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Author Topic: Supersystem Scenario Script: All This and World War 2  (Read 6010 times)

Offline SgtHulka

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Supersystem Scenario Script: All This and World War 2
« on: October 12, 2011, 09:46:00 PM »
A Supersystem Scenario Script for 4 Heroes of 85 points each

This thread is a Supersystem adaptation of the old Marvel Heroes RPG Adventure "All This and World War 2" by Ray Winninger. it involves a group of Superheroes that travel back in time to help the Invaders (Captain America, Bucky, The Human Torch, Toro, Union Jack and Sub-Mariner) win World War 2. The original module can downloaded from Classic Marvel Forever:

http://www.classicmarvelforever.com/cms/advanced-game-and-modules.html

I am only adapting the chapters of the module where actual battles take place, since no adaptation is required for the investigative or story chapters. As a result, the Scenario Script can either be played as a series of battles, or it can be played as a light RPG, with a judge or referee joining the battles by role-playing the module itself. I am trying to maintain the flavor of the original module with two exceptions. The original module involved several instances of "insta-capture"...that is the Heroes getting captured by the villains no matter what they do. I've never particularly liked that device so I've come up with a way to eliminate those moments. Second, I've tried to make the battles a bit more even between the Heroes and the Villains.

Finally, tt would be easy enough to adapt this Scenario Script away from the Marvel Universe. Simply replace Captain America & Bucky with Shield Maiden,  The Human Torch & Toro with Hawkwind, the Sub-Mariner with Druid, and Union Jack with Silver Knight.
« Last Edit: October 13, 2011, 06:00:22 PM by SgtHulka »

Offline SgtHulka

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Chapter 3
« Reply #1 on: October 12, 2011, 09:47:04 PM »
CHAPTER 3: TRIAL BY COMBAT
DESCRIPTION: The Heroes have been recruited by the Director of SHIELD, Colonel Nick Fury, to test an experimental new weapon: the Cavalier Infantry Support System. They have been flown to a remote base in New Mexico where they will do battle with the giant robot so that Fury can assess its strengths and weaknesses. Unfortunately, the Cavalier Robot has been targeted for theft by a group of time-travelling Nazis, the Blautot Commandos. The Commandos have snuck onto the base in an attempt to steal the giant robot, and are unpleasantly surprised to find the heroes in their way. What begins as a non-lethal experiment turns into a real battle when it becomes clear that a traitor has re-programmed the Cavalier Robot to obey the Blautot Commandos and fight on their side.
SETUP: The Heroes and Nick Fury choose one table edge, the Cavalier Robot automatically receives the opposite. Both sides begin within 6" of their respective table edges.
SPECIAL RULES: The table edges are surrounded by high-tensile steel chain link fences (considered walls for the purposes of knockback). Nick Fury and the Cavalier Robot can not attack each other until Turn 2. At the beginning of Turn 2, place one Blautot Commando Henchman Group on one of the two table edges between those that the Cavalier Robot and the Heroes started from...they've just charged through the gate. They are on the same team as the Cavalier Robot, and from Turn 2 forward, Nick Fury is on the same team as the Heroes.
OBJECTIVE: The Blautot Commandos and the Cavalier Robot must KO the Heroes and Nick Fury.
END GAME: The battle lasts 5 rounds.
REWARDS: 2/1
POST-BATTLE SPECIALS:
Hero Victory
The Heroes successfully shut down the Cavalier Robot and prevent its theft by the Nazis. The Heroes gain 20 Fame points. It is clear, however, that a traitor working at the base must have re-programmed the robot and helped the Blautot Commandos sneak in. The Heroes begin to investigate the base personel in order to determine the identity of the traitor.
Hero Defeat
Before the Blautot Commandos can conduct a Coup de Grace on the Heroes, Base Security finally responds, shuts down the robot, and arrests the Blautot Commandos. The Heroes gain 10 Fame points. It is clear that a traitor working at the base must have re-programmed the robot and helped the Blautot Commandos sneak in. The Heroes begin to investigate the base personel in order to determine the identy of the traitor.

CHARACTERS

Cavalier Robot
Affiliation: Free Agent
BP: 115
AP: 5 + 4
Attributes
Strength 7 [2]-->9 [3] Agility 4 Mind 1 Resolve 1
Powers/Character Mods
Soulless
Growth x 2
--Always On
Density Increase x 1
--Always On
12D [3] Ranged Attack, 60", Gear (Blaster Cannons)
Combat Prowess x 3
--Super x 1
Massive x 3
Vitality: 8-->12
A massive robot, the Cavalier has the armor of an M1 Tank with the bipedal mobility of a human being. Conceived to support infantry in rough ground and urban environments, its high profile makes it vulnerable to anti-tank weapons. Its latest software upgrade should fix this problem by teaching the robot to crouch behind cover and lie prone just like the infantry it is tasked to support.

Blautot Commandos
Affiliation: Third Reich
BP: 70
AP: 6
Attributes
Strength 3 Agility 3 Mind 3 Resolve 2
Powers/Character Mods
Edge x 3
Combat Prowess x 2
--Specialized (Ranged Attack)
Weaponry Gadget Pool (7 pt. pool)
--Full Slot (Schmeisser/Kar98: 7D [1] Ranged Attack, 60" Range)
--Half Slot (Smoke Grenade: 2" Radius Darkness at Range, Immobile, Impenetrable x 1)
--Half Slot (Combat Knive/Bayonet: 6D [1] Melee Attack)
Vitality: Henchmen Group-5 Veterans
The Blautot ("Blue Death") Commandos were hand-picked and trained to steal wonder-weapons for use by the Third Reich. Using a time machine captured from a crashed alien space craft, three such teams were sent into the future. Two of the teams were never heard from again, but one team returned to 1943 with a formidable "super-vehicle" that could, indeed, change the course of the war and the course of history.

Nick Fury
Affiliation: S.H.I.E.L.D.
BP: 70
AP: 7
Attributes
Strength 3 Agility 4 Mind 3 Resolve 4
Powers/Character Mods
Combat Prowess x 3
--Super x 1
Edge x 2
Armor x 4 (Gear: Body Armor)
--Super x 1
7D [1] Ranged Attack (Gear: Needle Gun)
--Burnout x 2
Vitality: 7
A war veteran turned spy, Nick Fury was contacted by a mysterious Board of Directors to create and direct SHIELD. He now oversees the super spy network, maintains its bases and helicarriers, and tests new technology in an effort to keep the world safe for democracy.

