SHRPG: The Rules
pre-alpha version 0.03


Stats
Stats in SHRPG are grouped into 4 broad catergories: Physical, Mental, Social, and Meta. Each of the first three catergories breaks down into 6 stats which are possessed by (almost) every characters. The last catergory, Meta, is used to hold the different unusual stats which super powers may demand. A mystic martial artist for example might have Yin Chi and Yang Chi as his Meta stats. Another hero might have BioForce Storage, BioForce Manipulation and BioForce Perception as his.

Ranks aren't associated with the categories, just with the stats within them. The catergories are used to determine which suit is trump or a test, which are neutral and which is antithetical. (More on this later).

The stats are:


Type Suit Stats Opposite
Physical Swords Body, Reflexes, Stamina, Strength, Agility and Speed Cups
Mental Wands Ego, Willpower, Memory, Perception, Intuition and Wits Pentacles
Social Cups Psyche, Charisma, Appearance, Presence, Manipulation and Empathy Swords
Meta Pentacles Varies for each hero. Wands

Stat Ranks Size Examples
Rank 0 Quantum Electron, Neutron
Rank 1 Molecular H20
Rank 2 Bacterial Amobea, Cells
Rank 3 Insect Dust Mites
Rank 4 Small Animal Bird, Mouse, Cat
Rank 5 Human Human
Rank 6 Large Animal Bear, Ogre
Rank 7 House Giant Man
Rank 8 Skyscraper Ultraman
Rank 9 City NYC
Rank A Planet Earth
Rank B Sun Sirius
Rank C Solar System Sol System
Rank D Galaxy Milky Way
Rank E Galactic Cluster Virgo Cluster
Rank F Cosmos The Universe


Mechanics

Basic Mechanics
The basic mechanic for resolving any action whose outcome is in doubt is fairly simple. First the GM chooses which attribute the test will be made against. To bust through a locked door for example the GM would probably choose strength (unless the character was using a super power like 'Optic Blast' in which case it would be the power level of the optic blast). If the player is content that his base stat is good enough to pull off the action then he can simply tell the GM his value and be done. If the player wants the hero to invest extra energy into getting the job done they can play cards from their hand to raise the heroes total. Cards count as follows:


Examples


Resolution

Ultimately its up to the GM to provide some meaning to these numbers.

If the situation only requires a yes/no answer the GM only needs to check whether the hero's final total exceeds the total of his opponent or of a target difficulty the GM assigned to the action.

If the situation can have various degress of success then the GM can make a judgement call based on how close the got the the target difficulty (or by how much they exceeded it). It's important to keep in mind that Ranks are fairly major steps in this game though, so a character who is a rank or more away from the target value has probably either succeeded or failed spectacularly.


More Mechanics
Heroes have to deal with some unusual stresses so they've got some other options available to them if the cards just aren't where they need to be.

Pushing
When a heroes fat is really in the fire they can push themselves to greater effects than the cards in their hand would normally allow. To push a total the hero flips a card over from the top of his deck. The cards add to the total as normal except if the card is of the opposition suit to the test. If an opposition card is drawn then all of the cards which have been pushed so far (including the opposition card) count as a negative against the hero's total. Also once an opposition card has been drawn the hero may not push any further.

Sizing up the situation / Catching your breath
Normally a character can only draw 1 card per round to replenish their hand. If can get a free round where they do nothing other than rest or size up the situation they can draw two cards instead.


Created By: Antonio Cabral, Edward Macgregor, Jamie Brustlin, Patrick Reitz
Contact: [email protected]
Last Updated: 1999-05-21