TEXT: EZ SUPERS 
   
  (c) copyright 2005 by Jeff Moore  //  bigcape@gmail.com 
   
  A Super Hero RPG … Super Fast … Super Easy … Super Fun!! 
   
  "EZ Supers" should prove ideal for introducing young players to RPG's as well as for a 
  quick one-shot for experienced players who are stuck for time. 
   
   
  Combat Sequence: 
   
  ROLL INITIATIVE 
   
  Roll 2d6 … Do not find their sum …  
  Read first the HIGH die …  
  Then read the LOW die …  
   
  There are 2 Body types: Fast or Strong 
   
  Fast – High die is Movement / Low die is Damage 
  Strong – High die is Damage / Low die is Movement 
   
  Players act in order, Highest Movement roll acting first. 
   
  Move your figure a number of inches (or 1 inch squares) equal to your Movement roll. 
   
   
   
  ROLL TO HIT 
   
  Roll 2d6 … Do not find their sum …  
  Read first the HIGH die …  
  Then read the LOW die …  
   
  There are 2 Mind types: Bold or Cautious 
   
  Bold – High die is Attack / Low die is Defense 
  Cautious – High die is Defense / Low die is Attack 
   
  To Hit rolls are opposed … Compare Attack die to Defense die… ties go to the Attacker. 
   
  It the Attack Die (as rolled by the attacking character) is equal to or greater than the 
  Defense Die (as rolled by the defending character) than the attacking character scores a 
  successful hit. 
  
  ROLL DAMAGE 
   
  Roll 2d6 … Do not find their sum …  
  Read first the HIGH die …  
  Then read the LOW die …  
   
  There are 2 Body types: Fast or Strong 
   
  Fast – High die is Movement / Low die is Damage 
  Strong – High die is Damage / Low die is Movement 
   
  Damage comes in two types: Tec and Mag 
   
  TEC – Short for Technology … science… the mundane… if the damage could exist in 
  the real world or has a solid grounding in science (even comic book science) … then it’s 
  most likely TEC. 
   
  MAG – Short for Magic … the supernatural … psychic phenomenon … the unexplained 
  … if the damage couldn’t possibly exist in the real world or would be considered a 
  magical, supernatural or psychic power in the comic book world… then it’s most likely 
  MAG.  
   
   
   
  SOAKING DAMAGE 
   
  Roll 2d6 … Do not find their sum …  
  Read first the HIGH die …  
  Then read the LOW die …  
   
   
  There are 2 Spirit types: Shadow or Light   
   
  Shadow – High die is Mag Soak / Low die is Tec Soak 
  Light – High die is Tec Soak / Low die is Mag Soak 
   
  Reduce the damage based upon the type of Damage… Mag or Tec. 
   
  If any gets through, LIFE is reduced by this amount. 
   
  Supers have 10 LIFE. 
  
  NORMALS and THUGS 
   
  Non-Supers roll 2 dice in combat contests and must always take the LOW die for every 
  value… Movement / Damage; Attack / Defense; Mag Soak / Tec Soak.  Some weaker 
  Normals will not be allowed a soak roll at all … Normals have 5 LIFE. 
   
   
  POWERS 
   
  Acrobatics – Add +1 to Defense Die. 
  Armor – Add +1 to Tec Soak. 
  Brawl – Add +1 to Attack Die. 
  Energy Bolt – Can attack at range. Damage is Tec. 
  Flight – Add +1 to the Movement Die.  
  Force Bubble – Add +1 to Mag Soak. 
  Mystic Bolt – Can attack at range. Damage is Mag. 
  Psi-Strike – Add +1 to Damage Die. Damage is Mag. 
  Super Speed – Add +1 to the Movement Die. 
  Super Strength – Add +1 to Damage Die. Damage is Tec. 
   
  These powers provide examples of how a power should effect the rules … Super Strength 
  could just as easily be Giant Growth or Acrobatics could be Shrinking … Energy Bolt 
  could be Stretching Powers … etc.  Feel free to adapt a power’s description to fit your 
  character concept. 
   
  All Heroes Begin Play with 2 powers. Choose which 2 powers you want. 
   
   
  DOUBLES 
   
  When you roll Doubles, both dice are LOW. 
  When you roll Doubles, both dice are HIGH. 
  So, add the two dice together and keep the result!! 
  (Double 1's add up to "2" and won't be so spectacular, but double 6's add up to "12!") 
   
  When you roll doubles attempting a task, record the feat on your character sheet. Each 
  time you roll doubles counts as a single instance… Double 4’s will not get you more 
  credit than double 1’s, for example. 
   
  Doubles are spent to improve your character. 
   
  A Third Power costs 30 Doubles 
  A Fourth Power costs 40 Doubles 
  Improving the Bonus of an existing Power from +1 to +2 costs 20 Doubles 
  Improving the Bonus of an existing Power from +2 to +3 costs 30 Doubles 
  Improving the Bonus of an existing Power from +3 to +4 costs 40 Doubles 
  
  HERO NAME :  
   
   
   
   
   
   
  LIFE: (10)   
   
  DOUBLES: 
   
   
   
   
  Attribute Selection: 
  (circle the appropriate columns to assign attributes) 
   
   
  BODY 
  = 
  FAST 
  or 
  STRONG 
  MOV 
  = 
  HIGH 
  or 
  LOW 
  DMG 
  = 
  LOW 
  or 
  HIGH 
   
   
   
  MIND 
  = 
  BOLD 
  or 
  CAUTIOUS 
  ATT 
  = 
  HIGH 
  or 
  LOW 
  DEF 
  = 
  LOW 
  or 
  HIGH 
   
   
   
  SPIRIT 
  = 
  LIGHT 
  or 
  SHADOW 
  TEC 
  = 
  HIGH 
  or 
  LOW 
  MAG 
  = 
  LOW 
  or 
  HIGH 
   
   
   
   
  POWERS: (CHOOSE TWO / RECORD BELOW:)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (draw a picture of the character to the right) 
  
SOURCE: textdata/thevault/Ez Supers/EZ Supers Corebook.pdf