that weakness. A Bogeyman can last for only one turn; on the following turn, you must return to the self-illusion. Illusion is a semi-passive power in that it doesn't stop you from making direct attacks in the same turn, but you can't use Illusion in the same turn as a Primary Power other than Super-Strength. Heroes with Ultra-Vision or a Mental Resistance will never be affected by Illusions.
  7. Immobilize lets a hero make a foe immobile, either by sticky goo, a magic lassoo, or some similar method. Such an immobilized hero must put an "Immobile" marker on his/her character sheet, and cannot move until he/she rolls a number less than or equal to his/her Strength at the start of a turn (remove the "Immobile" marker). This includes all special moves except Dissipation, Displacement, and Blink-move. An Immobile hero can fight normally, but can't dodge a ranged attack. Flyers cannot be immobilized unless you catch them on the ground. The hero who did the immobilizing can cancel it at any time by moving next to the immobilized hero and announcing that he/she is freeing the one who's stuck. Other heroes cannot affect the immobilization (except the Nullifier). A hero can't use Immobilize if all the "Immobile" markers are in use. If a hero can Immobilize only one hero at a time, instead of 4, the power costs 1 hero-point less.
  8. Leadership makes one of your heroes a natural leader, to whom the others look for guidance. Friendly heroes within 2 hexes of a hero with Leadership can snap out of Mind-Control attacks and ignore Mind Blasts and Mind Probes if a die roll comes up anything but 1. (This is in addition to the hero's own roll to overcome a Mind attack.) Once in a game, a Leader's brilliant leadership can extract a hero from a bad situation. This means that, if a die roll comes up badly for one of your heroes, you can dictate what you wanted the die result to be. This can happen anywhere on the map, and at any time, not just during the Leader's move. It applies only to your own heroes' rolls, not to the other team. A Nullifier cannot cancel this power, which is a talent rather than a special ability. This is a passive power.
  9. Luck gives a hero a second chance to dodge ranged attacks. If a Lucky hero is attacked and fails to dodge, that hero can roll the die against his/her Agility again. The second roll is final. Luck also gives a second roll against Mind-Control effects or Mind Probes. If a power or situation prevents the dodging roll, such as being Immobile, a Lucky hero still gets one dodging roll. Luck is a passive power.
  10. Mind Probe is a lesser version of Mind Control. Once each turn, a hero with Mind Probe can choose one opposing hero, anywhere on the map, and ask two of the following questions:
    1. What is your primary power?
    2. What is your lesser power?
    3. What is your special move?
    4. What is your resistance?
    5. What is your weakness?
    6. What is the capital of Assyria? (There's no penalty if he/she doesn't know.)
    7. Which of your basic attributes have been raised?
    You can't ask how powerful a power or attribute is. The Mind-Probed hero must answer truthfully and unevasively, because the Mind Probe is getting the information right out of his/her head. This information can help you plan your strategy, avoid a nasty surprise, and give a Nullifier or Mad Scientist some useful knowledge. The probed hero can ignore the Mind Probe by rolling a 6 when asked the first question; if the roll fails, he/she doesn't get to roll against the second question.
  11. Nudger has no attack potential, but can turn a battle in your favor. Once each turn, a Nudger can choose one hero who is currently within range, friend or foe, and move that hero one hex in any direction, even if that hex is out of range. You can Nudge a hostile hero into range of one of your friends, or yank a friend out of a foe's range; push someone off a bridge into the water, or pull someone out of Mud. You can't pull someone off the roof of a building, push someone from ground level onto a building, or move a hero who is Immobile. If you Nudge a hero who is Paralyzed (see Mind Control), the Paralysis is broken.
  12. Regeneration is a passive power that lets a hero slowly heal him/herself. At the start of every turn, if a die roll comes up 3 or higher, a hero with Regeneration regains one Health point that has been lost to damage, up to his/her original maximum, in addition to the usual roll for regaining Health. Regeneration works while a hero is unconscious, but doesn't help regain consciousness.
  13. Shrink is the opposite of Giant; it lets your hero become insect-sized or normal-sized at will. A Shrink-sized hero gets two dodging rolls against ranged attacks, and one dodging roll against direct attacks. Such a hero also takes 1 point less damage if he/she falls from a Gravity attack, and every attack a Shrink-sized hero makes is a surprise attack. On the other hand, while Shrunk, your ground movement, flying movement, and Strength are cut in half (drop fractions, but never less than 1), you cannot block if hit by a direct attack, direct attacks do +1 damage against you, and your ranged attacks do -1 damage to your enemies. This power has no effect when the hero is normal-sized. The size change takes no time, but your hero must change sizes at the start of his/her move. While Shrunk, use the Shrink counter on the map instead of the hero counter.
  14. Super-Suit means the hero gains powers from his/her costume. A hero with a Super-Suit gains 2 units of Flying speed, 1 unit of Strength, and the effects of the Hardened Skin resistance. Such a hero cannot improve his/her Strength or Toughness by more than 1 unit each, and cannot have a Special Move.
  15. Ultra-Vision lets your hero ignore the effects of Smoke Bombs, Fog, Illusions, and Invisibility. His/her eyes can also fire a Ray attack every other turn with a power of 3. When you use this ray attack, turn the Ultra-Vision counter upside-down. On the next turn, the upside-down counter reminds you that you can't use the attack. Turn the counter right-side up at the end of that turn. Any use of Ultra-Vision except the ray attack is a passive power.
  16. Utility Belt is a gadget-filled addition to your superhero costume. Each of the gadgets on a Utility Belt can be used only once per game, one per turn, and must be used at the start of the hero's move. Discard each Utility-Belt gadget counter as you use it. You can use them in your own hex or an adjacent hex, and they give you the following powers:

