Super Stories 2.0
Super Stories 2.0
Super Stories 2.0
I. Creating a Character
Step 1: Profile
Describe your character in whatever way you like. Be sure to include
details about the characters powers, abilities, equipment and so on.
Example:
Slingshot is an expert shot with a slingshot, and he is also an
accomplished practitioner of parkour. He has many trick slingshot
bullets in his arsenal, with effect ranging from knock-out gas to electric
shocks and small explosions. No one knows who supplies him with
these high-tech weapons, but Slingshot is not a tech wiz himself, so
he must have at least one partner behind the scenes. He has taken
down more than a few bad guys in his short career, and has proven to
many that he is not as silly as his codename and weaponry might lead
one to assume.
The example above tells us a lot about this character, and gives us a
good impression of the level of hero were talking about. Slingshot
is no Batman, but he might fit right in on a new team of street-level
heroes.
Edge
Amateur
Rookie
Experienc
ed
Seasoned
Veteran
Legendary
Mythologic
al
Beyond
You may always volunteer to pay for more dice than the GM calls for
beforehand, or you can hold out and pay for re-rolls on your Misses.
GM: A 4 and a 5, eh? Pretty good shot! Okay, you damage one of his
exhausts, sending him zipping out of control into the very top edge of
the nearby building!
GM: Buzzer's jet pack stutters, and both he and Lariette crash down
onto one of the roofs above the alleyway.
Player 1: I try to get on my feet in time to lasso him up for good!
Player 2: Headed for the roof!
GM: Buzzer is on his feet, kneeling, rather, and stuffing a bunch of
papers back into a folder he was carrying.
GM: He closes the folder and blasts off, shaky but plenty fast, into the
distance.
GM: However, when the two of you close in on the point where he
blasted off, you see that he missed one of those pieces of paper that
he was trying to put back in the folder.....
Players: A clue!
The Players and the GM should not see this use of Story Tokens as a
tug of war for control of the story. The main concern should always
be what would make the story more fun or interesting?
Some GMs might even choose to let a player reduce their Setback
Tokens by spending Story Tokens. The options are limitless, and
each group should feel free to change the rules as suits them best in
the pursuit of telling a story and having a good time.