Lead Adventure Forum
Miniatures Adventure => SuperHero Adventures => Topic started by: fergal on May 21, 2017, 04:18:28 PM
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Post your stats here and I'll go through and find the new ones and add them to the sections below!
There are sooo many ways to make each character depending on how you interpret them. Just because there is a Batman below, don't let that stop you from posting another build for him. Together we can create a great resource to help people get started.
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(https://upload.wikimedia.org/wikipedia/commons/thumb/3/3d/DC_Comics_logo.svg/2000px-DC_Comics_logo.svg.png)
Batman - by Scott
[Wildcard] Caped crusader
Move: 8"
Body: 6 Psyche: 6
Melee Attack: 4D[1] Melee Defense: 4D[2]
Ranged Attack: 3D Ranged Defense: 4D[1]
Psyche Attack: - Psyche Defense: 5D
Major Powers: none
Minor Powers: Gadgets, Iron Will, Melee Specialist, Super-Agility,
Backgrounds: High Society, Exploration
Notes: +1D on KO checks
Killer Croc - by Fergal
[Brick] Monster
Move: 7"
Body: 10 Psyche: 6
Melee Attack: 6D Melee Defense: 4D
Ranged Attack: 4D (10") Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super Strenght
Minor Powers: Massive, Armor
Backgrounds: Criminal
Notes:
Foes +1 re-roll on attack
4" knockback
+2D to entangle escapes, grappling checks, and on breaking objects
+2D on Jumping and Leaping checks
Ignore the 1st lost Body damage box you suffer from each melee or ranged attack.
+1 Re-roll on charge attacks
Teen Titans
Robin - by Fergal
[Wildcard] Group Leader
Move: 8"
Body: 6 Psyche: 6
Initiative: 4[1]
Melee Attack: 4D[1] Melee Defense: 4D[2]
Ranged Attack: 3D Ranged Defense: 4D[1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Gadgets, Melee Specialist, Super-Agility, Savant
Backgrounds: High Society, Athletics
Notes: +1D on KO checks, 15" Vertical move, +1 re-roll to all noncombat rolls
Starfire - by Fergal
[Blaster] Alien Powerhouse
Move: 6"/20" flight
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 4D
Ranged Attack: 6D[1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Power Blasts
Minor Powers: Flight, Super-Strength
Backgrounds: Alien/Dimensional, Monarch
Notes: 2" knockback
Raven - by Fergal
[Sorcerer] Mistress of Magic
Move: 6"
Body: 6 Psyche: 8
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D[1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Sorcery (Grimoire: Power Blasts (major), Telekinesis, Forcefield, Save, Entangle)
Minor Powers: Teleport
Backgrounds: Alien/Dimensional, Arcane
Notes: Soooo many! This is a VERY complicated character to play and should be used by an experienced player.
Cyborg - by Fergal
[Brick] Tin Man
Move: 5"
Body: 8 Psyche: 6
Melee Attack: 6D Melee Defense: 4D
Ranged Attack: 4D (10") Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super Strength
Minor Powers: Armor, Leaping
Backgrounds: Athletics, Science
Notes:
4" knockback
+2D to entangle escapes, grappling checks, and on breaking objects
+2D on Jumping and Leaping checks
Ignore the 1st lost Body damage box you suffer from each melee or ranged attack.
Beast Boy - by Fergal
[Metamorph] Beastie
Move: 8”
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D[1]
Ranged Attack: Ranged Defense: 4D[1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: Metamorph (Shape-Shifter)
Minor Powers: Super-Agility, Enhanced Senses
Backgrounds: Exploration, Science
Notes:
Jump 15”
+1 Reroll for team initiative
+2D perception checks
Form 4: Leaping, Melee Specialist, +4” Reach
Form 5: Enhanced Senses, Entangle, Super-Agility
Form 6: Armor, Flight, Power Blasts (minor)
Suicide Squad Field Team
Nightshade
[Wildcard] Other-dimensional agent
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Force-Field, Stun (shadows), Telekinesis, Teleport
Backgrounds: Dimensional, Espionage
Notes: none
Clayface
[Metamorph] Maleable mud-shaped villain
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 5D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Metamorph*
Minor Powers: Super-Strength
Backgrounds: Criminal, Science
Notes: *Elasticity package
Cheshire
[Brawler] Agile assassin
Move: 7"
Body: 7 Psyche: 6
Melee Attack: 5D[1] Melee Defense: 5D[1]
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Scrapper
Minor Powers: Fortune, Melee Specialist
Backgrounds: Criminal, Exploration
Notes: Counterattack
Captain Boomerang
[Wildcard] The Wonder from Down Under
Move: 6"
Body: 6 Psyche: 7
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D[1] Ranged Defense: 4D
Psyche Attack: 4D[1] Psyche Defense: 4D
Major Powers: none
Minor Powers: Clever (boost), Entangle, Power Blasts, Sonic Blasts
Backgrounds: Criminal, Exploration
Notes: +1D Initiative
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(https://upload.wikimedia.org/wikipedia/commons/thumb/0/04/MarvelLogo.svg/1200px-MarvelLogo.svg.png)
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Other
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Here's a few more!
Suicide Squad Field Team
Nightshade
[Wildcard] Other-dimensional agent
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Force-Field, Stun (shadows), Telekinesis, Teleport
Backgrounds: Dimensional, Espionage
Notes: none
Clayface
[Metamorph] Maleable mud-shaped villain
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 5D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Metamorph*
Minor Powers: Super-Strength
Backgrounds: Criminal, Science
Notes: *Elasticity package
Cheshire
[Brawler] Agile assassin
Move: 7"
Body: 7 Psyche: 6
Melee Attack: 5D[1] Melee Defense: 5D[1]
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Scrapper
Minor Powers: Fortune, Melee Specialist
Backgrounds: Criminal, Exploration
Notes: Counterattack
Captain Boomerang
[Wildcard] The Wonder from Down Under
Move: 6"
Body: 6 Psyche: 7
Melee Attack: 4D Melee Defense: 2D
Ranged Attack: 5D[2] Ranged Defense: 4D
Psyche Attack: 4D[1] Psyche Defense: 4D
Major Powers: none
Minor Powers: Clever (boost), Entangle, Power Blasts, Sonic Blasts
Backgrounds: Criminal, Exploration
Notes: +1D Initiative, Fault - Average Joe Melee Defense (added +1 Re-roll to Ranged Attack)
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Began adding Teen Titans
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So, I've got an idea. Scott Pyle sent me a box of figures a few months ago and told me to give them away or sell them. So:
Post 5+ different super hero/villain builds for SMF and you can choose a SuperSystem figure from the box for each 5 quality builds posted to this thread until the figures run up.
I only have a limited variety, but shipping will likely be $2.60 in the US. As luck would have it, I'm traveling to the UK in 28 days, so I can bring them with then and you can pay local postage.
I've misplaced the box at the moment, don't judge me my work area is a mess at the end of a project. Once I find the box I'll post photos of the figures available. I think there are two or three varieties in the box. I'll try and find it in the next couple of nights.
This is just an idea that I hope is a fun thing to do, let's keep it simple and fun.
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Hey fergal,
That's a great idea and a nice gesture too.
My hard copy arrived today so hopefully I can be of some assistance soon.
Had some of these before for playtesting. touched them up and posted them.
Greetings, Zeebeest.
Justice League
Superman
[Powerhouse - Brick/Wildcard] the man of steel
Move: 6"
Body: 9 Psyche: 6
Melee Attack: 6D Melee Defense: 5D [2]*
Ranged Attack: 5D [1] Ranged Defense: 5D [1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super-Strength
Minor Powers: Armor, Enhanced Senses, Flight, Resistance, Power Blasts, Tough
Faults & Limits: Weakness*
Backgrounds: Alien/Dimensional, Journalist
Notes: +1D on KO checks, +4" Knockback
+2D on Perception checks for spotting Hidden, invisible or obscured characters
+1 re-roll on team initiative
Batman
[Mastermind] the man with the plan
Move:8"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D [1]
Ranged Attack: 3D Ranged Defense: 4D [1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: Enhance
Minor Powers: Gadgets, Super-Agility*
Backgrounds: Exploration, High Society
Notes: *small cheat Super-Agility instead of Flight
Wonder Woman
[Wildcard] Princess gifted by the Gods
Move: 6"
Body: 9 Psyche: 6
Melee Attack: 4D [1] Melee Defense: 4D [1]
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Entangle, Flight, Melee Specialist, Reflection
Backgrounds: Arcane, Monarch
Notes: -
The Flash
[Speedster] the fastest man alive
Move: 40"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 4D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Speed
Minor Powers: Density Decrease, Savant
Backgrounds: Public Safety, Science
Notes: -
Martian Manhunter
[Mentalist] The Watcher
Move: 6"
Body: 5 Psyche: 8
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 4D Ranged Defense: 4D
Psyche Attack: 6D Psyche Defense: 4D [1]*
Major Powers: Mentalism
Minor Powers: Flight, Telekinesis
Backgrounds: Alien/Dimensional, Public Safety
Notes: Weakness*
Green Lantern
[Metamorph] wielder of the ring of willpower
Move: "
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 4D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Metamorph (Shape-Shifter)
Minor Powers: Iron Will
Backgrounds: Exploration, Military
Notes: +1D on KO checks
Aquaman
[Wildcard] Ruler of Atlantis
Move: 8"
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 4D [2]*
Ranged Attack: - Ranged Defense: 4D [1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Amphibious, Magical Artifact, Super-Strength, Summoning (Limit*: only in water terrain)
Backgrounds: Public Safety, Science
Notes: +2 knockback, (Flight gained from the Magical Artifact would be weird though).
