FULL RPG • STEP 3 OF THE TRIO • WEB VERSION CREATED BY MARCUS DRAPER
Defenders & Dangers — Full RPG
A complete solo campaign. Build your hero in index.html, track it in index2.html, then bring it here — load it, or copy/paste its Hero JSON code — and play it through a story, from a bank heist to the final showdown with Doctor Volt.
No hero loaded yet. Load one above, paste a code, or use the sample hero to try the campaign right away.
Hero Stamina
Copy/paste is the reliable way to move a hero between files: in index.html click Copy Hero Code, paste it in the box above, click Import Hero Code — same hero, same numbers, even if browser storage does not carry over.
Campaign — Metro City Needs Defenders
Progress:
Combat — Your Turn (2 Actions)
Initiative: roll a d6 at the start of a round — 1–3 the foe goes first, 4–6 you go first. Attack, Power, Skill, or Aim each count as an Action. Aim adds +2D to your next ranged attack (not in melee). Damage = Successes over Defense. Success = 3+, 6 explodes.
Round:—Actions used (of 2):0Heroic Dice:3Foe:
Foe Stamina
Foe’s Turn
The foe attacks you. Its Attack Roll is compared to your Defense. Damage = Successes over your Defense. You may spend a Heroic Die after damage to cut it — the game will ask.
Quick Fight (Practice — does not advance the campaign)
Adventure Log
How This Full RPG Works
Build in index.html, track in index2.html, play here in index3.html. Your hero’s attributes, skills, weapons, and powers come with you — load from the browser, or copy/paste the Hero JSON code.
Campaign: 5 missions in order. Each mission has a story, a one-time Skill Check (success ambushes the foe for −5 Stamina), and a combat. Win a mission to move to the next.
Leveling: after Missions 3 and 4, the Level Up button appears. Leveling gives +1 Power Point (already in the total, since it is Level-based), rolls 1d3 for extra Max Stamina, and updates your Proficiency Bonus at Levels 5, 10, and 15.
Rest: a Breather (15 minutes) restores 1d6 + Level Stamina. A night’s rest restores all Stamina. Each combat starts with 3 Heroic Dice; unspent dice are lost.
Win the game: defeat Doctor Volt in Mission 5. Lose: be Knocked Out with no Heroic Die left to revive — restart the campaign with a restored hero.
Rules used: Success = 3+, unmodified 6 explodes, Attack Pool = Attribute + Weapon Type / Power Level + Proficiency (if proficient), Damage = Successes over Defense.