Archive for July 2012

Stuff on 3 X 5 cards   Leave a comment

What follows is the typed content of 15 3X5 cards that I found among my old papers.  It is obvious that they are a sort of design outline for a superhero game roughly based on Tunnels and Trolls.  This may have developed into the actual Power Trip rules.  There are similarities.

At this stage in my life I don’t remember why or even when I wrote these cards.  Based on the type of card I used, which was the tearable scrap cards that Phoenix Public Library gave to the catalogers (and I was a book cataloger then) in the mid to late 70s and early 80s, I estimate that I did all this outline work long before I actually created the Power Trip rules.

There are no illustrations on the orignal cards, but I ran a kind of write-your-own superhero game in my fanzine TnT for a while, and players sent illustrations of their own characters as well as popular superheroes and villains of the time.  I found one of those original illustrations, and I will insert it here, just to make this document look better.  There is really no causal connection between the illo below and the text.

–Ken St. Andre

July 17, 2012

A robotic woman superhero.

Super Hero Game Design on 3 X 5 Cards

Super Hero Origin

  1. Born
  2. Accidental
  3. Created
  4. Outsider
  5. Advanced training
  6. Normal person

Powers stem from

  1. Genetics
  2. Gizmos—super science
  3. Quirks
  4. Alien laws—physics—magic
  5. Training
  6. Courage
  1. Natural mutants (triples on att)
  2. Self-made (advanced skills)
  3. Scientific (gizmos)
  4. Accidental (quirks)
  5.  Outsiders (alien abilities)
  6. Normal people

Characters may increase powers in play.

Super attributes = 18 + 3D6, triples add & roll again.  ST/CN = separate rolls for ST & CN both based on 18

  1. STR/CON
  2. IQ
  3. DEX
  4. CHR
  5. SP
  6. Health/Regeneration
  7. Gizmos
  8. Quirks—Heightened senses
  9. Advanced training

10. Choice of 1-9 + extra roll

Character Card

ST        IQ        LK       CN       DX       CH       SP/R   HL

HT       WT      Age      Sex      Kin

Money

Skills

Physical          Knowledge

Genetic superiority

  1. STR > CON
  2. IQ > Psi > Gizmos > Training
  3. LK > Psi > Accidental
  4. CN > Toughness > Regeneration
  5. DX > Acrobatics >Training
  6. CHR > Psi > Quirks
  7. SP > Quirks > Training

Quirks

  1. Infravision (night visison)
  2. Telescopic vision
  3. Microscopic vision
  4. X-ray vision
  5. Heat vision
  6. Stun vision
  7. Superkeen hearing
  8. Sonar hearing
  9. Eidetic memory
  10. 10.  Double-jointed
  11. 11.  Elasticity

12. Shapeshifting

  1. 13.  Pigmentation control

14. Light emission

15. Noise control

16. Temperature control

  1.      1.  Flame
  2. 17.  Traction (walk on walls, ceiling, etc.)

18. Metabolic control

  1. 19.  Death/Trance
  2. 20.  Electric Discharge
  3. 21.  Toxic Touch
  4. 22.  Invisibility
  5. 23.  Amphibian power (Breathe water)
  6. 24.  Immunity (Poisons)
  7. 25.  Temp. control  (Ice)
  8. 26.  Feathered skin
  9. 27.  Hyperpilosity
  10. 28.  Scaly skin
  11. 29.  Immunity (Radioactivity)
  12. 30.  Radio senses (antenna)
  13. 31.  Math calculation
  14. 32.  Extra fingers
  15. 33.  Extra arms (2)
  16. 34.  Hooves
  17. 35.  Tentacles
  18. 36.  Robotic body
  19. 37.  Gigantic size/mass
  20. 38.  Minor size/mass
  21. 39.  Density control
  22. 40.  Buoyancy (flight)