Supersystem Annex Combatible

CN=Cavalier Robot
AFF=SHIELD
BP=115
AP=6 + 4
STR=7 [2]
AGL=4
MND=1
RES=1
VIT=11
P0=Soulless
P1=Growth x 2
P2=--Always On
P3=Density Increase x 1
P4=--Always On
P5=Blaster Cannons: 12D [3] Ranged Attack, 60"
P6=Combat Prowess x 3
P7=--Super x 1
P8=Massive x 3

CN=Blautot Commandos x 5
AFF=Third Reich
BP=70
AP=6
STR=3
AGL=3
MND=3
RES=2
VIT=10
P0=Edge x 3
P1=Combat Prowess x 2
P2=--Specialized: Ranged Attack
P3=Weaponry Gadget Pool (17 pt. pool)
P4=--Full Slot (Schmeisser/Kar98: 7D [1] Ranged Attack, 60" Range)
P5=--Half Slot (Smoke Grenade: 2" Radius Darkness at Range, Immobile, Impenetrable x 1)
P6=--Half Slot (Combat Knife/Bayonet: 6D [1] Melee Attack)
P7=Veterans
P8=
P9=

CN=Nick Fury
AFF=SHIELD
BP=70
AP=7
STR=3
AGL=4
MND=3
RES=4
VIT=7
P0=Armor x 4
P1=--Super x 1
P2=Combat Prowess x 3
P3=--Super x 1
P4=Ranged Attack (7D,60")
P5=--Super x 1
P6=--Burnout x 2
P7=Edge x 2
P8=


« Last Edit: October 13, 2011, 06:15:21 PM by SgtHulka »

Offline SgtHulka

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Chapter 7
« Reply #2 on: October 12, 2011, 09:48:33 PM »
CHAPTER 7: KRUPTMANN'S REVENGE
DESCRIPTION: Through a series of investigations, the Heroes discover that a researcher at the lab, Dr. Kruptmann, was a 13-year old "wunderkind" who worked under Hitler for the Third Reich. He was brought to America after the war to help win the space race, and slowly worked his way into mainstream scientific society. But, the Heroes suspect, he never forgot about Hitler's Time Travel experiments, and knew when and where the Blautot Commandos would appear during his lifetime. The Heroes suspect that he is the traitor who helped the Blautot Commandos and re-programmed the Cavalier Robot. They have come to Dr. Kruptmann's lab in order to confront him, but Dr. Kruptmann panics and attacks the heroes with an experimental laser gun.
SETUP: Dr. Kruptmann begins within six inches of the table's center. The Heroes begin within twelve inches of the table's center.
SPECIAL RULES: None. It is extremely unlikely that Dr. Kruptmann will defeat the heroes, unless the Heroes are down quite a few characters from the Chapter 3 combat. In fact, this battle is mostly to give the Heroes a chance to recover from that battle before travelling back in time and confronting the Third Reich. The best Kruptmann can hope for is to KO one or two Heroes so that they don't travel back in time at full strength.
OBJECTIVE: Dr. Kruptmann must KO all of the Heroes or escape off the table.
END GAME: The battle lasts 4 rounds.
REWARDS: 2/1
POST-BATTLE SPECIALS:
Hero Victory
The Heroes defeat Dr. Kruptmann and discover that he was the traitor. Studying Dr. Kruptmann's papers, they also learn that although they foiled the Blautot Commandos in their own time, another group of Commandos that travelled even further in the future succeeded in their mission and brought a super weapon back to 1943 for use by the Third Reich. This Super Weapon will change the course of history. In order to prevent its use, the Heroes must commandeer the Blautot Commandos' Time Machine, travel back to 1943, and find some way to destroy the Nazi Super Weapon. The Heroes gain 20 fame points.
Hero Defeat
Before Dr. Kruptmann can escape, he is captured by Base Security. Nick Fury learns that although he foiled the Blautot Commandos in their own time, another group of Commandos that travelled even further in the future succeeded in their mission and brought a super weapon back to 1943 for use by the Third Reich. This Super Weapon will change the course of history. In order to prevent its use, the Heroes must comandeer the Blautot Commandos' Time Machine, travel back to 1943, and find some way to destroy the Nazi Super Weapon. The Heroes gain 10 fame points.

Dr. Kruptmann
Affiliation: Third Reich
BP: 85
AP: 8
Attributes
Strength 2 Agility 3 Mind 5 Resolve 3
Powers/Character Mods
9D [2] Ranged Attack (Gear: Laser Gun)
--Area of Effect: Line
--Soul Fire
Sense Weakness
cunning
Edge x 3
Perfect Timing
Force Field x 2 (Gear: Armored Lab Coat)
Vitality: 5

Supersystem Annex Combatible

CN=Dr. Kruptmann
AFF=Third Reich
BP=85
AP=8
STR=2
AGL=3
MND=5
RES=3
VIT=5
P0=Ranged Attack (9D,60")
P1=--Super x 2
P2=--Soul Fire
P3=--AoE: Line
P4=Sense Weakness
P5=Cunning
P6=Edge x 3
P7=Force Field x 2
P8=Perfect Timing
P9=

« Last Edit: October 13, 2011, 06:17:42 PM by SgtHulka »

