SUPERHERO AFTERLIFE

by Brian (Faust) - 1997

Ever wonder what really happens when your favorite super-hero bites the big one in a game?  
Well, now your GM can find out for you! All he/she has to do is grab some dice and make 
some rolls on the following charts!

All tables below use d100. "Powers" is loosely defined as any and all paranormal 
abilities/devices of the hero. 'Death' is  defined as that state in which a character 
loses all power and hit points. Special note: 


SUPERHERO FATE TABLE

01-20   Death - Permanent
21-22   Transformation of Others
23-24   Death - Ghost returns
25-35   Death -Ressurectable
36-50   Identity lives on
51-52   Death - Clone returns
53-75   Rebirth
76-84   Severely wounded
85-95   Wounded
96-00   Unscathed


Death - Permanent: the character is permanently dead.  He/she can not be brought back.
        (ex.: Dr. Mad surveys the damage and finds only a carbonated skeleton left. 
        "HAH! HAH! HAH! I guess the Incredible Chunk couldn't withstand the 
        Destructo-bomb when at ground-zero!")

Transformation of Others: this is a bizarre event. The character's death actually 
        causes a transformation (roll on EFFECTS chart below) on any person around 
        him/her when the death was caused. (up to GM to determine the actual area 
        effect) It is suggested that another roll be made to determine the Fate of the hero, 
        or the hero can be assumed dead. (ex: Power-guy is brought low  by  Destructo-
        man's evil ray. The ray causes a chain reaction in Power-guy, turning him into a 
        living bomb. The explosion changes all the heroes within a 20" radius.)

Death - Ghost returns: the character is dead, but returns as a ghost. I suggest using the 
        ghost to haunt/inform  the heroes and thus adding a new adventure/plot. The ghost 
        should become an NPC.

Death -Ressurectable: the hero dies, but there exists some way to bring him/her back to 
        life. This should probably be pointed out to the other players.  (ex.: Robo-man 
        dies, but someone suddenly discovers that he could be brought back to life "If we 
        could just get that Robo-lifesaver device from Dr. Mad). The character will return 
        to life and be the same as before once the ressurection requirement is met.

Identity lives on:  the character's death is permanent, but his/her secret identity lives on 
        via somebody else. This brings up several questions, is the new identity taken up 
        by the player or the GM? Does the new identity have the same powers as the old 
        one? This can be determined by the GM or randomly selected by rolling below:

New Identity becomes:                 New Identity has:
        01-10 NPC Villain            01-25  different costume, different powers
        11-30 NPC Hero               26-50  same/similar costume, different powers
        31-00 Player                 51-75  different costume, same/similar powers
                                     76-00 same/similar costume & powers

Death - Clone returns: Ugh! Not a clone! The character dies, but a clone is made or 
        appears some way or another. There is a small chance the clone will be different 
        in some way (10%). To determine the change roll ONCE on the EFFECTS table, 
        after all it is a "clone". The clone could either come back as player or GM 
        controlled: (Roll below)

                 Clone is:
                01-05 NPC Villain                  
                06-25 NPC Hero               
                26-00 Player                             

Rebirth - the character dies but comes back changed. The GM needs to determine 
        whether the hero is controlled by the GM or the player. And what sort of changes 
        have occurred to the hero (roll on EFFECTS table below).

               Hero is Reborn as:
                01-15 NPC Villain                  
                16-35 NPC Hero               
                36-00 Player                             

Mortally wounded: the character has nearly escaped death. After the combat is over, the 
        character "awakens" and must receive hospital treatment within an hour or face 
        permanent death. In addition, the character has suffered a severe permanent 
        wound. Roll on the BODY LOCATION chart below to determine the area of this 
        wound and then come up with a suitable handicap.

Wounded: the character has barely escaped death. He/she is suffering from 1d4 
        temporary wounds (will last several days or one game session) and must get 
        medical attention (within 2 hours) or risk one of them becoming permanent.
        Roll on the BODY LOCATION chart Roll below to determine the area of this 
        wound(s)and then come up with a suitable handicap. 

Unscathed: the hero wakes up after the combat to find that he/she is somehow 
        miraculously alive.  Of course, if any villains were left after the fight they might 
        take the hero to their headquarters and hold them for ransom (I'd allow the villain 
        an Intelligence roll to see if the hero is "alive"). Other than that, there is no bad 
        effects whatsoever. (ex.: Jimmy-guy wakes up, rubs soot off his face and looks 
        around. "WOW! GEE GOLLY! I guess I somehow managed to jump clear of that 
Destructo-bomb! Too bad, the Incredible Chunk didn't.)



      EFFECTS CHART 
(roll for 1-4 effects, unless stated otherwise)

01-04   Invalid/Coma 
05-30   Damaged body part
31-40   Loss of  powers
41-60   Diminished powers
61-70   Memory loss
71-80   Personality change
81-90   New powers
91-00   Increased powers

Invalid/Coma - (perm.: 25%) the character is a complete invalid or is in a coma. The 
          character will recover (if not permanent) in 1d6 months.

Damaged body part - (perm.: 50%) the hero has a body part which has been severely 
          damaged (roll on BODY LOCATION chart). Temporary damaged body parts will 
          heal in 1d6 weeks.

Loss of  powers - (perm.: 50%) (all powers: 25%) the hero loses all or some (randomly 
          roll) of his/her powers. Temporary losses will return after 1d6 weeks.

Diminished powers - (perm.: 50%) (all powers: 35%) the hero's powers are diminished 
          either some (randomly roll) or all of them are affected. Typically the diminished 
          effect is 1/2 of current potency or value (in AV&V take away 1/2 of the points)
          of the power(s). Temporary losses will return after 1d6 weeks.

Memory loss - (perm.: 30%)  (entire memory: 20%) the hero loses all or part of his/her 
          memory. The GM and player will have to work out what this means. Loss of 
          certain skills is a good possibility. Temp. effects will wear off after 1d6 months.

Personality change: - (perm.:  30%) (split-personality: 25%) hero develops a different or 
          split personality.  The hero should still be of the same "alignment", though. 
          Temporary effects will go away in 1d6 months. (ex.: Dr. Mad awakens after 
          Jimmy-guy shoots him with the deadly zappo gun. He now realizes the inherent 
          weaknesses of villainy and adopts the personality of Jeff Dee! ;>)

New powers - (perm.: 50%) (wipes out pre-existing powers: 25%) the character has either 
          gained entirely new powers (losing his/her old powers in the process) or has 
          received a few new powers in addition to the old ones (roll 1d4 new powers). If 
          the character loses his/her old powers then re-roll powers as if starting over.
          Temporary powers will go away after 1d6 weeks.

Increased powers- (perm.: 50%) (all powers: 35%) the hero's powers are increased 
          either some (randomly select) or all of them are affected. Typically the increased 
          effect is 1.25 of current potency or value (in AV&V add 1/4 points)  of 
          the power(s). Temporary increases will last 1d6 weeks.

    

     BODY LOCATION CHART

01-05   Head            36-40   Hands
06-10   Face            41-64   Upper Torso
11-15   Eyes            65-85   Abdomen
16-20   Ears            86-95   Legs
21-25   Throat          96-00   Feet
26-35   Arms