Supers20 Q&A

Vigilance

Explorer
Ok, this is from the Wikipedia entry, because I have never read a single Nova comic.

Nova (Powerhouse 15): HD 15d10+120; HP 225; Init +7; Spd 30 ft, Fly 200 ft; Defense 28, flatfooted 21 (+7 Dex, +11 Class); BAB +15; Atk +22 melee (2d8+7 NL, unarmed), or +22 ranged (10d4+0, absorption blast); SQ Melee Master, 10 DR Physical, 10 DR Energy; AL Nova Corps; SV Fort +17, Ref +12, Will +6, Rec +15; Rep +7; Str 24, Dex 24, Con 26, Int 10, Wis 12, Cha 8.
Background: Student
Occupation: Super Team: Perks 2+3 power stunts (Absorption Blast, Bulletproof, Remote Hacking, Resistance to Cold, Resistance to Heat)
Hobby: Perception
Skills: Academics 4 (astronomy) 4 (+4), Athletics 4 (+11), Computers 18 (+38), Engineering 4 (+4), Leadership 2 (+2), Legal 6 (+6), Perception 4 (+5), Power Control 18 (+26), Unarmed 18 (+25), Vehicles 20 (+27)
Feats: Absorption, Armor, Computer Link, Flight, Life Support, Power Level x10, Superhuman Dexterity, Superhuman Strength, Superhuman Constitution
Access/Contacts/Followers: Varies
Wealth: 10
Possessions: Nova Uniform
Character Disadvantages: Code: Loyal to Nova Corps (DSR 5)
 

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Vigilance

Explorer
I'd like to see a Nova Centurion as well. I'm loving the new Guardians of the Galaxy series, as well as, the new Nova series!
Another question...
can the rules do a Green Lantern Corpsman??
Oh and another question.... Sorry, for bombarding you.
Any plans to release Supers20 in print form?

I somehow succeeded in missing Nova entirely lol. But since like 4 people have asked me for Nova, here's my guess from his Wikipedia article.

On Green Lantern, yes I think he'd be very doable. Flight, Life Support, Force Field, Control Energy and I think you'd be most of the way there. He'd be very high level I'm sure, probably in the 20-25 range.
 

mikelaff

Explorer
I somehow succeeded in missing Nova entirely lol. But since like 4 people have asked me for Nova, here's my guess from his Wikipedia article.

On Green Lantern, yes I think he'd be very doable. Flight, Life Support, Force Field, Control Energy and I think you'd be most of the way there. He'd be very high level I'm sure, probably in the 20-25 range.

I started statting him up myself just now - but you got this posted before I got finished. Curse you!
But yeah - looks like a good representation of the current Nova (who has the power of the entire nova force). (sort of like Kyle Rayner in Ion mode). For a centurion - I'd probably do him as a 10.
 

Vigilance

Explorer
I didnt know he had all their power now lol.

I put him in the Cosmic range because he's cosmic ;)

As I said, not really familiar with him.
 

zerzix

First Post
1) Wow, the vision looks cool!

2) Now, on the Green Lantern - would you do a purely Unique Weapon based thing or give him the direct feats with a disadvantge of lose of powers if he drops it?

3) Just a side question - if you multi-class from (lets say powerhouse to braniac) do you get the brain's 1st lvl 4 feats or do you just get one additional feat for leveling up in general?

4) Chuck - any chance you throwing up Wolverine? Just curious your take on his lvl Not sure if I am under powering my supers

5) Also, I have been messing around with the modern/supers20 stuff (loving it) I was wanting some feed back on these builds I've been doing.

If its ok I was going to post a few?

First is Batman...I miss anything? Or would you guys go higher lvl or different classes?

