SHRPG: The Rules
pre-alpha version 0.02


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
Rank 0 Quantum Quarks, SubAtomic Worlds, Atoms
Rank 1 Molecular Molecules
Rank 2 Bacterial Amobea, Cells
Rank 3 Insect Dust Mites, Ant
Rank 4 Small Animal Bird, Mouse, Cat
Rank 5 Normal Human Aunt May, Batman
Rank 6 Enhanced Human Deathstroke, Bane
Rank 7 Meta Human Spiderman
Rank 8 SuperHuman
Rank 9 Powerhouse The Thing
Rank A Titan Superman, The Hulk
Rank B Planetary Force Silver Surfer, Molecule Man
Rank C Solar Force
Rank D Galactic Force
Rank E Nebular Force
Rank F Cosmic Diety


Scale
Related to the variations in stat ranking there is also a table for scale rankings. This defines not only the size of something but also a general area of effect. A Solar Force energy beam would be able to effect things on a solar system level scale - think the Death Star's main weapon for example.

The Scale Ranks are as follows:


Scale Ranks
Rank 0 Quantum Quarks, SubAtomic Worlds, Atoms
Rank 1 Molecular Molecules
Rank 2 Bacterial Amobea, Cells
Rank 3 Insect Dust Mites, Ant
Rank 4 Small Animal Bird, Mouse, Cat
Rank 5 Large Animal Human, Elephant
Rank 6 Skyscraper Ultraman
Rank 7 Mountain Mountains, Large Cities
Rank 8 Continental Australia
Rank 9 Planetary Ego the Living Planet, Earth
Rank A Stellar A Star
Rank B Solar The Oort Cloud
Rank C Nebula Stellar Nusery
Rank D Galactic Andromeda
Rank E Cluster Galactic Cluster
Rank F Cosmos The Universe


Mechanics

Basic Mechanics
Each player start with a hand of cards drawn from whatever sort of Tarot deck they prefer. Whenever the GM needs the character to create a result total the player may add cards from his hand to augment the value of that stat being used.

Used this way, a card will add it's full value to the total if it's the correct suit for the test or 1 point if it's an off-suit card. The Major Arcana are always offsuit but they do offer one special advanatge. When the total is generated values add to the base normally until the top of the range is reached at 15 (or F). Thereafter it takes 10 points of card value to advance the total by 1 point. Major Arcana are an exception to this and will always add 1 to the total regardless of what the current value is.

The GM then compares this total either to a difficulty value or to an opponents stat to determine the final outcome.


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.

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