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Author Topic: SMF Stats - post stats or check out others  (Read 12859 times)

Offline Basement Dweller

  • Librarian
  • Posts: 163
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...
leadadventureforum.com/gallery/16/1338_04_02_14_4_41_04_1.jpg

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
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?

Offline Basement Dweller

  • Librarian
  • Posts: 163
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.

Offline Cait Sidhe

  • Scientist
  • Posts: 388
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


Offline Weasel-Fierce

  • Assistant
  • Posts: 45
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      


Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
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.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
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!

Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


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

--Ernest Hemingway

Offline Basement Dweller

  • Librarian
  • Posts: 163
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




« Last Edit: May 31, 2017, 06:03:37 AM by Basement Dweller »

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
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.

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
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.  :)

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
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?

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
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      


« Last Edit: June 01, 2017, 11:13:04 AM by Weasel-Fierce »

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
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!

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
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      

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
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
« Last Edit: June 02, 2017, 07:49:33 PM by fergal »

 

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