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How Far Cape Man is a 4 page superhero ttrpg.

Fail rolls when you reach a total of 20 points or higher. Roll smaller dice for better skills.

The GM will try to blow up the sun. Can you stop them?

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How Far Cape Man 9.5.25.pdf 496 kB

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(+1)

This looks like great fun! Would love to try it out.

I love how you don't roll dice to see if you can do the thing, but to see when the next disaster strikes. I wonder how that feels during play.

(+1)

Thanks! It's definitely an experiment, and I'm thinking of ways to further refine it. Right now it leans on the GM a lot to set the pace and to push the players into using bad dice sometimes, but not too much.