GoblinNerd27
Jibba!! Jibba!!
This is a superhero role-play with a simple mechanic using six-sided dice. the rules are simple for creating a character.
The first is creating your power. since the system is flexible all you need to do for power is to be creative. describe how your power works and give it a limitation that isn't ridiculous but reasonable.
Second, the way to assign your character points is simple. You have 6 points to assign and each rank is worth 1 point. the skills that are available is this; Combat: This skill is your characters ability to fight (that also means being able block, dodge, and anything involved with fighting), Athletics: This represents how fit your character is and how the keep in shape (its also used for initiative for combat order), Other: this skill is for anyone who doesn't see a skill they want as a option (like you can use other to be your stealth, perception, engineering, etc. also when you say what you focus in that's where you put in your skill Other (stealth) ), Medical: your characters knowledge of healing, Power: your characters skill and knowledge of using their power.
Powers are gained in three ways. One is going through a traumatic event known as trigger event. The second is that if you have a parent who is a cape who are most likely to gain a power similar to their parents power. And finally there are very few people who are known as case 53 capes who have the following signs of being one, They have no memory before waking up somewhere random, they have a physiology different to normal humans (sometimes extreme but sometimes not so extreme until your right up close to them) and the tattoo somewhere on their body that is a stylized omega symbol upside down on them.
The ranks go in this order (basic, trained, Adept, and Obsessed).
for rolling dice you always get to roll a d6 but for each rank you have you get to add another d6 to the roll
Here is the character sheet
H.P. : (4d6+10)
Name:
Cape Name:
Bio: (this is your characters history, physical description, the trauma that they experienced that triggered their power, and costume they wear when doing criminal activity)
Power Description:
Power Limitation:
Power Classification (GM needed to fill this out only if your character has a criminal record)
Mover:
Brute:
Master:
Blaster:
Striker:
Trump:
Shaker:
Breaker:
Tinker:
Thinker:
Changer:
Stranger:
Skills
Combat: put rank here (Your focus here)
Athletics: put rank here (Your focus here)
Other: put rank here (Your focus here)
Medical: put rank here (Your focus here)
Power: put rank here
If you have any questions just ask and I'll answer them
Example Character
H.P. : 27
Name: Joe Melvinnich
Cape Name: Halitosis
Bio: Joe is a proud man and has wide blue eyes that are like two pools of water. His thick, straight, charcoal-colored hair is worn in a style that reminds you of a seashell. He is very tall and has a broad-shouldered build. His skin is light-colored. He has a hooked nose. His wardrobe is businesslike and attractive, with a lot of green and white. In costume he wears a green hoodie that has a modified gas mask. He gained his power from being tracked down by a loanshark and when joe tried to snap back they made him have battery acid in his mouth and make him spit out whatever is left. After that he rarely talks but when he opens his mouth people will quickly tell him to shut it.
Power Description: Joe can generate a powerful breath attack that is so sickening that it can cause anyone to feel so sick they will vomit.
Power limitation: The range is 20 feet and he isn't protected from his own power.
Power Classification (No criminal record)
Mover: -
Brute: -
Master: -
Blaster: -
Striker: -
Trump: -
Shaker: -
Breaker: -
Tinker: -
Thinker: -
Changer: -
Stranger: -
Skills
Combat: Trained "3d6" (Boxing)
Athletics: Trained "3d6" (track)
Other: None "1d6" (none)
Medical: None "1d6" (none)
Power: Trained "3d6"
The first is creating your power. since the system is flexible all you need to do for power is to be creative. describe how your power works and give it a limitation that isn't ridiculous but reasonable.
Second, the way to assign your character points is simple. You have 6 points to assign and each rank is worth 1 point. the skills that are available is this; Combat: This skill is your characters ability to fight (that also means being able block, dodge, and anything involved with fighting), Athletics: This represents how fit your character is and how the keep in shape (its also used for initiative for combat order), Other: this skill is for anyone who doesn't see a skill they want as a option (like you can use other to be your stealth, perception, engineering, etc. also when you say what you focus in that's where you put in your skill Other (stealth) ), Medical: your characters knowledge of healing, Power: your characters skill and knowledge of using their power.
Powers are gained in three ways. One is going through a traumatic event known as trigger event. The second is that if you have a parent who is a cape who are most likely to gain a power similar to their parents power. And finally there are very few people who are known as case 53 capes who have the following signs of being one, They have no memory before waking up somewhere random, they have a physiology different to normal humans (sometimes extreme but sometimes not so extreme until your right up close to them) and the tattoo somewhere on their body that is a stylized omega symbol upside down on them.
The ranks go in this order (basic, trained, Adept, and Obsessed).
for rolling dice you always get to roll a d6 but for each rank you have you get to add another d6 to the roll
Here is the character sheet
H.P. : (4d6+10)
Name:
Cape Name:
Bio: (this is your characters history, physical description, the trauma that they experienced that triggered their power, and costume they wear when doing criminal activity)
Power Description:
Power Limitation:
Power Classification (GM needed to fill this out only if your character has a criminal record)
Mover:
Brute:
Master:
Blaster:
Striker:
Trump:
Shaker:
Breaker:
Tinker:
Thinker:
Changer:
Stranger:
Skills
Combat: put rank here (Your focus here)
Athletics: put rank here (Your focus here)
Other: put rank here (Your focus here)
Medical: put rank here (Your focus here)
Power: put rank here
If you have any questions just ask and I'll answer them
Example Character
H.P. : 27
Name: Joe Melvinnich
Cape Name: Halitosis
Bio: Joe is a proud man and has wide blue eyes that are like two pools of water. His thick, straight, charcoal-colored hair is worn in a style that reminds you of a seashell. He is very tall and has a broad-shouldered build. His skin is light-colored. He has a hooked nose. His wardrobe is businesslike and attractive, with a lot of green and white. In costume he wears a green hoodie that has a modified gas mask. He gained his power from being tracked down by a loanshark and when joe tried to snap back they made him have battery acid in his mouth and make him spit out whatever is left. After that he rarely talks but when he opens his mouth people will quickly tell him to shut it.
Power Description: Joe can generate a powerful breath attack that is so sickening that it can cause anyone to feel so sick they will vomit.
Power limitation: The range is 20 feet and he isn't protected from his own power.
Power Classification (No criminal record)
Mover: -
Brute: -
Master: -
Blaster: -
Striker: -
Trump: -
Shaker: -
Breaker: -
Tinker: -
Thinker: -
Changer: -
Stranger: -
Skills
Combat: Trained "3d6" (Boxing)
Athletics: Trained "3d6" (track)
Other: None "1d6" (none)
Medical: None "1d6" (none)
Power: Trained "3d6"
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