Everyone will be rated behind the scenes on the following stats:
Physical
this is a catchall for physical strength, endurance, and durability. High physical lets bullets bounce off of you, lets you jump high into the air, bend steel beams etc.
[1d2] - A child
[1d3] - Ordinary person
[1d6] - World-class athlete
[1d8] - Standard super soldier/Captain America level. Batman level peak martial arts & tenacity.
[1d10] - Super strength & Durability ala The Thing or Colossus
[1d12] - Unstoppable strength like Superman or unstoppable regeneration like Wolverine
NOTE: This is a rating based on effects, not cause. Wolverine would be a [1d12] because he can take an enormous amount of damage and can physically cut through almost anything in his path. He might not be as strong as superman but the end effect is a top tier physical fighter.
Speed
How fast you can move and think. This both encompasses super-speed but also advanced mobility like an Iron Man flight suit or Nightcrawler teleportation.
[1d2] - A frail
[1d3] - Ordinary person
[1d6] - World-class sprinter/regular car
[1d8] - Standard super soldier/Captain America level. Batman levels of grappling and vehicles or Nightcrawler level short range teleportation or Spider-man web-slinging and agility.
[1d10] - Faster than a speeding bullet, Superman Style.
[1d12] - Super-speed like The Flash or Quicksilver.
NOTE: It is assumed that characters have transportation outside of battle but if a vehicle is not intended to be used in fights directly against villains it isn't counted for this stat.
Mental
This goes beyond intelligence for comic style Science! Super tech inventions that defy physics, super intelligence that can let them use comic-book science to solve problems. This
could represent resistance to mind control and psychic powers but this is a case-by-case scenario as Bruce Bannor would have very high mental stat however as the Hulk he can susceptible to trickery or mental manipulation.
[1d2] - A child or highschool drop-out.
[1d3] - Ordinary person
[1d6] - Leading expert in scientific field
[1d8] - One of the smartest people alive. Oracle or Hank Pym level.
[1d10] - Super Tech Inventor. Iron Man/Mr. Fantastic super science inventions.
[1d12] - I'm Batman. I have already thought of everything. Even my failsafes have contingencies in place.
Powers
A catch all for supernatural powers that don't fit into any other category. This could be elemental control, always having the perfect gadget in your utility belt, psychic powers etc.
[1d2] - A child or very minor power like being able to make your fingertip glow like E.T.
[1d3] - Average person's junk drawer. Minor useful mutant abilities like always finding an open wi-fi signal.
[1d6] - Military grade hardware or low-level mutant or psychic abilities.
[1d8] - Spiderman's spider powers, Superman's heat vision and frost breath (this could vary wildly depending on how often he remembers he has it...). Many X-men fall under here like Iceman or Rogue's draining abilitie.s
[1d10] - Batman's utility belt or Iron Man's armor. Storm's weather control or Scarlet Witch's magic or Magento's metal control.
[1d12] - Professor X or Dark Phoenix level psychic abilities.
NOTE: Powers that give super-strength/speed/durability etc. are covered elsewhere but creative use of those abilities might fall under powers. For example Colossus would primarily be represented via Physical but the unique properties of his metallic skin
could qualify as powers.
Social
The ability to not just talk but lead and get people to follow your commands. Seen in dictators and presidents and CEOs and musicians. Charisma, charm, good looks, take your pick. This can be used to help represent things in the background like recruitment drives for organizations or the ability to talk a foreign government into opening its borders so you can run in and bring a villain to justice or negotiating a peace between two rival gangs.
[1d2] - Typical comic book fan :P
[1d3] - Has friends, doesn't stick out at parties.
[1d6] - Everyone generally likes him. Superman level of charm.
[1d8] - Lovable and endearing. Everyone loves Spiderman, right? Or Nick Fury's ability to get big egos working together.
[1d10] - Magneto level charisma to lead large groups of powerful
[1d12] - Lex Luthor. How does he go up against superman and still find endless minions and villains to act as cannon fodder for him!?
NOTE: Being very sociable is not the same as mind control. Even Lex Luthor with his [1d12] can't just walk up to Superman and recruit him to crime and it is NOT a replacement for good roleplaying. I expect this is going to be a "dump stat" for many characters unless they are playing a niche kind of build like Super Spies.
Archetypes
There are several different stat arrays you can use:
1) The Specialist: [1d12], [1d10], [1d8], [1d3], [1d3]
2) The Generalist: [1d10], [1d10], [1d8], [1d6], [1d6]
3) The Jack (of all trades): [1d8], [1d8], [1d8], [1d8], [1d8]
So here are some examples:
|
Superman (Generalist) |
Physical: [1d10] | Speed: [1d10] | Mental: [1d6] | Powers: [1d8] | Social: [1d6] |
|
The Hulk (Specialist) |
Physical: [1d12] | Speed: [1d10] | Mental: [1d10] | Powers: [1d3] | Social: [1d3] |
|
Spiderman (Jack) |
Physical: [1d8] | Speed: [1d8] | Mental: [1d8] | Powers: [1d8] | Social: [1d8] |
|
Batman (Specialist) |
Physical: [1d8] | Speed: [1d3] | Mental: [1d12] | Powers: [1d10] | Social: [1d3] |
|
Magneto (Generalist) |
Physical: [1d6] | Speed: [1d6] | Mental: [1d8] | Powers: [1d10] | Social: [1d10] |
Nobody says this has to be a perfect fit. There is always going to be nuance and nitpicking. Maybe Batman should have higher Social because he leads the Bat family but flipside is early Batman gets into a lot of messes by refusing to play nice with others. This isn't supposed to be cut and dry, set in stone but to provide overall guidelines for resolving conflicts.
This message was last edited by the GM at 23:29, Sat 15 May 2021.