Lead Adventure Forum
Miniatures Adventure => SuperHero Adventures => Topic started by: obsidian3d on July 25, 2012, 06:10:32 AM
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I'm working on making 3rd Edition stats for some of my favorite characters and thought we should have a place to share them. There's a great resource for the official characters and some Marvel / DC characters at http://dave.dynip.com/cgi-bin/s2sheet.pl but there are a lot of gaps that could be filled. Original builds or conversions of your favorites are all welcome!
I'm thinking of 85pt characters but if you have others please share them here!
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The author went to a lot of work putting together those stats on the supersystem site and I definitely appreciate it as a resource. However, I find those stats unsatisfying to actually play with. They are direct translations of the characters based on the Marvel RPG from the '80s, so they are good barometers of power. But at the same time, they are all over the map in terms of points. As a result, you can't really set up a proper game.
What I'd like to see is a translation of characters set up as tiers of power: 70 pt, 85 pt, 100 pt, 115 pt, etc. That way you could use the characters in actual games. For example, per the suggestions in Supersystem 3rd Edition, an 85 pt character is roughly equivelent to two 70 pt, etc.
The power level of published characters varies so completely over the span of a comic run that I think you can slot characters into those power levels fairly easily while keeping them feeling "real". For example, it used to generally be accepted that DC was a much higher power level than Marvel. Now a days it seems like DC's overall power level has fallen, and Marvel's has risen, so I don't think that's the case anymore. You can easily build a version of The Flash on 85 pts. By way of further example, just look at how many different versions Heroclix has for the same character.
There was a project for the Champions RPG called the 250 point project or something like that, where the author(s) built every published character they could think of for 250 points. Superman and Cyclops were built on the same amount of points. It worked out remarkably well. That's why I think you could do something similar (though slightly different with tiers of power) for Super System.
You can see 85 point versions of Captain America, The Human Torch, The Sub-Mariner and Union Jack on my All This and World War 2 conversion thread here:
http://leadadventureforum.com/index.php?topic=33978.0 (http://leadadventureforum.com/index.php?topic=33978.0)
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Some good points by the Sgt....
To add more to that line of thinking...some guidelines would have to be setup to create some baseline character models to work from. The goal would be to keep the stats consistent.
The second thing is that people have different ideas or perceptions of how a character could be. So, like Sgt did not like some of the stats unsatisfying, people will find some from this project idea to be the same also. Just a thought of be ready for feedback on that front. The guide concept above would help create a baseline.
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Okay, I'll start. Here are my Secret Avengers stats. This is the format we use at our club for our stat cards, each is sized to fit into a deck protector and we use dry wipe markers to record adjustments. It may be a little impenetrable at first glance but all of the information is there, feel free to ask if you have any questions. Some powers are listed in a different colour as they only affect a dice pool under certain circumstances and so the alternate pool value is recorded in the same colour.
As most of the team fall in the range of 'normal human' many of the stats are pretty low with powers used to increase the pool sizes. These are not optimal builds and you can get much better dice pools by putting your points into the stats rather than powers but I have other supers for that. The Secret Avengers though are my current favourite team to play and they are in the middle of quite an entertaining 'make it up as we go along' series against The Red Skull and his minions.
(http://i48.photobucket.com/albums/f235/soapywan/SAstats1.jpg)
(http://i48.photobucket.com/albums/f235/soapywan/SAstats2.jpg)
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Woohoo, I see a Moon Knight in there...awesome! Thanks for posting these up. I think I mentioned it in another thread; one of the things the people I've demoed for have had difficulty with is the difference between stat/die-boosting powers and actual POWERs. Is that what you're aiming at clarifying with the different colors on your stat sheets?
Are you using an excel template or something of that nature to create them?
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To be honest the different colours are just so that I remember that sometimes something is different. For example if Commander Rogers is shot at and I look up his PD there are two stats shown and it's easier to spot that the 9(2) is only for close combat defence when both the stat and it's corresponding power are a different colour. None of the powers are described on the card so if I can't remember what something does I'll look it up but these days most of what I throw into a character will be pool enhancing powers.
Might try to bang up a few more of my teams over the next couple of days.
The template is just a simple excel page. It doesn't add it all up for me or anything, just makes sure all the info is in the right sized box to cut out and slip into a deck protector.
