Typically Metahumans Rising works best with 3 to 5 players. However, we've seen people do much larger groups, although things tend to get a bit wild to keep the pace up once the table gets really big.
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Putting together an explainer video is a great idea. Not sure I could put one together any time soon, but I can try to help with how arrays work. For this walk through, I'm going to use the values from Classic Power Level, as shown on Pg. 19 of the Metahumans Rising core book. Characteristic Levels used to describe Attribute Values are then found on Pg. 21.
- The character begins with a History Value of 10.
- The player then selects from one of the three arrays
- Heroic, a mix of Expert, Above Average, and Average attributes
- Well Rounded, a more even distribution with most attributes landing Above Average, with one Expert attribute and one Average attribute.
- Focused, here the character has a Remarkable, Expert, and Above Average attribute, the rest falling into the Average range.
- Players can then assign the values provided freely across the attributes. For example, a bruiser how tanks damage might do something like this:
- Attribute Array: Focused
- History 10 Strength 12 Dexterity 4 Constitution 15 Sense 5
- Fortune 6 Wisdom 6 Intelligence 5 Mental 8 Expression 5
- This sets up a lot of classic tank tropes, they are strong and tough, but not too quick. They are also strong willed, but have fairly average attributes outside of that.
- Reminder: Characters start with AP which lets them boost Attributes, so even if something is a little lacking initially, the player will have a chance to go back and give it a little bump near the end.
- Attribute Array: Focused
How to decide what goes where?
Other than History, nothing is preselected where things have to go. Players choose what attribute their Power(s) is linked to , this means they have the freedom to decide what's important and what makes narrative sense. Revising the example above, let's say instead of being a traditional tank that derives their power from their body, they are a psychic that weaves a telekinetic construct around themselves in battle. Functionally, the power might change only very little* but instead of Constitution being the Parent Attribute, now we want Intelligence. In this scenario they might have their array lined up like this:
- Attribute Array: Focused
- History 10 Strength 4 Dexterity 5 Constitution 5 Sense 8
- Fortune 6 Wisdom 6 Intelligence 15 Mental 12 Expression 5
Here we use the same array, but in a very different order. This casts a very different light on who the character is as a person, and how they might play at the table.
I hope this helps you and your friends as everyone makes characters. If you have other questions, or want to dive into something here, let us know.
* Very Little Change: Both characters might start with the Invulnerability sample power, Pg 71, but our psychic adds the Unique Drawback: Activation Required to Passive Defense, and Locks the rest of their Defensive Boons to this to represent activating the construct.
Thank you so much for your kind words. Hopefully, Metahumans Rising can provide you an expansive toolset to craft your worlds. Community copies were a bit thing for us as it removes barriers for people wanting to try new games. This is also why most of our adventures are PWYW, it helps to keep everything accessible. (The material that isn't has come from our now completed Patreon, for the Steel Aces comic, we wanted to still be able to offer it, but didn't want to minimize the aid our patrons provided as we brought the Aces to the page.)
Here's to your adventures to come, we hope you enjoy.
Sorry for the misunderstanding, thank you for clarifying. Fractured Kingdom was originally published in 2013, let me reach out to the layout artist to see if there is anything that can be done at this point. That may sound a little weird, but as a small indie publisher almost all of the work outside of the core writing is not done in house, pardon the unintentional pun.
Thank you for pointing this out. Somehow it was lost in the mix. Please consider using the following for your archers.
Bow
Bows have seen a resurgence in the aftermath of the Great War when advanced technology was scarce. In the wastes it's possible to find bows made of cut tubing, and plastic.
- Shortbow Weight 1 kg, Weapon Rating 6, Strength 8, Range 30 Meters, Easy Detect Ammo Quiver 20 Arrows, Skill Archery, PV 6 Note: Arrows are automatically considered silenced.
- Longbow Weight 1.5 kg, Weapon Rating 6, Strength 10, Range 40 Meters, Easy Detect Ammo Quiver 20 Arrows, Skill Archery, PV 9 Note: Arrows are automatically considered silenced.
Bow Ammunition: 20 Arrows: PV 6