I'll have rules for everything from super-attributes to super-powers such as lightning or ice or telepathy or telekinesis. You can roll to randomly determine your super-powers, with GM permission you can just choose two super-powers to start with.
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If you lived in a comic book, who would you be the hero or villain? and what universe would you live in dc or marvel?
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I would definitely be interested in playing a P&P RPG based on superheroes and villains! 🎲 The ability to explore super-attributes and powers like lightning, ice, telepathy, or telekinesis sounds intriguing. Rolling for random powers adds excitement, while choosing powers allows for strategic creativity. It would be fascinating to create and immerse myself in stories with unique characters and abilities. 🦸ββοΈ
The core attribute and skill system would use d6 for rolls. You start with between 2d6 and 4d6 in each of six attributes for a total of 18d6 starting attributes (average 3d6 per starting attribute). You further get 7d6 skills dice to distribute. This works similar to the old West End gaming system for Star Wars at this point.
If you start with a super-attribute, you get +5d6 in that attribute for a total of between 7d6 and 9d6. Vitality is a good idea because the likelihood of you dying with +5d6 vitality is much lower :). With +5d6 strength, your character can bench press a bulldozer, literally.
Specialized energy abilities, such as fire, ice, lightning, etc, do 10d6 damage and require a skill check (work in progress for rules).
Generalist abilities, such as "telekinesis" do less damage, but are easier to control if that makes any sense. Subject to game balance.
There are also abilities which emulate Rogue and Absorbing Man from Marvel fiction. Further abilities include Shapeshifting and just about any mutant ability imaginable will be covered. I'll have at least 36 basic super-power abilities, and players can suggest others to the GM with approval.