IVd. Special Movement: what hero wants to slog across an urban battlefield when there are classier ways to get around? Flight and High Speed aren't represented by counters, but by sliders on the character sheet, which means more than one hero on a team can move in those ways. Special-Movement counters have a green corner. Use these counters on the map (instead of the character sheet) when your hero is using his/her Special Movement.

  1. Flight lets a hero fly, whether by wings, jet boots, magic broomstick, or whatever. Such a hero can move freely over all kinds of terrain, and can launch most attacks as though on the ground. Each hero point added to Flight gives the hero one unit of flying movement, so a Flight of 5 lets a hero fly up to 5 hexes per turn. A Flight speed of 6 allows two direct attacks per turn, one during the first three hexes moved, and the second during the last three hexes moved. If a flying hero lands, turn the Flight-Speed slider upside-down on the character sheet to show that the hero is on the ground; turn it right-side-up again when he/she returns to the skies. A hero cannot use Martial Arts, Earth Control, Enhancement, Healing, Mind Control, or Mind Probe while flying. A hero who gets flying ability from another power cannot possess Flight.
  2. Blink-Move lets a hero instantly move to any hex, up to three hexes away. If a hero blink-moves close enough to attack a foe, it will be a Surprise attack.
  3. Climbing allows a hero to climb up vertical walls, cliffs, and similar terrain. Such a hero ignores the effects of such terrain, and can (for example) move from a road to the top of a nearby building in one move. This ability also lets you direct-attack foes on the roofs of buildings while you are at ground level.
  4. Displacement is a variation on Blink-moving. A hero with Displacement can move to any other hex on the map. But the hero must stay in place for one turn to do this, and during that turn, the hero cannot attack or dodge. The Displacing hero does not have to disclose where he/she is going, and can change his/her mind on the fly. Once the Displacement is complete, the hero can get a Surprise attack.
  5. Dissipation lets your hero change into smoke, vapor, or some other shapeless substance, and then move freely in that form. When Dissipated, the hero cannot be attacked or harmed, except by Hurricanes (see Weather Control), and he/she can move at a rate of 1 across any hex, regardless of terrain. A hero cannot launch any attacks while Dissipated; passive powers still work, though. It takes one turn to change from normal form to Dissipated or back again, during which the hero cannot move, attack, dodge, or stop the Dissipation. While changing, the hero is considered un-Dissipated and vulnerable to attacks as normal.
  6. Lummox is a trade-off, for heroes who would rather fight than switch locations. A Lummox can only move every other turn, and cannot fly or improve his/her Speed. In exchange for this, the Lummox gains one unit of Toughness and one unit of Strength. To keep track of his slow movement, set his speed to 0 when he moves. On the next turn, the zero speed reminds you that he can't move; set the speed back to 1 at the end of the turn.
  7. Mole Movement means burrowing underground. Such movement ignores all terrain types; the rate of speed for Mole Movement is 1, regardless of what you're tunneling under, and you can start and end anywhere, except water or the roof of a building. A hero using Mole Movement cannot cannot launch any attacks, and he/she cannot be attacked in any way, unless a Will-Force hero brings a Borer to bear. Other heroes can't follow in a Mole-Moving hero's low, unstable tunnels.
  8. Super-Jump lets a hero leap 5 hexes straight ahead, bounding over any terrain or other heroes, as long as the 5th hex is empty. The hero must move exactly 5 hexes in a straight line. He/she can do this as often as desired. He/she cannot Super-Jump out of or into a hex affected by Fog, Mud, or any kind of gravity effect, or jump off the map.
  9. Swapper can instantly trade places with any friendly hero within 2 hexes, instead of moving. When a Swap happens, the Swapper can get a Surprise attack. The hero with whom he/she traded places will be too disoriented to do likewise, but can still move and attack normally. Swapping with a Paralyzed hero will cancel the Paralysis; if you swap with an Immobilized hero, that hero goes free and you become Immobile instead.

