Men & Supermen Rules: Making Rolls
- Abilities and Attributes
- Men & Supermen Rules
- Creating a Character
- Action Rolls
- Action Rolls use 2d10. If the 2d10 result is less than or equal to the Action Roll in question, the Action is successful. The Quality of the success is found by subtracting the die roll from the target number (the Action Roll). When a 1 shows up on one of the dice, that die can be re-rolled, and its second result subtracted from the first. Example: a player rolls 2d10, for 1 and 7, this totals to 8, but the 1 is rolled again; the next die comes…
- Ability Rolls
- Action Rolls based on Abilities cannot usually be increased by spending more time doing them. This requires skill.
- Skill Rolls
- Skill Rolls can be modified to increase the chance of success, or to decrease the performance time.
- Power Rolls
- Power Rolls are not random. The Quality of the Power Roll is the character’s Power Roll with the Power. Most powers have a Performance Time of 20. A combat roll is required to attack with the power, and the combat roll Q can be used to decrease the performance time. The Power Roll can also be used to reduce the Performance Time.
- Making Rolls: Knowledge
- Knowledge can affect Skill Rolls. Knowledges with the same name as a Skill give a bonus equal to the Knowledge Score divided by 10 to the Bonus Pool.
- Opposed Actions
- Everything in the world is not a rock waiting to be lifted. Some rocks fight back. If you’re competing with someone, and your goal is as much to keep your opponent from succeeding as it is to succeed yourself, that’s an Opposed Action. Obvious examples are arm wrestling and tug of war—in those cases, only one person can win.