See above image. If that doesn't explain everything about Synnibar, then:
Anyone interested in playing one of the most over-the-top and overpowered dice-based RPG's of all time for the lulz? And I do very much mean over the top and overpowered - if you don't hit the mortal cap of 50,000 HP at Level 1, you're not playing it right. You know why? It's
totally possible for a starting character to one-shot another character with 50,000 LP.
In fact, if your starting character can't do that, you're doing it wrong.
Synnibarr Backstory:
Some dude named Aridius was so powerful of a mage that he became a God. He went to Earth and set up a cult, then got told by the God-king that the gods were at war, because Evil God and Time God were like "YEAH, LET'S MAKE WAR ON THE UNIVERSE, BRO." The good gods temporally froze the god-dimension, which left the demigods in control of everything. Since they were generally incompetent dicks, as most deities are, this created a giant storm of "blow up the whole fucking universe."
Aridius decided that this was a bad thing for some reason, and pulled Mars out of orbit, hollowed it, and then made it twice the volume of earth. Because magic lol. After teleporting everything onto new!Mars, he made 400 adventures and put the Mars!ship in a "werestorm". Which is basically a giant magical storm of plot armor, not a person who transforms into a storm under a full moon.
Two months before it took off, some girl-mutant-child-thing made of EEEEEVIL was born, aged to adulthood in 15 minutes (hereby referred to as "Renesme") then for some unknown reason blew up a giant fusion reactor powering the Mars!ship, which killed a lot of people. 1,500 people escaped, and then, out of nowhere, some mutant named Steelbreeze ZOOM'd to the nuclear reactor and halfass fixed it, then started the Mars!ship to go to Shalom. Since this took 45,000 years, radiation and gods and such invented all the races, various aliens invaded, drama ensued, and 18,000 years ago, a retardation-inducing plague ravaged everything. But, it got fixed, and then Synnibarr/Mars entered orbit around Shalom. Except, everyone has the stupid and doesn't get off Synnibarr/Mars.
Also, flying bears with eye lasers. Also, the last party I had faithfully followed the rules (read: rules-lawyered) to have a wooden galleon plated in 3mm of Indestructium, and to have a variety of armor-piercing autocannons and cruise missiles aboard.
Keep in mind character gen will take an absurdly long time. Sample character sheet, ahoy!
Name: Thor
Race: Tenjohussan
0 SP/ 0 bucks
Int 12 / Agi 23 / Con 20 / Str: 220 (effective 220 ) / Dex 17 / Wis 16 / Con 18 / Ego 28
LP: 50,000
Advantage bonus: 2
Attacks per turn: 2
Attacks on segments: 6 and 11.
Shot bonus: 3
Dodge: 55% (50%)
Beam dodge: 75% Dodge
Wide Beam Dodge: Half beam.
Block: 55%
Detect traps and secret doors: 32%
Fate vs magic/psi/ep: 15%
Fate vs mutation/chi/alchemy: 15%
Fate vs misc: 10%
Fate vs disease/poison/chemical: 29%
Metabolic shock: 50%
God: Pulsar, God of Power since 1st level
AA: 72 / -.5
A: 68 / -1
B: 63 / -1.5
C: 52 / -2
Damage bonus: x80
Weight limit: 11,200 lbs.
Running speed: 137 MPH
Cruising speed: 21 MPH
Swimming speed: 94 MPH
Horizontal jump: 242 feet
Vertical jump: 121 feet
Aura: <Withheld>
Reaction Adjustment: +2, +1 with fellow Battletoads
Appearance: Thor weighs 345 lbs and stands at 7" tall. His skin is coal-black with a blood-red belly and a silver mark across his face, accented by blue eyes.
Age: 5
Resistances: Chi, psionics, and earthpower 35% + 1% / level
Skills: Acrobatics, Aerobics, Balancing and Juggling; Bartering; Basket Weaving; Blacksmithing; Combat, Advanced Weapons; Combat, Dodging and Blocking; Combat, Grappling; Combat, Hand-Held Weapons; Combat, Hand to Hand; Combat, Projectile and Throwing Weapons; Climbing; Climbing, Walls and Ceilings; Detect Traps and Secret Doors; Fishing; Interrogation; Jumping, Math, Basic; Navigation, Land; Navigation, Water; Piloting, Boats; Reading; Runecrafting: Luck; Running; Speleology; Swimming, Advanced; Swimming, Basic; Writing, Woodcarving
Special Abilities: His tongue can reach 20 feet and has a power similar to the lesser mutation Surface Adherence. It also has the lesser mutation Force Field around it.
2 10ths damage protection.
