Supers:
Be a comic book super hero!
This is a world as well as a tome; here, you get 500 skill points for
character creation, but you are going to need them, as your opponents
get comparable amounts of points.
All the skills you know and love from Eternia are here, some with bug
fixes. What's really fun, however, are all the new skills I added.
There are 4 defensive skills: Armor, Avoid, DR, and Retribution. Armor
increases your armor absorption%. Avoid increases your defense, making
you less likely to be hit. DR reduces the amount of damage you take
when something hits you, and retribution hits back when you get
attacked.
There is one "extra": AP. It increases the action points your character
has available, allowing you to do more.
There are eight ranged attacks: Blunt, Cold, Evil, Fire, Holy, Magic,
Mind, and Sharp, each of which does 1d6 damage per level at range for a
cost of 10 AP.
There are also eight summons: Crystal, Evil, Fire, Holy, Ice, Mana,
Spirit, and Stone, each of which summons an elementally aligned golem
to fight for you.
There are eight resistances (one for each of the RS supported elements)
and four immunities (Curse, Evil, Fear, and Poison) which eliminate
triggers of that type in your character every turn.
However, where things really get interesting are the enhancements,
which change the way your Ranged attacks work (and in one case, how
your summons work as well). There are 14 of them: AP (short for Armor
Piercing), Armormelt, Bind, Blind, Continuous, Curse, Damage,
Explosive, Fast, Lifedrain, Rapid Fire, Safe Friends, Slow, and To-Hit.
Armormelt reduces the target's defense% on a successful hit; bind
paralyzes the target; blind reduces the target's attack roll;
continuous continues to deal damage to the target for several turns
after you have hit the target; curse reduces your target's defense,
damage increases the amount of damage you deal; Explosive causes your
attack to hit everyone within a short distance of your target as well.
Fast reduces the action point cost of using your ranged attack or
summon. Lifedrain heals you slightly for each point of damage you deal.
Safe Friends prevents an attack from harming anyone with a matching
friendly
attribute, although secondary effects, like Continuous, Curse,
Armormelt, et cetera, still apply. Rapid fire increases the number of
times you attack whenever you invoke your ranged attack. Slow reduces
your opponents Action points. To-hit increases the odds that you will
hit your opponent. AP causes your attacks to ignore the target's
Defense% (does not apply to explosive damage). You get to rename your
Ranged attack and Summon skills just after character creation;
likewise, you have the opportunity to set your character's stats (you
get 20 stat points to distribute; any left unused are turned into skill
points) and size (bigger means less defense, but more HP; smaller means
more defense, but less HP).
Disadvantages! Have a limp! One arm! Be perternaturally slow and miss
every other turn! Take extra damage from one or more of the elements!
Have Strength/Intelligence/Agility below 10!
Supers 1.21