Offline SgtHulka

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Chapter 11
« Reply #3 on: October 12, 2011, 09:49:26 PM »
CHAPTER 11: BACK TO THE PAST
DESCRIPTION: The Heroes activate the Blautot Commandos' Time Machine, pressing its "recall switch". The Time Capsule takes them to 1943, all right, straight into the middle of a battle in Central Italy! The Heroes appear in a ravine and find themselves surrounded by a German infantry squad. A Tiger Tank is machine-gunning an over-turned army jeep, behind which are huddled two American Army Officers and their Driver.
SETUP: Place the overturned jeep, the two American Army Officers, and the Driver in a ravine in the center of the table. Place second ravine within 6" of the first, and place the Heroes in it. Place two SS Panzergrenadier Squads and a Tiger Tank within 12" of any table edge.  
SPECIAL RULES: The capture of the two American Army Officers is the central theme of this scenario. The Officers cannot be attacked or harmed in combat, and in order to be carried off and captured, must be in base combat with a model. Grabbing and carrying a General costs 2 AP, but if he is already in base contact with an enemy model, opposed Agility vs. Agility rolls must be made (this costs no additional AP), with the winner gaining possession of the Army Officer. Ties goe to the model that started the turn in possession of the Army Officer.
OBJECTIVE:  
Germans: The Germans are trying to battle through, capture at least one of the Army Officers, and carry him off the nearest board edge to win the scenario.
Heroes The Heroes must prevent this by any means necessary, and hold out long enough for nearby American forces to arrive and turn back the Germans.
END GAME: The battle can last 4 rounds, but ends the moment an Army Officer is carried off the board. If after 4 rounds both Army Officers are still in custody of the Heroes, the American Forces arrive and turn the tide against the germans. The Heroes have won the scenario.
REWARDS: 2/1
POST-BATTLE SPECIALS:
Hero Victory
The Army Officers are General Thomas Dozier and Major Anthony Holland. When they hear that the Heroes tavelled through time in order to find and defeat a Nazi superweapon, they admit they've heard rumors of just such a weapon and the Invaders, a team of allied super-soldiers, have already assembled to find and destroy it. The Army Officers invite the Heroes to meet the Invaders and join forces with them. The Heroes gain 20 fame points.
Hero Defeat
The Heroes are picked up by passing American Army patrols, who bring them back to base. There the Heroes meet the Invaders, who have assembled to hunt down a rumored Nazi superweapon. Suddenly, the Army Officers re-appear...they managed to escape their captors! They are General Thomas Dozier and Major Anthony Holland. When they hear that the Heroes have come back in time for the same purpose as the Invaders, they suggest that the super-teams join forces against the Nazi menace. The Heroes gain 10 fame points.

SS Panzergrenadier Squad
Affiliation: Third Reich
BP: 55
AP: 5
Attributes
Strength 4 Agility 3 Mind 2 Resolve 1
Powers/Character Mods
Edge x 3
Combat Prowess x 2
--Specialized: Ranged Attack
Weaponry Gadget Pool (15 pt. pool)
--Full Slot (Schmiesser/Kar98: 6D [1] Ranged Attack, 60" Range)
--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
Vitality: Henchman Group-5
Originally formed as Adolph Hitler's personal bodyguard, the 1st SS Division Leibstandarte SS Adolf Hitler quickly grew into an elite fighting force entrusted with the Third Reich's dirtiest jobs. Sent to Italy with orders to disarm the military and put down partisans, they have recently been re-located to the front in order to spearhead the attack on American and British forces and, with the help of the new super-weapon, send the Invaders back into the sea.

Tiger Tank
Affiliation: Third Reich
BP: 115
AP: 5
Attributes
Strength 8 [1] Agility 4 Mind 1 Resolve 1
Powers/Character Mods
Vehicle x 3
--Enclosed
--Nimble
--No Carrier x 10
--Turret
Armor x 2
--Super x 1
Ranged Attack (88mm Cannon: 10D [2] Ranged Attack, AOE: Sphere, 5 Action Points)
Extra Movement x 3
Sidekick x 8 (German Tank Crew)
Vitality: 8
Designed to counter the KV and T-34 tanks on the Russian Front, the Tiger Tank was the first of Nazi Germany's feared "super tanks". Its armor thick enough to bounce a Sherman's shell, its gun powerful enough to punch through anything even at long range, the Tiger quickly developed a terrifying reputation among allied tank crews. If it werent for its high cost, ponderous speed, and finicky mechanics, the Tiger would have dominated both Africa and Europe.

Panzer Tank Crew (Tiger Tank Sidekick)
Affiliation: Third Reich
BP: 40
AP: 6
Attributes
Strength 2 Agility 4 Mind 2 Resolve 2
Powers/Character Mods
Combat Prowess x 1
Armor x 1
Ranged Attack (Schmeissers: 5D, 16" Short Range Only, AOE: Spray)
Vitality: Henchmen Group-5
Germany's Panzer Aces were not only well-trained, they were well-tested, having fought from France to Africa to Russia.
Supersystem Annex Compatible:

CN=SS Panzergrenadier Squad x 5
AFF=Third Reich
BP=55
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=5
P0=Edge x 3
P1=Combat Prowess x 2
P2=--Specialized: Ranged Attack
P3=Weaponry Gadget Pool (15 pt. pool)
P4=--Full Slot (Schmiesser/Kar98: 6D [1] Ranged Attack, 60" Range)
P5=--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
P6=
P7=
P8=
P9=

CN=Panzer Tank Crew x 5
AFF=Wehrmacht
BP=40
AP=6
STR=2
AGL=4
MND=2
RES=2
VIT=5
P0=Combat Prowess x 1
P1=Armor x 1
P2=Ranged Attack (Grease Guns: 5D,16", Short Range, AOE: Spray)
P3=
P4=
P5=
P6=
P7=
P8=
P9=

CN=Tiger Tank
AFF=Third Reich
BP=115
AP=5
STR=8 [1]
AGL=4
MND=1
RES=1
VIT=9
P0=Vehicle x 3
P1=--Enclosed
P2=--No Carrier x 10
P3=--Turret
P4=Armor x 2
P5=--Super x 1
P6=Ranged Attack (10D [2],60")
P7=--AoE: Sphere
P8=--Slow Power x 2 (5 AP)
P9=Sidekick x 8 (Tank Crew)
« Last Edit: October 13, 2011, 06:18:42 PM by SgtHulka »