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Great challenge! Let the builds flow!
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A bit of explanation on some of my choices. So Mystique is a bit odd in that her well known power of shapeshifting doesn't have any direct effect in-game as it only let's her change her appearance between humanoids so I've mostly given her stats reflecting her skills. I considered Obscurement to simulate hesitance in attacking her but it doesn't really make sense. Avalanche I've taken a bit of leeway with, he can create rock walls with Barrier (and his heroclix stats gives him this ability) or trap/bog people down by loosening ground beneath them with Stun. I haven't here but you could even add a limit to all his powers bar armour that they only affect enemies touching the ground and give him a re-roll on his ranged attack.
Brotherhood of Mutants
Mystique
[Wildcard] Mutant Terrorist Leader
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D [1] Melee Defense: 4D [1]
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Skilled Tactician [Enhance (minor) & Savant], Melee Specialist, Guns [Power Blasts (minor)]
Backgrounds: Criminal, Espionage
Notes: +2D Break Checks, 15" Power Blast Range
Blob
[Brick] Immovable Object
Move: 5"
Body: 8 Psyche: 6
Melee Attack: 6D Melee Defense: 5D
Ranged Attack: 4D Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super-Strength
Minor Powers: Density Increase, Resistance
Backgrounds: Criminal, Performance (Circus)
Notes: +1D on KO checks, +4" Knockback
Pyro
[Blaster] Fire Starting Mutant
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Power Blasts (Major)
Minor Powers: Damage Field, Explosion
Backgrounds: Criminal, Journalist
Notes: 30" Power Blast Range
Avalanche
[Wildcard] Earthquake Generating Mutant
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Barrier, Stun (Body), Power Blasts (minor), Armour
Backgrounds: Criminal, Military
Notes: 15" Power Blast Range
Destiny
[Street Level] Precognitive Mutant
Move: 6"
Body: 5 Psyche: 5
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Crossbow [Power Blasts (minor)], Fortune
Backgrounds: Criminal, High Society
Notes: 15" Power Blast Range
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I like your Brotherhood builds! I have an idea for Destiny:
Destiny
[Street Level] Precognitive Mutant
Move: 6"
Body: 5 Psyche: 5
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 3D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Prescient Archer*, Fortune
Backgrounds: Criminal, High Society
Notes: *This is Gadgets re-skinned to take account of Destiny's limited ability to predict the future and her crossbow. See SMF page 53 for more.
Let me know what you think!
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I like your Brotherhood builds! I have an idea for Destiny:
Destiny
[Street Level] Precognitive Mutant
Move: 6"
Body: 5 Psyche: 5
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 3D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Prescient Archer*, Fortune
Backgrounds: Criminal, High Society
Notes: *This is Gadgets re-skinned to take account of Destiny's limited ability to predict the future and her crossbow. See SMF page 53 for more.
Let me know what you think!
Yup that also works, gives her some flexibility in her divining.
Spiderman
[Wildcard] Webslinger
Move: 8"
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 4D [1]
Ranged Attack: - Ranged Defense: 4D [1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Super-Strength (minor), Super-Agility, Entangle, Enhanced Senses
Backgrounds: Science, Journalist
Notes: 2" Knockback
Venom
[Wildcard] Alien Symbiote
Move: 8"
Body: 6 Psyche: 6
Melee Attack: 5D [1] Melee Defense: 4D [2]
Ranged Attack: - Ranged Defense: 4D [1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Super-Strength (minor), Super-Agility, Entangle, Claws and Fangs [Melee Specialist]
Backgrounds: Athletics, Journalist
Notes: +2D Break Checks, 2" Knockback
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Here's a "good" one!
Granny Goodness
[Wildcard] Cosmic orphan mistress
Move: 5"
Body: 5 Psyche: 7
Melee Attack: 5D Melee Defense: 5D
Ranged Attack: - Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 5D
Major Powers: none
Minor Powers: Clever (boost), Enhance, Iron Will, Resistance, Super-Strength
Backgrounds: Alien / Dimensional, Military
Notes: +1D Initiative, +1D to KO checks, Trade Off (-1 Body, -1" Move)
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Here's my go on some of the DC models I have painted...this is based on what feels right and in no way play tested...
This was super fun and shows what I like about these rules...the ability to quickly create the heroes we know and also new ones. I have to now create some good guys for Harley's crew to duke it out with...
Harley Quinn
Wild Card
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D[1] Melee Defense: 4D[1]
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: none
Minor Powers: Iron Will, Melee Specialist, x-factor, Rapport (joker) OR Fortune
Backgrounds: Criminal, Medicine
Notes: +1D on KO checks, +1D shared defense if Rapport OR +1D[1] if Fortune
X-factors suggestions - acrobatic attack, speed burst, escape artist, I have a plan, power attack, desperate defense
A weaker Harley as an option...
Harley Quinn
Street Level
Move: 6"
Body: 5 Psyche: 5
Melee Attack: 4D[1] Melee Defense: 4D[1]
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Melee Specialist, x-factor
Backgrounds: Criminal, Medicine
Notes:
X-factors suggestions - acrobatic attack, speed burst, escape artist, I have a plan, power attack, desperate defense
Joker
Mastermind
Move: 6"
Body: 6 Psyche: 7
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 3D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Enhance
Minor Powers: Gadgets, Clever OR Rapport (Harley)
Backgrounds: Criminal, performance
Notes: +1D initiative
Titan Clown
Street Level
Move: 8"
Body: 7 Psyche: 5
Melee Attack: 5D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Iron Will, Melee Specialist, x-factor, Rapport (joker) OR Fortune
Backgrounds: Criminal, Blue Collar
Notes: +1 reroll on charge attacks, +1 reroll body attacks against,
+1D entangle escape, grappling, breaking, jumping, leaping, Knockback 2"/body
Solomon Grundy
Brick
Move: 7"
Body: 8 Psyche: 6
Melee Attack: 6D Melee Defense: 4D
Ranged Attack: 4D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super Strength
Minor Powers: Massive, armor
Backgrounds: Criminal, Blue Collar
Notes: +1 reroll on charge attacks, +1 reroll body attacks against,
+2D entangle escape, grappling, breaking, jumping, leaping, Knockback 4"/body
Could boost Grundy to a super...his powers vary greatly over the years but I think I will make a super one to try out as well...
Killer Frost
Wildcard
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D[1] / 5D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: barrier, entagle, power blasts (ice daggers), damage field
Backgrounds: Criminal, Science
Notes: TN3 barrier (3x2x1, R10"), 2+ chance to harm objectives
Harley Goons
Street level henchmen
Move: 6"
Body: 5 Psyche: 5
Melee Attack: 2D[1] Melee Defense: 2D
Ranged Attack: 2D Ranged Defense: 2D
Psyche Attack: - Psyche Defense: 2D
Major Powers: -
Minor Powers: Firearms, close combat weapons
Backgrounds: Criminal
Notes: Concentrated fire (up to +3D), 10"; Panic
Poison Ivy
Wildcard
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 3D / 5D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: entangle (5D, 10"), summoning (animated plants), damage field ((4D[1]), grenades (spores, 3D, 5", 3" radius)
Backgrounds: Criminal, Science
Notes: Summoned plants suggested powers (lots of options for planty fun) - entangle, melee specialist, multiple limbs, massive
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Damn fine write-ups! Love Joker as a Mastermind!
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I had him as a wildcard...but mastermind is where I ended...I could be happy with him being a bit punchier...but like him more as a crime boss who uses Grundy and Clayface as his muscle...
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I had him as a wildcard...but mastermind is where I ended...I could be happy with him being a bit punchier...but like him more as a crime boss who uses Grundy and Clayface as his muscle...
I always end up at mastermind too, but want him to be something 'punchier' like you say. Problem with the Joker is that he's more of a role play villain than a skirmish one. So for skirmish, a mastermind villain with loads of under bosses and henchmen I suppose.
I have the same problem with the red hood. I love the character but can't decide how to Crete him. Are they all street level? Or wildcards? The bat family I mean?
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I think depends on the power level you want to play.
I feel the bat family is street level in that they are human...but punch above their weight class and can dance with the supers. Id make batman and batwoman and nightwing wildcards...probably make robin and batgirl street level.