My club mate Swiss Tony has over 250 85 point characters stated up in this format and I'm lurking around the 50-60 character mark. We have a few stated up to 100 and 150 points for when we want to bring out the big guns but mostly we try to make the characters fit at 85 points rather than trying to make the points fit the character (which is the design philosophy used by the website mentioned earlier).
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Since I started this mess I guess I should contribute something.
Guardian (James MacDonald Hudson) - Alpha Flight
BP: 85 / AP: 8+1
Attributes
ST: 4 / AG: 4[1] / MI: 4 / RS: 4
DMG: 4 / Vitality: 8
Dice Pools
PA: 5[1] / PD: 8[1] / MA: 4 / MD: 4
Powers:
Super-Agility x 1
Extra Movement x 1
Combat Prowess x 1
Combat Reflexes x 1
Force Field x 4
-- Dome x 1
Ranged Attack x 4
Flight x 1
Mental Attack x 1
-- Only Versus ...x 1 (condition: Machines/Cybernetics)
I built this stat line taking into account that his original suit is merged into him and he's now a cybernetic organism. I kept the powers heroic, since he's no longer a straight-up human. I wanted flight and ranged attack abilities, and the dome on the force field allows him to protect others in close proximity. There have also been some instance where he can hack or override other machines, hence the mental attack only against mechanical entities.
I'm certainly open to suggestions for improvements.
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Since I started this mess I guess I should contribute something.
Guardian (James MacDonald Hudson) - Alpha Flight
BP: 85 / AP: 8+1
Attributes
ST: 4 / AG: 4[1] / MI: 4 / RS: 4
DMG: 4 / Vitality: 8
Dice Pools
PA: 5[1] / PD: 8[1] / MA: 4 / MD: 4
Powers:
Super-Agility x 1
Extra Movement x 1
Combat Prowess x 1
Combat Reflexes x 1
Force Field x 4
-- Dome x 1
Ranged Attack x 4
Flight x 1
Mental Attack x 1
-- Only Versus ...x 1 (condition: Machines/Cybernetics)
I built this stat line taking into account that his original suit is merged into him and he's now a cybernetic organism. I kept the powers heroic, since he's no longer a straight-up human. I wanted flight and ranged attack abilities, and the dome on the force field allows him to protect others in close proximity. There have also been some instance where he can hack or override other machines, hence the mental attack only against mechanical entities.
I'm certainly open to suggestions for improvements.
I will have to chew on this one, I was a huge Fanboy for them in Marvel, perhaps my favorite team...then for DC it was Suicide Squad.
One thing that does strike me is the suit was based on magnetic earth based science, he could do the teleport gag in the old suit, trying to recall if the new cyber suit allowed him to do that. A very one shot item...from what I recall. Figure that would be Warp...
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The first miniature I finished in preparation for my SuperSystem games was Sasquatch. I put together some pretty fearsome stats for him tonight. I'm using the Alphanex wiki to try capturing the character's powers as best I can. Check this fuzzy terror out:
Sasquatch (Walter Langkowski) - Alpha Flight
BP: 85 / AP: 8
Attributes
ST: 7[2] / AG: 4 / MI: 4 / RS: 3
DMG: 9[2] / Vitality: 10
Dice Pools
PA: 6[1] / PD: 4 / PR: 7[2]
MA: 0 / MD: 4 / MR: 3
Powers
Combat Prowess x2
-- Super Prowess x1
Knockback Resistance x2
Super-Strength x2
--Shockwave
Healing
-- Regeneration Only
Melee Attack x2
-- Extra Reach x2
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Looks like a good close set of stats!
I like the Alpha page but slow as hell...I wanted to check things out but it takes forever to load anything. May be having server issues here or there.
Been tempted to pick up a few Clix Alpha Flights and trade for those missing...
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Here's another Alpha Flight stat card. This is the last of the three figures I've actually got painted. I have to finish their bases and will post Guardian and Shaman up in my supers thread soon.
