MetaHuman DL

A diceless LARP of superhuman proportions

by Chris Casey
from an idea by Gareth-Michael Skarka

1. Generate your character!

Every character has four stats, rated from 1 (pathetic) to 5 (mighty). 3 is average (for a superhero, anyway). These stats are:

BODY - general strength and physical condition;
MOVE - speed, agility, and dexterity;
MIND - raw mental ability; and
POWER - that wellspring from whence comes your ability to go beyond your boundaries. Or your luck. Whichever.

Divide 12 points between these stats, keeping in mind the minimum of 1 and maximum of 5 in each.

Characters also have 15 Physical Damage points, or PD. When a character takes damage, this reserve of PD points goes down; once a character reaches 0 PD, they're knocked out of the current game. Superheroes being what they are, characters who haven't already been knocked out heal one PD point per hour, on the hour, at the announcement of the Referee.

All characters also start out with 4 Saver Points.

2. Determine your incredible powers!

Your character is now ready to be introduced to the wide world of <reverb>SUPER POWERS!</reverb>

MetaHuman DL characters begin with 5 Background Points (BPs) to spend on their strange paranormal abilities. Some powers can be "upgraded" by spending more points, while others have a fixed cost. Choose your powers from the list below. We'll explain that "standard pose" business in a minute.

You can gain extra BPs by taking various Background Flaws for your character. You're not required to take any flaws. If you do, it's strongly recommended that you keep your flaw total to 3 points or less.

3. Build up your skills!

Now that your powers are in place, let's learn how to use them! You have 12 points to buy your initial skillset from the list below. You can buy up any skill to a maximum of 4 points. To determine your Skill Total for any skill, add the relevant stat to your skill number.

4. Outfit your character!

Now it's time to create your costume. Go wild! Remember, however, to put safety first; don't make a costume which will restrict your movement or your vision and hearing unduly. Also, note that many conventions, let alone some municipalities, have strict rules/laws against carrying realistic weapons in public. Check with the local authorities and event coordinators to see what is and isn't allowed on a costume. It's always best to err on the side of caution. You can get away with simply carrying cards marked "Gun" if need be; it doesn't quite have the same visceral impact, but then neither does being booted from a con or tossed in jail.

Note that while you can carry any props you like to make a costume "feel" right, you can only use those props in the game which have been given game ratings. Improvised weapons simply don't exist in MetaHuman DL.

Besides all their other accoutrements, costumes should have a strip of Velcro sewn or glued on one upper arm and one thigh. From the arm strip you'll hang a number of ribbons of cloth equal to your Power Point total. That's right, your Power Points are simply colored pieces of cloth. To spend Power Points (see below), characters rip one or more pieces of cloth off and hold them dangling from one hand someplace which is easily visible to the Referee. Unspent points hang from the arm; spent points attach to the leg.

Ideally, Points should be colored white on one side, so that holding a Point colored-side-out indicates bidding a success while the white side of a Point means you're bidding a failure (again, see below). It might be best to fold the cloth so that one color is visible on both sides to minimize confusion.

Stats and Powers can be placed prominently on the costume for easy reference (on badges, patches, buttons, sticky paper, whatever, so long as it doesn't fall off in the heat of playing). It is acceptable for a player to hide a power until he or she actually uses it, but once used the button must be visible thereafter. Game items are similarly rated by a prominent sticker or label.

This is also an excellent way to indicate who's playing the game and who's just another guy in a funky outfit.

5. Learn how to succeed!

Now for the nitty gritty: conflict resolution. Normally, when you pit one stat, skill or power against another, the higher number wins automatically.

EXAMPLE: Captain Napalm fires a Power Blast at Stupendous Man. Napalm's Power Blast Skill Total is 6; Stupendous Man's Dodge is 5. Napalm toasts Stupendous Man's butt with raw power.

In the case of weapons fire, the difference between the attacker's and defender's scores is added to the damage done. In other actions, the difference determines the Quality of the action, where 1 is "barely squeaked by" and 5 or more is "succeeded without breaking a sweat." If there is an exact tie, the result is reduced to half effect if possible, or a narrow failure if not.

EXAMPLE CONT'D: Napalm's Power Blast does 6 points of damage. Adding his one point of success increases that damage to 7.

Invulnerability, Defensive Items, and Force Shields all reduce the damage done to the character.

EXAMPLE CONT'D: Stupendous Man (luckily) has his 6-point Force Shield activated, which absorbs 6 of the 7 damage points. He ticks off one Physical Damage point.

A character who takes more than 5 points of damage from any attack (before defenses) must determine knockback. To do this, simply turn away from the attacking character and take as many steps as the amount of damage you've taken. If you would otherwise walk into a wall or obstacle, you must stop and take 1 extra point of Physical Damage.

EXAMPLE CONT'D: Stupendous Man took 7 points of damage from this attack, and so much determine knockback. He turns away from Napalm and takes seven steps, then returns to his previous orientation.

