Supers20 Q&A


log in or register to remove this ad

zerzix

First Post
Well, Here is my attempt at America's Cap'n - *Edited to reflect 20th lvl....

Captain America (Powerhouse 13, Speedfreak 7)
Real Name: Steve Rogers, Identity: Known to the US government
Height: 6'2", Weight: 240 lbs, Eyes: Blue, Hair: Blonde
HD 13d10+65, 7d8+25; HP 215; Init +; Spd 30 ft; Defense 35, flatfooted (+5 Dex, +4 Cha, +16 Class); BAB +18; Atk +24/24/20/15 melee (2d12+5, unarmed), or +25 ranged (12d4+7, Shield); SQ Melee Master; AL The Avengers, SHIELD, America, SV Fort +12, Ref +9, Will +6, Rec +6; Rep +9; Str 20(+5), Dex 20(+5), Con 20(+5), Int 16(+3), Wis 16(+3), Cha 18(+4).
Background: Military
Occupation: Special Operator: Perks 2+3 power stunts (Point Blank Shot, Called Shot, and Precision Strike)
Hobby: Unarmed
Skills: Acrobatics 16 (+23), Athletics 15 (+), Perception 4 (+3), Power Control 19 (+24), Stealth 10 (+15), Unarmed 18 (+23), Weapons 18 (+23), Languages (French, German, Japanese, Russian; Base: English), Outdoorsman 10 (+13)
Feats: Acrobatic Defense, Agility Training, Attack Focus (Unarmed), Attack Focus (Shield), Attack Specialization (Shield), Deflection (Shield), Superhuman Dexterity, Combat Martial Arts, Defensive Roll, Elusive Target, Power Level x12, Teamwork (Avengers), Unique Weapon (Shield), Uncanny Dodge
Access/Contacts/Followers: SHIELD, Complete Access (Avengers ID Card), Avengers (Wealth - Avengers Stipend)
Wealth: 11
Possessions: Indestructible Shield (+5 hit/dam, +1d6 Called Shot Damage, Ricochet strike a 2nd target at -5, Blast - 12d4+1d6+5), Chain Mail DR 5, Com-link, and Binoculars
 
Last edited:

Vigilance

Explorer
I would probably have set Cap at 20th level, yeah.

I also think I would straight up have given him Superhuman Dexterity. He seems *really* good with that shield and *really* hard to hit.

This is a reason I don't make a distinction between normals and supers at a rules level. Whether he's superhuman or not, I don't have a problem with Cap (or Batman) having Superhuman Dexterity.
 


zerzix

First Post
DR 3 seems a tad low for Cap's armor. Modern20 lists a chainmail shirt as DR 5

Thanks Mike! Didnt notice that. But thats why I am posting them to get some proof reading, hehe. I edited it to update that also.

And svet I totally agree "ïðîèçâîäñòâà "Ñâåòîâûå òåõíîëîãèè" íà" lol (huh?)
 

zerzix

First Post
Ok, Here is a *cheat* lol I basically revamped Chucks wolverine.

Sabretooth (Tank 12/Powerhouse 5): HD 12d12+120 plus 5d10+50; HP 330; Init +4/+14 (with Berserker Rage); Spd 40 ft; Defense 26/36, flatfooted 24 (+4/+14 [with Berserker Rage] Dex, +12 Class); BAB +14; Atk +21 melee (2d12+20, claws) and +19 (2d10+5, bite), or +27 melee (2d12+20, claws with Berserker Rage and Power Punch), or +21 ranged (by weapon); SQ Resilience, +7 saves vs. Poison; AL; SV Fort +22, Ref +11/+21, Will +5, Rec +21; Rep +6; Str 24, Dex 19/29, Con 30, Int 10, Wis 10, Cha 8.
Background: Military