Shaman (Michael Twoyoungmen - Alpha Flight)
BP: 85 / AP: 8 / INI: 5 / Vitality: 8
Attributes
ST: 3 / AG: 3 / MI: 5 / RS: 5
Dice Pools
PA: 3 / PD: 3 / PR: 3
MA: - / MD: 5 / MR: 5
Powers:
Healing
Medicine Bag Pool (Gadget - upgraded to Boon)
a. Eldritch Energy Bolts
Ranged Attack (Affects Ethereal)
b. Astral Form
Melee Attack (Affects Ethereal)
c. Telekinesis
Telekinesis (w/ TK Grab and Manipulate Object)
d. Weather Manipulation
Ranged Attack (Knockback only w/ Activation Cost)
Darkness (w/ Activation Cost)
e. Teleportation
Hyper Movement (Warp w/ Activation Cost)
This is my first attempt at creating any kind of power pool. I thought it made sense making it a gadget since it's external to Shaman, but then upgraded it to a Boon since it's not something that can be destroyed in the course of a game. I suppose I could just as easily made it an Elemental Control, with the same results.
The healing power is not part of the Medicine Bag pool, to represent that he is a trained doctor and can do that without any mystical aid.
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I would not link the Astral Form into the bag pool....have to think more on the other powers...may want to consider Entangle (I think he used the pouch to grow plants to entangle) and I thought he did some Darkness thing also...
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Well, here is some feedback from the Alpha Flight Nut...
I assume you are basing this on Guardian III on the Alpha site.
1) It states the suit can lift about 3.5 tons, that puts him between Large and Class A STR, per Supersystem they suggest rounding up so he should have something like 6d STR and 1 super.
2) Mental Attack could be expanded (to reflect some of his weapon systems like the sonics or eletromagnetic powers).
3) Flare
4) Perhaps Dominate to show the override power only to Machines as well as Mental attack, perhaps even as a Eletromagnetic or Cyber pool?
5) Teleport, one shot, Warp
6) Something to reflect his super speed of flight, perhaps extra movement?
Last I would drop the Dome for the Force Field and Keep it personal or shift it over to Armor only.
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It's great to see all of this SuperSystem talk!
Will you guys be doing the original Puck--the non-powered super-acrobat Byrne introduced, or the intermediary one Mantlo did who had the sorcerer Razor trapped inside him (I hated this version), or perhaps the latter one who eventually gets a denser body and limited super-strength (this one has been my favorite).
--Scott, Who was also an Alpha-nut
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It's great to see all of this SuperSystem talk!
Will you guys be doing the original Puck--the non-powered super-acrobat Byrne introduced, or the intermediary one Mantlo did who had the sorcerer Razor trapped inside him (I hated this version), or perhaps the latter one who eventually gets a denser body and limited super-strength (this one has been my favorite).
--Scott, Who was also an Alpha-nut
Guess we could always build one of each if we wanted to be comprehensive....
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I went with the increased density Puck. I have stats for him but will have to post them after work.
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First off, just how popular is Alpha Flight out there? I'm amazed that most of the people involved in this conversation would rate it near the top of their favorites if not their favorite. Obviously I'm a big fan as The Guardian was a big inspiration for my flagship miniature. I would think most folks with go with X-men or Avengers or some other team as their favorite? Or is it some sort of hard core fan's super team? :) I would have to rate the West Coast Avengers as my other big team that I read.
Now, when it comes to playing I'd rather control a horde of henchmen than one or two powerful supers. I've always been that way, give me 3 units of militia rather than the grenadiers, give me the infantry not the cavalry.
How are people pointing up a group of 5 or 10 HYDRA goons or 5 or 10 SHIELD field agents? In a game where most heroes are 85 points, are your henchmen 60 or 70 or 85 points? I'm thinking in a game with say 4 85point heroes on one side, you get One Super villain (85points) and then what do the henchmen look like for you?
I'm very curious to hear from those who have played and those just getting into Super System.
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First off, just how popular is Alpha Flight out there? I'm amazed that most of the people involved in this conversation would rate it near the top of their favorites if not their favorite. Obviously I'm a big fan as The Guardian was a big inspiration for my flagship miniature. I would think most folks with go with X-men or Avengers or some other team as their favorite? Or is it some sort of hard core fan's super team? :) I would have to rate the West Coast Avengers as my other big team that I read.
Now, when it comes to playing I'd rather control a horde of henchmen than one or two powerful supers. I've always been that way, give me 3 units of militia rather than the grenadiers, give me the infantry not the cavalry.
How are people pointing up a group of 5 or 10 HYDRA goons or 5 or 10 SHIELD field agents? In a game where most heroes are 85 points, are your henchmen 60 or 70 or 85 points? I'm thinking in a game with say 4 85point heroes on one side, you get One Super villain (85points) and then what do the henchmen look like for you?
