Review of Super Action Role-Play

I'm not going to bury the lead here... Four Color Studio's Super Action Role-Play is the very definition of a hidden gem.

I don't see a lot of people talking about this game, and that's a shame in my opinion. Because I think it might be exactly the kind of game a lot of people are looking for. Quick, concise, fast character creation, simple but thorough rules... SAR ticks a lot of boxes. It combines elements of many different games (I felt strong Icons, Savage Worlds and FASERIP vibes), and presents them in an appealing new package, with down to earth writing, fun art, and plenty of examples.

According to the introduction, SAR is actually a streamlining and simplification of another system, 3d6 Supers. Apparently both games are still in print, and one is not meant to replace the other.

The core mechanic is a a 3d6 roll, plus stat, vs. a target number. Rolling doubles or triples grants Karma pts, this games version of meta-currency (similar to Fate points or Savage World bennies, they can affect rolls or enable power stunts).

Building characters is quick and easy, thanks to a very fun "archetype" system. Essentially, players choose templates, such as "Blaster, Brawler, Strongarm, Gadgets" etc. Each template gives players a starting ability score spread, a list of powers to choose from, and a few other stats, such as health and movement. If you really want to design a character from Scratch, there is a generic "Wild Card" template, which allows players to choose from all options available, as they wish.

Stats include typical things like Strength and Mind, but also common skills like Fighting and Shooting. I like this, as it enables you to build Hawkeye without giving him spider-man levels of agility. Stats range from -2 to +5, with normal human maximum being +2.

Powers are ranked as Major, Minor, and Boosts. Most archetypes get 1 Major power, 2 minor powers, and 4 boosts, although this can vary somewhat. Boosts can be lesser powers, or advantages on other powers, like burst effect, armor-piercing, etc. The list of powers deems reasonably complete. You can trade two boost for a Minor power, and two Minor Powers for a Major power. You can also gain more boosts by taking "Quirks" like weaknesses, enemies, etc. So the lists of powers are not as limiting as they may seem at first.So far I've been able to easily build most of my character concepts, and quicker than in most systems.

I've loved template character creation ever since I played games like West End's Star Wars, or older editions of Shadowrun. And I enjoy it here as well. The archetypes cover most common super hero concepts, and it's easy to build a focused, competent hero in just a few minutes.

In addition to Attributes and Powers, each Character is also defined by their "Three Things." These include their Origin, A positive thing, and a negative thing. Origins are chosen from a list of common super-origins, such a Mutant, Intensive Training, Cyborg, etc. (Amusingly, Super-Ape is an option on the list.) The other two things are player defined, although some examples are given to get the creative juices flowing.

Once per session, a player can call out their origin or Positive Thing to get a +2 bonus to a roll. And, as you might guess, once per session a GM can call out their Negative Thing to give a penalty, or compel them to act against their best interests. In return, they grant the player a karma point. This is a very simple riff on Fate's aspects or Icon's Qualities, and I love this version of the system. It's a nice narrative touch, but it doesn't get confusing or bogged down.

SAR uses zone-based movement, which of all the abstract movements stems out there, is probably my favorite. I find it much easier to use with maps or online play than "range bands" or other hand-wavey mechanics. Most characters can move one "zone" per turn, although powers like flight or super speed can increase this. Significant elevation changes also count as a "zone."So flying from the ground to the top of a building one zone away would cost 2 zones of movement.

The game is primarily focused on combat, so players looking from things like social systems or complex advancement rules and such may be disappointed. But for "It's clobbering time" superhero action, I really think SAR is an excellent candidate, and deserves a look. I picked up a POD copy from Drive-thru rpg, and I'm impressed with the quality of the book. Both the front and back cover feature great art, and are homages to classic Marvel comic books - a nice touch.

If you're looking for a new, fast running Supers game, give Super Action Role-Play a try. You might just love it as much as I do!

Recent Forum Posts

CommentatorDateMessage
mediapig2022-10-12I picked that up, but haven't had a chance to read yet... Hoping for a villain ...
soypunk2022-10-10Excellent game. Also has a very handy campaign generator for the lazy GM with ...
RPGnet Reviews2022-10-10 Andrew Warren's Summary: Super Action Role-Play is a hidden gem, and well ...

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