Men & Supermen Rules: Being a Superhero
- Examples
- Men & Supermen Rules
- Optional Rules
- Modifying Character Creation
- The rules provided here (Creating a Character, Hero Types, and Lists and Tables) are guidelines. They are designed to create a hero or villain falling into relatively specific, common areas. They are not, however, rules.
- Playing Tips
- Here are a few tips on how to have more fun playing this, or any, role-playing game.
- Types of Heroes
- Those of you who are familiar with classes, professions, and occupations in other games might be inclined to interpret Men & Supermen classes and packages similarly. However, the Class Powers, Special Powers, and Package Heroes are simply guidelines to help you create a character who fits in a superhero world. Players are in no way confined to using any of these guidelines.
- Being a Superhero: Equipment
- Some of these types of heroes carry some pretty strange pieces of equipment. The tables in this section will sometimes ask you to roll on the Normal Equipment table or the Advanced Equipment table. Here they are, along with the related equipment tables for special kinds of equipment.
- Class Powers
- A player who takes a Class Power rolls up a group of powers which are related. The character gains 3, 4, or 5 powers. To determine how many, roll 3d4 and consult the following chart:
- Package Heroes
- The themes behind these heroes are all far more concrete then the previous Types of Heroes. The player chooses either a Civilian, someone with special Combat Skills, an Eccentric Professor, an Intelligent Robot, a Magician, a Special Agent, or a Wizard. For all except Civilian and Robot, the character must meet certain ability requirements (See Creating a Character or the specific Package Hero).