Specialisms for superheroes can be
powers - which can be used as weapons and armor, unlike most
specialisms – but also personality traits (“billionaire
philanthropist,” “mild-mannered reporter”). Because they’re
so free form, super power Specialisms don’t have particular damage
amounts or limits (for example, how many people are mind-controlled
at one time?). Turn to the comics, animation and movies: if you can
find an example of the power being used in the media, you can use it,
though maybe with the use of a Narrative Point.
Almost every rules-moderate to
rules-heavy superhero RPG (including my own Microlite 20 Costumes)
has a catalog of super powers for characters to purchase, and which
count as Specialisms in superhero USR. As with any Specialism,
though, the descriptions that allow for more narration are often more
interesting in play. The Punisher’s Lots Of Guns is kind of boring
as a Specialism, but the Flash’s Runs Fast Enough To Access The
Speed Force is a simple to understand power with a unique twist (lots
of heroes have Super-Speed, but don’t also get access to the Speed
Force). With the Ice Control Specialism, Iceman of the X-Men can fire
ice darts at a villain, but he also creates ice slides to move
quickly, duplicates of himself in ice form, and so much more.
A Specialism of Magician means you can do just about anything in a superhero setting. (Also, you were expecting Dr. Strange or Zatanna, right?) (image: King Features Syndicate) |
Another superhero-specific element is
hit points. Heroes can take a beating, and shrug off most ordinary
damage. Boosted Action and Wits stats help represent that, and so
does increasing hit points, to (maximum Action die value + maximum
Wits die value) x2. Alternately, heroes can be delayed in the
hospital, or outright killed, only to return dramatically in the next
adventure.
The superhero card game Sentinels of the Multiverse keeps defeated characters in the game until the end
with one simple rule. Characters that lose all their hit points can
only take one action on a turn, and it has to be used to help another
hero who is still in the game. It’s described as inspiring the
surviving characters to fight harder. The same concept can be used in
USR, with knocked-out heroes offering a +1 to certain kind of die
rolls, or a once-per-battle reroll to their surviving allies.
What are your favorite superhero Specialisms?
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