6. Push the envelope!

Now for the fun part: Power Points. A player who spends a Power Point on an action automatically succeeds, no matter what the differences may be. When a player bids one or more Power Points, he must physically detach the piece(s) of cloth from his sleeve and hold it where the Referee and the opposing player can see it. Once the action is resolved, the player then attaches the Power Point to his thigh.

Attacking characters can only bid Power Points during the declaration phase of a panel (see below). Defending characters may bolster their defense by bidding Power Points during the declaration phase, and they may also bid points during the resolution phase to defer damage. One Power Point will defer up to 5 points of damage from a single attack.

Power Points negate each other. For instance, if an attacker and defender each bid one Power Point, the points cancel out and the attack proceeds normally. Both players must immediately attach the Power Points to their legs.

Characters who succeed using Power Points may find themselves at a deficit; that is, their stat, skill or power is lower than their opponent's. In this case, the Referee is encouraged to interpret the Quality of the attempt accordingly, with 0 being "incurs minor inconvenience" and -5 being "wins only at great cost." In the case of attacks, reduce the damage by the difference, but never to less than 1 point. Attempts at a deficit greater than -5 automatically fail no matter now many Power Points are spent.

To replenish Power Points, a player must "bid a failure." The player removes one or more Power Points from his thigh and holds them white side out during the declaration phase. As a result, the player will suffer a penalty to his declared action equal to three times the number of Power Points he wants to restore. (For example, if he wishes to restore two Power Points, he will take a -6 penalty to an attack, lose 6 points on a defense, incur a 6-point penalty to his Dodge Skill Total, etc. depending on the action declared.) Once he has taken his action (and his lumps), he may return the points to his sleeve.

Saver Points act exactly like Power Points, but once they're spent they're gone forever. You cannot replenish Saver Points except through good roleplaying (see below).

7. Knock 'em about!

When combat begins, the referee counts down slowly "3 ... 2 ... 1 ... PANEL!" At this declaration, all players freeze in poses which indicate their intentions. The players can move, draw or replace items, prepare to spend Power Points, change targets or facing, etc. during the countdown phase, but if they are not in a "power pose" at the panel declaration, they are considered to be declaring no action in that panel.

The ref then wanders among the participants, resolving actions for players in descending order of their MOVE scores. The initial indication of the player's action is the power pose, although the ref can ask for clarification if necessary. (Note that the "standard pose" indicated by a power's description above is not the only acceptable pose. As long as the Referee knows ahead of time that you're using a nonstandard pose, be creative ... within the limits of common decency, anyway.)

Standard moves and their poses:

Characters can enter a melee after consulting with the Referee. An entering player must start near the edge of the combat zone and cannot move during the movement phase of his entering panel, unless he has Super Speed. Non-participating players can observe from outside the combat zone, but cannot attack or be attacked. To show yourself to be a non-participating player, raise one hand during the movement phase so one of the other players doesn't target you accidentally.

8. Learn from your mistakes!

At the beginning of the game, MetaHuman DL players receive one Saver Point.

During the game, Referees are encouraged to award extra Saver Points to those players who are particularly clever, are particularly good role-players, or who manage to overcome a particularly difficult plot point. These Saver Points are awarded right on the spot.

After the game ends, surviving players get a Saver Point; those players on the winning team get a second Saver Point.

Saver Points can be traded in on skills and powers. Skills can be acquired at level 1 for 3 Saver Points or raised one point for 2 Saver Points. Powers can be acquired or raised at a rate of one BP worth of powers for 5 Saver Points.

9. Play the game!

And ... well, that's it, really. Go play it and let me know how it turns out. This is really my first attempt to graft four-color superhero rules onto my own little diceless system, so I'm as curious as anyone to see how it all works. If you're confused by my fevered ramblings (and who wouldn't be), drop me a line at mirage5@ix.netcom.com and I'll see what I can do for you.

--C.

Addendum: a quickie adventure seed

All Your Base - suitable for a convention in a hotel, requiring at least 16 participants, evenly divided between the sides of Good and Evil. Two or three Referees recommended.

Somewhere in the convention hotel, a forgetful extradimensional entity has left behind the amazing Power Dingus of Doom. One member of the Evil party is given an eldritch map to the lair (made to be as obscure as possible), then both sides turn out to find it. It's up to the Evil party to find the lair while also misdirecting the Good party as much as possible. Unfortunately for both sides, the Dingus cannot be moved unless one side manages to dump 10 Power Points into it, one point at a time, at two minute intervals (using an egg timer to determine when it's ready for more). These points are laid on top of the Dingus and cannot be regenerated for any reason. The Evil side has to defend the Dingus until it's full, at which point they win the scenario. The Good side, on the other hand, wants only to destroy the Dingus before it falls in the wrong hands; once the Dingus has taken 30 points of damage, it explodes and the Good side wins the day.

Saver Points: Both Good and Evil characters automatically get one Saver Point when they step inside the room where the Dingus resides. Evil characters receive one Saver Point when they contribute a Power Point to the Dingus. Good characters receive one Saver Point when they do more than 3 points of damage to the Dingus.