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Average Index
Creating A Superhero
The Above Average Way
Step
1. For creating your superhero, please use the Heritage storytelling rules.
Step
2. Your superhero's Powers.
Every superhero has superpowers. Sounds
logical, doesn't it? But the Above Average rules make a difference between
superpowers and superskills.
.
| Superpower: a superpower is a power that is better than the best human skill or ability. Superpowers can also be powers that have no skill/ability counterpart. Examples: Superstrength, Lightning Speed, Transformation Powers. A Superpower has a Power Level between 2 and 6. |
| Superskill/Superability: a superskill/superability is a skill or ability that is among the best human skills or abilities. If it was better, it would be a superpower. Every Superskill/Superability has the tag "Mastery" attached to the skill/ability. Examples: Martial Arts Mastery (the character can beat a world champion in no-holds-barred fighting), Endurance Mastery (the character can run a marathon without being too exhausted). Superskills/Superabilities mustn't have a Power Level that is higher than 1. |
| Superheroes have at least one superpower. They may have some superskills/superabilities, also. |
| Above Averagers have no superpowers, but they have a couple of superskills/superabilities instead. Usually, Above Averagers have far more Superskills than Superheroes. |
Very important: To give yourself and the
other players and the GM an idea of how powerful your Superpower or Superskill/Superability
is, please follow these guidelines:
The Powers are measured in so-called Power
Levels. There are seven Power Levels. They measure the Range, the Damage,
the Protection value, the Speed, the Weight, the Size, the Temperature
and the Area Of Effect that a Power can have or affect.
You have 10 Power Levels
total to spend on your hero's Powers. No single Power may have a Power
Level above 5.
.
| Power Level 0 (HUMAN): the power has a range of a few couple of meters, or max. 100 meters; damage is like an average unarmed attack (punch/kick); protection like light clothing (t-shirt, jeans); as fast as an average runner; weight is about 50 kilograms; size can go up to human average; as warm as a nice summer day; area of effect is about 20 centimeters. |
| Power Level 1 (AMAZING): the Power has a range of a few meters; damage is like a gunshot; protection like armor jacket; slightly faster than the world champion in 100 meters; weight is about as much as the current world champion can lift; size comparable to a trash dumpster; as hot as a visit to the sauna; area of effect: about one meter |
| Power Level 2 (GREAT): the power has a range of a few hundred meters; damage is like rocket launcher; protection like armored vehicle (tank); faster than a sports car; weight is copule of hundred kilograms; size comparable to a bulldozer; as hot as boiling water; area of effect: several meters |
| Power Level 3 (LEGENDARY): the power has a range of a couple of kilometers; damage is like heavy artillery; protection like reinforced building; faster than a speed boat; weight is a ton; size is comparable to a loaded subway car; a few hundred celsius hot; area of effect: one hundred meters. |
| Power Level 4 (SUPERHUMAN): the power has a range of a few hundred kilometers; damage is like a nuclear explosion; protection like bomb shelter; faster than a flying jet; weight is dozens of tons; size: several hundred meters long; a few thousands celsius hot; area of effect: several kilometers |
| Power Level 5 (GOD-LIKE): the power can reach almost every place on earth; damage is like a couple of nuclear bombs; protection like subterrenean shelter; faster than light; weight is hundreds of tons; size: a small planet; a few hundreds of thousands celsius hot; area of effect: planet-spanning |
| Power Level 6 (COSMIC): the power can even reach the universe; it destroys each and everything; protection is almost automatic; speed is multiple WARP speed; weight is thousands of tons; size: ???; as hot as hundreds of suns; area of effect: cosmic |
You have 10 Power Levels
total to spend for your hero's Powers. No single Power may have a Power
Level above 5.
Step 2.1 Read the Above
Average Uncomplete List Of Superpowers to get an idea of what your hero's
Powers are like.
We won't give you an extensive description
of superpowers and superskills. Go read some comic-books and let your imagination
run wild. What superpowers do you really want to have? To give you an idea
of the powers your hero could possess, read the following list:
360-Degree Vision, Absorb
Attribute, Absorb Normal Skill, Absorb Super-Skill, Absorption, Adaption,
Adhesion, Air Sphere , Alter Altered Time Rate , Analyze , Animal Control,
Animal Metamorphosis , Animal Senses, Animal/Plant Power, Animate, Animate
Shadow, Animated Servant, Anti-G, Armor, Astral Projection, Bend Light,
Bind, Bionics, Blast, Blind, Body Control, Body of Air, Body of Demon,
Body of Diamond, Body of Earth, Body of Fire, Body of Ice, Body of Metal,
Body of Obzidean, Body of Stone , Body of Undead, Body of Water, Body transformation,
Bond, Bouncing, Breath Holding, Broadcast, Call Hail, Call Lightning, Catfall,
Chameleon , Chemical control, Chemical Power, Claws, Clinging, Cold, Color,
Computer Brain, Confuse , Consumes all forms of matter, Continuum Control,
Control Animated Object, Control Fire , Control Hell, Control Liquid ,
Control Temperature , Control Undead, Control Weather, Control Winds, Cosmic
Awareness, Create Air , Create Darkness, Create Gas, Create Liquid, Cryokinesis,
Cybernetics , Damage Resistance, Dampen , Dark Vision , Darkness
Control, Deafen , Dehydrate , Destroy Liquid, Devitalization Ray, Dimensional
Travel, Disintegrate , Disintegration Ray, Displacement,
Doesn't Breath , Doesn't Eat or Drink, Doesn't Sleep , Drain Attribute
, Dual Brain, Duplication , Elasticity, Electrical generation/control,