IVe. Resistances: these make your hero invulnerable or resistant to one particular type of attack. Resistance counters have a light-blue corner.

  1. Cold Resistance makes your hero immune to any cold attack.
  2. Defensive Skill gives your hero protection against multiple direct attacks. A hero with this resistance can be attacked only once per turn by a Martial-Arts, Super-Speed, or Flight=6 foe. If a hero with this resistance blocks a direct attack, the block will absorb all the damage. This resistance also counts as one extra point of Agility when dodging ranged attacks.
  3. Fire Resistance makes your hero immune to any fire attack.
  4. Force Field makes your hero immune to any missile attack.
  5. Hardened Skin means your hero takes only half damage from any direct attack. Fractions are dropped, so a 3-point hit on such a hero does 1 point of damage, and a 1-point hit does no harm at all.
  6. Mental Resistance makes your hero immune to Mind Control, Mind Probe, and Illusion.
  7. Radiation Resistance makes your hero immune to any radiation attack.
  8. Ray Resistance makes your hero immune to any ray attack.
  9. Shock Resistance makes your hero immune to any shock attack.
  10. No Weakness means your hero does not actively suffer from a weakness. He/she still has one, but it has no effect. This matters because a Mad Scientist or a Nullifier could temporarily negate the "No Weakness" and leave the hero vulnerable to something.

IVf. Weaknesses: all heroes must have a weakness. If your hero is hit by an attack that targets his/her weakness, you must make this known. A counter with "x2" or a gray corner is a Weakness counter.