Offline SgtHulka

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Chapter 14: Frontal Assault
« Reply #4 on: October 13, 2011, 06:10:21 PM »
CHAPTER 14: FRONTAL ASSAULT
DESCRIPTION: The first of two locations where the Nazis may be hiding the futuristic Super Weapon is a bunker in East Prussia. Captain America, Bucky, The Sub-Mariner, and half of the Heroes fly over the location and parachute in. Once on the ground, Captain America reconnoiters the bunker and comes up with a plan: the Heroes will assault its front while he, Bucky, and The Sub-Mariner sneak around the back through the fishing village.
SETUP: Place the Bunker entrance within 16" of one side of the table, and the Heroes within 16" of the opposite side of the table. The bunker entrance should be on a hill, and the Heroes' half of the table should be heavily forested. Now place two SS Panzergrenadier Squads and a Panzer 38T Light Tank within 6" of the Bunker entrance.
SPECIAL RULES: The Bunker entrance is a Large Steel Door (Difficulty 5, 6 Vitality). Use the method described in Appendix 2: Breaking Ojects to destroy it.
OBJECTIVE:
Germans: The Germans must prevent the Heroes from entering the Bunker.
Heroes: The Heroes must KO the Germans or destroy the Bunker door and enter it.
END GAME: The battle lasts until either the Germans or the Heroes achieve their victory conditions.
REWARDS: 2/1
POST-BATTLE SPECIALS:
Hero Victory
The Heroes successfully smash into the Bunker and gain 20 fame points. They begin hunting the labyrinth of reinforced concrete for the Super Weapon. They haven't hunted long, however, before they come around a corner and find themselves face to face with Captain America, Bucky, The Sub-Mariner and none other than the Red Skull! "Now we shall see if our new toy is effective," growls the Red Skull. "Listen to me, my minions. Those people in front of you are enemies of the Fuhrer!" The Red Skull points at the Heroes. "You must destroy them!" The Invaders, clearly brainwashed, step forward to attack! The Red Skull laughs and escapes into an observation chamber. Go directly to chapter 16: Red Skullduggery.
Hero Defeat
The Heroes are defeated, receive 10 fame points, and wake up to find themselves in the middle of a concrete labyrinth. Standing over them are Captain America, Bucky, and the Sub-Mariner. Observing behind bullet-proof glass is the Red Skull! "Now we shall see if our new toy is effective," growls the Red Skull. "Listen to me, my minions. Those people in front of you are enemies of the Fuhrer!" The Red Skull points at the Heroes. "You must destroy them!" The Invaders, clearly brainwashed, step forward to attack! Go directly to chapter 16: Red Skullduggery.

Characters:

SS Panzergrenadier Squad
Affiliation: Third Reich
BP: 55
AP: 5
Attributes
Strength 4 Agility 3 Mind 2 Resolve 1
Powers/Character Mods
Edge x 3
Combat Prowess x 2
--Specialized: Ranged Attack
Weaponry Gadget Pool (15 pt. pool)
--Full Slot (Schmiesser/Kar98: 6D [1] Ranged Attack, 60" Range)
--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
Vitality: Henchman Group-5
Originally formed as Adolph Hitler's personal bodyguard, the 1st SS Division Leibstandarte SS Adolf Hitler quickly grew into an elite fighting force entrusted with the Third Reich's dirtiest jobs. Sent to Italy with orders to disarm the military and put down partisans, they have recently been re-located to the front in order to spearhead the attack on American and British forces and, with the help of the new super-weapon, send the Invaders back into the sea.

Panzer 38t
Affiliation: Third Reich
BP: 85
AP: 5 + 3
Attributes
Strength 5 [1] Agility 4 Mind 1 Resolve 1
Powers/Character Mods
Vehicle x 2
--Enclosed
--Turret
--Nimble
--No Carrier x 5
Armor x 2
Ranged Attack (50mm Cannon: 7D [1], AOE: Sphere, 5 Action Points, 60" Range)
Extra Movement x 3
Lesser Vitalty x 3
Cowardly
Vitality: 3
The Panzer 38t was a Czech tank adopted by the Nazis after they conqered Czechoslavakia. It was a fine tank at the beginning of the war, but by 1943 it was beginning to show its age. The 38t chassis was also used to create the Marder III, a tank destroyer that was used until the end of the war.

Panzer Tank Crew (Panzer 38t Sidekick)
Affiliation: Third Reich
BP: 40
AP: 6
Attributes
Strength 2 Agility 4 Mind 2 Resolve 2
Powers/Character Mods
Combat Prowess x 1
Armor x 1
Ranged Attack (Schmeissers: 5D, 16" Short Range Only, AOE: Spray)
Vitality: Henchmen Group-5
Germany's Panzer Aces were not only well-trained, they were well-tested, having fought from France to Africa to Russia.


Supersystem Annex Compatible:

CN=Tank Crew x 5
AFF=Wehrmacht
BP=40
AP=6
STR=2
AGL=4
MND=2
RES=2
VIT=5
P0=Combat Prowess x 1
P1=Armor x 1
P2=Ranged Attack (Grease Guns: 5D,16", Short Range, AOE: Spray)
P3=
P4=
P5=
P6=
P7=
P8=
P9=

CN=Pzr 38t
AFF=Wehrmacht
BP=85
AP=5
STR=5 [1]
AGL=4
MND=1
RES=1
VIT=4
P0=Vehicle x 2
P1=--Enclosed, Turret, Nimble
P2=--No Carrier x 5
P3=Armor x 2
P4=Ranged Attack (7D [1],60")
P5=--AoE: Sphere, Slow Power x 2 (5 AP) 
P6=Extra Movement x 3
P7=Sidekick x 8 (Tank Crew)
P8=Lesser Vitality x 3
P9=Cowardly

CN=SS Panzergrenadier Squad x 5
AFF=Third Reich
BP=55
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=5
P0=Edge x 3
P1=Combat Prowess x 2
P2=--Specialized: Ranged Attack
P3=Weaponry Gadget Pool (15 pt. pool)
P4=--Full Slot (schmiesser/Kar98: 6D [1] Ranged Attack, 60" Range)
P5=--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
P6=
P7=
P8=
P9=

CN=SS Panzergrenadier Squad x 5
AFF=Third Reich
BP=55
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=5
P0=Edge x 3
P1=Combat Prowess x 2
P2=--Specialized: Ranged Attack
P3=Weaponry Gadget Pool (15 pt. pool)
P4=--Full Slot (schmiesser/Kar98: 6D [1] Ranged Attack, 60" Range)
P5=--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
P6=
P7=
P8=
P9=

