P&P Ready
P&P Ready
A caped hero in flight above a night-time city skyline, crossing a full moon. A caped hero in flight above a sunlit city skyline under a blue sky.

Pinnacle City. 8:47 PM8:47 AM. Your turn.

You're up.

The companion app for Prowlers & Paragons Ultimate Edition, the superhero RPG powered by six-sided dice.

Currently in beta.

What it does

Three things, done well.

P&P Ready doesn't replace the rulebook. It saves you from having to look things up in the middle of a session.

Make characters

Choose your character's abilities, powers, talents, perks, flaws, gear, and vehicles, and P&P Ready keeps track of the math as you go. Health, Edge, and Resolve are calculated for you. Your character sheet is there on your phone at the table and your laptop at home.

Search the rules

Press Ctrl K from anywhere and type what you need: a power, modifier, stat block, or rule. It shows up in about a second, so you can keep playing instead of stopping to look through the book.

Run your game

Prep an issue as a branching map of scenes, then run it live on the virtual tabletop, jumping to whichever branch the table actually takes. Organize the GM screen your way with initiative, challenge rolls, damage, and adversity, and use the planner for story arcs, locations, NPCs, and villain plots.

How a roll works

Six-sided dice. Nothing else.

Even numbers succeed. A six counts twice.
Odd numbers do nothing at all.

  • +2 six
  • +1 even
  • odd
  • +1 even
  • odd
  • +2 six

You rolled 6dice
You counted 6successes
Daunting threshold 3
Net margin 3

Outside combat, the net margin decides who gets to say what happens

  • −2 or less GM narrates freely
  • −1 – 0 GM narrates, you may embellish
  • 1 – 2 You narrate, GM may embellish
  • You're here 3 or more You narrate freely

The whole resolution system

Everything comes down to the margin.

Roll a number of dice equal to your trait rank and count your successes. The GM sets a threshold based on the difficulty. Subtract that threshold from your successes to get your net margin, which determines how the moment resolves.

In combat, that same margin becomes damage.
Damage dealt 1 per net success
Minions defeated 1 per net success
Special effects last Half your net margin, in pages
…and if that beats their Health Defeated for the scene
For any challenge roll, the GM sets the threshold based on difficulty.
Easy · Average · Hard · Daunting 0 · 1 · 2 · 3
Brutal · Inhuman 4 · 5
Superhuman · Legendary 6–8 · 9–11

A page is what Prowlers & Paragons calls a round, because it's a comic. Stun someone with a net margin of 4 and they're stunned for two pages. Stun them again, and the duration stacks.

All five rules chapters (Basics, Action, Combat, Resolve, and Environment) are available without an account, from the free Quickstart. Buy the rulebook in the Emporium to unlock the full Ultimate Edition.

About the game

Comic-book logic, not physics.

Prowlers & Paragons Ultimate Edition is a tabletop roleplaying game built for fast, colorful superhero action. It mixes narrative resolution with straightforward combat rules, keeping the focus on what the heroes do and how the story unfolds.

The rules are intentionally light. Once you understand the d6 dice-pool mechanic, most situations are easy to resolve without reaching for the book. The game follows comic-book logic rather than realistic physics, so fights and big heroic stunts stay fast and fun.

Character creation is point-buy. You spend Hero Points on Abilities, Talents, Powers, Perks, Flaws, and Pros & Cons, which modify your Powers. Pros make a Power stronger or more flexible and cost extra; Cons add limitations and give you points back.

The system also supports alternate forms, multiple power sets, sidekicks, and bonded vehicles, so unusual character concepts don't have to be squeezed into a standard superhero mold.

You also choose a Role, which determines where your hero starts when a fight breaks out.

  • Blaster

    Ranged specialist. Gunslingers, energy projectors, anyone dangerous at distance.

  • Controller

    Lands special effects. Elemental control, spellcasters, mental powers.

  • Defender

    Protects and supports the team rather than hurting the other one.

  • Fighter

    Close combat. Brawlers, berserkers, martial artists, odd weapons.

  • Scout

    Mobile support. Acrobats, covert operatives, speedsters, teleporters.

  • Tank

    Draws fire and takes the hits. Armoured, elemental, magical, or anything else built to stand their ground.