  1. Acrophobia is fear of heights -- such a hero cannot fly, Climb or Super-Jump. He/she can't be carried by a flyer while conscious, and can never be on top of a building. A Giant hero cannot have this weakness.
  2. Cold x2 means this hero suffers double damage from any cold attack. Heroes with Cold Resistance cannot have this weakness.
  3. Feeblemind is a weakness to mind powers. A Feebleminded hero's "snap out of it" roll against Mind Control is a 6, followed by a second roll of 4 or higher. There is no roll to ignore a Mind Probe or to overcome a Bogeyman illusion. Leadership confers no protection against mind attacks for a Feeblemind. Water-Dwellers and heroes with Mental Resistance cannot have this weakness.
  4. Fire x2 means this hero suffers double damage from any fire attack. Heroes with Fire Resistance cannot have this weakness.
  5. Glass Jaw means this hero suffers double damage from any direct attack. Such a hero cannot improve his/her Toughness or have a Hardened Skin resistance.
  6. Hydrophobia, fear of water, means this hero cannot be within one hex of the water. This includes special moves, unless the hero is able to begin and end his/her move more than one hex from the water. If compelled to move near water by Fear (see Mind Control), the fear of water will overpower the controlled Fear, which will be cancelled. If a Nudger moves a Hydrophobe near water, the hero must move away from the water at the very first opportunity, and cannot attack that turn. Water-Dwellers cannot have this weakness.
  7. Pincushion means this hero suffers double damage from any missile attack. Heroes with a Force-Field immunity cannot have this weakness.
  8. Rad. x2 means the hero takes double damage to his/her Strength and charges from radiation attacks, and recovers lost Strength each turn only if a die roll comes up 4-6. Heroes with Radiation Resistance cannot have this weakness.
  9. Ray x2 means this hero suffers double damage from any ray attack. Heroes with Ray Resistance cannot have this weakness.
  10. Shock x2 means this hero suffers double damage from any shock attack. Heroes with Shock Resistance cannot have this weakness.
  11. Sitting Duck adds 2 to every roll when dodging any ranged attack. Such a hero cannot improve his/her Agility. Lucky heroes cannot have this weakness.
  12. Wimp can take only 6 points of damage instead of 10.

V. Playing the Game

This game requires the urban maps from my M8 map set. Set up the seven map segments in a hexagon, with the lake in the middle and the river connecting to it. Don't use the airport map.

When all heroes are created, find the appropriate counters for them and take turns placing them on the map. A hero can start the game in any hex that he/she is capable of entering, but must be at least 4 hexes away from any hostile heroes. Flyers must start on the ground, not in the air.

Each turn follows this sequence:

  1. Remove all temporary-effect markers from the map, such as Gravitize, Earthquake, or any of the effects of Will Force.
  2. Each conscious hero rolls to see if he/she can regain one lost Health point (regain if d6=6).
  3. Heroes with charged powers recharge themselves by 1, to a maximum of 6.
  4. Heroes who are Immobilized or Mind-Controlled roll to try and break free.
  5. Heroes who are Poisoned roll to see if they lose a Health point.
  6. Heroes with Regeneration roll to see if they regain a Health point.
  7. Heroes who are unconscious get a chance to recover (see below).
  8. If any Weather-Control or Earth-Control effects were started on the previous turn, place the appropriate markers on the map and resolve their effects on nearby heroes.
  9. Roll to see which player moves first; reroll to resolve ties.
  10. The player who goes first picks one hero and moves him/her. Once that hero has moved, he/she can make one direct attack, or use one primary or lesser power.
  11. Then the other player picks a hero, and moves and attacks with him/her. A hero who gets knocked out before moving cannot move or attack.
  12. Repeat the preceding two steps until all heroes have moved and attacked. If one player has more heroes conscious than the other, move the "left-over" heroes after the short-handed player's heroes have all moved.
  13. Do damage to Strength from Radiation.
  14. Heroes whose Health points have fallen to 0 or less are rendered unconscious.
  15. Check to see if one team has won the game.
As your heroes move and attack, you must clearly describe the powers they are using. You can't say, "Jimmy the Geek moves three hexes and zaps you." You'd have to say, "Jimmy the Geek flies three hexes and hits you with a Ray attack from his eyes." Resistances and weaknesses must also be clearly described, but only when an attack makes them relevant. The idea is to let the other player know what his/her heroes can see, but not tell him/her anything that they couldn't see.

VI. Movement Rules

Two heroes cannot be in the same hex, unless one is carrying the other (see below). A hero can move up to the maximum of his/her ground or flying speed; he/she does not have to move the full distance unless this is required by a special move. If a hero is adjacent to two or more foes, and that hero's Speed (ground or air) is less than 4, that hero can't move any further in the current turn. Should such a hero start a turn next to two or more foes, he/she can move one hex only. Any Special Movement except for Flying can ignore how many foes are adjacent. It makes no difference which way a hero counter is facing.