41. Wings (flight)

42. Horns

  1. 43.  Fangs & claws
  2. 44.  360 degree vision—eyes in back of head
  3. 45.  Bionic limbs

46. Mimicry (Sound)

  1. 47.  Odor control/keen sense of smell

48. Hyperkeen taste

  1. 49.  Personal wealth
  2. 50.  Delicate sense of touch

Generation Rules

  1. If STR is super, CON will be super too.
  2. If CON is super, but not STR, then character will have some special power.
  3. If IQ is super, but not greater than 20 then character will have a Psi power.
  4. If IQ is greater than 20 then character will have super-scientific powers.  1 special device per point over 20.
  5. If Luck is super, character may roll for special mutant powers.
  6. If Health is super, character can regenerate and/or shapeshift
  7. Only STR, CON, DEX, & Speed get multipliers.
  8. Any triple indicates super attribute + roll again & add.

Scientific Skills

  1. Electronics
  2. Scientific detection
  3. Questioning
  4. Computer science
  5. Forgery
  6. Foreign language
  7. Cryptography
  8. Engineering
  9. Anthropology

10. Geology

11. Biology

12. Medicine

13. Venomology

14. Chemistry

15. Physics (Optics)

16. Law

17. Architecture

18. Dead language

19. Astronomy

20. Deduction

Combat Skills

Basic Combat = 1 fpr everu 5 adds om DEX + 1 for every 5 points of skill in specific combat skills.  Minimum value is one.  To be used when using an unfamiliar weapon or learning a new skill.

Combat Skills Unarmed

  1. Fre form combat
  2. Boxing
  3. Wrestling
  4. Savate
  5. Martial art (specify)

Armed

  1. Knives
  2. Swords
  3. Archery
  4. Spears

10. Exotic weapon (specify)

Firearms

  1. Small caliber pistols
  2. Large caliber pistols
  3. Small caliber rifle
  4. Large caliber rifle
  5. Shotgun
  6. Automatic handgun
  7. Automatic rifle
  8. Mortars (Bazookas)
  9. Small cannon

10. Large cannon

11. Mobile weapon (specify)

12. Ray weapon (specify)

13. Flamethrower

Combat Skills

  1. Acrobatics
  2. Oriental martial arts
  3. Boxing
  4. Wrestling
  5. Evasive acton
  6. Firearms (pistols)
  7. Firearms (rifles)
  8. Firearms (automatic weapons)
  9. Firearms (cannons)

10. Archery

11. Swordsmanship

12. Exotic weapons

13. Savate

14. Swimming & diving

15. Running (Track)

16. Throwing (Aim + Power)

17. Brawling

18. Explosives

19. Trick & speed driving

20. Rope tricks

Super Powers, External

  1. Invented by self or friend.
  2. Equipment belongs to government agency or other large organization
  3. Equipment provided by alien beings
  4. Equipment found—unknown source
  5. Equipment came in the mail—unknown source
  6. Equipment taken from other superhero or villain

Super Powers, Inherent

  1. Born with them, Mutant
  2. Born with them, Alien
  3. Development of a skill
  4. Exposure to unknown radiation, Mutant
  5. Exposure to strange chemicals, Mutant
  6. Exposure to unknown drugs—transcendance

Stealth Skills

  1. Lockpicking
  2. Safecracking
  3. Pocketpicking
  4. Sleight of hand
  5. Move quietly
  6. Hide/Find object (Camouflage)
  7. Set/Detect amush/trap
  8. Electronic surveillance
  9. Alibi

10. Climb with devices

(Names)

Kohadk

Ak Cin

S-cuk

Wawhia

Ban Dak

Pisin Mo’o

Pi O’oik

Ali Jeg

Ge Oidag

Topawa

Womuli

Culik

Wan Kiwulik

__________________________________________

If you always wanted to design your own superhero game, or if you actually did so, or if you just want to say something about the lists I’ve thrown at you up above, please go ahead and leave a comment.

–end

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