Your Role gives +1d on any Challenge Roll it applies to, and you can spend 1 Resolve to make your 6s explode. Your traits don't determine your Role. A super-strong, heavily armoured hero might be a Tank, Defender, Fighter, or even a Blaster if ranged attacks are their thing.

Roles come from the Combined Updates and are completely optional. If your GM doesn't want to use them, you can leave them out.

Prowlers & Paragons Ultimate Edition was created by Leonard A. Pimentel, with additional design by Sean Patrick Fannon. Prowlers & Paragons and its related trademarks are the property of LakeSide Games, Inc. P&P Ready is an unofficial companion app, not affiliated with, endorsed by or sponsored by LakeSide Games, Inc. or Mobius Worlds Publishing. Buy the rulebook from DriveThruRPG

Resolve & Adversity

Bend the story.

Both sides of the table have points they can spend to tip things in their favour. Heroes spend Resolve; the GM spends Adversity. Both reset at the end of every issue, or session, so there's no benefit to hoarding them. Use them when they matter.

The heroes'

Every hero starts an issue with some Resolve, and the more powerful the hero is, the less they get. In other words, being outgunned comes with a little extra fuel.

They earn it by

  • Taking a real defeat, failure, or setback. Coming back stronger is part of the genre.
  • Letting a Flaw get them into trouble on purpose.
  • Playing well: clever, dramatic, funny, heroic, or just plain cool.

They spend it on

  • Extra dice, chosen after you have seen the roll.
  • A full reroll, including any extra dice.
  • Getting back up after being defeated: recover three Health or break the effect.
  • Seizing the initiative and going first every page from then on.
  • A lucky break you invent, like landing on a pile of discarded mattresses.
  • A power stunt that lets one Power imitate another.
  • Making your Role's 6s explode.

Adversity

The GM's

The GM opens each issue with one point per hero, and the dangerous scenes pay more. It's a pool the table can watch rising.

The GM earns it from

  • A scene's Challenge Level, worth 1 to 3 Adversity per hero before the scene even begins.
  • Any unheroic act: cowardly, selfish, or treacherous behavior. Act like a hero, or give the GM more ammunition.

The GM spends it on

  • Anything Resolve can do, but for the villains.
  • Letting a villain resist their own Flaw for once.
  • A misfortune: the gun jams, the mask comes off, or a stray shot puts a bystander in danger.
  • Once per story, an act of villainy the plot needs: the switch gets thrown, the hostage is taken, or the villain gets away.
Silver Serpent grapples with Nullstar on a rooftop above the city at night, green
           serpent coils locked against purple void energy. Silver Serpent grapples with Nullstar on a rooftop above the city in daylight, green
           serpent coils locked against purple void energy.
"I have watched stars collapse, serpent. You won't take nearly as long."

Cinematic combat against super villains.

168 villains are already statted out, so you can drop one onto the pane and get straight to the action. Roll initiative on Edge. Spend Resolve for the dice you wish you'd had; the GM spends Adversity right back. Damage is the net margin, one point a success.

Already in the app

Every stat block, searchable.

The reference is split into two halves: what characters are made of, and what the GM puts in front of them. The free Quickstart content is available without an account, and sourcebooks you own unlock the rest, including 168 ready-to-use villains.

Everything you build a character from

Everything you point them at

The virtual tabletop

Your players go left. You're already there.

An issue isn't just a list of maps. It's a branching map of panes. Each pane can be a splash image, a stage with the cast in place, or a battle map with a grid and tokens. Lay out the branches ahead of time, then jump to any pane with one click, even in the middle of a scene.

SPLASHSTAGESTAGEBATTLE MAPSTAGE · LIVEBATTLE MAPSPLASH

Changing scenes is the job

In most virtual tabletops, changing scenes means stopping the game: leave the table, find the right map, load it, and set everyone back up. Here, the next pane is already sitting there as a branch. One click moves the whole table to it. That small change is something you feel every session.

The session keeps itself

Panes, cast positions, the branches you took, and every roll are all saved as you play. There's nothing to reconstruct afterward. And because the session is already stored as panels and transitions, you can lay it out as a comic when the game is over.

Make a hero. Take your time.

Point-buy means making real choices, not filling out a form. The app keeps track of every Hero Point while you figure out who your hero is.

Publishing a P&P book?

Add it here and everything inside becomes usable at the table: heroes, villains, powers, and gear. You set the price and keep 85%. Publish with us →

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