Cybernetics:
Arm Mod, Blades: Pelleum (4 10ths) 100-600 LPD and cuts through 3 10ths, 5% to shot rolls
Armor:
Hadrathium Plate - 5 million LP, 2 10ths protection, -5% dodge, 12 lbs weight, 96% integrity (10x Rune of Health: + 50 LP and +10% Metabolic Shock)
Weapons:
Hadrathium Longsword: 100-800 LPD, cuts through 1 10th, 5% to shot rolls
Shotgun - 150,000 LP, 100-800, 70' range pellets / 300' range slugs, 6.5 lbs, 5% to shot rolls
50x Lubricated Pelleum Steel Slugs. 10,000-40,000 LPD, cuts through 4 10ths
100x Lubricated Steel Slugs. 10,000-40,000 LPD, cuts through 1 10th
Poison claws: 10-40 x Strength, 25th level poison, cuts through 3 10ths(?)
Items:
Backpack
Battery lantern
1 EG clip
Climbing boots
Canteen
Clothing
30 days of food
2x Plastic tarp
200 feet of nylon rope
Large flashlight
Hammock tent
3x Medical kit
60x Fireberries
9x Heal Spring Melons
1x Flying Root
10 SP/ Level. +1 attack / 7 levels. .5 Advantage / 7 levels. +1 Shot bonus per level. +1 Dodge/Block / 2 levels.
Sample rules?
1. During a game, as fate, you may use any reference material within this book. Other players may not unless they have your permission. If the text does not clearly state it can be done, then it cannot be done unless Fate approves. This applies only within the context of the game.
2. Fate should not alter anything, except the random encounters, once the adventure has started. The exception is when all the specifics have not been disclosed. Fate may be called on to reveal details of the adventure at its conclusion to prove that Fate has complied with the rules.
3. All dice rolls should be made in view of the players to avoid possible disputes. (Be honest, please.)
4. All players must state what they are doing or casting before they roll the dice. This includes giving the specifics on the powers used.
5. Once players have started a game with one character, they may not change characters once the adventure has been disclosed.
6. Once players state that their characters do something foolish or undesirable, they may not change their minds and dice must be rolled.
7. Players will answer any question the DM asks about their characters.
8. Fate has absolute control during the game regarding rolls and interpretation of the rules. Fate may not, however, deviate from the rules as they are written, because if Fate does, the adventure can be declared null.
9. Players may attempt to "call Fate." This means that if a ruling is disputed by a player, and he challenges fate, then turns out to be right, he may receive double gaming points for the whole adventure. Players who are incorrect may be penalized gaming points. Any who believe that they are being unfairly treated may withdraw without any changes being carried over.
10. If players wish to use knowledge that their characters would not normally know, then they must roll an ego roll. If they succeed, they may use this knowledge. This doesnot apply to powers, abilities, spells, or engineering diciplines.
11. All power drains (EG's, Con, etc) must be recorded accurately.
12. The referee should never outmatch a party with insurmountable odds unless they request or cause it themselves; then let fate take its course.
Gaming points, for what you're likely to do. Gaming points are how you gain levels, and it takes double the next level to rise to it. 10 for 5th, for example. Keep track of all points. It takes 6 months to level,
but I'm handwaving and saying that all levels you've stored can be gained in that 6 months.
Assassinations: Only awarded if the Assassin's Guild gives you the job. 10 + 1/level of the victim if undetected, 5 + 1 / level if detected, 0 if caught.
Assisting New Players: Fate may award 1/10th to 5 gaming points depending on the involvement of the assisting player.
Avoiding or Chasing Off: 10% per turn required to avoid or chase off.
Completing the Mission: This means not giving up and completing the task at hand, or not giving up when Fate screws you. 1 to 20 gaming points.
Dying Heroically: If your character dies in an attempt to save another, you get a good karma bonus of +2 to every stat on your next stat.
Evading Pursuit: Successfully concealing after being spotted. Pursuit must last at least 3 minutes. Pursuers gain 1 to 6 gaming points depending on the level of the pursuer.
Fair Killing: Normal combat.
Game Conduct, Staying IC, and Nonagressive Conflict: Player courtesy to other players, in-character roleplaying, and keeping heart when the going gets tough. This includes winning a debate and talking your way out of a fight or conflict. 1 to 20 points to the party and from 1 to 10 per character per adventure.
Heroic Attempt: Equal to the level of the person being saved. Up to 20.
Imprisoning: 3x gaming points, if intelligent creature or criminal is imprisoned.
Rescues: 1 per each member of the rescue party. Massive is 1/10th divided equally among the party. <9000 will be given an arbitrary value by Fate.
Subduing: Spare the life of your opponent. Any means can be used as long as death does not occur. 2x gaming points.
Successful Communication: 2 gaming points when a character successfully communicates with any creature without using its native tongue, or any spells/special abilities.