Revolution features characters in an alternate 18th century. In 1769, a new type of hypermen began to appear. The first, xxxname, appeared in the American Colonies. Throughout that year, more and more of these hypermen appeared throughout the British Empire. Unfortunately for the Crown, not all of these hypermen are loyal subjects of the King.
To resolve an action in Hypermen, a player rolls a pool of regular dice based on the appropriate skill adding an ability score and any situational modifiers against a target number or an opponent's roll. In other words, a player will be rolling Skill dice + Abilitiy score + modifiers versus a number set by the Game Master or rolling against an opponent's roll of Skill dice + Ability Score + Modifiers.
Character creation requires allocating points to Attributes and determining the dice pool for Skills. After that, the character must choose a power.
Hypermen only uses two types of characters: Heroes and Pedestrians. Pedestrians are the default NPC class and represent characters with no superpowers. They may include very intelligent people or mechanical engineers (for example, Benjamin Franklin). A player may have one or two pedestrian assitants. Our player decides to create a hero, but no pedestrians, for now.
Attributes are a measure of a character's raw ability. There are four abilities for a character: Strength (STR), Agility (AGI), Mind (MIND), and Soul (SOUL). A Hero rolls 2d6 to determine ability scores. If the wild die is a 6, it provides extra bonus. Our player rolls for each of the four abilities.The rolls are STR 9, AGI 16, MIND 8, SOUL 7.
Skills are . Each skill has an Attribute that is usually associated with it shown in parenthesis after the skill name. There are Five skills: Physical (STR), Subtefuge (AGI), Knowledge (MIND), Social (MIND), Focus (SOUL). To determine the base skill, divide the associated attribute by 3 and round. After determining the base skill, Heroes roll 1d6 and add the result to the base skill to get the final skill rank. A roll of 1 will lower the base skill by one rank. Our player determines the base skill rank for each of the five skills: Physical: 3 (STR is 9. 9/3), Subtefuge: 5 (AGI is 16. 16/3, round down), Knowledge: 3 (MIND is 8. 8/3, round up), Social: 3 (MIND is 8. 8/3, round up), Focus: 2 (SOUL is 7. 7/3 and round down.) Now our player rolls to reach a final skill score. 2,5,3,1,2. First roll, a 2. Physical skill is now 5. (3+2). Second Roll, a 5. Subtefure skill is now 10(5+5). Third roll is a 3. Knowledge skill is now 6 (3+3). Fourth roll is a 1. Social skill is now 2 (3-1). Fifth roll is a 2. Focus skill is now 4 (2+2).
Powers can cover the many possibilties. The following categories of powers are not meant to be exhaustive.