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Some obvious choices given the standard force size of 4. :)
Fantastic Four
Mr. Fantastic
[Metamorph]
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Metamorph (Elasticity)
Minor Powers: Savant
Backgrounds: Science, Military
Notes:
Invisible Woman
[Wild Card]
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 4D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Invisibility, Force-Field, Flight, Barrier
Backgrounds: Science, Performance (Acting)
Notes:
Human Torch
[Blaster]
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Power Blasts (Major)
Minor Powers: Damage Field, Flight
Backgrounds: Science (Mechanic?), Athletics
Notes: 30" Power Blast Range
Thing
[Brick]
Move: 5"
Body: 8 Psyche: 6
Melee Attack: 6D Melee Defense: 5D
Ranged Attack: 4D Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super-Strength
Minor Powers: Armour, Resistance
Backgrounds: Criminal, Military
Notes: +1D on KO checks, +4" Knockback
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Here's the start of my contributions. This lot is from Robert Kirkman's excellent Invincible series from Image Comics. Lots more to come!
Name: INVINCIBLE
Archetype: Super Brick
Move: 5
Body: 8 Psyche: 6
Melee Attack: 6D(1) Melee Defense: 5D(1)
Ranged Attack: 4D: 10" Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super Strength
Minor Powers: Flight, Resistance, Armour, Melee Specialist
Backgrounds: Alien, Public Safety
Name: ATOM EVE
Archetype: Blaster
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D(1): 30" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Power Blasts
Minor Powers: Force Field (Body), Flight
Backgrounds: Art, Science
Name: REX SPLODE
Archetype: Wild Card
Move: 8
Body: 5 Psyche: 5
Melee Attack: 4D Melee Defense: 5D(1)
Ranged Attack: 5D(1): 15" Ranged Defense: 5D(1)
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Super Agility, Power Blasts, Grenades, Resistance
Backgrounds: Espionage, Athletics
Name: ROBOT
Archetype: Wild Card
Move: 5
Body: 6 Psyche: 5
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D(1): 15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Armor, Power Blasts, Enhance, Savant, Flight
Backgrounds: Science, Dimensional
Name: DUPLI-KATE
Archetype: Wild Card (Street Level)
Move: 6
Body: 5 Psyche: 5
Melee Attack: 4D(1) Melee Defense: 4D(1)
Ranged Attack: 4D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Duplicate, Melee Specialist
Name: SHRINKING RAY
Archetype: Mastermind
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D/5D
Ranged Attack: 3D: 10" Ranged Defense: 4D/5D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Enhance
Minor Powers: Shrinking, Gadgets
Backgrounds: Science, Public Safety
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Awesome super groups guys! I love Invincible, though now seeing this, I realize I haven't read it in about a year...
Great take on Fantastic Four. The thing might benefit from the Massive minor-power as he's a pretty big dude and massive really beefs up a brick.
This is a great start everyone! I've been cleaning the basement over the weekend in an effort to find the box I've misplaced with the SuperSystem figures in it, no luck yet. If I don't find it by the weekend, I'll put up a list of Crossover figs to choose from and a bonus Cryptozoid for anyone putting up a complete team of four or more.
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Awesome super groups guys! I love Invincible, though now seeing this, I realize I haven't read it in about a year...
Great take on Fantastic Four. The thing might benefit from the Massive minor-power as he's a pretty big dude and massive really beefs up a brick.
This is a great start everyone! I've been cleaning the basement over the weekend in an effort to find the box I've misplaced with the SuperSystem figures in it, no luck yet. If I don't find it by the weekend, I'll put up a list of Crossover figs to choose from and a bonus Cryptozoid for anyone putting up a complete team of four or more.
Thanks, fergal! This thread will become a tremendous resource for all SMF players!
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Here's my take on some DC good guys and gals. Ultimately the bat family characters are similar and am hoping that a different skill or 2 and backgrounds gives them a different feel...
Batman
Wild Card
Move: 8
Body: 6 (7) Psyche: 6
Melee Attack: 4D [1] Melee Defense: 4D [2]
Ranged Attack: 3D, 10" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Gadgets, Melee Specialist, Super Agility, Savant OR Tough
Backgrounds: High Society, Exploration
Notes: Savant (+1 non combat reroll, free move, +2D to science), +1 reroll on body defense and knocked down, 15" vertical move, Chance roll re-rolls each turn
I have 2 batmans in my head...one a better leader...one more punchy (Savant vs Tough)...depends on what you want...
Batwoman
Wild Card
Move: 8
Body: 6 (7) Psyche: 6
Melee Attack: 4D [1] Melee Defense: 4D [1]
Ranged Attack: 3D, 10" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Gadgets, Melee Specialist, Super Agility, Enhanced Senses
Backgrounds: High Society, Exploration
Notes: +1 reroll on body defense and knocked down, 15" vertical move, Chance roll re-rolls each turn, +2D on perception checks, +1 reroll initiative, +2D on adventure and investigation checks
Robin
Street Level
Move: 8
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 3D, 10" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Gadgets, Super Agility
Backgrounds: High Society, Athletics
Notes: +1 reroll on body defense and knocked down, 15" vertical move, Chance roll re-rolls each turn,
Nightwing/Teen Titans Robin
Wild Card
Move: 8
Body: 6 Psyche: 6(7)
Melee Attack: 4D [1] Melee Defense: 4D [1]
Ranged Attack: 3D, 10" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Gadgets, Melee Specialist, Super Agility, Boost-clever
Backgrounds: High Society, Athletics
Notes: +1 reroll on body defense and knocked down, 15" vertical move, Chance roll re-rolls each turn, +1D initiative
Green Arrow
Blaster
Move: 8
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D [1], 15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Archer (entangle, melee specialist, stun)
Minor Powers: Fortune, Super Agility
Backgrounds: High Society, Espionage
Notes: +1 reroll on body defense and knocked down, 15" vertical move, Fortune (+1D[1] any attack, recharge 2+)
Batgirl
Wild Card
Move: 8
Body: 6 Psyche: 6(7)
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 3D, 10" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Gadgets, Super Agility, Savant, X-factor
Backgrounds: Science, Athletics
Notes: +1 reroll on body defense and knocked down, 15" vertical move, Chance roll re-rolls each turn, +1re-roll non-combat, free move, +2D science checks
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Awesome super groups guys! I love Invincible, though now seeing this, I realize I haven't read it in about a year...
Thanks, Fergal! I forgot to mention that I will be playing fast and loose with the archetype restrictions for my builds. I will keep the number of powers within standard parameters but will be switching out Major/Minor powers to fit the characters better.
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Thanks, Fergal! I forgot to mention that I will be playing fast and loose with the archetype restrictions for my builds. I will keep the number of powers within standard parameters but will be switching out Major/Minor powers to fit the characters better.
Perhaps we should note the unconventional builds some how? That will make it easy for folks to recognize? I'm sure you won't be the only one to play about with it. :)
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So what's everyone's take on Magic Artifact for Thor? I see that it's a pretty efficient way of getting a lot of powers in one character and it fits the theme pretty well, but the recharge rolls seem like they would make him too unreliable. I haven't done a build yet but I would be leaning towards making him a Super-Brick with Super Strength, Resistance, Flight, Power Blasts and Melee Specialist. What do you think?
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Time for some X-Men. I gave Cyclops Enhance (Minor) to reflect his leadership abilities. Iceman has Fast to represent his ice slides rather than Flight as I don't think it should be that fast. I've chosen to represent Angel with his secondary healing mutation as he is a bit boring otherwise and so makes a nice support figure for the team. I would probably also give Jean Grey Iron Will and Rapport if I wanted to make her Super-level (which would make sense to represent her at the height of her powers).
Name: CYCLOPS
Archetype: Blaster
Move: 6
Body: 6 Psyche: 7
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D(1): 30" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Power Blasts
Minor Powers: Enhance, Clever
Backgrounds: Military, Exploration
Name: JEAN GREY
Archetype: Mentalist
Move: 6
Body: 5 Psyche: 8
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: 6D: 15" Psyche Defense: 4D
Major Powers: Mentalism
Minor Powers: Telekinesis, Force Field
Name: ANGEL
Archetype: Mentalist
Move: 6
Body: 5 Psyche: 8
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Healing
Minor Powers: Flight, Enhanced Senses
Backgrounds: Business, High Society
Name: BEAST
Archetype: Wild Card
Move: 8
Body: 6 Psyche: 6
Melee Attack: 4D(1) Melee Defense: 4D(1)
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Super Agility, Melee Specialist, Enhance, Savant
Backgrounds: Science, Exploration
Name: ICEMAN
Archetype: Wild Card
Move: 10"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 5D
Ranged Attack: 5D: 15" Ranged Defense: 5D(1)
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Resistance, Fast, Power Blasts, Entangle
Backgrounds: Exploration
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So what's everyone's take on Magic Artifact for Thor? I see that it's a pretty efficient way of getting a lot of powers in one character and it fits the theme pretty well, but the recharge rolls seem like they would make him too unreliable. I haven't done a build yet but I would be leaning towards making him a Super-Brick with Super Strength, Resistance, Flight, Power Blasts and Melee Specialist. What do you think?
That works very well. Magic Artifact is a nice way to do it within the normal Archetype structure, but if you make him a Super Brick, you get a more reliable version for sure!
In play-tests I found the basic version using Magic Artifact nice because it emulated the comics--Thor did not always dominate for various reasons, but mainly so writers could avoid the Deus ex Machina of him always bailing the Avengers out.