I'm very curious to hear from those who have played and those just getting into Super System.
Alpha Flight is to me like a Rocky Horror following, the people that like it are not main stream followers. Sure we enjoy X-Men and Avengers but John Byrne and most of the writers (save a few) did an excellent job with characters and the writing for the series along with the styled artwork. Plus, it was one of the first International Superhero teams to appear in the comics. Later on Marvel introduced more and some got their own book like Excalibur. The villains was always very unique and the dynamic that their own "younger teams" was used as villains was also a very unique twist. Plus Alpha was one of the first to touch on the "gay" society aspect with Northstar in the series also. To me it was a ground breaking comic that paved the way for many others.
The same goes for the DC side, one of my favorites was Suicide Squad, not the Justice League, Legion of Superheroes or one of the many others. This book used villains, second rate heroes and some grey characters to do gov. opts dirty work missions. I just loved this as the dangers not only of the mission but perhaps even some of the team turning on them just made for one hell of a story and Amanda Waller was just one mean mama!
As for Henchmen groups, I think you have a great deal of ground here, a larger block like 5 or more would be your general grunts or basic agents (aka Shield Reds or Hyrdra chaff) and a smaller group with perhaps better stats, higher vitality and armor (to show better agents) to represent (the shield Whites or aka Admin and special Elite Hyrda agents).
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So far I've created statistics for over half a dozen of the Alpha Flight characters, as well as the core Fantastic Four, Dr. Doom, Kang and some Doom bots. I think 85 points seems quite well suited to 'super' beings and so far I haven't had too much trouble representing most character abilities. The doom bots were interesting in that 85 points seemed like a lot, even for a group of 10 of them, so I'm still tweaking their numbers a little bit.
As for Alpha Flight, I'm Canadian and was a kid when the original series was running. I've even got some old original Captain Canuck comics, and was actually able to get one of them signed by Claude St. Aubin back in April.
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So far I've created statistics for over half a dozen of the Alpha Flight characters, as well as the core Fantastic Four, Dr. Doom, Kang and some Doom bots. I think 85 points seems quite well suited to 'super' beings and so far I haven't had too much trouble representing most character abilities. The doom bots were interesting in that 85 points seemed like a lot, even for a group of 10 of them, so I'm still tweaking their numbers a little bit.
As for Alpha Flight, I'm Canadian and was a kid when the original series was running. I've even got some old original Captain Canuck comics, and was actually able to get one of them signed by Claude St. Aubin back in April.
I liked Canadian's so much I married one that is half Canadian and half Cuban.... :-*
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Henchmen are a house of cards. Even 60 point Henchmen can pack some punch, since they can coordinate their attacks and get +2 to +4. However, once they start taking casualties, they degrade quickly.
That's why favorite Henchmen are a 70 or 85 pt. Leader and then a 5-9 man henchmen group as his sidekick. If the leader's got some boost powers it gives you some more interesting tactical options than just a straight up henchman group. And if the Leader's 70 pts, and the Henchmen are 60 (12 point sidekick), the leader and the Henchmen are at about the same power level (good for low level agents). If you go with 85/60, then the leader is significantly more powerful (good for elite types).
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Henchmen are a house of cards. Even 60 point Henchmen can pack some punch, since they can coordinate their attacks and get +2 to +4. However, once they start taking casualties, they degrade quickly.
That's why favorite Henchmen are a 70 or 85 pt. Leader and then a 5-9 man henchmen group as his sidekick. If the leader's got some boost powers it gives you some more interesting tactical options than just a straight up henchman group. And if the Leader's 70 pts, and the Henchmen are 60 (12 point sidekick), the leader and the Henchmen are at about the same power level (good for low level agents). If you go with 85/60, then the leader is significantly more powerful (good for elite types).
Sounds cool, one if the ideas I had was to do a Demonic Toyman of sorts, using Mallifux and other interesting puppets and toys as his creations....working them in henchmen mobs would be a scream...
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Henchmen are a house of cards. Even 60 point Henchmen can pack some punch, since they can coordinate their attacks and get +2 to +4. However, once they start taking casualties, they degrade quickly.
