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