Occupation: Assassin: Perks 2+ 4 power stunts (Enhanced Smell, Precision Strike, Power Punch, Regrowth, Rending Claws, Resist Poison, Psi-Screen)
Hobby: Outdoorsman
Skills: Athletics 13 (+15), Firearms 4 (+8), Leadership 2 (+1), Legal 5 (+5), Outdoorsman 20 (+24), Perception 20 (+20), Power Control 20 (+30), Read/Write Language (English, Japanese), Speak Language (English, Japanese), Stealth 20 (+24/--), Unarmed 23 (+25), Vehicles 9 (+13), Weapons 10 (+10)
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), Antithesis, All-out Attack, Claws: Natural Claws (PL +1), Enhanced Senses, Power Level x14, Regeneration, Superhuman Constitution, Weapon Finesse (Claws), Whatever Doesn’t Kill You
Access/Contacts/Followers: Favors (7 RP)
Wealth: 10
Possessions: Varies
Character Disadvantages: Hideous Appearance (DSR 5), Nemesis: Wolverine (DSR 3)
Quote: “The first time you turn your back, you're dead, Runt.”




Wasn't sure if I should have added Superhuman Strength or just raise his Str score high, Wiki says he can lif close to 1000lbs (or Superhuman strength PL2?) But wasnt sure the best way to limit just his strength with a lower PL
 

Vigilance

Explorer
AS far as follow on books for Supers20...

We will be seeing:
Villain or Allies Books

This I can almost guarantee, because it's quick and easy for a dispatch.

Campaign support for the upcoming, "Dark Future"

Hopefully yes, at least in little dispatch-sized adventures.

more supers dispatches (the current ones are great)

We have at least three more supers dispatches "in the can". Milke Lafferty is converting a M&M adventure he did called 6th Seal to Supers20.

The first of those should hit in a couple of weeks, we have some Soldiers and Spellfighters dispatches to get out first.
 

zerzix

First Post
So, my campaign is going along great! We kinda have a marvel/DC mixed world, with a bit of james bond added to it. The group of heroes is brought together by a splinter group of the CIA, called Central Enforcement agency of Law and Liberty (or C.E.L.L. for short) Super powered heroes policing super powered heros and villians is the basis.

So - we have a new guy start last night and ask what kinda super he wants to play and a single word pops out which through me for a loop. He says, "Jedi" "I want to be a jedi." For a minute I almost was going to say no, but as a testament to the games versatility, I helped him create one. And its totally working in the game.

His back story helped the other players accept him - in his galaxy far far away his hyperdrive motivator jams and he is flung into our solor system and crash lands on earth.

Quick and easy and I said, if superman and Jonn Jonn'z are here why no a jedi?


So - at first level here is Talo Kain - Padawan


Talo Kain (Speedfreak 1)
HD 1d8; HP 11; Init +5; Spd 30 ft; Defense 16, flatfooted 11 (+5 Dex, +1 Class); BAB +0; +7 melee (2d8+5, Lightsaber); SQ Need for speed; AL Belief System, Moral/Ethical Philosophy (Jedi Code), SV Fort +4, Ref +7, Will +3, Rec +3; Rep +3; Str 11, Dex 21, Con 16, Int 15, Wis 17, Cha 11.
Background: Military
Occupation: Super Agent - C.E.L.L
Hobby: Weapons (Lightsaber)
Skills: Acrobatics 4 (+9), Athletics 4 (+4), Engineering 2 (+2), Power Control 4 (+7), Stealth 4 (+9), Weapons 4 (+13)
Feats: Cross Training (Weapons Skill), Deflection (Device - Lightsaber PL +1), Power Level x1, Unique Weapon (Lightsaber)
Access/Contacts/Followers: NASA, US Airforce - currently being held for observation
Wealth: 4
Disadvatange: Code: Ethical (Jedi Code) DSR 5
Possessions: Lightsaber (Device limitations (PL +4), Jedi Padawan Robes, Com-link, and Binoculars. Destroyed republic shuttle craft with burntout hyperdrive motivator.
 
Last edited:

Vigilance

Explorer
Yeah, in general, in a supers game, I think anything goes should be the word of the day, as long as everyone plays by the same rules mechanically.
 

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top