Offline SgtHulka

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Chapter 16: Red Skull-Duggery
« Reply #5 on: October 15, 2011, 11:33:19 PM »
CHAPTER 16: RED SKULL-DUGGERY
DESCRIPTION: The Heroes find themselves inside the Nazi Bunker only to discover that Captain America, Bucky and The Sub-Mariner have been brainwashed by the Red Skull. The Invaders don't seem to be listening to reason, and the only choice left to the heroes is to fight them, and hope that by knocking them out they'll no longer be under the influence of the Red Skull's brainwashing device.
SETUP: Create an underground maze-like bunker. Place Captain America, Bucky and The Submariner at one end. Place the Heroes at the other.
OBJECTIVE
The Invaders:
The Invaders are trying to KO the Heroes.
Heroes
The Heroes are trying to KO The Invaders.
END GAME: The battle lasts 4 rounds or until one side is KO'd.
REWARDS: 3/1
POST-BATTLE SPECIALS:
Hero Victory
The Heroes manage to knock out the last of The Invaders! The Heroes receive 20 fame points. They look up at the bullet-proof glass of the Obervation chamber, hoping to take the battle to the Red Skull. Unfortunately the Nazi Agent has already escaped. The rest of the soldiers defending the Bunker are also trying to escape, and those that can't immediately surrender.
Hero Defeat
The stress of KO'ing the last Hero finally cracks through Captain America's brainwashing. He looks up at the Red Skull and points. "You made me do this, and now you will pay!" The Red Skull panics and escapes. Moments later, Captain America and the rest of The Invaders have helped the Heroes back to consciousness. They tell the Heroes that all the soldiers defending the Bunker have escaped or surrendered. The Heroes receive 10 fame points.
Characters:

Captain America
Affiliation: The Invaders
BP: 85
AP: 8
Attributes
Strength 5 Agility 5 Mind 3 Resolve 5
Powers/Character Mods
Sidekick x 11 (Bucky)
Combat Prowess x 2
--Super x 1
Shield Trick Elemental Control Pool (13 pt. pool)
--Full Slot (Shield Throw: 7D [1] Short Range Only Ranged Attack)
--Half Slot (Shield Block: 7D [1] Force Field)
--Half Slot (Shield Smash: 7D [1] Melee Attack)
Vitality 10
The first and only recipient of the Super Soldier Serum, Captain America's natural patriotism, courage and resolve are now matched by his physical stature. He has become an expert combatant with his indestructable shield, which he can throw and bounce among several opponents (a single attack against a henchman group or a flurry attack against multiple supers) or use to augment his hand to hand combat (by shifting his Elemental Control Pool to both half slots). He is not just a Super Hero -- he is an icon and and a symbol of the American can-do spirit.

Bucky (Captain America's Sidekick)
Affiliation: The Invaders
BP: 85
AP: 8
Attributes
Strength 4 Agility 4 Mind 2 Resolve 3
Powers/Character Mods
Banter x 1
Compat Prowess x 2
--Super x 1
4D Ranged Attack (Gear: Tommy Gun)
--AOE: Spray
--Short Range Only, Burnout Level 2
Vitality: 7
An orphan who accidentally discovered Captain America's true identity, Bucky has been sworn to secrecy and trained by Captain America to help him take the fight to the Nazis. His irreverant attitude and teen idol good looks have made him a heart throb among the bobby sock crowd.

Sub-Mariner
Affiliation: The Invaders
BP: 85
AP: 7
Attributes
Strength 8 [1] Agility 5 Mind 3 Resolve 4
Powers/Character Mods
Flight
8D [1] 8" Blast Only Ranged Attack (Electrical Generation)
--No Range
Combat Prowess x 3
--Super x 1
Extra Movement x 4
--Only While Touching Water (Swimming)
Unstable x 2 (Dehydration)
Vitality: 12
Namor, a half-human, half-Atlantean Prince of the Sea was content to remain neutral in his beautiful undersea cities until they were attacked by a fleet of German U-boats. The Nazis had hoped that the surprise attacks would knock the Atlanteans out of the war early. But thanks in no small part to Prince Namor's tactical leadership the Atlanteans rallied and drove off the U-boats. Although most of Atlantis' weaponry  was destroyed in the sneak attack, Prince Namor himself has joined the Invaders to wage his own personal vendetta against the Axis, fighting under the name "Sub-Mariner".

Supersystem Annex Compatible:

CN=Captain America
AFF=Invaders
BP=85
AP=8
STR=5
AGL=5
MND=3
RES=5
VIT=10
P0=Bucky: Sidekick x 11
P1=Combat Prowess x 2
P2=--Super x 1
P3=Shield Trick Elemental Control Pool (13 pt.)
P4=--Full Slot (Shield Throw: 7D [1] Short Range Only Ranged Attack)
P5=--Half Slot (Shield Block: 7D [1] Force Field)
P6=--Half Slot (Shield Smash: 7D [1] Melee Attack)
P7=
P8=
P9=

CN=Bucky
AFF=Invaders
BP=55
AP=5
STR=4
AGL=4
MND=2
RES=3
VIT=7
P0=Banter x 1
P1=Combat Prowess x 2
P2=--Super x 1
P3=Melee Attack x 2
P4=--Super x 1
P5=Tommy Gun: 4D Ranged Attack, Gear, AOE Spray, Short Range Only, Burnout Level 2
P6=
P7=
P8=
P9=

CN=Sub-Mariner
AFF=Invaders
BP=85
AP=7
STR=8 [1]
AGL=5
MND=3
RES=4
VIT=12
P0=Flight
P1=Electrical Generation: 8D [1] 5" Blast Only Ranged Attack, No Range
P2=Combat Prowess x 3
P3=--Super x 1
P4=Swimming: Extra Movement x 4, Only While Touching Water
P5=Dehydration: Unstable x 2
P6=
P7=
P8=
P9=

Offline Alxbates

  • Mad Scientist
  • Posts: 862
    • Forge of Ice on Faceboook!
Re: Supersystem Scenario Script: All This and World War 2
« Reply #6 on: October 16, 2011, 05:24:48 AM »
TLDR