Loving your builds!
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Some more X-Men, this time from Giant Sized X-Men.
Name: COLOSSUS
Archetype: Brick
Move: 5
Body: 8 Psyche: 6
Melee Attack: 6D(1) Melee Defense: 5D
Ranged Attack: 4D: 10" Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super Strength
Minor Powers: Density Increase, Resistance
Backgrounds: Blue Collar, Exploration
Name: WOLVERINE
Archetype: Brawler
Move: 7
Body: 7 Psyche: 6
Melee Attack: 5D(1) Melee Defense: 5D(1)
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Scrapper
Minor Powers: Regen, Melee Specialist, Reflection (melee only)
Backgrounds: Military, Exploration
Name: BANSHEE
Archetype: Wild Card
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: 4D(1): 15" Psyche Defense: 4D
Major Powers:
Minor Powers: Sonic Blasts, Flight, Enhanced Senses, Stun (Psyche)
Name: NIGHTCRAWLER
Archetype: Wild Card
Move: 8
Body: 6 Psyche: 6
Melee Attack: 4D(1) Melee Defense: 4D(2)
Ranged Attack: - Ranged Defense: 4D(1)
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Teleport, Super Agility, Obscurement, Melee Specialist
Backgrounds: Athletics, Social Sciences
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Alpha Flight
Guardian - by Fergal
[Blaster] The Vindicator
Move: 6”
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D[1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Power Basts
Minor Powers: Flight, Force-field
Backgrounds: Military, Science
Notes:
30” ranged attack
20” flying move, hover at 15”
4D force-field defense
Puck - by Fergal
[Wild Card] Spinning Hurt
Move: 8"
Body: 6 Psyche: 6
Melee Attack: 4D [1] Melee Defense: 4D [2]
Ranged Attack: Ranged Defense: 4D[1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Melee Specialist, Super Agility, Save, Reflection
Backgrounds: Military, Exploration
Notes: 15" vertical move
save characters within 10"
no knockback or falling damage
2+ goals to reflect unsuccessful physical attacks
Sasquatch - by Fergal
[Brick] Big Hairy Monster
Move: 7"
Body: 10 Psyche: 6
Melee Attack: 6D Melee Defense: 4D
Ranged Attack: 4D (10") Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Super-Strength
Minor Powers: Massive, Leaping
Backgrounds: Athletics, Science
Notes:
4" knockback
+2D on Leaping
+1 Reroll on charge
+1 reroll for foes to hit Sasquatch
10"+ vertical and 20"+ Leap
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Bouncing Boy
[Wildcard] Rotund, far future bounding hero
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D[1] Melee Defense: 5D
Ranged Attack: - Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Leaping, Melee Specialist, Resistance, Save
Backgrounds: Exploration, Science
Notes: 2" Reach on melee attacks
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Time for some X-Force love!
Name: CABLE
Archetype: Wild Card
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D:15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers:
Minor Powers: Power Blasts, Teleport, Enhance, Iron Will
Backgrounds: Military, Exploration
Name: DOMINO
Archetype: Wild Card
Move: 8
Body: 6 Psyche: 6
Melee Attack: 4D(1) Melee Defense: 4D(1)
Ranged Attack: 5D: 15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Power Blasts, Fortune, Gadgets, Super Agility
Backgrounds: Military, Espionage
Name: DEADPOOL
Archetype: Wild Card
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D(1) Melee Defense: 4D(1)
Ranged Attack: 5D(1): 15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Power Blasts, Regeneration, Melee Specialist, Teleportation
Backgrounds: Military, Espionage
Name: WARPATH
Archetype: Brawler
Move: 7
Body: 7 Psyche: 6
Melee Attack: 6D Melee Defense: 6D
Ranged Attack: - Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Scrapper
Minor Powers: Super Strength, Resistance, Reflection (melee only)
Name: WOLFSBANE
Archetype: Wild Card
Move: 10
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Fast, Regeneration, Super Strength, Enhanced Senses
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Nice, you beat me to the X-Men and pretty much same power picks except I have Colossus with Armour instead of Density Increase (having his power always on) and I just used Clever to simulate Cyclops leadership going by the standard minor power picks (though Enhance as an alternate if using expanded choices).
Magneto is probably way underpowered but just did him as a regular archetype (as opposed to say a Mastermind/Wildcard Powerhouse). Scarlet Witch is a total crap shoot with her ridiculous power levels so again opted to keep within the realms of a standard archetype.
Magneto
[Wildcard]
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Flight, Telekinesis, Power Blasts (minor), Barrier
Backgrounds: Monarch, Criminal
Notes:
Toad
[Wildcard]
Move: 8"
Body: 6 Psyche: 6
Melee Attack: 5D [1] Melee Defense: 4D [1]
Ranged Attack: - Ranged Defense: 4D [1]
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Super-Strength (minor), Super-Agility, Leap, Prehensile Tongue (Melee Specialist, 2" Reach)
Backgrounds: Adventurer, Criminal
Notes: 2" Knockback, +1D leaping
Quicksilver
[Speedster]
Move: 40"
Body: 6 Psyche: 6
Melee Attack: 4D [1] Melee Defense: 4D [1]
Ranged Attack: 4D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Speed
Minor Powers: Savant, Melee Specialist
Backgrounds: Adventurer, Criminal
Notes: +1D non-combat checks
Scarlet Witch
[Sorceror]
Move: 6"
Body: 6 Psyche: 8
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Sorcery (Power Blasts (major), Jinx, Fortune, Telekinesis, Force-Field)
Minor Powers: Flight
Backgrounds: Arcane, Criminal
Notes:
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Magneto is probably way underpowered but just did him as a regular archetype (as opposed to say a Mastermind/Wildcard Powerhouse). Scarlet Witch is a total crap shoot with her ridiculous power levels so again opted to keep within the realms of a standard archetype.
Magneto
[Wildcard]
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: -
Minor Powers: Flight, Telekinesis, Power Blasts (minor), Barrier
Backgrounds: Monarch, Criminal
Notes:
Interesting ideas for Magneto, but what about using Force Field rather than Barrier? Personally, I would make him a Super-Mastermind using the model you have here and just adding Enhance (major). But again, that may be bending the creation rules slightly. As I mentioned, I am using pretty much any option for any character as I find the menus a bit restrictive when creating known characters and as it will be consistent across all builds in my games, it should work out fine.
Would Power Blasts be the best power given that he also has Telekinesis? Are you trying to represent the fact that there will always be something metal to fling at the opponent (thus abstracting TK's 'wield objects within 15 inches' ability)? It seems like you could free up that slot if you just make sure you have lots of scatter terrain on the table for Magneto to fling around :-). Then you could give him Barrier again or Force Field, or even Iron Will to represent his anti-psychic helmet.
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Interesting ideas for Magneto, but what about using Force Field rather than Barrier? Personally, I would make him a Super-Mastermind using the model you have here and just adding Enhance (major). But again, that may be bending the creation rules slightly. As I mentioned, I am using pretty much any option for any character as I find the menus a bit restrictive when creating known characters and as it will be consistent across all builds in my games, it should work out fine.
Would Power Blasts be the best power given that he also has Telekinesis? Are you trying to represent the fact that there will always be something metal to fling at the opponent (thus abstracting TK's 'wield objects within 15 inches' ability)? It seems like you could free up that slot if you just make sure you have lots of scatter terrain on the table for Magneto to fling around :-). Then you could give him Barrier again or Force Field, or even Iron Will to represent his anti-psychic helmet.
Yeah Super Mastermind works for him a bit better probably. I guess my thinking with Barrier (and Power Blasts) is, like you say, abstraction. Just assuming there's metal around he can build barriers out of and throw at folks. I thought of force field but in my head I was thinking he would only block metal objects but given how OP he is I don't think it matters, could also be abstractly representing him blocking attacks with nearby metal/metal laced objects. I didn't even really consider the offensive use of telekinesis as generally haven't used that much scatter terrain (it wouldn't let him throw cars for instance). Does raise an interesting thing, telekinesis attacks use the melee stat as they're treated as minor super strength.
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Time for one of my all-time favourite characters. I have based the build on Zeebeest's concept of Green Lantern as a Metamorph, which I thought was a great way to represent the dynamic nature of his powers. I made him a Super-Metamorph to ensure he has a few constant minor powers from the power ring, with each form offering different constructs/strategies. I have listed builds for each of the three Metamorph forms. I have based this build on my favourite GL, Kyle Rayner, hence the Art background.