There are four levels of height in this game:

Direct attacks are possible only from heroes at the same height level, unless a particular power gives you a greater reach. Height affects the range for ranged attacks only if the shooter and target are more than one level apart; count this as one hex of range. Flying heroes must specify whether they are flying Low, High, or Very high. A flyer can change from any height to any other height at the start of his/her move, and must tell the other player how high he/she is. It costs 1 move unit for each change in height; going from ground to Low and back costs nothing. As a reminder, you can turn the hero's Flying Speed slider so the white portion is up to denote Low, light-gray up for High, and dark-gray up for Very High.

VII. Map Terrain

Your heroes can move their normal movement on grass (green). If they spend their entire move on roads and bridges, they can move one extra hex that turn, because roads are easier to move on. Bridges across water count as road hexes, but a Water-Dweller can swim under them at his/her normal water-movement rate if he/she spends the entire turn in water.

A hero can move normally on the roofs of buildings (dark gray). A hero who normally can't move directly to or from the roof of a building can run up or down the stairs to get there. Such a hero must start the turn at the base or roof of the building, and this takes an entire turn, during which the hero cannot attack or be attacked. A building can be entered or exited in this way from any hex side.

A non-water-dweller can cross a water hex, although it takes his/her entire move to do so. It also takes his/her entire move to get out of water onto an adjacent land hex. A non-water-dweller in water cannot launch attacks, and must add +2 to his/her dodging rolls.

All this applies only to normal ground movers; flyers and most special-movers can go anywhere.

If you wish, you can use other maps from my M8 map system, and fight a battle in the countryside. Treat the towns and hilltops as buildings, and the slopes as permanent Ramps (see the "Will Force" primary power).

VIII. Combat

VIII-a. Direct attacks: these are the punches, kicks, and body-slams that are the heart of any good superhero story. A hero must be adjacent to his/her foe to launch such an attack (unless the hero has Stretch power). A hero who suffers from Hydrophobia cannot direct-attack a foe who is in the water. A hero on top of a building cannot direct-attack a hero on the road below, and vice-versa, unless the attacking hero can fly, Climb, or Stretch.

The targeted hero cannot dodge a direct attack. He/she can block it if he/she hasn't already attacked in this turn; this reduces the damage by the defender's Strength, and counts as the defender's attack for that turn. (Exception: a hero with Martial Arts can block as many direct attacks in a turn as his/her Martial Arts strength, if he/she hasn't attacked already, or block one attack if he/she has.) Damage can never be reduced to less than 1 by blocking. Damage from a direct attack equals the attacker's Strength.

VIII-b. Ranged attacks: these include missile, ray, fire, cold, and shock attacks. The range of such an attack and the damage inflicted can vary from turn to turn, depending on the strength of the hero doing the attacking. For example, a hero with a 4-point Cold attack could hit an adjacent foe for three points, or a foe two hexes away for two points, or three hexes away for one point of damage. A shooter on the ground can't fire through a building hex; he/she must have a clear line of sight to the target (blocked by less than half an impenetrable hex). Shooting through occupied hexes to hit more distant targets is allowed at no penalty.

Ranged attacks are assumed to be perfectly aimed every time. The target of a ranged attack can try to dodge. If the defender rolls a number less than or equal to his/her Agility, that means the hero dodged successfully and the attack missed, doing no damage. This also applies to dodging a ranged radiation beam. If the hero was unable to dodge, apply the damage from the hit. Dodging, unlike blocking, does not count as the defender's attack.

VIII-c. Area attacks: Some primary powers affect heroes in the target hex and in each surrounding hex. These area attacks can be neither blocked nor dodged, unless the rules for that attack explicitly say so.

VIII-d. Surprise attacks: Some powers allow a surprise attack. If a die roll is higher than the target foe's Agility, then the foe was surprised, and the attacking hero can either launch a direct attack doing +1 damage, or a ranged attack with +2 on the dodging roll.

IX. Other Rules

Damage Adjustments: If damage from a hit is modified, first alter the amount of damage according to a Weakness, then by other modifiers (such as Charge power or a surprise attack), then a Resistance, and finally by subtracting the target's Toughness. You never need to reveal how badly hurt your heroes are.