Offline SgtHulka

  • Librarian
  • Posts: 176
Chapter 21
« Reply #7 on: October 18, 2011, 06:06:11 PM »
CHAPTER 21: BLOOD CURSE
DESCRIPTION: The Heroes fly to a secret airbase in Romania. They then sneak into Castle Vladistopol by hijacking a German army truck and posing as Nazis or by climbing a cliff to the rear of the castle. They penetrate the stone corridors and arrive at a cliff-side flight deck, where "slingshot" devices hold both Nazi warplanes and a strange sleek saucer shaped object that must be the Super Weapon from the year 2146. Unfortunately, Baron Zemo, Baron Blood and the cadre of Nazi soldiers assembled on the flight deck are not caught by surprise. Whirling around, Baron Blood tells the Heroes "we allowed you to enter my castle unopposed because we want you to witness our greatest triumph!"
SETUP: The battlefield is a Flight Deck cut into the cliff under Castle Vladistopol. Place Union Jack, the Human Torch, Toro, and two of the Heroes (the two that didn't accompany Captain America to the Prussian Bunker) within 6" of the Flight Deck entrance. Place the Super-Weapon within 6" of the cliff's edge. Place Baron Blood and Baron Zemo within 6" of the Super-Weapon. Finally, place two full German SS Infantry Squads (each squad consists of an SS Unterofficizier, an SS Schutze x 7 Henchman Group, an SS Maschinengewehr Schutze, and an SS Munitions Schutze) anywhere on the battle field, except they may not be within 6" of either the Invaders or the Heroes.
SPECIAL RULES: Through Turn 3, the use Appendix 2: Breaking Objects for attempts to destroy the Super Vehicle. It has a Difficulty of 9, a Size of Class A, and a Vitality of 6. At the end of Turn 3, The Super Weapon will launch, flying 9" over the cliff's edge. It will gain a Physical Defense of 10 [1], and a Physical Resistance of 8 [1]. At the end of Turn 4, the Super Weapon will fly another 8" and then Warp out of the Battlefield.
OBJECTIVE:  
The Germans:
The Germans are trying to distract the Heroes long enough for the Super Weapon to launch and then Warp.
Heroes
The Heroes are trying to destroy the Super Weapon before it can launch and Warp.
END GAME: The battle lasts 4 rounds. Then, locla Resistance Fighters storm the Castle and help the Heroes destroy any remaining Nazis.
REWARDS: 3/1
POST-BATTLE SPECIALS:
Hero Victory
The Heroes manage to destroy the Super Weapon! Resistance Fighters burst into the Castle and force its occupants to surrender or flee. The Nazi plot is foiled and the Heroes receive 20 fame points. The Scenario Script is over: Hero victory.
Hero Defeat
Although Resistance Fighters burst into the Castle and force its occupants to surrender or flee, the Super Weapon escapes. The Heroes don't have time to return to Italy before the final fight, and must rely on their allies and the American Army to destroy the Super Weapon. They receive 10 fame points. Proceed to the next chapter.

Characters:

The Human Torch
Affiliation: The Invaders
BP: 85
AP: 7
Attributes
Strength 2 Agility 5 Mind 2 Resove 3
Character/Power Mods
Sidekick x 11 (Toro)
Living Flame Elemental Control Pool (28 pt. pool)
--Full Slot (Energy Sheath: 7D [1] Damaging Aura, Linked Power
--Full Slot (Fire Generation: 9D [2] Ranged Attack, Linked Power)
--Half Slot (Fire Shield: 9D [2] Force Field, Linked Power)
Flight, Linked Power
Unlucky x 1
Vitality: 5
When Professor Phineas T. Horton built an android, he had no idea he was creating a super hero. In fact, when the android was exposed to air and burst into flame, Professor Horton assumed it was malfunctioning. But it wasn't. Professor Horton and inadvertantly given life to the android, and that android could, in turn, give life to flame. Taking the nomicar The Human Torch, the android fought crime for a time, before joining Captain America and the Invaders in World War II. In combat, The Human Torch usually surrounds himself in an 8D [1] Force Field (8 pt. from his elemental control pool) while attacking either with a 8D [2] fire bolt (20 pt. from his elemental control pool) or a 5D energy sheath (18 pt. from his elemental control pool).

Toro
Affiliation: The Invaders
BP:55
AP: 7
Attributes
Strength 2 Agility 5 Mind 2 Resolve 2
Powers/Character Mods
Living Flame Elemental Control Pool (15 pt. pool)
--Full Slot (Energy Sheath: 4D Damaging Aura, Linked Power)
--Full Slot (Fire Generation: 7D [1] Ranged Attack, Linked Power
Flight, Linked Power
Unlucky x 1
Vitality: 4
Toro's parents were lab assistants to Professor Phineas T. Horton and were exposed to radiation while trying to breathe life into the android that would become The Human Torch. Shortly thereafter they were both killed in a car accident, and their son became an orphan. Toro found employment in a circus, where his natural resistance to flame made him a borderline star. When The Human Torch visited the same circus, however, Toro's mutant physiology reacted to the android's presence and he burst into flame. Toro discovered he had the same control over flame as The Human Torch and joined him and The Invaders.

Union Jack
Affiliation: The Invaders
BP: 85
AP: 8[10]
Attributes
Strength 5 Agility 5 Mind 3 Resolve 4
Powers/Character Mods
Weapon Gadget Pool (10 pt. pool)
--Full Slot (Knife: 8 [1] Melee Attack)
--Full Slot (Webley Revolver: 6D [1] Ranged Attack, 16" Range, Burnout Level 2)
Combat Prowess x 2
--Super x 1
Extra Vitality x 3
Extra Movement x 2
Edge x 3
Instant Stand
Wrestling: 7D [1] Escape Artist
Vitality: 12
An English Lord travelling to Berlin, Brian Falsworth was accused of espionage and imprisoned by the Nazis. They experimented on him, trying to re-create Captain America's Super Soldier Serum. Their experiments partially succeeded -- Brian was granted the upper limits of human strength, endurance and agility. But Brian escaped from prison and vowed to fight the Nazi menace. When he discovered his father was the costumed crime fighter known as Union Jack during World War I, Brian took the same identity and joined The Invaders.

Baron Blood
Affiliation: Third Reich
BP: 85
AP: 10
Attributes
Strength 5 Agility 5 Mind 5 Resolve 1
Powers/Character Mods
Souless
7D [1] Melee Attack (Bio-Vampirism)
Combat Prowess x 2
--Super x 1
Dominate x 2, No Range (Hypnosis)
Telekinesis
Vitality: 6
Union Jack's uncle, Lord John Falsworth, travelled from Enland to Transylvania, where he was turned into a Vampire by Dracula. Returning to England, he sided with the Germans in World War I, during which he battled his brother, the original Union Jack, and was wounded. In World War II, he again sided with the Germans, and again fights against Union Jack who, this time, is his nephew.

