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Power and Grace: A Superhero Hack For Lasers and Feelings Players: Create Characters

1. This document provides rules and character creation guidelines for a superhero roleplaying game called "Power and Grace". 2. Players first create a character by choosing or rolling for their character's style, power source, and hero archetype. They can also take on a second archetype by accepting a vulnerability. 3. As a group, players then choose advantages and problems for their superhero team. 4. During gameplay, players roll dice to resolve risky actions, with more dice added for preparation and expertise. Succeeding on rolls allows characters to accomplish their goals, while failures can lead to complications or making the situation worse.

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0% found this document useful (0 votes)
113 views

Power and Grace: A Superhero Hack For Lasers and Feelings Players: Create Characters

1. This document provides rules and character creation guidelines for a superhero roleplaying game called "Power and Grace". 2. Players first create a character by choosing or rolling for their character's style, power source, and hero archetype. They can also take on a second archetype by accepting a vulnerability. 3. As a group, players then choose advantages and problems for their superhero team. 4. During gameplay, players roll dice to resolve risky actions, with more dice added for preparation and expertise. Succeeding on rolls allows characters to accomplish their goals, while failures can lead to complications or making the situation worse.

Uploaded by

NivekPerrine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Power and Grace

A superhero hack for Lasers and Feelings

Players: create characters


1. Choose a style for your character or roll D12:
1. Brash 4. Disciplined 7. Intellectual 10. Savage

2. Brooding 5. Eager 8. Mysterious 11. Sexy

3. Detached 6. Hotshot 9. Noble 12 Wisecracking

2. Choose the source of your power or roll D12:


1. Alien 4. Cursed 7. Entrusted 10. Mutant

2. Altered 5. Cybernetic 8. High-tech 11. Robot

3. Created in a lab 6. Dosed 9. Magical 12. Trained

3. Choose your hero archetype or roll D12:


1. Acrobat 4. Brick 7. Martial artist 10. Psychic

2. Blaster 5. Controller 8. Metamorph 11. Speedster

3. Brawler 6. Gadgeteer 9. Mystic 12 Vigilante

4. You can choose a second archetype if you take a vulnerability which affects
you as (roll D8):
1. Amnesia 3. Incapacitation 5. Isolation 7. Power
nullification

2. Corruption 4. Insanity 6. Physical 8. Weakening


transformation

5. Choose your number, from 2 to 5. A high number means you’re better at


power (raw explosive energy, physical action, natural talent). A low number
means you’re better at grace (precision, planning, mental effort, trained skills).
6. Give your character a cool superhero name like Captain Buttkicker or
something.

You have: a brightly coloured costume with all the accessories and a mild-
mannered secret identity.

Player goal: Get your character involved in crazy superhero adventures and try to
save the world.

Character goal: Choose one, create your own or roll D12:


1. Be The Best 7. Avenge A Loved One

2. Earn Forgiveness 8. My Conscience Is My Guide

3. Fame And Fortune 9. Protect My Own Kind

4. Find A Place Where I Belong 10. Prove Them All Wrong

5. For Science 11. Punish Evil

6. Have Adventures 12. Return To My People

Players: create the team


As a group, pick two advantages for the team or roll 2D8:
1. Connected 3. Famous 5. Hidden Base 7. Science Lab

2. Crime Lab 4. Financed 6. Interplanetary 8. Security


recognition Clearance

Also pick one problem or roll D8:


1. Blackmailed 3. Hunted 5. Outcast 7. Under Scrutiny

2. Dissent in the 4. Infiltrated 6. Rogues Gallery 8. Wanted


Ranks
Rolling the dice
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re
prepared and +1d if you’re an expert. (The GM tells you how many dice to roll, based
on your character and the situation.) Roll your dice and compare each die result
to your number.

If you’re using power (force, speed, toughness), you want to roll under your number.
If you’re using grace (skill, preparation, intellect), you want to roll over your number.
0: If none of your dice succeed, it goes wrong. The GM says how things get worse
somehow.
1: If one die succeeds, you barely manage it. The GM inflicts a complication, harm,
or cost.
2: If two dice succeed, you do it well. Good job!
3: If three dice succeed, you get a critical success! The GM tells you some extra
effect you get.
!: If you roll your number exactly, you have power grace. You get a special insight
into what’s going on. Ask the GM a question and they’ll answer you honestly. Some
good questions:
What are they really feeling? Who’s behind this? How could I get them to _____?
What should I be on the lookout for? What’s the best way to _____? What’s really
going on here?

You can change your action if you want to, then roll again.

HELPING: If you want to help someone else, who’s rolling, say how you try to help
and make a roll. If you succeed, give them +1d.
GM: Create a superhero adventure
Roll or choose on the tables below.

A threat...

1. Alien armada 4. Government agency

2. Supervillain syndicate 5. Secret society

3. Demon 6. Multinational corporation

wants to...

1. Destroy / Corrupt 4. Protect / Empower

2. Steal / Capture 5. Build / Synthesize

3. Bond with 6. Pacify / Occupy

the...

1. Mutant underclass 4. Advanced prototype

2. Gold reserve 5. Peaceful alien empire

3. Occult conspiracy 6. Cosmic artefact

which will...

1. Destroy the world 4. Start a war / invasion

2. Reverse time 5. Rip a hole in reality

3. Enslave the country 6. Fix everything

GM: run the Game


Play to find out how they defeat the threat. Introduce the threat by showing evidence
of its recent badness. Before a threat does something to the characters, show signs
that it’s about to happen, then ask them what they do. “Dr Eyeball-Poker charges up
his power glove. What do you do?” “Stab Girl offers to reform if you partner up with
her. What do you do?”

Call for a roll when the situation is uncertain. Don’t pre-plan outcomes—let the
chips fall where they may. Use failures to push the action forward. The situation
always changes after a roll, for good or ill.
Ask questions and build on the answers. “Have any of you body-swapped before?
Where? What happened?”

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