Name: GREEN LANTERN (1)
Archetype: Super-Metamorph
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D(1) Melee Defense: 4D(1)
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Metamorph: Form 4
Minor Powers: Force Field, Iron Will, Telekinesis
Leaping, Melee Specialist, 4" Reach
Backgrounds: Art, Public Safety
Notes: Extra 4D Body Defense
+1D on KO checks
Lift/carry/wield objects 15" away
Levitate 15" vertical/6" horizontal with ally within 15"
Grapple enemy 15" away
+2D Break Objects/Escape Entangle
Leap: 4D check, 10"+goals high, 20"+goals long
+2D Death from Above charge
Name: GREEN LANTERN (2)
Archetype: Super-Metamorph
Move: 8
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D(1)
Ranged Attack: 5D: 10"Entangle Ranged Defense: 4D(1)
Psyche Attack: - Psyche Defense: 5D
Major Powers: Metamorph: Form 5
Minor Powers: Force Field, Iron Will, Telekinesis
Enhanced Senses, Entangle, Super Agility
Backgrounds: Art, Public Safety
Notes: Extra 4D Body Defense
+1D on KO checks
Lift/carry/wield objects 15" away
Levitate 15" vertical/6" horizontal with ally within 15"
Grapple enemy 15" away
Move between structures 15"
Entangle p.48
Name: GREEN LANTERN (3)
Archetype: Super-Metamorph
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D(1) Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Metamorph: Form 6
Minor Powers: Force Field, Iron Will, Telekinesis
Armour, Flight, Power Blasts
Backgrounds: Art, Public Safety
Notes: Extra 4D Body Defense
+1D on KO checks
Lift/carry/wield objects 15" away
Levitate 15" vertical/6" horizontal with ally within 15"
Grapple enemy 15" away
20" flight Move
Ignore first point of Body damage per attack
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Had a rethink about Kyle Rayner and decided to stat him up as a Super-Sorceror. He has a few constant powers and others are basically power stunts. I liked the idea of Summon as Kyle's artistic flair always led to some interesting ring constructs (the Seven Dwarfs were some of my favourites). Bolded powers are not always in effect. Enjoy!
Name: GREEN LANTERN (Kyle Rayner)
Archetype: Super-Sorceror
Move: 6
Body: 6 Psyche: 8
Melee Attack: 4D/4D(1) Melee Defense: 4D/4D(1)
Ranged Attack: 6D(1): 30" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Sorcery (Power Blasts, Telekinesis, Armour, Melee Specialist, Summon)
Minor Powers: Iron Will, Force Field, Flight
Backgrounds: Art, Public Safety
Notes: Extra 4D Body Defense
+1D on KO checks
20" flight Move
TK: Lift/carry/wield objects 15" away
Levitate 15" vertical/6" horizontal with ally within 15"
Grapple enemy 15" away
Armour: Ignore first point of Body damage per attack
Melee Specialist: +2D Break Objects/Escape Entangle
Summon: p.82. 4D check: TN3+
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Had a rethink about Kyle Rayner and decided to stat him up as a Super-Sorceror.
Nice build. I've been thinking about using the sorcerer archetype to create archer that I want. The archer archetype in the book produces a nice character but lacks any kind of punch. I'm thinking about using the sorcerer to get the effects I want out of the character. It's definitely an archetype that you want to use after you've played a few games...
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Just posted the figures and instructions to get them in the Original Post.
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What a bunch of A-Holes!
Here's my take on the film versions of Guardians of the Galaxy as they appear in the latest film. I gave Starlord Fortune to represent his special heritage (SPOILERS!) and I tried out Rocket and Baby Groot as a Super-Blaster duo (I have the duo Heroclix fig). I think it captures their abilities nicely and gives a pretty well-rounded melee and ranged piece. Kraglin is there to make up the numbers as a Street Level character to balance out the 1.5 hero (Rocket/Groot). He likes to think he's a member of the team, but we all know different.
Enjoy!
Name: STARLORD
Archetype: Wild Card
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D(1): 15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Leaping, Power Blasts, Gadgets, Fortune
Backgrounds: Exploration, Criminal
Notes: 4D Check: Leap 10" high + 20" long +successes
Chance Roll=Rerolls per turn
Add +1D(1) to any Defense after rolling (R:2+)
Name: GAMORA
Archetype: Brawler
Move: 7
Body: 7 Psyche: 6
Melee Attack: 5D(1) Melee Defense: 5D(1)
Ranged Attack: 5D(1): 15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Scrapper
Minor Powers: Melee Specialist, Power Blasts, Reflection (melee only)
Backgrounds: Alien, Military
Notes: Melee Gang-up Bonus against you reduced by -1D
On successful Body Defense, Chance Roll TN2 = inflict 2 Body on Attacker
Name: DRAX
Archetype: Wild Card
Move: 6
Body: 6 Psyche: 6
Melee Attack: 5D(1) Melee Defense: 5D(1)
Ranged Attack: - Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 5D
Major Powers:
Minor Powers: Resistance, Super Strength, Melee Specialist, Iron Will
Backgrounds: Alien, Military
Notes: +1D on KO checks
+1D Jumping & grapple checks
+2D Entangle escapes, break objects
Inflict 2" knockback per Body damage
Name: ROCKET & BABY GROOT
Archetype: Super-Blaster
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D(1): 30" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Power Blasts
Minor Powers: Entangle, Gadgets, Savant, Multiple Limbs
Backgrounds: Science, Criminal
Notes: Chance Roll=Rerolls per turn
Entangle p.48
Free move at start of game
+1 Reroll on non-combat checks
Extra melee attack, can reach 1-5" (-1D) or 6-10" (-2D)
Name: KRAGLIN
Archetype: Street Level
Move: 6
Body: 5 Psyche: 5
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D(1): 15" Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Power Blasts, Entangle
Backgrounds: Exploration, Criminal
Notes: Entangle 10" (p.48)
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Two versions of one of my favorite DC villains:
Merlyn
[Blaster] Bow-toting assassin
Move: 5"
Body: 5 Psyche: 5
Melee Attack: 4D[1] Melee Defense: 4D[1]
Ranged Attack: 5D[1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Archery*
Minor Powers: Fortune, Iron Will, Melee Specialist
Backgrounds: Criminal, Exploration
Notes: *Archery package: Power Blast (minor), Super-Agility, Sonic Blast, Entangle; +1D KO checks; Trade Off (additional minor power)
Merlyn
[Wildcard] Bow-toting assassin
Move: 8"
Body: 6 Psyche: 6
Melee Attack: 4D[1] Melee Defense: 4D[2]
Ranged Attack: 5D[1] Ranged Defense: 4D[1]
Psyche Attack: - Psyche Defense: 5D
Major Powers: none
Minor Powers: Iron Will, Melee Specialist, Power Blasts, Super-Agility
Backgrounds: Criminal, Exploration
Notes: 15" ranged attack, +1D KO checks
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I am working on a nifty cross-universe scenario involving a confrontation between a DC Suicide Squad strike team and Marvel's Alpha Flight!
I'll be using Nightshade, Cheshire (presented earlier), and these two:
The Shaggy Man
[Super-Brick] Hulking super-brute
Move: 5"
Body: 8 Psyche: 6
Melee Attack: 6D Melee Defense: 5D[1]
Ranged Attack: 4D Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 2D
Major Powers: Super-Strength
Minor Powers: Armor, Regen, Resistance
Backgrounds: Criminal, Exploration
Notes: +1D KO checks, Average Joe -- Psyche Defense
Trickster
[Street-Level] Deadly jokester
Move: 6"
Body: 5 Psyche: 5
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 3D Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: none
Minor Powers: Flight, Gadgets
Backgrounds: Criminal, Performance
Notes: none
I'll be using this quartet from Alpha Flight: Guardian, Snowbird, Puck, and Shaman. I'll stat them up later, or grab the stats other folks have done.
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Here are a couple I wrote up:
Mister Terrific
[Wildcard] The world's 3rd smartest man. Fair Play!
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D [1] Melee Defense : 4D [1]
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Minor Powers: Flight (T Spheres), Melee Specialist, Power Blasts (T Spheres), Savant
Backgrounds: Athletics, Medicine
And an alternate to a character that has already appeared here.
Clayface
[Super: Metamorph] Morphing Mud Menace!
Move: 6
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers: Metamorph (Elasticity)
Minor Powers: Super-Strength, Density Decrease
Backgrounds: Criminal, Art (Actor)
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A few I made to go with the other X-men and Brotherhood stats posted by others.
I made Rogue's mimic power base contact only to match her background better. I debated about it draining the powers of the target but just kept it simple.
ROGUE
Archetype: Wildcard
Move: 6
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 5D
Ranged Attack: - Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Flight, Mimic (base contact only), Resistance, Super-Strength (minor)
Backgrounds: Criminal, Exploration
Notes: Knockback 2”
Obscurement was modified to make a "fog" effect for storm.
STORM
Archetype: Wildcard
Move: 6
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D[1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D
Major Powers:
Minor Powers: Entangle, Flight, Obscurement (can extend to 5” area instead of 1 friend), Power Blast (minor)
Backgrounds: Criminal, Exploration
Notes:
Going off the Magneto stats posted above I made him a Powerhouse.
MAGNETO-Powerhouse
[Mastermind/Wildcard]
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Enhance
Minor Powers: Flight, Force-Field (body), Iron Will, Power Blasts (minor), Savant, Telekinesis
Backgrounds: Monarch, Criminal
Notes: +1 Re-roll on all non-combat situations (except KO). Beginning of battle 1 free non-charge move.
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Hi all,
I'm having a bit of trouble coming up with a build to represent X-23. The obvious answer is to use the same stats as Wolverine (since she is his clone, after all), but when they're both on the same team that makes things a bit boring. Anyone have any suggestions?