Baron Zemo
Affiliation: Third Reich
BP: 85
AP: 10
Attributes
Strength 2 Agility 4 Mind 5 Resolve 4
Powers/Character Mods
Super Energy x 1
Sense Weakness
Combat Prowess x 1
--Specialized: Entangle
5D [1] Armor (Gear: Armored Costume)
Extra Vitality x 2
Super-Science Gadget Pool (18 pt. pool)
--Full Slot (Adhesive X: 9D [1] Entangle
--Full slot (Laser Pistol: 9D [1] Ranged Attack)
7D [1] Force Field (Gear: Displacer Belt)
Vitality: 8
Originally a brilliant but sadistic scientist, Dr. Heinrich Zemo went mad after his hood was permanently attached to his face by Adhesive X. He became costumed German supervillain, leading Nazi troops on combat and espionage missions. His chief rival is the Red Skull, and the two Nazi super-agents are united only in their hate for Captain America.

SS Unteroffizier
Affiliation: Third Reich
BP: 70
AP: 7
Attributes
Strength 3 Agility 4 Mind 3 Resolve 2
Powers/Character Mods
Sidekick x 11 (SS Schutze x 5)
Edge x 3
Boost/Drain (2D)
--Boost Only
Combat Prowess x 1
6D [1] Ranged Attack, AOE: Spray, Burnout x 2 (Gear: Schmeisser)
Vitality: 5
Unteroffiziers were NCO Squad Leaders. The were responsible both to their men and to the orders of their Officers...two responsiblities that often pulled in opposite directions. Armed with Schmeisser submachine guns, an Unteroffizier could lay down an impressive amount of fire when needed. But that wasn't his real purpose. His real purpose was to meld the men under his command into a whole greater than its parts.

SS Schutze x 5
Affiliation: Third Reich
BP: 85
AP: 5
Attributes
Strength 3 Agility 5 Mind 2 Resolve 3
Powers/Character Mods
Edge x 3
Combat Prowess x 2
Weaponry Gadget Pool (15 pt. pool)
--Full Slot (Kar98/Schmeisser: 6D [1] Range Attack, 60")
--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
--Half Slot (Bayonet/Knife: 5D Melee Attack)
Vitality: Henchmen Group-5
The Rifleman or "Schutze" was the backbone of the German military, and the SS Riflemen were its most elite corps. Their Kar98 bolt action rifles had to be cocked before every pull of the trigger, but discipline, accuracy and reliability more than made up for that slow rate of fire. When rifle, machinegun and artillery fire failed to dislodge an enemy,  the only alternative was for the Schutze to charge with grenade and bayonet.

SS Maschinengewehr Schutze
Affiliation: Third Reich
BP: 70
AP: 5
Attributes
Strength 4 Agility 3 Mind 2 Resolve 1
Powers/Character Mods
Sidekick x 11 (Munitions Schutze)
combat Prowess x 2
--Specialized: Ranged Attack
7D [1] Ranged Attack, AOE: Line, Soul Fire, Burnout x 2 (Gear: MG-42)
Vitality: 5
The Machinegunner was the heart of the German Rifle Squad, and the MG-42 was one of the most impressive machineguns in the war. It had such a high rate of fire that it sounded like a zipper. Often, the only way to attack it was to wait until the barrel or ammunition had to be changed.

Munitions Schutze
Affiliation: Third Reich
BP: 55
AP: 5
Attributes
Strength 4 Agility 3 Mind 2 Resolve 1
Powers/Character Mods
2D Boost/Drain
--Boost Only
Combat Prowess x 2
6D [1] Ranged Attack, 60" Range (Gear: Kar98
Edge x 1
The assistant machinegunner, or ammunition bearer, helped set up, load, and site the MG-42. Although the MG-42 could be fired by a single man, the weapon was much more effective when operated by a team.

Supersystem Annex Compatible:

CN=The Human Torch
AFF=Invaders
BP=85
AP=7
STR=2
AGL=5
MND=2
RES=3
VIT=5
P0=Toro: Sidekick x 11 (Toro)
P1=Living Flame Elemental Control Pool (28 pt. Pool)
P2=--Full Slot (Energy Sheath: 7D [1] Damaging Aura, Linked Power)
P3=--Full Slot (Fire Generation: 9D [2] Ranged Attack, Linked Power)
P4=--Half Slot (Fire Shield: 9D [2] Force Field, Linked Power)
P5=Flight, Linked Power
P6=Unlucky x 1
P7=
P8=
P9=

CN=Toro
AFF=Invaders
BP=55
AP=7
STR=2
AGL=5
MND=2
RES=2
VIT=4
P0=
P1=Living Flame Elemental Control Pool (15 pt. Pool)
P2=--Full Slot (Energy Sheath: 4D Damaging Aura, Linked Power)
P3=--Full Slot (Fire Generation: 7D [1] Ranged Attack, Linked Power)
P4=Flight, Linked Power
P5=Unlucky x 1
P5=
P6=
P7=
P8=
P9=

CN=Union Jack
AFF=Invaders
BP=85
AP=8 + 2
STR=5
AGL=5
MND=3
RES=4
VIT=12
P0=Weapon Gadget Pool (10 pt. pool)
P1=--Full Slot (Knife: 8 [1] Melee Attack)
P2=--Full Slot (Webley Revolver: 6D [1] Short Range Only Ranged Attack, Burnout Level 2)
P3=Combat Prowess x 3
P4=--Super x 1
P5=Extra Vitality x 3
P6=Extra Movement x 2
P7=Edge x 3
P8=Instant Stand
P9=Wrestling: 7D [1] Escape Artist

CN=Baron Blood
AFF=Third Reich
BP=85
AP=10
STR=5
AGL=5
MND=5
RES=1
VIT=6
P0=Soulless
P1=Melee Attack x 2 (Bio-Vampirism)
P2=--Super x 1
P3=Vampiric Protection: Extra Vitality x 3
P4=Combat Prowess x 2
P5=--Super x 1
P6=Hypnosis: Dominate x 2, No Range
P7=Telekinesis
P8=
P9=

CN=Baron Zemo
AFF=Third Reich
BP=85
AP=10
STR=2
AGL=4
MND=5
RES=3
VIT=7
P0=Super Energy x 1
P1=Sense Weakness
P2=Combat Prowess x 1
P3=--Specialized: Entangle
P4=Armor x 3 (5D [1] PR, Gear)
P5=Extra Vitality x 2
P6=Super Science Gadget Pool (18 pt. pool)
P7=Full Slot (Adhesive X: 9D [1] Entangle)
P8=Full Slot (Laser Pistol: 9D [1] Ranged Attack)
P9=Force Field x 3 (7D [1] PD, Gear)

