Normal
The normal game rules apply. This is the standard/typical way to play a tabletop RPG.
Fast Combat
All normal game rules apply, except you never roll a D20 when fighting or using skill checks. Instead, simply compare stat totals; whoever has the higher one wins. In the case of a tie, defender always wins.
Example: If you’re trying to dodge an attack, normally you’d roll a D20 and add your Evasion total. Your attacker would do the same with his/her Accuracy total. Instead, in Fast Combat, you’d simply compare your Evasion total against your attacker’s Accuracy total.
You also have the option of eliminating critical hits/fails. This makes it impossible to either critical hit or critical fail, and saves some time rolling a D20 before each attack.
For even faster combat, don’t roll to determine damage or healing. Just use the maximum values. (Example: if you roll a D20 for damage, your maximum value is “20″.)
Competition
Ideal for shorter games with a focus on fighting. Excellent for player verses player action. Ideal for a large number of players, too. It’s a tournament-style competition to determine the most powerful and most well-played character … in the world (or universe)!
- All players start at Level 1.
- Players battle each other one-on-one. They are each matched with someone of the same Level.
- All players get a turn to fight in a match, per round.
- Either the Story Master or a player rolls a D20 to determine where the match will take place. The Story Master will have created a list of 20 locations ahead of time, all numbered. Whatever number the D20 lands on, that’s where the battle will begin. The location can have certain environmental hazards and opportunities, as defined by the Story Master.
- There is no time limit per match, unless declared by the Story Master or required by the location.
- A match is “won” by knocking an opponent unconscious. The opponent must remain unconscious (or dead) for three turns.
- The winner gains 100 Experience Points multiplied by his/her opponent’s Level.
- The loser can fight another opponent of the same Level until there is no one left, or leave the competition voluntarily.
- After defeating all other players, the final match is between you and a powerful opponent created and controlled by the Story Master. Your final opponent will always be 1 Level higher than you. Your final opponent will also be custom designed to exploit any weaknesses in your character. Even though this final opponent is created and controlled by the Story Master, it also has to be a “legal” character as if a player had created it.
- You will need strength, strategy, and a little luck to achieve victory and earn the title of Champion.
The Story Master can, if he/she so desires, offer a special exclusive reward for any player who becomes Champion. Example rewards could include: starting at a higher Level in the next game (regardless of game mode); access to a special custom race, class, or other desirable benefit, available only to that player; food, cash, a t-shirt, or some other real-life reward; his/her name in a Hall of Fame or website ranking; and/or anything else. If there are physical, real-world prizes, the Story Master can even charge a reasonable entrance fee to cover the cost of the reward for the top player(s).
Legendary
All players start at Level 10 with 5,000 Experience Points and $20,000 in Personal Savings. Players also have 50,000 Fame points to divide between Good and Evil as they like.
Useless Powers
Every player must have at least one “useless” super power. It’s something original and creative that, by common sense, would be pretty ineffective, useless, and meaningless. Then, throughout gameplay, the players must find creative and imaginative ways to use those useless powers to achieve their goals.
Team vs Team
Ideal for large groups. Players divide into two or more teams. Excellent for hero teams verses villain teams, but groups can be mixed too. If helpful, a Story Master can be assigned to each team/group, and then coordinate with a Lead Story Master who oversees everything. Each team can gather in their own separate rooms to plan, organize, and strategize. Then players can meet in a central larger room to interact with or fight against the other team(s).
Origin Story
Players start at Level 1 with no powers and only basic, common weapons/armors (if any). Spend all available Character Points, but have 0 Power. Then begin the story as regular, non-super people. The Story Master presents various challenges and obstacles that the players must overcome without powers or sophisticated weapons. Sooner or later, through the events in the story, each player receives his/her first super power. At that moment, the player receives a one-time bonus of +100 Power, for the new super power. The Story Master can decide if one event gives all/most of the players their powers at the same time, or if each player experiences his/her own individual origin story.
Tutorial Mode
Ideal for first-time players, especially for those new to tabletop role-playing games in general. The Story Master is very forgiving and relaxed with the rules, recognizing that this is a learning experiencing for his/her players. Enemies and obstacles aren’t too difficult. It’s an opportunity to players to “feel things out” and explore the game/story first.
Tutorial Mode is intended to be a temporary mode, before switching into one of the other game modes. At the end of Tutorial Mode, players are allowed to change anything/everything about their characters, now that they have a better understanding of the game’s rules, mechanics, and team dynamics.