These are all random game mechanics that don't have a page of their own yet. They are mostly half-baked ideas right off the top of my head as I think about them. Hopefully they will find their way into something at my table.
Powers are rolled as a pool of d6's, finding the highest die and adding any static bonuses to it. Additional 6's are added on as +1 to the roll (if you roll a 2, 3, 6, 6, you get a 7 because 6 is your highest roll, plus and extra +1 for the second 6).
Non-super stats should be simple and broadly applicable. Possibly have stats for Body, Mind, Spirit, Social, examples of what they do, and maybe a couple specialties. Also keep in mind if they can combine with super powers (such as having a high Body score adding to super-strength).
Have some sort of stunt points to do power stunts. Also, instead of the Primary, Secondary, Tertiary, buy up abilities with your stunt points similar to buying stunts with Fate point in SotC.
Possibilities with this dice system include static bonuses (strait +1, +2, etc.), additional dice added on (+1d, +2d, etc.), rerolling existing dice (6d pool with 1d reroll, 2d reroll, etc.), lowering the threshold for achieving +1 from good rolls (roll dice pool, take highest result, every additional 5 or 6 equals +1)
You get 1 Primary, 1 Secondary, 1 Tertiary power, with bonuses of +4, +2, 0.
Every power starts at 5d and has 1 of those effects. For every additional effect the power has, subtract 1d. Example:
The Fighting Flame has mastery over fire, able to generate and control it for his own purposes. The player chooses Fire Control as the name of his power. It starts at 5d and has 1 effect (the player chooses Attack, as a blast of flame is definitely in the character concept). He then adds more effects: Defense because the character can surround himself in flames as a form of body armour, Movement because the character can use a blast of flame behind him to allow him to fly, and Other Useful Ability which represents his control over existing flame, such as shaping it or snuffing it out. That means his Fire Control is now at 2d (5d initially - 3d for the additional effects).
You get 1 Primary, 1 Secondary, 1 Tertiary power, starting with 6d, 4d, 2d.
Every effect a power has lowers the dice pool by 1d.
| Number of Dice | ||||||
|---|---|---|---|---|---|---|
| Roll | 1 1) 2) | 2 3) 4) | 3 5) 6) | 4 7) 8) | 5 9) 10) | 6 11) 12) |
| 1 | 1/6 | 1/36 | 1/216 | 1/1296 | 1/7776 | 1/46656 |
| 2 | 1/6 | 3/36 | 7/216 | 15/1296 | 31/7776 | 63/46656 |
| 3 | 1/6 | 5/36 | 19/216 | 65/1296 | 211/7776 | 665/46656 |
| 4 | 1/6 | 7/36 | 37/216 | 175/1296 | 781/7776 | 3367/46656 |
| 5 | 1/6 | 9/36 | 61/216 | 369/1296 | 2101/7776 | 11529/46656 |
| 6 | 1/6 | 10/36 | 75/216 | 500/1296 | 3125/7776 | 18750/46656 |
| 7 | 0 | 1/36 | 15/216 | 150/1296 | 1250/7776 | 9375/46656 |
| 8 | 0 | 0 | 1/216 | 20/1296 | 250/7776 | 2500/46656 |
| 9 | 0 | 0 | 0 | 1/1296 | 25/7776 | 375/46656 |
| 10 | 0 | 0 | 0 | 0 | 1/7776 | 30/46656 |
| 11 | 0 | 0 | 0 | 0 | 0 | 1/46656 |
Roll pools of d6's, counting successes. The number needed is based on Skill Level, the number of dice rolled is based on Stat.
Purpose: Represent an old feeble master (high skill, low stat) versus a young talented upstart (low skill, high stat). Check the percentages of those two archtypes against each other.
| Skill | Success | Cost |
|---|---|---|
| Unskilled | 6 | 0 |
| Novice | 5+ | – |
| Professional | 4+ | – |
| Expert | 3+ | – |
| Master | 2+ | – |
| Primary | Secondary | Tertiary | Total Skill |
|---|---|---|---|
| 1 | 2 | 4 | 7 |
| 2 | 4 | 8 | 14 |
| 3 | 6 | 12 | 21 |
| 4 | 8 | 16 | 28 |
| 5 | 10 | 20 | 35 |
| 6 | 12 | 24 | 42 |
| 7 | 14 | 28 | 49 |
| 8 | 16 | 32 | 56 |
| 9 | 18 | 36 | 63 |
| 10 | 20 | 40 | 70 |
| Classification | Ranged | Melee | Speed | Armour | Maneuverability |
|---|---|---|---|---|---|
| Light Assault | 1 | 1 | 1 | 0 | 2 |
| Medium Assault | 1 | 1 | 1 | 1 | 1 |
| Heavy Assault | 1 | 1 | 1 | 2 | 0 |
| Light Scout | 0 | 0 | 3 | 0 | 2 |
| Medium Scout | 0 | 1 | 2 | 1 | 1 |
| Heavy Scout | 1 | 0 | 2 | 2 | 0 |
| Light CQB | 0 | 2 | 1 | 0 | 2 |
| Medium CQB | 1 | 2 | 0 | 1 | 1 |
| Heavy CQB | 0 | 3 | 0 | 2 | 0 |
| Light Support | 2 | 0 | 1 | 0 | 2 |
| Medium Support | 2 | 1 | 0 | 1 | 1 |
| Heavy Support | 3 | 0 | 0 | 2 | 0 |
Stats: Body, Mind, Spirit, Social. 8 Points to spread amongst them, minimum of 1 in each. This equals a bonus. Skill: This represents the amount of dice rolled.
Aptitude is for Human scale abilities that are easier to learn (a Hobbit's stealth, Elven Bowmanship, Cimmerian Climbing). Scale is for something on a completely different level to Humans (Ogre's strength).
| Scale | Dice |
|---|---|
| Small | 1d6 |
| Human | 2d6 |
| Large | 3d6 |
| Level | Cost | Minor Aptitude (-1) | Medium Aptitude (-2) | Major Aptitude (-3) |
|---|---|---|---|---|
| 1 | 1 | 0 | -1 | -2 |
| 2 | 2 | 1 | 0 | -1 |
| 3 | 3 | 2 | 1 | 0 |
| 4 | 4 | 3 | 2 | 1 |
| 5 | 5 | 4 | 3 | 2 |
| 6 | 6 | 5 | 4 | 3 |
| 7 | 7 | 6 | 5 | 4 |
| 8 | 8 | 7 | 6 | 5 |
| 9 | 9 | 8 | 7 | 6 |
| 10 | 10 | 9 | 8 | 7 |
| Total Cost | 55 | 45 | 35 | 25 |