That's why favorite Henchmen are a 70 or 85 pt. Leader and then a 5-9 man henchmen group as his sidekick. If the leader's got some boost powers it gives you some more interesting tactical options than just a straight up henchman group. And if the Leader's 70 pts, and the Henchmen are 60 (12 point sidekick), the leader and the Henchmen are at about the same power level (good for low level agents). If you go with 85/60, then the leader is significantly more powerful (good for elite types).
Got an example of one of those groups sarge? I'd love to see it, seeing the numbers helps me get my head around it.
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He had a great post that linked to that adapted over Marvel RPG game that had some great henchmen groups of WW2 Germans...
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From what I understand, 3rd edition of SuperSystem did away with the sidekick rules.
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From what I understand, 3rd edition of SuperSystem did away with the sidekick rules.
SS3 has a sidekick upgrade, you can pretty much generate another lower point character. Not sure if there is anything special in the older books that was a huge difference.
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Ah I'll have to double check that then. My mistake.
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Got an example of one of those groups sarge? I'd love to see it, seeing the numbers helps me get my head around it.
This probably isn't the best example, because Herr Totenkopf (a Red Skull rip off) doesn't really boost his Gestapo goons. But it gives an example of a bona fide supervillain with henchmen sidekicks.
CN=Gestapo Squad x 5
AFF=Herr Totenkopf
BP=55
AP=7
STR=3
AGL=3
MND=4
RES=1
VIT=5
P0=Sense Weakness
P1=Armor x 2
P2=Combat Prowess x 2
P3=--Specialized
P4=Ranged Attack (6D (1), 60")
P5=--Super
P6=Enhanced Senses x 1
P7=
P8=
P9=
CN=Herr Totenkopf
AFF=Fascist Five (Germany)
BP=85
AP=10
STR=3
AGL=1
MND=8 [1]
RES=2
VIT=5
P0=Elemental Control: Time Manipulation (22 Active Points)
P1=--Full Slot: Prophetic Shot (6D (1) Mind Attack, 60")
P2=--Full Slot: Prophetic Dodge (8D (2) Force Field)
P3=--Full Slot: Time Stop (Hyper Movement, Warp,
P4=-------------No Penetration, Carry Objects)
P5=--Half Slot: Foresight
P6=Sidekick: Gestapo Squad
P7=
P8=
Note that the Gestapo Agents can use Sense Weakness (2 AP), Concentrated Fire (2 AP) and Ranged Attack (3 AP) to gain a 9D attack. Even though their damage is only 6D [1], that still gives them a decent chance to damage a super by carrying over dice from their attack roll. But one casualty drops them to 8D and 3 casualties to 7D.
And then by way of a better example here's my World War II German Infantry squad:
CN=Schutze x 7
AFF=Third Reich
BP=55
AP=4
STR=2
AGL=2
MND=2
RES=2
VIT=7
P0=Edge x 2
P1=Combat Prowess x 3
P2=Armor x 1
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=6
STR=3
AGL=3
MND=3
RES=3
VIT=6
P0=Sidekick x 11 (Schutze x 7)
P1=Edge x 2
P2=Boost/Drain (2D)
P3=--Boost Only
P4=Combat Prowess x 2
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=4
STR=3
AGL=2
MND=2
RES=2
VIT=4
P0=Boost/Drain (1D)
P1=--Boost Only
P2=Combat Prowess x 3
P3=Armor x 1
P4=Weaponry Gadget Pool (15 pt. pool)
P5=--Full Slot (Kar98: 6D [1] Ranged Attack, 60" Range)
P6=--Half Slot (Potato Masher: 6D [1] AOE Blast Only, Short Range Only, Burnout Level 2)
P7=Lesser Vitality x 1
P8=
P9=
CN=Maschinengewehr Schutze
AFF=Third Riech
BP=70
AP=4
STR=2
AGL=2
MND=2
RES=2
VIT=3
P0=Sidekick x 11 (Munitions Schutze)
P1=Combat Prowess x 3
P2=--Specialized
P3=Armor x 1
P4=7D [1] Ranged Attack (MG-34/42: Soul Fire, AOE: Line, Burnout x 2, 60" Range)
P5=Lesser Vitality x 1
P6=
P7=
P8=
P9=
The basis of the squad is the Unteroffizier and the Machine gun Schutze, at 70 points each (roughly the equivalent of a single 85 point super). Everyone else in the squad is a sidekick. The Unteroffizier can boost his sidekicks' agility to 4, increasing their Physical Attack to 7 and their Action Points to 6. That allows them to concentrate fire for a 10D attack. Alternatively, he can boost the squad's Strength to 4, increasing the damage of their bayonet attack to 7D.
