As a toolkit, S&D is designed to provide options and guidelines focused on the action hero experience. The approach throughout this project was to stay true to the SUPERS Revised Rules and mechanics so that S&D options could be tacked-on as you see fit. Existing rules, such as Benefit and Hindrance modifiers and Hazards were the foundation for optional rules, keeping everything unified in the opposed roll mechanic.
So with this blog, let's begin to discuss some of the ways that S&D helps facilitate the quintessential action hero experience.
- Expanded Resistances and Aptitudes - Since S&D focuses on non-super-powered humans, characters are defined more by aptitudes and resistances. To lend more variety to characters, specializations have been expanded to include master tiers of 6d or 7d. Similarly, Resistances can go as high as 5d. However, in either case, these rolls are capped at 3d, so unless a wild die or competency die is in-play, then such rolls max-out at 18.
These changes are intended to allow greater distinction between characters and more room for character advancement. Of course, there are diminishing returns for having aptitudes at the 6d or 7d level. But also consider that a character at this level could take a -2d hindrance modifier, and STILL roll 4 or 5d. That could come in handy for a sniper attempting a difficult shot at long range!
Another reason for expanding Resistances was to balance against the increased damage output of weapons. We will get into that next time!