Freewild Supers v0.60
Freewild Supers v0.60
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Freewild Supers is a free-form tabletop will tell you how many “successes” you must Attacking. To attack with a close weapon, such
roleplaying game (TTRPG) of comic book super score to succeed. (See the die roll results table at as a sword or your fists, roll your Physique die. To
hero action for up to 6 players and a Game the bottom of on your character sheet.) More difficult attack with a ranged weapon, such as a ray gun
Master (GM). tasks will require more successes to accomplish. or throwing knife, roll your Agility die. Your GM
Players need a set of polyhedral dice consisting For example, bashing in a wooden door might need will tell you how many successes you need to hit
of a 4-sided die (d4), a 6-sided die (d6), an 8-sided only 1 success, but a reinforced steel door might need your opponent.
die (d8), a 10-sided die (d10), a 12-sided (d12), and a as many as 5 successes to punch through! Defending. To defend yourself from an attack,
20-sided die (d20); plus a pencil and eraser. roll either your Agility die to dodge out of the
Rolling 3 or less – a “miss” – means you have
YOUR HERO failed to accomplish the task. way or your Physique die to withstand the blow,
whichever makes the most sense for your hero.
Decide what kind of super hero you want to be. YOUR POWERS If your defence roll scores fewer “successes”
A mythical demi-god wielding a legendary Your hero has three powers, which you can than the GM declares are needed to avoid the
weapon? A super-fast speedster who zips past select from the list provided. Each power is attack, you lose 1 Health point.
enemies? A techno-ninja armed with swords and related to one of your five ability spheres.
pistols? Use your imagination to come up with Moving. You cover as much distance as seems
your hero. Using a power is much like trying to perform an reasonable, depending on what you’re doing on
Action, but with an extra twist: to use a power, your turn, as per the GM’s ruling.
ABILITIES roll the related ability die and your d20 and use HEALTH
Your physical and mental abilities are the higher result to determine the number of
represented by five ability spheres - Intellect, successes scored. When you describe how Your Health points are a measure of your injury
Agility, Physique, Presence, and Intuition. Assign you’re using your power, the GM will tell you threshold. Your maximum Health points are
one die (from your pool of d4, d6, d8, d10, and how many “successes” you need to succeed. equal to your Physique die size divided by 2. For
d12) to each of your ability spheres. The size of example, if your Physique is a d10, you have 5
For example, a hero with Super Strength can deal Health points.
the die you assign reflects your strength in that
massive damage with a melee attack. Suppose his
ability sphere. Defeat. If you lose all your Health points, you’ve
Physique die is a d10. He rolls that along with his
Your d20 is for your super abilities. Actions for which d20, getting a 6 (1 success) on his d10 and a 15 (4 been defeated. You fall unconscious until you
you roll a d20 create truly extraordinary effects. successes) on his d20. He uses the higher result, heal at least 1 Health point.
ACTIONS scoring 4 successes against his opponent! Healing. Generally, you restore 1 Health point for
COMBAT every hour of rest, however your GM may rule
To perform a challenging action, roll the die that you heal faster or slower, depending on
associated with the relevant ability sphere. For When combat breaks out, the GM declares which how you were defeated or whether special
example, to break down a door, you would roll side – heroes or adversaries – attack first. Once healing resources are available to you.
your Physique die; to sneak past a guard, you all combatants of one side have acted, it is the
would roll your Agility die. other side's turn. On the heroes' turn, the players
When you attempt a challenging action, the GM decide among themselves in what order each acts.
EXAMPLE HEROES
GADGETEER VALKYRIE TECHNO-KNIGHT ANDROMEDA
Gadgeteer is a super genius who invents Valkyrie is a demi-god descended from Techno-Knight is a billionaire vigilante Andromeda is an alien humanoid from
technological wonders. His hand-held Yggdrasil to smite evil on the mortal who wears high-tech powered armour to another galaxy (Alien) whose people
multi-scanner can disable or plane (Mythical). She wields a gleaming fight crime (Artificial). His suit is equiped have the natural ability to assume other
commandeer other high-tech devices sword and shield with god-like might with thrusters (Flight), forearm mounted forms (Mimicry), fly unaided (Flight), and
(Technopathy). He wields a freeze ray to (Super Strength) atop her celestial puplse cannons (Energy Blast), and communicate telepathically with other
stop villains cold (Energy Blast), and winged steed (Flight) and is impervious protects him from most harm (Super sentient creatures (Telepathy).
deploys a swarm of nanobots to spy on to most mortal weapons (Super Toughness).
the enemy (Clairvoyance). Toughness).