This was MURPG 2e. You know, the one with the stones? Now, however, I'm workshopping using the title for a ZineQuest February 2026 project. The basic idea is to keep it fairly light, and it is a supers game using basically the ideas from Rising Forces. The "problem" is that this might accidentally slide into just working on Excelsior Endeavor, which is fine I suppose.
Let's lay out the basics of the game. Let's start with the Attributes
Power | Accuracy | Resistance | |
Physical | Strength | Reflexes | Endurance |
Mental | Reason | Intuition | Willpower |
Spiritual | Aura | Influence | Stability |
[Character Creation: Prioritize the 3 Categories (Mental/Physical/Spiritual), then assign from 1 to 5 points to each attribute (10/8/6)]
This Attribute layout is slightly different from that in the original Street Fighter RPG. The main inspiration was the way DC Heroes splits Attributes, but also even White Wolf went with a similar Attribute set up for their "New World of Darkness" games. I may choose different names for the Attributes, but I'm happy with the number and function of them. The current rules I have for assigning Attributes at Character Creation are just a clone of the Street Fighter rules, worded differently. There is no reason the rule should be this way, but it also works. So, in the absense of some scheme I think is better, I am happy to leave things as they were in the original game.
It's using my current Rising Forces resolution system. You basically roll Attribute + Skill in d6, trying to "score" on the dice rolled. One of the dice rolled is always a "Wild Die" that is of a different color from the others. Here it is, summed up:
Let's do it.