Here are Wolverine's stats for comparison. If you like the card, check out my ever-expanding list of stat cards here:
http://leadadventureforum.com/index.php?topic=103035.msg1279715#msg1279715 (http://leadadventureforum.com/index.php?topic=103035.msg1279715#msg1279715)
(https://vgy.me/R9kZhW.gif)
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I've created a PDF of all my custom cards so far. Check it out and feel free to give feedback. Thanks!
https://drive.google.com/file/d/0B4ZYoPOUliCbSHRfY3JvQ25XeE0/view?usp=sharing (https://drive.google.com/file/d/0B4ZYoPOUliCbSHRfY3JvQ25XeE0/view?usp=sharing)
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Great looking stuff so far folks. Love to see Alpha Flight get some attention too!
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Some characters
Falcon - Wildcard
Move 6 - 20 Flying
Body 6 Psyche 6
Melee 4D[2] Melee Def 5D[1]
Range 5D[3] Range Def 5D[1]
Psyche - Psyche Def 5D[1]
Minor Powers
Flight, Fortune, Powerblast 15", X Factor= Power Attack
Crossbones - Wildcard
Move 6
Body 6 Psyche 6
Melee 5D Melee Def 4D
Ranged 5D[1] Range Def 4D
Psyche - Psyche Def 4D
Minor Powers
Powerblast 15", Gadgets, Grenades, Sup Strength
Satana Hellstorm - Sorcerer
Move 6 - 20 Flying
Body 6 Psyche 8
Melee 5D Melee Def 5D
Ranged 6D Ranged Def 4D
Psyche by power Psyche Def 4D
Major Power
Sorcery = Mentalism
Minor Powers
Flight, Parasite, Resistance, Force Field
Scorpion - Wildcard
Move 8
Body 6 Psyche 6
Melee 5D[1] Melee Def 4D[2]
Ranged - Ranged Def 4D[2]
Psyche - Psyche Def 4D
Minor Powers Sup Str, Sup Agility, Armor, Melee Spec
Juggernought - Brick
Move 7
Body 10 Psyche 6
Melee 6D[1] Melee Def 5D
Ranged 4D Ranged Def 5D
Psyche - Psyche Def 4D
Major Power
Super Strength
Minor Powere
Density Increase, Massive
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Great builds! I like your all your takes--especially Santana!
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Planning a game in the next few weeks--Juggernaut and Black Tom against, well I am not sure yet!
Anyway, I made some preliminary stats for Black Tom and Juggy. Here they are!
Juggernaut
Mystical bruiser
Archetype: Powerhouse (Brick / Wildcard)
Move 8”
Body 11 Psyche 6
Melee Attack: 6D Melee Defense: 5D
Ranged Attack: 4D Ranged Defense: 5D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Super-Strength
Minor Powers: Armor, Density Increase, Iron Will, Massive, Resistance, Tough (Boost)
Backgrounds: Criminal, Exploration
Notes: +2D on KO Checks
Black Tom Cassidy
Marauding mutant blaster
Archetype: Blaster
Move 6”
Body 6 Psyche 6
Melee Attack: 4D Melee Defense: 4D
Ranged Attack: 6D[1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 5D
Major Powers: Power Blasts (30")
Minor Powers: Clever (Boost), Iron Will
Backgrounds: Criminal, Espionage
Notes: +1 Re-roll / Card turn on Initiative, +1D KO Checks
Let me know what you think!
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Some more characters
Bullseye - Wildcard
Move 6 Body 6 Psyche 6
Melee atk 4D[1] Melee Def 4D[1]
Ranged atk 5D[1] Ranged Defense 4D
Psyche atk - Psyche def 4D
Major Powers None
Minor Powers
Power Blast 15", Armour, Enhanced Senses, Melee Specialist
BLOB - Brick
Move 5 Body 8 Psyche 6
Melee Atk 6D Melee Def 5D
Ranged Atk 4D (throwing things) Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers
Super Strength
Minor Powere Density Increase, Resistance
Black Panther - Brawler
Move 9 Body 7 Psyche 6
Melee Atk 5D Melee Def 6D[1]
Ranged Atk - Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers
Scrapper
Minor Powers Resistance, Sup Agility
Catwoman - Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 5D Melee Def 5D[1]
Ranged Atk (see entangle) Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powere - none
Minor Powers
Melee Specialist, Super Agility, Entangle, Obscurement
Enchantress - Sorcerer (Asgardian)
Move 6-20 flying Body 6 Psyche 8
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk (see powers) Psyche Def 4D
Major Powers
Sorcery (Metamorph)
Minor Powers
Armour, Power Blast 15", Dispel, Jinx, Super Str, Stun
Grizzly - Brick
Move 7 Body 10 Psyche 6
Melee Atk 6D[1] Melee Def 5D
Ranged Atk 4d throwing things Ranged Def 5d
Psyche Atk - Psyche Def 4D
Major Powers
Super Strength
Minor Powers
Massive, Resistance
Hawkman & Hawkwoman - Wildcard
Move 6 20 flying, Body 6 Psyche 6
Melee Atk 5D Melee Def 5D
Ranged Atk - Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers - None
Minor Powers
Flight, Regen, Resistance, Sup Str
Joker - Mastermind (this one's a little special)
Move 6 Body 6 Psyche 6
Melee Atk 4D Melee Def 5D
Ranged Atk - below Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers Enhance
Minor Powers
Fortune, Laughing Gas
Gas is a 5" ranged atk vs one target, Gas is TN3. Target rolls ranged def. Failure is incapacitated on his next turn laughing. Target must roll TN3 on his next turn as well. Gas ceases to work after that on that target
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Hawkman and Hawkwoman, that's not the two together. They are individual, I just use the same stats for each as they both have pretty much the same powers I think.
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Some more
Mysterio Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 4D Melee Def 4D
Ranged Atk see entangle and Gadgets Ranged Defense 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Stun 15", Entangle, Invisibility Gadgets
Moon Knight Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[1]
Ranged Atk - Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Melee Spec, Sup Agility, Obscurement
Omega Red Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 5D[1]
Ranged Atk - Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Regen, Melee Spec, Resistance
Rhino Brick
Move 5 Body 8 Psyche 6
Melee Atk 6D Melee Def 5D
Ranged Atk throw things Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers
Super Strength
Minor Powers
Armor, Resistance
Red Skull Mastermind
Move 6 Body 6 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] (guns) Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers
Enhance
Minor Powers
Power Blast 15", Sup Strength
Sabretooth Wildcard
Move 11 Body 6 Psyche 6
Melee Atk 5D Melee Def 5D
Ranged Atk 4D Ranged Def 4D
Psyche Atk - Psyche Def 4DMajor Powers None
Minor Powers
Sup Strength, Regen, Resistance, X Factor = Speed Burst
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And, even more
Sin Mentalist
Move 6 Body 6 Psyche 8
Melee Atk 4D Melee Def 4D
Ranged Atk see powers Ranged Def 4D
Psyche Atk see powers Psyche Def 4D
Major Powers
Mentalism
Minor Powers Telekinesis, Teleport
Stryfe Mentalist
Move 6 (20 flying) Body 6 Psyche 8
Melee Atk 4D Melee Def 4D
Ranged Atk see powers Ranged Def 4D
Psyche Atk see powers Psyche Def 4D
Major Powers
Mentalism
Minor Powers
Armor, Flight
Silver Samurai Wildcard
Move 6 20 flying Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[1]
Ranged Atk - Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Armor, Flight, Sup Str, Melee Spec
Sunfire Blaster
Move 6 20 flying
Body 6 Psyche 6
Melee Atk 4D Melee Def 4D
Ranged Atk 6D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers
Power Blast 30"
Minor Powers
Flight, Damage Field
Shocker Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 4D[1] Melee Def 4D[1]
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers Power Blast 15", Armor, Melee Spec, Reflection
She Hulk Brick
Move 7 Body 10 Psyche 6
Melee Atk 6D Melee Def 4D
Ranged Atk throw things Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers
Super Strength
Minor Powers
Leap, Massive
Valkyrie Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5d Melee Def 5D[1]
Ranged Atk - Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Strength, Armor, Resistance, Sup Agility
Of course, let me know if you think any of these should be changed........
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Bob, you're on fire! Liking these! I need to take a closer look at them, but they're looking pretty good.
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Yeah, I typed em all up on 4x6 cards with a picture of the character on em, and the Archetype Maneuvers on the back. Then laminated them all. All of my players get pre-done cards for their characters. I've redone a couple cause the guys thought they were missing something.
Bought a bunch of O scale railroad buildings and some cars, also a street mat from Cigar Box Mats. They fight it out in a town setting. Still working on it though.