Charged Powers: some powers work by using up charges, like a battery. A hero with such a power uses the Primary Power Strength/Charge track and slider to keep track of his/her charge points. These points are normally accumulated one per turn; some powers have limits on when they can be added. Heroes with charged powers start the game fully charged.

Unconsciousness and Recovery: Like all the old-fashioned superhero stories, the heroes in this game get battered and knocked out, but never killed. When a hero's Health falls to 0, that hero is unconscious; turn his/her counter upside down, but leave it on the map. (Health can never be less than zero.) Unconscious heroes can't do anything; even their passive powers, like Leadership, cannot be used.

At the start of each turn, roll two dice for each unconscious hero. If you get a 12, the hero has come to; set his/her Health at half of his/her original maximum and turn the counter right-side up -- that hero is back in the game! If the hero has regained Health points from Regeneration while unconscious, set his/her health to its current level or half the original, whichever is higher. Remove any Poison or Mind-Control markers. Immobilization, and strength loss from radiation, remain as-is.

Carrying Heroes: a hero with a Strength of 4 or more can carry another hero who is unconscious or willing to be carried. This applies only to ground movement and flying. To do this, the carrier moves adjacent to the carried, and uses up one movement point to move into the carried's hex and pick him/her up. >From then until the carrier puts down the other, they move together in the same hex (this is the only time two heroes can share a hex). Neither the carrier nor the carried hero can attack or dodge while carrying. Fire, Cold, and Shock attacks aimed at either carrier or carried will hit both heroes, doing half the total damage to each; odd damage points hit the hero who was the target. It takes no movement points to put down the carried hero, who can then move normally. If a flyer drops an unconscious hero in the water, he/she will instantly regain consciousness and one Health point (half-maximum Health points if the unconscious hero is a Water-Dweller). If a flyer is knocked out while carrying another hero, the carried hero will suffer 1 point of damage from the fall. A hero cannot carry another hero while using any kind of special movement except for Flight or High Speed.

Unforeseen Interactions: With the wide variety of powers available in this game, there are sure to be interactions that no rule-book author could have predicted. Players need to agree in advance to work out "house rules" to cover these unforeseen situations. Please e-mail me if you find one that needs to be covered in the rules.

X. Winning the Game

When a turn ends with heroes from only one team standing, that team is the winner, and has gained bragging rights and the right to defend the city.

XI. Sample Heroes

Perhaps the most fun you can have with this game is to re-create your favorite heroes and villains, and take control of them in battle. There are enough powers in the game to make almost any hero in the book(s). To get you started, here is a mythical team called the Fanatic Four:

XII. Designer's Notes

Yes, there are lots of superhero games out there. I'm sure that most of them are better than this one in many ways. SuperGuys is worthwhile for three reasons:
  1. It isn't an RPG and doesn't require a game master or referee.
  2. You don't need to round up a bunch of people to play.
  3. Record-keeping is greatly simplified by the character sheets, counters, and sliders.
For super-powers, I chose from every source I could think of. For instance, the Enhancer and Cursor powers were inspired by characters in Piers Anthony's Xanth novels, while Luck was borrowed from the rules for flagships in the Battlefleet Gothic space wargame from GW. Some powers, like the Super-Weapon or Will Force, are obviously borrowed from specific comic-book heroes, while others, like Leadership and Swapper, sprang from my own mind (I think).

The list of super-powers isn't all-inclusive. Some powers, like X-Ray Vision, just had no application in a slugfest battle. Others, like the ability to absorb another hero's powers, would have required two of every counter. I skipped another popular power, Spell-Casting, because (a) messing with the occult goes against my Christian beliefs, and (b) most of the common spell effects were already used by other powers anyway.

I confess that my knowledge of super-heroes is limited to the late 1960's, 70's and early 80's. I know a lot has changed in the comic-book world since then. If you can't recreate your favorite hero with the powers I've provided, drop me a line and tell me what I'm missing.

Mike Fischer
mfischer@death.to.spam@naisp.net