Ok, after uncountable rewrites, two complete overhauls and 1 accidental delete it's finally done!
SUPERSTRUGGLE RULESET
WHAT'S THIS ALL ABOUT?
Superstruggle is a scenario where The Judge, ruling entity of the multiverse, If faced with a threat that is yet beyond his divine comprehension. His last chance is to determine the stronest, toughest and smartest of the multiverse and to have them fight The Menace, as he named the threat. To deternime worthy candidates he holds an all-dimensions tournmament. He needs participants of all possible levels of power, because they all provide different planes of perception and abilities.
WHAT DOES THIS MEAN FOR ME, THE PLAYER?
Each player can have a roster of five participants, one for each "weight" class (these classes are discussed in further detail later). These participants will batlle it out against other particpants, scoring points. This "battling" can be taking wordly, meaning a fight one on one, or more mission-like assignments. When one participant reaches 1000 points he is the winner of his class. Points are awarded based on performance at the given task, with a short breakdown of basic rewards given in the task briefing and possible extra rewards for extraordinary performances.
HOW DOES THIS WORK?
Superstruggle is largely RP-based. This means there are no hard figures and numbers to be compared, no dices are rolled, no tables to be checked. This means there is more freedom for the player, but it also means that conflicts are going to be more common. Of course nobody wants his character to lose, but sometimes you have to admit you were beaten. Noone can dodge every punch, nobody can shoot right every time, not even the gods are perfect. RPing this sort of fights requires good self-judgement from every player. If there is a conflict that can't be solved by the involved players themselves The Judge, meaning me, will intervene and resolve the problem. Players should note that frequent bickering can lead to point-penalties. Players should reward creativty on their opponents side and respect a well fighting enemy and admit defeat when they have to.
BASE ATTRIBUTES? BASE SKILLS? I THOUGHT THERE WERE NO NUMBERS?
Correct, there are no numbers in Superstruggle. However, to create an instrument for basic measure and transparency there are base skills and base attributes. Each one can be rated in five good ratings (above average, good, very good, excellent, extreme), average, or five bad ratings (below average, bad, very bad, catastrophic, nigh non-existant).
The attributes are:
- Agility: Physical prowess, flexibility. Participants with higher Agility run faster, have more dextrous hands and can pull more complex stunts.
- Health: Physical durability, survival probability. Participants with higher Health fatigue slower, hold their breath longer and are immune to more poisons and illnesses.
- Intelligence: Mental flexibility, adaptability. Participants with higher Intelligence think faster, are more creative and solve puzzles easier.
- Strength: Physical brawn, muscle power. Participants with higher Strength lift heavier objects, throw harder punches and jump higher and farther.
- Will: Mental stability, personality. Participants with higher Will are more likely to withstand mental manipulation, have higher magical resistance and manipulate others easier.
- Wisdom: Mental capacity, mass of knowledge. Participants with higher Wisdom know more facts, are more likely to know obscure facts and learn faster.
- Perception: Your senses, the ability to notice change. Participants with higher perception see farther, hear better and notice changes more quickly.
The skills are:
- Unarmed Combat: Encompasses every form of fighting without weapons, from brawling to high martial arts.
- Melee Weapons: Any expertise with melee weapons, from sticks to axes, is shown with this skill.
- Ranged Weapons: This includes MUSCLE-POWERED ranged weapons, like bows, crossbows and any kind of thrown weapon.
- Firearms: From pistols to rocket launchers, if you know how to use it this skill is your choice.
- Traps: Setting them, spotting them, assembling them, disarming them.
- Explosives: Using the stuffs that go boom without getting boomed yourself.
This list of skills does by no means represent the only skills you can have, but since this is mostly about fighting I thought these skills are the ones everybody should rate for his participants.
WHAT ABOUT THE "WEIGHT CLASSES"?
As explained above all participants will be divided into groups, respective to their relative power. There are five (Mortal, Supermortal, Demigod, God, Supergod) of those classes. A player has to give his own measurement of which class the participant belongs to, but as always (I can't stress this enough) The Judge has final authority. Here are some rough guidelines:
- Mortal: A mortal has approximately the same capabilities as a human being. He may have these capabilities maxed out, though. However he won't have abilities that are impossible for standard humanoids to posess, like for example the ability to fly, or to breath fire. A mortal should have no base rating above very good, although one or two might get by with a good explanation.
- Supermortal: Supermortals are beings more powerful than mortal, but not greatly so. Many Supermortals posess abilities that a mortal could never command, for example telkinesis or laserbeam-eyes. Some, however, don't posess any of these Powers, they have the abilities of a mortal taken beyond mortal limitations. No mortal, however trained, will be able to lift a building. A Supermortal with extreme Strength could. So, to be a Supermortal, a participant should posess one or two not too strong Powers, or have some excellent or even extreme ratings.
- Demigod: When a Supermortal maxes out his Powers far enough, expanding their capabilities and learning new ones, he becomes a Demigod. Demigods are beings of high Power, but commanding this much Power requires them to some sort of energy source. This can be a special food that must be consumed, some kind of object to be carried or even the faith of worshippers. The Powers of Demigods are substantially stronger than those of Supermortals, or more varied. Also almost every Demigod has at least one excellent and one extreme rating.
- God: Mortal heroes ascended, beings of pure thought, representations of abstract principles, these are the Gods. Gods have control over ojects and even people. They may posess channels of Perception that a mortal brain cannot even begin to understand. This kind of extreme Power, however has to be fueled. One source of energy just doesn't suffice. A God needs multiple sources to draw power from, most likely including things that corelate with his powers. Most Gods are Gods of something. This something they are God of stands in relation to their powers, they can control this something, create it, destroy it, change it and that on a large scale. No God is a god witout at least two extreme ratings.
- Supergod: In the cosmic hirarchy of power Supergods are almost top of the ladder. Few instances stand above them, most yet to be discovered. Supergod have the most power of all the five classes, but for that they require the most energy as well. Large scale power sources, such as the purity of an entire planets water sources, or a billions worshippers faith are required to fuel a Supergod. This massive amount of fuel gives a Supergod extremely scaled powers. Creating a planet or forming a new kind of intelligent lifeform are the kind of jobs a Supergod takes on. Sometimes they are so powerful that even the Gods worship them. Two extreme and two excellent ratings are minimum for any selfrespecting Supergod.