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Killer Croc - Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[1]
Ranged Atk - Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Regen, Amphibious, Melee Spec
Harley Quinn - Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[2]
Ranged Atk - Ranged Def 4D[2]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Melee Spec, Sup Agility, Fortune
Azrael - Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 5D[1]
Ranged Atk 5D[1] Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Power Blast 15", Melee Spec, Resistance
Grim Reaper - Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 4D[1] Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Power Blast 15", Summoning, Teleport, Melee Spec
Baron Zemo - Wildcard
Move 6 (20 flying) Body 6 Psyche 6
Melee Atk 4D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 5D
Major Powers None
Minor Powers
Flight, Power Blast 15", Iron Will, Entangle
Count Nefario - Wildcard
Move 11 (20 Flying) Body 6 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Power Blast 15", Flight, Sup Str, X Factor = Speed Burst
I gave Harley her powers cause I read that she got Strength from Poison Ivy, I also give her an additional 4D, 15 " ranged for using a gun which I didn't put on here.
Baron Zemo's ranged is an entangle attack with his super glue
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Ghost Rider Wildcard
Move 6 - 25 on bike, Body 5 Psyche 5
Melee 5D Melee Def 4D
Ranged atk 5D[1] Ranged Def 4D
Psyche atk 5D Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Regen, Power Blast 15", Multiple Limbs (chain), Jinx (trade off)
Winter Soldier Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 5D Melee Def 4D[1]
Ranged Atk 5D[1] Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Regen, Power Blast 15" (guns), Sup Agility
Elektra Brawler
Move 9 Body 7 Psyche 6
Melee Atk 5D Melee Def 6D[1]
Ranged Atk - Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers
Scrapper
Minor Powers
Resistance, Sup Agility
Ant Man / Giant Man Wildcard
Move 8 - 12 as Giant Man, Body 6 Psyche 6
Melee Atk 4D Melee Def 4D[1]
Ranged Atk 5D[1] Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Shrinking, Growth, Power Blast 15", Sup Agility
Wasp Wildcard
Move 8 - 20 Flying, Body 6 Psyche 6
Melee Atk 4D Melee Def 4D[1]
Ranged Atk 5D[1] Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Shrinking, Power Blast 15" Sup Agility, Flight
Sauron Wildcard
Move 6 - 20 Flying, Body 6 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Power Blast 15", Flight, Sup Str, Parasite
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Gambit Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 4D[1] Melee Def 5D[1]
Ranged Atk 5D[1] Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Armor, Power Blast 15", Melee Spec, Resistance
Dark Hawk Wildcard
Move 6 - 20 Flying Body 6 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Flight, Power Blast 15", Force Field
Spider Woman Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 5D Melee Def 4D[1]
Ranged Atk 5D[1] Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Sup Agility, Power Blast 15", Regen
Knight Hawk Wildcard
Move 6 - 20 flying, Body 6, Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 5D
Major Powers None
Minor Powers
Flight, Sup Str, Power Blast 15", Iron Will
Quake Blaster
Move 6 Body 6 Psyche 6
Melee Atk 4D Melee Def 5D
Ranged Atk 6D[1] Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers
Power Blast 30"
Minor Powers
Resistance, Reflection
Black Knight Wildcard
Move 6-20 Flying Body 6 Psyche 6
Melee Atk 4D[2] Melee Def 4D[1]
Ranged Atk 4D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Magic Artifact(Flight/Force Field)[this is the atomic steed]
Armor, Melee Spec and a special power = sword ignores enemy force field
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Lady Sif Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D Melee Def 5D
Ranged Atk 4D Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Resistance, Regen, Magic Weapon
(weapon gives Force Field and Teleport)
Mandarin (Powerhouse) Mentalist/ Wildcard
Move 6 - 20 flying Body 6 Psyche 8
Melee Atk 5D Melee Def 4D
Ranged Atk see powers Ranged Def 4D
Psyche Atk 6D Psyche Def 5D
Major Powers
Mentalism
Minor Powers
Flight, Stun, Obscurement, Telekinesis, Sup Str, Iron Will
Mr. Sinister Mentalist
Move 5 Body 5 Psyche 7
Melee Atk 5D Melee Def 4D
Ranged Atk see powers Ranged Def 4D
Psyche Atk Psyche Def 4D
Major Powers
Mentalism
Minor Powers
Sup Str, Regen, Teleport
Riptide Metamorph
Move 8 - 22 Flying Body 6 Psyche 6
Melee Atk 4D Melee Def 4D[1]
Ranged Atk 5D Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers
Metamorph #6
Minor Powers
Armor, Flight, Power Blast 15", Sup Agility
Ronan The Accuser Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D
Ranged Atk 4D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Magic Artifact (Flight, Force Field) Obscurement, Armor, Sup Str
Ragman Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[1]
Ranged Atk - Ranged Def 4D[1]
Psyche Atk - Psyche Def 5D
Major Powers Nine
Minor Powers
Sup Str, Leap, Melee Spec, Iron Will
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We need to catalog these in a repository somewhere. Maybe someone could make a PDF that has them listed alphabetically? I could host it from my box account.
I guess we should wait until we get a really good number of them.
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Tigra Brawler
Move 9 Body 7 Psyche 6
Melee Atk 5D[1] Melee Def 5D[2]
Ranged Atk - Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers
Scrapper
Minor Powers
Melee Spec, Sup Agility
Vision Wildcard
Move 6 - 20 Flying Body 7 Psyche 6
Melee Atk 4D & see powers Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D[1]
Major Powers None
Minor Powers
Power Blast 15" Density Decrease, Flight, Construct
Daredevil Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 4D[1] Melee Def 5D[2]
Ranged Atk - Ranged Def 5D[2]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Agility, Melee Spec, Resistance, Reflection
Hellcat Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 4D[1] Melee Def 4D[2]
Ranged Atk - Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Enhanced Senses, Fortune, Melee Spec, Sup Agility
Firebird Wildcard
Move 6- 20 Flying Body 6 Psyche 6
Melee Atk 4D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 5D
Major Powers None
Minor Powers
Damage Field, Flight, Power Blast 15", Iron Will
Destroyer Armor (Powerhouse) Blaster / Brick
Move 6 - 20 Flying Body 6 Psyche 6
Melee Atk 6D Melee Def 5D
Ranged Atk 6D[1] Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers
Power Blast 30", Super Strength
Minor Powers
Flight Resistance, Reflection, Armor
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I still have 22 more to do :D
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Havok Blaster
Move 6 Body 6 Psyche 6
Melee Atk 4D Melee Def 5D
Ranged Atk 6D Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers
Power Blast 30"
Minor Powers
Resistance, Reflection
Katana Brawler
Move 9 Body 7 Psyche 6
Melee Atk 5D[1] Melee Def 5D[2]
Ranged Atk - Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers
Scrapper
Minor Powers
Melee Spec, Sup Agility
Blizzard Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 4D Melee Def 4D[1]
Ranged Atk 5D[1] Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Power Blast 15", Barrier, Entangle, Sup Agility
Firestar Wildcard
Move 6 - 20 Flying, Body 6 Psyche 6
Melee Atk 4D Melee Def 5D
Ranged Atk 5D[1] Ranged Def 5D
Psyche Atk- Psyche Def 5D
Major Powers None
Minor Powers
Flight, Power Blast 15", Iron Will, Resistance
Captain Britain Wildcard
Move 6 - 20 Flying Body 7 Psyche 6
Melee Atk 5D Melee Def 4D[1]
Ranged Atk - Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Flight, Sup Str, Force Field, Tough (boost)
Swordsman Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 4D[1] Melee Def 5D[2]
Ranged Atk 5D[1] Ranged Def 5D[2]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Power Blast 15", Melee Spec, Resistance, Sup Agility
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Hercules Brick Super
Move 7 Body 10 Psyche 6
Melee 6D Melee Def 4D
Ranged Atk see powers Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers
Super Strength
Minor Powers
Massive, Armor, Immortal
Baron Blood Wildcard
Move 6 - 20 Flying Body 6 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk - Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Flight, Regen, Sup Str, Vampire
Ms Marvel Wildcard
Move 6 - 20 Flying Body 6 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Flight, Power Blast 15", Sup Str, Armor
Morbius Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[2]
Ranged Atk - Ranged Def 4D[2]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Regen, Sup Agility, Melee Spec
Nova Wildcard
Move 6 - 20 Flying Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[1]
Ranged Atk 5D[1] Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Flight, Sup Str, Power Blast 15", Melee Spec
Mockingbird Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 5D[1]
Ranged Atk - Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Sup Str, Resistance, Melee Spec, Fortune
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Kang Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk see powers Psyche Def 4D
Major Powers None
Minor Powers
Armor, Sup Str, Power Blast 15", Dispel (pistol)
Sentry Blaster/Brick Powerhouse
Move 8 - 20 Flying Body 10 Psyche 6
Melee Atk 6D Melee Def 4D
Ranged Atk 6D[1] Ranged Def 4D
Psyche Atk - Psyche Def 4D
Major Powers
Power Blast 30" / Super Strength
Minor Powers
Flight, Reflection, Armor, Massive
Aquaman Wildcard
Move 8 Body 6 Psyche 6
Melee Atk 5D Melee Def 5D[1]
Ranged Atk 5D[1] Ranged Def 5D[1]
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Amphibious, Sup Str, Power Blast 15" Resistance
Riddler Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 4D Melee Def 5D
Ranged Atk 3D Ranged Def 5D
Psyche Atk - Psyche Def 4D
Major Powers None
Minor Powers
Fortune, Gadgets, Stun (cane) Resistance
Blade Wildcard
Move 6 Body 6 Psyche 6
Melee Atk 5D[1] Melee Def 4D[1]
Ranged Atk 4D Ranged Def 4D
Psyche Atk - Psyche Def 5D
Major Powers None
Minor Powers
Sup Str, Regen, Melee Spec, Iron Will
Box Wildcard
Move 6 - 20 Flying Body 7 Psyche 6
Melee Atk 5D Melee Def 4D
Ranged Atk 5D[1] Ranged Def 4D
Psyche Atk - Psyche Def 5D
Major Powers None
Minor Powers
Construct, Flight, Sup Str, Power Blast 15"
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Working on some that I have not seen yet and to work with some Heroclix I have been waiting to use in a game of something. I need to work up John Constantine, Captain America (Falcon), Adult Groot, Dr. Manhattan (both reg and Titan) and Blue Beetle.