The Machine gunner can use the area of effect line of his soul fire attack to hurt most supers, even at half damage, and against soulless supers his assistant can boost his Agility to 3, giving him a physical attack of 7D (thanks to specialization) and he can drop the area of effect for a damage of 7D. Or, if the Unteroffizier comes over to help, he can get boosted to 9D and he has enough action points to strain and increase his damage to 9D.
My plan was to build Sergeant Rock on 85 points with Easy Company as sidekicks, and have them fight the Germans. But I never got around to building Sergeant Rock.
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Here are some Marvel Characters I statted up to use with Heroclix. The world that I imaging is an amalgam of Supersystem, Champions, Marvel and D.C. The Supersystem characters are based in Pittsburg, the Marvel ones in New York, the Champions ones in Millenium City (Detroit), and the D.C. ones in Gotham City, Metropolis, and Star City. As a result, everyone knows of everyone else, even though they don't mix very often. But it gives me an opportunity to have my kids' characters meet Captain America and stuff.
CN=Daredevil
AFF=Unaffiliated
BP=85
AP=12
STR=3
AGL=9 [2]
MND=3
RES=3
VIT=6
P0=Melee Attack x 2
P1=Combat Reflexes
P2=Super Leap
P3=--Gear
P4=Enhanced Senses x 2
P5=--Shielded
P6=Ranged Attack (7D,60")
P7=--Super x 1
P8=--Short Range
P9=--One-Shot
CN=Avengers Sky Bike
AFF=Avengers
BP=55
AP=2
STR=4
AGL=1
MND=1
RES=1
VIT=5
P0=Vehicle x 1
P1=--Nimble
P2=--Independent
P3=Flight
P4=Armor x 1
P5=Extra Movement x 5
P6=
P7=
P8=
P9=
CN=Hawkeye
AFF=Avengers
BIO=
BP=85
AP=8
STR=3
AGL=5
MND=3
RES=2
INIT=5
VIT=5
P0=Armor x 1
P1=Combat Prowess x 3
P2=--Super x 1
P3=Sidekick x11 (Vehicle, Skycycle)
P4=Archery Control Pool (21)
P5=--Ranged Attack (Ultra,Max 7D [1]
P6=--Flare (Ultra)
P7=--Darkness (Ultra)
P8=--Entangle (Ultra,Max 5D)
P9=
CN=Bulldozer
AFF=Wrecking Crew
BP=85
AP=6
STR=6 [1]
AGL=4
MND=2
RES=3
VIT=11
P0=Combat Prowess x 4
P1=--Super x 1
P2=Extra Movement x 12
P3=--Charge Only
P4=Melee Attack x 3
P5=--Super x 1
P6=--Charge Only
P7=Lucky
P8=Extra Vitality x 2
P9=Armor x 1
CN=Piledriver
AFF=Wrecking Crew
BP=85
AP=7
STR=6 [1]
AGL=5 [2]
MND=2
RES=3
VIT=11
P0=Combat Prowess x 4
P1=Armor x 1
P2=Instant Stand
P3=Lucky
P4=Pushing
P5=Cunning
P6=Instant Stand
P7=Climbing
P8=Extra Vitality x 2
P9=
CN=Wrecker
AFF=Wrecking Crew
BP=85
AP=7
STR=6 [1]
AGL=4
MND=3
RES=4
VIT=10
P0=Armor x 1
P1=Elemental Control Pool, Gear (19)
P2=--Ranged Attack (8D,15"), Boon (Full)
P3=----Affects Ethereal
P4=----Super x 1
P5=----Short Range
P6=--Combat Prowess (3D), Boon (Half)
P7=----Super x 1
P8=--Melee Attack, (2D), Boon (Half)
P9=----Affects Ethereal
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I think is a very good idea make characters of similar points
But maybe i´d add more limits, all charaters of 85 points it´s a little...repetitive
For example make characters in three slots: 85, 105 and 125, and play with teams with 3-1-1 heroes of each class
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There's certainly no reason you can't do characters in other power brackets. I've just been using 85 to start things off, as I'm new to the system in general.
I do think that characters like Superman-level should be up around the 125 or even 150 mark, but that will make them more difficult to play a balanced game. Do folks have any input on using mixed point level characters in their games like carlosyc suggests?