Electromagnetism, Emotion Control, Empathy, Energy absorption, Energy manipulation,
Enhanced agility, Enhanced Attribute/Sense, Enhanced senses, Fireball,
Flame generation/control, Flame Jet, Flash , Flexibility , Flight, Force
blasts, Force Field, Frost , Gravity Control, Growth , Hard To Kill, Have
you all read yet?, Heat generation, Homing Ability, Hyperflight, Hypnosis,
Ice generation, Illuminate , Illusion , Image projection, Immortality ,
Immunity to Poison , Increase Gravitiy , Increased Speed , Infravision
, Insubstantiality , Intuition, Invisibility, Invulnerability, Laser ,
Life Support, Light generation/control, Lightning Control, Luck, Machine
Body, Machine control, Magic spell casting, Magnetic Powers, Martial arts
mastery, Mass Variation: Other, Mass Variation: Self, Matter consumption,
Matter Surfing , Mechano Link, Mental Duplication, Mental Stun, Microscopic
Vision, Mimicry , Mind Control, Mold Earth, Mold Stone, Molecular control,
Morph , Morph Memory, Move Through Material, Multiple Forms, Mutant Healing
Factor, Neutralize Fire, Neutralize Sound , Nictating Membrane, Non-Corporealness,
Odor generation, Parabolic Hearing , Paralysis Ray, Passive Denfense, Penetrating
Vision, Perfect Balance , Photographic memory, Plant Control, Poison/Venom,
Polarize Eyes , Power Blast, Power mimicry, Precision, Pressure Support,
Probability Manipulation, PSI, Psychic, Pyrokinesis, Radar Senses, Radiation
generation/control, Radio Hearing , Recovery, Reduced Sleep, Reflection
, Regeneration , Regrowth, Resurrection , Revivification, See Invisible,
Sensitive Touch, Seventh sense, Shadow Form , Shape-shifting, Silence,
Size Change, Smoke generation/control, Sonic Powers, Sound generation/control,
Speak Underwater, Spectrum Vision, Stretching Powers, Surge , Telekinesis,
Telepathy, Teleportation, Temperature Tolerance , Time manipulation, Transformation
, Transmutation, Tunnel , Ultrahearing, Unaging , Unstoppable, Vacuum ,
Vibratory Powers, Walk on Air , Walk on Liquid , Wall of Fire , Water Breathing,
Weakness Detection, Weather control, Whirlwind.
Step 2.2 Determine your superhero's source of Power.
Step 2.3 Magic is a
Superpower.
A note regarding Magic:
Magic is a power that sometimes occurs
in superhero comic-books. Most magicians and sorcerers in the books are
able to perform tasks with their magic that are similar to superpowers.
This leads me to the conclusion that magical powers are nothing else than
superpowers. So, magic in Above Average is also a superpower. Magic comes
in two forms: Karmic Magic and Universal Magic. With magic being just another
Power, please don't forget to give it a Power Level.
.
| Karmic Magic affects only living targets. It has no effect whatsoever on targets that are lifeless, like machines or buildings. Karmic Magic is good when your superhero wants to powerblast his enemies without toasting everything and anything that happens to stand in his way. Karmic Magic is less draining than Universal Magic - you can cast more Karmic Spells than Universal Spells. |
| Universal
Magic affects everything, regardless of the degree of life (or
non-life) it contains. Be careful when your superhero is capable of casting
Universal Magic. It makes no difference between a car or an innocent bystander.
Universal Magic requires a lot of endurance; much more than Karmic Magic
does.
_____ Example: a Universal Spell called "Illusion" can project images and sound into anything and everything. It will work against a human being, and it will work against a camera. If it was a Karmic Spell, it would only affect living matter. |
Another problem may be your superhero's
name ... I mean, let's face it, the umpteenth version of Superguy, Greatboy
and Atomic Andy are not really thrilling. So, I have included here jemidex@computerpro.com's
Superhero Name Generator. I think it's a great idea to fuel your imaginative
engine. The name generator consists of two lists. Pick one element of each
list. These two words are the compounds of your superhero's name.
|
Step
4. How To Make Above Average Cool And Exciting
What can you do to generate this unique
comic-book feeling? First of all, drop your dice. Be it d6, d8, d10, d12,
d20 or d100, drop them.
Our first step into the exciting world
of superhero storytelling will be to take a closer look at the laws of
this genre. What rules can we derive from the books?
The results of an ABove Average fight
are vastly different from those that occur in "realistic" games. Remember,
the superhero genre is larger than life. People are flying, thrown into
space by brawny superheroes, lifting buildings, and so on. The sky is the
limit in superheroic fights.
.
| In real life, an average human being will simply collapse and die after being hit with a .45 magnum. In Above Average, average people are knocked back a couple of yards, and then they collapse and die. |
| In real life, an average human being hit in the face by an above-average fighter, will be knocked out and crumple to the floor. In Above Average, this human being will be knocked out of his boots, and hit the ground hundreds of meters farther away. |
| In real life, jumping from skyscraper top to skyscraper top while shooting at the villain will result in a serious case of asphalt poisoning (aka falling to death). In Above Average, this kind of chase is a common, every-day activity. |
The stage plays also an important role
in a combat scenario. What does the scenario look like? Where does the
fight take place? In a crowded alley with lots of shoppers? In a run-down
block with police far, far away? The stage is important. Hundreds of different
props are lying around and wait for the characters to pick them up. Imagine
a fight scene in a library. The superheroes could break shelves, or try
to hide between them. Single books are very good throwing objects. Imagine
the chaos and mayhem when a Power Blast explodes in there ...