CN=SS Schutze x 5
AFF=Third Reich
BP=55
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=7
P0=Edge x 3
P1=Combat Prowess x 2
P2=Weaponry Gadget Pool (15)
P3=--Full Slot (Kar98/Schmeisser: 6D [1] Ranged Attack, 60")
P4=--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
P5=--Half Slot (Bayonet/Knife: 5D Melee Attack)
P6=
P7=
P8=
P9=

CN=SS Unteroffizier
AFF=Third Reich
BP=70
AP=7
STR=3
AGL=4
MND=3
RES=2
VIT=5
P0=Sidekick x 11 (SS Schutze x 5)
P1=Edge x 3
P2=Boost/Drain (2D)
P3=--Boost Only
P4=Combat Prowess x 1
P5=6D [1] Ranged Attack, AOE: Spray, Burnout x 2 (Gear: Schmeisser)
P6=
P7=
P8=
P9=

CN=Munitions Schutze
AFF=Third Reich
BP=55
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=5
P0=Boost/Drain (2D)
P1=--Boost Only
P2=Combat Prowess x 2
P3=6D [1] Ranged Attack, 60" Range (Gear: Kar98)
P4=Edge x 1
P5=
P6=
P7=
P8=
P9=

CN=SS Maschinengewehr Schutze
AFF=Third Riech
BP=70
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=5
P0=Sidekick x 11 (Munitions Schutze)
P1=Combat Prowess x 2
P2=--Specialized
P3=7D [1] Ranged Attack (MG-42: Soul Fire, AOE: Line, Burnout x 2, Slow Power: 5 Action Points, 60" Range)
P4=
P5=
P6=
P7=
P8=
P9=

CN=SS Schutze x 5
AFF=Third Reich
BP=55
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=7
P0=Edge x 3
P1=Combat Prowess x 2
P2=--Specialized: Ranged Attack
P3=Weaponry Gadget Pool (15)
P4=--Full Slot (Kar98/Schmeisser: 6D [1] Ranged Attack, 60")
P5=--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
P6=--Half Slot (Bayonet/Knife: 5D Melee Attack)
P7=
P8=
P9=

CN=Unteroffizier
AFF=Third Reich
BP=70
AP=7
STR=3
AGL=4
MND=3
RES=2
VIT=5
P0=Sidekick x 11 (SS Schutze x 5)
P1=Edge x 3
P2=Boost/Drain (2D)
P3=--Boost Only
P4=Combat Prowess x 1
P5=6D [1] Ranged Attack, AOE: Spray, Burnout x 2 (Gear: Schmeisser)
P6=
P7=
P8=
P9=

CN=Munitions Schutze
AFF=Third Reich
BP=55
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=5
P0=Boost/Drain (2D)
P1=--Boost Only
P2=Combat Prowess x 2
P3=6D [1] Ranged Attack, 60" Range (Gear: Kar98)
P4=Edge x 1
P5=
P6=
P7=
P8=
P9=

CN=SS Maschinengewehr Schutze
AFF=Third Riech
BP=70
AP=5
STR=4
AGL=3
MND=2
RES=1
VIT=5
P0=Sidekick x 11 (Munitions Schutze)
P1=Combat Prowess x 2
P2=--Specialized
P3=7D [1] Ranged Attack (MG-42: Soul Fire, AOE: Line, Burnout x 2, Slow Power: 5 Action Points, 60" Range)
P4=
P5=
P6=
P7=
P8=
P9=

Offline Chief Lackey Rich

  • Mastermind
  • Posts: 1602
Re: Supersystem Scenario Script: All This and World War 2
« Reply #8 on: October 19, 2011, 01:08:04 AM »
Interesting use of Boost on the troops there - never thought of that myself, very good idea for representing a weapon team or officer.

On a less relevant note:

Quote
Taking the nomicar The Human Torch

What does "nomicar" mean?  Never heard the word before.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1916
    • http://www.four-colorstudios.com/
Re: Supersystem Scenario Script: All This and World War 2
« Reply #9 on: October 19, 2011, 12:24:53 PM »
Fantastic work! Thanks for sharing this!
Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


======
"The world breaks everyone, and afterward, some are strong at the broken places."

--Ernest Hemingway

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: Supersystem Scenario Script: All This and World War 2
« Reply #10 on: October 19, 2011, 01:45:46 PM »
Thanks for all the fantastic work Sgt.  I'm not a supersystem player yet (just a book owner) but when I do get around to it, this will be great inspiration.


Offline SgtHulka

  • Librarian
  • Posts: 176
Re: Supersystem Scenario Script: All This and World War 2
« Reply #11 on: October 19, 2011, 03:35:38 PM »
Interesting use of Boost on the troops there - never thought of that myself, very good idea for representing a weapon team or officer.

Thanks, I was inspired by Soapy's use of Boost with his Blackest Day characters.

On a less relevant note:

What does "nomicar" mean?  Never heard the word before.

D'oh! Should have been "moniker".

Offline SgtHulka

  • Librarian
  • Posts: 176
Re: Supersystem Scenario Script: All This and World War 2
« Reply #12 on: October 19, 2011, 03:40:12 PM »
Fantastic work! Thanks for sharing this!

Thanks for all the fantastic work Sgt.  I'm not a supersystem player yet (just a book owner) but when I do get around to it, this will be great inspiration.



Thanks for the encouragement, guys. I've still got one more chapter to go but after that I'll be running my kids through it. I'll take pictures and give some commentary on how it plays when I do.

Buyer be warned: I continued to learn a lot about Super System as I worked on this, so some of the earlier chapters may not have as good or optimized builds for the NPC's as the later chapters (for example, I didn't realize that 7D was the minimum dice cap until the last chapter, so Bucky could probably be better). Also, I'm sure there are a number of mistakes with the calculations. I already noticed, for example, that Toro is one point over. As I prepare for the game with my kids I'll continue to tweak the chapters, correct calculations, and optimize opponents.

Offline Chief Lackey Rich

  • Mastermind
  • Posts: 1602
Re: Supersystem Scenario Script: All This and World War 2
« Reply #13 on: October 19, 2011, 08:02:16 PM »
D'oh! Should have been "moniker".

Rats, and here I was hoping I'd just learned a cool new word.  :)

 

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