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Here's are the stats for density-increased Puck.
Puck (Alpha Flight)
BP:85 AP:10+4 Vit:9 Ini:6[1]
Attributes
St:4[1] Ag:6[1] Mi:4 Rs: 5 Dmg:5[1]
Dice Pools
PA:6[1] PD:8[1] PR:7[1]
MA:- MD:4 MR:8[1]
Powers:
Super-Agility x 1
Force Field x 2
Iron Will x 3
-- Super Will x 1
Extra Movement x 4
Combat Reflexes x 1
Escape Artist x 3
Melee Attack x 1
Climbing x 1
Density Increase x 1
-- Always on x 1
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Some of my thoughts:
Powers:
Super-Agility x 1
Force Field x 2
Iron Will x 3
-- Super Will x 1
Extra Movement x 4
Combat Reflexes x 1
Escape Artist x 3
Melee Attack x 1
Climbing x 1
Density Increase x 1
-- Always on x 1
I would change melee attack to Combat Prowess.
May swap Climbing for Leaping. To me he seemed more bounce that climbing.
Good work!
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Good suggestion. I made those changes and dropped his extra movement down to 1, he'll likely not need it with Super Leap. :)
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I do think that characters like Superman-level should be up around the 125 or even 150 mark, but that will make them more difficult to play a balanced game. Do folks have any input on using mixed point level characters in their games like carlosyc suggests?
I have, but based more on the supersystem 3rd suggestion of 85-100-115. I've had 4 super heroes and a 70 point super agent take on a 115 point robot and 70 point henchmen group. It worked out well, but it was more of an RPG style thing with my kids, so I don't know if it would work if you were playing competitively trying to mini-max.
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Before I found out about Goalsystem Fantasy, I was using the Supersystem for Fantasy and (semi)Historical wargaming. Here are some updated stats for some low level characters or henchmen groups. These are unarmored warriors, equipped with simple hand weapons. The Force Field power is used to simulate the defensive prowess of the warrior.
Warrior 40 points
Strength 3 Agility 3 Mind 2 Resolve 3
Combat Prowess x2, Force Field x2, Melee Attack x2
Archer 51 points
Strength 3 Agility 4 Mind 2 Resolve 3
Combat Prowess x2, 6D Ranged Attack, Melee Attack x2
Berserk 52 points
Strength 4 Agility 3 Mind 2 Resolve 3
Combat Prowess x3, Force Field x3, Melee Attack x2, “Tough”
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Finally got back around to making some statistics for characters. We haven't been able to run any games recently, but have one planned for later this month. One of the players wanted to run some Doom characters. Here's what we have for his team.
Doctor Doom
BP: 85 AP: 12 Vit: 7 Ini: 7[1]
Attributes
St:3 Ag:4 Mi:7[1] Rs:5
Dice Pools
PA:4 PD:7[1] PR:6[1] PDmg(Close):3 PDmg(Range):4
MA:- MD:7[1] MR:4
Powers:
Super-Mind x 1
Armor x 3
-- Super Armor x 1
Force Field x 3
-- Super Force Field x 1
Flight x 1
Ranged Attack x 4
Kang
BP:85 AP:10 Vit:9 Ini:6[1]
Attributes
St:5 Ag:3 Mi:6[1] Rs:4
Dice Pools
PA:4 PD:5 PR:8[1] PDmg(Close):5 PDmg(Range):3
MA:- MD:6[1] MR:4
Powers:
Super-Mind x 1
Force Field x 2
Perfect Timing x 1
Foresight x 1
Ranged Attack x 3
Illusion x 3
Armor x 3
-- Super Armor x 1
Combat Prowess x 1
Combat Reflexes x 1
Doom-Bots (10 henchmen)
BP:85 AP:5 Vit:- Ini:4
Attributes
St:4 Ag:4 Mi:1 Rs:1
Dice Pools
PA:4 PD:4 PR:8[1] PDmg(Close):4 PDmg(Range):7[1]
MA:- MD:7[1] MR:1
Powers:
Flight x 1
Additional Henchman x 5
Armor x 4
-- Super Armor x 1
Unstable* x 2
Ranged Attack x 7
-- Super RA Damage x 1
Bodyguard x 1
Mind Shield x 6
-- Super Shield x 1