I wanted this one to be tough but shooting for it not to be OP, trying to keep it around Super, testing will decide.
Sentinel Mk II - Construct/Blaster (Super?/Massive hybrid)
Move 9 - 15 Flying Body 10 Psyche 0
Melee Atk 5D Melee Def 4D
Ranged Atk 6D[1] Ranged Def 4D
Psyche Atk - Psyche Def
Major Powers
Power Blast 30" / Soulless
Minor Powers
Flight, Super Strength, Armor, Massive
Rorschach - Brawler
Move 9 Body 7 Psyche 6
Melee Atk 5D[1] Melee Def 5D[1]
Ranged Atk - Ranged Def 4D[1]
Psyche Atk - Psyche Def 4D
Major Powers
Scrapper
Minor Powers
Melee Spec, Iron Will
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How does this look for He- Man?
Paragon
Move 6
Body 7
Psyche 7
Super strength major
Resistance major
Minors:
Iron will, magic artifact(sword), stun, enhanced sense
Melee 6 [1]
Ranged 4[1]
Psyche 4
Defense
Melee 6[1]
Ranged 6[1]
Psyche 4
Athletics, monarch
Input appreciated.
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How does this look for He- Man?
Paragon
Move 6
Body 7
Psyche 7
Super strength major
Resistance major
Minors:
Iron will, magic artifact(sword), stun, enhanced sense
Melee 6 [1]
Ranged 4[1]
Psyche 4
Defense
Melee 6[1]
Ranged 6[1]
Psyche 4
Athletics, monarch
Input appreciated.
I think it looks pretty good, I guess my one question is what Stun is representing (not super-up on He-Man)? If not something specific to his character, maybe Tough instead? Save, Super Agility or Melee Specialist would be other alternatives. Sidekick for Battlecat?
Should he have a limitation or a flaw too?
Chris
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I think it looks pretty good, I guess my one question is what Stun is representing (not super-up on He-Man)? If not something specific to his character, maybe Tough instead? Save, Super Agility or Melee Specialist would be other alternatives. Sidekick for Battlecat?
Should he have a limitation or a flaw too?
Chris
Cool thanks.for the feedback. I was thinking stun because of his strength. That's why I am asking for input to give me other ideas. I may be confusing he man with another hero or something but thought maybe he did like a hand clap and caused a wave that put out a fire and thinking that would stun. But that is why asking for input cause I may be remembering wrong :D I like the suggestions you put forward.
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I like the melee specialist skill alot will swap out to that for stun and enhanced senses
How does this look for He- Man?
Paragon
Move 6
Body 7
Psyche 7
Super strength major
Resistance major
Minors:
Iron will, magic artifact(sword), melee specialist
Melee 6 [2]
Ranged 4[1]
Psyche 4
Defense
Melee 6[2]
Ranged 6[1]
Psyche 4
Athletics, monarch
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I think that's looking pretty good, look forward to what you come up with for Skeletor!
I think there's a He-Man wiki or wikipedia has a good overview on the characters. One issue is I think the figures differed from the comics which differed from the TV show.
Chris
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It's going to take a whole team of villains to take He-Man out!
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It's going to take a whole team of villains to take He-Man out!
I thought he was the most powerful man in the universe LOL
https://www.cbr.com/he-man-most-powerful-masters-of-the-universe/
I am assuming I stated him out correctly using those powers?
now for my next attempt at creating a character....
Beast man from MOTU
Wildcard
Move 6
Body: 6
Psyche: 6
Powers Major:
None
Powers Minor:
Super-Strength
Summoning
Melee Specialist
Rage
MA: 5[1]
RA:
PA:
MD:4[1]
RD:4[]
PD:4[]
Wild, Exploration
Input appreciated to point out any flaws, thanks
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I forget the cartoon--does Beast man summon a bunch of critters? If so, this works well. Your He-Man build looks spot-on.
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I forget the cartoon--does Beast man summon a bunch of critters? If so, this works well. Your He-Man build looks spot-on.
Thanks and yes he controls beasts to fight for him.
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Skeletor.....this is a rough idea open to ideas if you think I am off on something but making skeletor a super using blaster archtype.
Move: 6
Body: 6
Psyche: 6
Major : power blast
Minor: super strength, resistance, summoning, teleport, weakness (over confidence)
MA: 5 (+1 super strength)
RA: 6 [2] ( +1[+1] for power blast lowered range to 25" for another reroll)
PA:
MD:5[1] (+1 resistance)
RD:5[2] (+1 resistance, +1 weakness)
PD: 4
Science, arcane
Input is welcomed.
I chose summoning for the hover bots skeletor controls.
Also I wasnt sure if I stack force and power blast dice ?
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I thought Blaster only had one Major, unless you've done a double Powerhouse. Would Magic Artifact or the Controller's Power Pool work better to fit his abilities? Does he need Teleport?
I'd probably make him Science/Arcane or Science/Dimensionalist for his background.
Looking good though, look forward to seeing more.
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I thought Blaster only had one Major, unless you've done a double Powerhouse. Would Magic Artifact or the Controller's Power Pool work better to fit his abilities? Does he need Teleport?
I'd probably make him Science/Arcane or Science/Dimensionalist for his background.
Looking good though, look forward to seeing more.
I could be wrong I am new to SMF, I saw the 2 powers and it did not say pick one, so if you see something off let me know. I could have overlooked a rule.
Thanks for the input and I will look those suggestions, if you want to put together a skeletor i would love to see what you come up with.
Now my thinking on skeletor's blaster powers is because of his scorcery and magic powers. I think he shot lightening in the Live action movie (ugh sorry to bring that up lol). Yeah teleport could/would/should probably be in there.
thanks for the input and hope you submit one for skeletor, you have some good ideas.
Also since there were so many skeletor releases, regular, battle armor, terror claws etc, we might can come up with several builds lol.
Is there an official SMF card like watchguard and kitbash uses to create cards for heroes/villains?
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I've been on a bit of a superhero building spree the last few weeks, working on my 140-odd Heroclix figures, which is why I'm up on the build rules till I jump on then next shiny thing and my mind empties.
I did look up the Blaster's major powers, and in second edition he's limited to choosing one or the other. I like Magic Artifact (his staff) because it gives him a bunch of powers at the cost of one minor slot, albeit at lower power levels than if he had Power or Force Blast as a major power. Power Pool is the same way, though there you could give him a Blast as a major, plus four minors that you can re-configure each time you play, which is sorta like the way Skeletor appears in comics or cartoons, he's always up to something different. And Controller, with Mentalist, are what I see as the two "magician" archetypes.
I do have (unpainted of course) the He-Man metal figures a guy's producing on Etsy, though I was planning on using different rules for them whenever they got painted, but SMF or SuperSystem would also be good rules for them. I think He-Man as a Paragon or Powerhouse, and Skeletor as a Powerhouse or Super, would be the two above-average characters, then do the rest of the named figures as regular superheros, and the no-name guys as henchmen/summoned/servitors.
Chris
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I must need to update my rules because my 2nd ed does not limit the major..... I will check my drive thru account.
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That's what it was I got an update. I bought smf2 the day it was released. Did not realize i needed an update :)
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Yes, I just bought 2nd edition in early October and the limit is there.
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Skeletor.....based making skeletor a super using blaster archtype.
Move: 6
Body: 6
Psyche: 6
Major : power blast
Minor: super strength, resistance, summoning, teleport, weakness (over confidence)
MA: 5 (+1 super strength)
RA: 6 [2] ( +1[+1] for power blast lowered range to 25" for another reroll)
PA:
MD:5[1] (+1 resistance)
RD:5[2] (+1 resistance, +1 weakness)
PD: 4
Science, arcane
Adjusted....added arcane for criminal, adjusted the major powers for the updated rules removed iron will for teleport. May could drop summoning for something else and just have hover bots be street levels. Maybe magic artifact (his staff)?
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You can try that as is and see how it feels. If I recall correctly his power blast would be coming from his staff, so if you add magic artifact, its own power blast is sort of redundant to his major power. So going with magic artifact probably means thinking about a different archetype.
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Hey, folks! On the change to Blaster; the limit on powers was in the manuscript, but got lost in editing. It did not make it into the layout. So when I had a chance to have Todd go back and fix it, I did.
The PDF was updated, so I took the time to update the POD as well.
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Thanks four color and boywunder.