Batman (Powerhouse 18, Speed Freak 2, Brainiac 2): HD 18d10+72, 4d8+16; HP 280; Init +4; Spd 30 ft. (25 ft. in armor); Defense 37, touch , flatfooted (+4 Dex,+7 Int +16 Class); BAB +20; Atk +26 melee (2d12+8, Unarmed), or +26 ranged (1d6+14, Batarang); SQ Melee Master; AL Moral Philosophy, Justice League; SV Fort +13, Ref +11, Will +9, Rec +8; Rep +11;
Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 24 (+7), Wis 18 (+4), Cha 18 (+4). 6'2" 210lb
Background: Dilettante
Occupation: Philanthropist-Vigilante: Perks (Weapons- Precision Strike)
Hobby: Martial Arts 4
Skills: Academics (life sciences) 20 (+27), Acrobatics 20 (+24), Athletics 20 (+24), Chemistry 15 (+22), Computers 13 (+20), Crime 10 (+17), Engineering 9 (+16), Influence 10 (+14), Legal 14 (+21), Outdoorsman 20 (+ 24), Perception 20 (+24), Power Control 20 (+24), Read/Write: Chinese, French, English, German, Japanese, Russian, Stealth 23 (+27), Streetwise 20 (+24), Unarmed 30 (+34), Vehicles 17 (+24), Weapons 25 (+32)
Feats: Awareness, Accurate Attack, Advanced Strength Training, Armed Defense (46 Defense against melee when not flat-footed), Attack Focus (Batarang), Attack Focus (Grappling Gun), Attack Focus (Unarmed), Attack Specialization (Batarang), Attack Specialization (Unarmed), Cleave, Combat Martial Arts, Defensive Martial Arts, Defensive Roll, Endurance Training, Evasion, Evasive Maneuvers, Exploit Weakness, Improved Disarm, Improved Agility Training, Improved Uncanny Dodge, Improved Initiative, Improved Strength Training, Greater Attack Focus (Unarmed), Greater Attack Specialization (Batarang), Precise shot, Point Blank Shot, Power Level x5, Prone Fighting, Smart Defense, Superhuman Dexterity (Gliding, Swinging), Uncanny Dodge, Unique Vehicle
Wealth Access/Contacts/Followers: Confidential Access, Robin, Alfred
Wealth: 46
Character Disadvantages: Code - Will not kill (DSR 4), Enemies - Joker, Penguin, Two-Face, Bane, Mr. Freeze, Ras Al Ghul, Riddler (DSR 5)
Possessions: Bat Suit - Modified Nomex Survival Suit DR 5,
Cape and Cowl: Extra Long Cape (Cat's Landing Feat)
Utility Belt: Batarangs, Bat Bolos (Snare), Grappling Gun [Swinging], Exploding Batarangs (Blast Extra: 4d6), Commlink, Night Vision (Night Vision Feat), Gas Mask/Rebreather, Camera, Flashlight, Forensics kit, Handcuffs, Lockpicks, Medical kit, Flash-Bangs, Smoke pellets (pg 70), Tear-gas pellets, Cutting torch, Sleep gas pellets, Thermite Det Cord 2d6, Binoculars, Digital Audio Recorder, Handcuffs, Micro-camera, Mini-Tracer
Headquarters: Batcave: Communications, Computers, Concealed, Defense System, Dock, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop
Vehicles:
Batmobile (Modified Tumbler, Crew 1, Pass 2, Top Speed 220mph (22), Armor, Alarm, Missle system, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smoke Screen
Batwing (Modified F-22: Crew 1, Pass 2, Cargo lb. Top Speed 1140mph (110) without afterburn - 1700mph (170) with AB, Machine Guns, Rockets, Remote Control, Cloaking (Radar)
 
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Brutorz Bill

First Post
Great stuff! Keep 'em coming.
Thanks for the Nova write-up, very nice especially since you haven't read any of his comics.
Mikelaff just post some of your write-ups that you've already done. I'd like to see what you've worked up.
Pretty detailed Batman write-up!
 

mikelaff

Explorer
Well - I'm working on an adventure for Supers20.

It's set in a city (or nation) that's suffered a major earthquake. Here's one of the NPCs

Atomiknight – An amoral radiation-powered meta-human, who was looking to make some profit by looting the technical district of Centennial City in the wake of the disaster. He personally ransacked the ruins of Prime Labs after the quake and quickly sold the advanced weaponry to the highest bidders.
(Speedfreak 12): HD 12d8+36; HP 108; Init +7; Spd 35 ft, Flight 160 ft ; Defense 29, flatfooted 22 (+7 Dex, +12 Class); BAB +9; Atk +8 melee (8d4, Aura (energy)), or +17 ranged (2d4+8d4, energy blast); SQ Need for speed, 4 DR physical and energy; AL none; SV Fort +9, Ref +15, Will +5, Rec +7; Rep +6; Str 8, Dex 24, Con 16, Int 10, Wis 13, Cha 12.
Background: Criminal
Occupation: Mobster: Perks 2+2 power stunt (Tumble, Urban Stealth, Resist Radiation, Radiation Sickness)
Hobby: Firearms
Skills: Acrobatics 15 (+22), Athletics 15 (+14), Crime 4 (+4), Firearms 4 (+11), Perception 4 (+5), Power Control 15 (+18), Streetwise 15 (+16) Vehicles 4 (+11)
Feats: Attack Focus (Control Radiation), Aura, Control Radiation, Defensive Attack, Flight, Force Field, Superhuman Dexterity, Power Level x8
Access/Contacts/Followers: Favors owed by various factions in the city (6 points)
Wealth: 11
Possessions: None
Character Disadvantages: Obsession: Increase personal wealth at all costs (DSR5)
 
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Vigilance

Explorer
1) Wow, the vision looks cool!

2) Now, on the Green Lantern - would you do a purely Unique Weapon based thing or give him the direct feats with a disadvantge of lose of powers if he drops it?

The latter. He'd have a lot of powers like energy control, maybe with the device limitation. Im not even sure about that. Im a big reader of JLA but not any GL solo stuff. Does he ever lose his ring?

I might just treat the powers as innate if he doesn't.

Unique weapon is more for things that are still at their core weapons, rather than things like GL's ring.

I'd do Mockingbird's batons, Batman's Batarang, Hawkeye's bow, things like that with Unique Weapon.

3) Just a side question - if you multi-class from (lets say powerhouse to braniac) do you get the brain's 1st lvl 4 feats or do you just get one additional feat for leveling up in general?

Yeah, Modern20 Revised makes this more clear I think. When you multiclass, you get 1 feat (not 4), the normal skill points (not x4) and you don't get the core ability.

4) Chuck - any chance you throwing up Wolverine? Just curious your take on his lvl Not sure if I am under powering my supers

I think I'd set most "big time" comic heroes in the 15-20 range. If you assume that the Marvel Universe is a 4 Color 'verse (which I do), then most of these heroes started at 10th level.

For the REAL heavy hitters, people like Thor, Hulk, Superman, you could go beyond 20th level. That was the main reason I extended the level cap for Supers, was to represent those real world-threatening heroes/villains.

5) Also, I have been messing around with the modern/supers20 stuff (loving it) I was wanting some feed back on these builds I've been doing.

If its ok I was going to post a few?

First is Batman...I miss anything? Or would you guys go higher lvl or different classes?

I like this take. I never really set out to write up Batman, but I always sort of had Empath as the core class in my head. Your take is certainly valid though and I think the level is about right too. I always pegged most of the original JLA at levels 20-25, with the "also ran" JLA members at level 15 (I'd call the JLA a team in a Cosmic Campaign).

Batman is frequently described as the greatest hand to hand fighter alive, so Powerhouse makes a lot of sense to me.
 

Vigilance

Explorer
Wolverine (Tank 10/Powerhouse 10): HD 10d12+100 plus 10d10+100; HP 350; Init +4/+14 (with Berserker Rage); Spd 40 ft; Defense 28/38, flatfooted 24 (+4/+14 [with Berserker Rage] Dex, +14 Class); BAB +17; Atk +21 melee (2d12+20, claws), or +27 melee (2d12+20, claws with Berserker Rage and Power Punch), or +21 ranged (by weapon); SQ Resilience, +7 saves vs. Poison; AL X-Men, New Avengers; SV Fort +24, Ref +12/+22, Will +6, Rec +22; Rep +10; Str 14, Dex 18/28, Con 30, Int 12, Wis 10, Cha 8.
Background: Military
Occupation: Super Team: Perks 2+ 4 power stunts (Enhanced Smell, Precision Strike, Power Punch, Regrowth, Rending Claws, Resist Poison)
Hobby: Languages
Skills: Athletics 13 (+15), Firearms 4 (+8), Leadership 2 (+1), Legal 2 (+2), Outdoorsman 20 (+20), Perception 20 (+20), Power Control 20 (+30), Read/Write Language (English, French, Japanese), Speak Language (English, French, Japanese), Stealth 20 (+24/--), Unarmed 23 (+25), Vehicles 9 (+13), Weapons 4 (+6)
Feats: Ability Enhancement (Berserker Rage): Dexterity- Fatiguing (PL +2), Cannot use Stealth skill or Precision Strike perk while this power is active, must use Power Punch (PL +3), Claws: Metallic Claws (PL +1), Enhanced Senses, Power Level x15, Regeneration, Superhuman Constitution, Teamwork (X-Men), Weapon Finesse (Claws), Whatever Doesn’t Kill You
Access/Contacts/Followers: Top Secret Access, False Flag, Supply Contact (Xavier’s “missing” credit cards): 20 Wealth
Wealth: 10
Possessions: Varies
Character Disadvantages: Code: Loyal to his friends, revenge on his enemies (DSR 5), Nemesis: Sabertooth (DSR 3)
Quote: “I’m the best there is at what I do but what I do isn’t very nice.”
 

mikelaff

Explorer
Here's a fire-based villain from the adventure I'm working. Essentially - a criminal version of Johnny Storm

Brimstone (Powerhouse 8): HD 8d10+40; HP 88; Init +2; Spd 35 ft, 50ft (flight); Defense 18, flatfooted 16 (+2 Dex, +6 Class); BAB +8; Atk +13 melee (1d10+5, unarmed), or +10 ranged (7d4+0, fire blast); SQ Melee Masterl; AL Firebugs gang; SV Fort +11, Ref +4, Will +3, Rec +9; Rep +4; Str 20, Dex 14, Con 20, Int 10, Wis 12, Cha 8.
Background: Athlete
Occupation: Thug:perks 2+2 power stunts (Flurry, Power Punch, Fire Bolt, Jet Powered Flight)
Hobby: Crime
Skills: Athletics 11 (+16), Crime 8 (+8), Firearms 7 (+9) Perception 4 (+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles 4 (+6), Weapons 4 (+9),
Feats: Career Advancement x2, Control Fire, Power Immunity (fire blast), Superhuman Constitution, Superhuman Strength, Power Level x5,
Access/Contacts/Followers: Black Market Weapons Dealer Contacts (4 points)
Wealth: 9
Possessions: Firebugs gang jacket
 

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