The Super Crew Papers
The Supercrew is an RPG about superheroes written by Tobias Radesater. It's a rules-light system that I've really been enjoying lately. I hope to run a campaign or one-shot soon.
You can also look at The Fortress of Solid-Rules for more Supercrew goodness.
Here are some character and opponent write-ups that I have done.
Characters:
Supercrew Book: 21 named heroes
Twenty-one heroes are named in The Supercrew book, besides The Supercrew themselves.
From my [Supercrew] Stat up the 21 named heroes in the Supercrew book thread on RPG.net.
1. Cannonball (Pg 5):
3: Attack: knockdown
2: Attribute: super fast
1: Equipment: costume
Tricks:
Re-roll the Dice: zero to sixty
Change one die to a 5: bounce-back
Change one roll to Effect 2: broadsides
2. Ballet Girl (Pg 5, shown on Pg 6 as well):
3: Control: gravity (self)
2: Attribute: super nimble
1: Skill: ballet
Tricks:
Re-roll the Dice: turnout
Change one die to a 5: grand jeté
Change one roll to Effect 2: a pas de chat
3. Tapir Man (Pg 5, shown on Pg 6 as well):
3: Attribute: super vitality
2: Attribute: super sense of smell
1: Control: prehensile snout
Tricks:
Re-roll the Dice: bull-rush
Change one die to a 5: pick-pocket with snout
Change one roll to Effect 2: sherlock's nose
4. Jellywoman (Pg 5):
3: Super power: semi-liquid form
2: Super power: stretch
1: Skill: escape artist
Tricks:
Re-roll the Dice: distance punch!
Change one die to a 5: loose the bonds
Change one roll to Effect 2: flow through cracks
5. Alpha Male (Pg 5, shown on Pg 6 as well):
3: Super power: heat vision
2: Attribute: super strength
1: Super power: flight
Tricks:
Re-roll the Dice: supersonic flight
Change one die to a 5: power punch
Change one roll to Effect 2: laser vision
6. Blink (Pg 5):
3: Skill: friend in every town
2: Attack: acrobatic martial arts
1: Super power: teleport
Tricks:
Re-roll the Dice: teleport fighting
Change one die to a 5: drop on target
Change one roll to Effect 2: hey, i know you!
7. Pipe (Pg 5):
3: Skill: jack-of-all-trades
2: Attack: sleeping gas
1: Attribute: photographic memory
Tricks:
Re-roll the Dice: covering smoke
Change one die to a 5: I remember when ...
Change one roll to Effect 2: I can do it!
8. Dynamo (Pg 5, shown on Pg 6 as well):
3: Control: electrical field
2: Attack: power blasts
1: Attribute: super strength
Tricks:
Re-roll the Dice: two hand blast
Change one die to a 5: short out that machine
Change one roll to Effect 2: defense shield
9. Weasel (Pg 5):
3: Attribute: super dodging
2: Attack: claws
1: Control: weasels
Tricks:
Re-roll the Dice: two-claw monty
Change one die to a 5: attack, my minions, attack!
Change one roll to Effect 2: you can't hit me!
10. Armor Woman (Pg 6):
3: Super power: machine invisibility
2: Equipment: battle suit
1: Skill: repair machines
Tricks:
Re-roll the Dice: power blast!
Change one die to a 5: that should fix it
Change one roll to Effect 2: hide in plain sight from the giant robot
11. Viking (Pg 6):
3: Control: call valkyries
2: Equipment: magic sword
1: Skill: sailor
Tricks:
Re-roll the Dice: parry-reposte!
Change one die to a 5: swing on a line
Change one roll to Effect 2: flight of the valkyries!
12. Fetischist (Pg 6):
3: Super power: voodoo doll
2: Equipment: big gun
1: Attribute: night vision
Tricks:
Re-roll the Dice: empty the magazine
Change one die to a 5: spot that runner
Change one roll to Effect 2: control the puppet
13. Friction Lass (Pg 6):
3: Skill: physics
2: Control: friction
1: Equipment: costume
Tricks:
Re-roll the Dice: they all fall down
Change one die to a 5: slippery when frictionless
Change one roll to Effect 2: E=mc frictionless
14. Rainmaker (Pg 6):
3: Super power: flight
2: Control: weather
1: Attack: lightning bolt
Tricks:
Re-roll the Dice: little black rain clouds
Change one die to a 5: get charged up!
Change one roll to Effect 2: eye of the hurricane
15. Gremlin (Pg 6):
3: Equipment: flying spy-bot
2: Control: machines
1: Equipment: machine x-ray vision goggles
Tricks:
Re-roll the Dice: machine over-drive
Change one die to a 5: see the flaw
Change one roll to Effect 2: sabotage!
16. Guardian Angel (Pg 6):
3: Skill: detective
2: Equipment: sword of justice
1: Super power: flight
Tricks:
Re-roll the Dice: cut to the truth
Change one die to a 5: aerial acrobatics
Change one roll to Effect 2: find the clue!
17. Doctor Gorilla (Pg 6, shown on Pg 12 and 14 as well):
3: Skill: inventor
2: Attribute: gorilla
1: Equipment: lab
Tricks:
Re-roll the Dice: analyze that!
Change one die to a 5: climb building
Change one roll to Effect 2: jury-rig together
18. Black Belt (Pg 6):
3: Super power: ancient ancestor mentor
2: Skill: martial arts
1: Attribute: double-jointed
Tricks:
Re-roll the Dice: escape from bonds!
Change one die to a 5: good advice
Change one roll to Effect 2: kai!
19. Wraith (Pg 8):
3: Super power: see possible futures
2: Super power: intangibility
1: Equipment: motor-bike
Tricks:
Re-roll the Dice: walk through person and stun them
Change one die to a 5: pop a wheelie
Change one roll to Effect 2: it will happen this way ...
20. Toman (Pg 8, shown on Pg 6 as well):
3: Super power: sonic roar!
2: Attribute: super strength
1: Control: can't be knocked down if standing on the earth
Tricks:
Re-roll the Dice: hear me!
Change one die to a 5: just you try to push me over!
Change one roll to Effect 2: battle cry!
21. Green Hunter (Pg 8):
3: Attribute: acrobatic
2: Skill: hunter
1: Equipment: utility belt
Tricks:
Re-roll the Dice: flying kick
Change one die to a 5: tranquilizer darts
Change one roll to Effect 2: just the right gear
The Elementals
From my [Supercrew] Stat up Bill Willingham's Elementals thread on RPG.net.
Monolith (Tommy Czuchra):
3: Attribute: super genius
2: Attribute: super strength
1: Super power: invulnerability
Tricks:
Re-roll the Dice: Think of a new plan!
Change one die to a 5: Block attack
Change the roll to Effect 2: Smash!
Vortex (Jeff Murphy):
3: Skill: military training
2: Control: air
1: Super Power: flight
Tricks:
Re-roll the Dice: Pick up and drop!
Change one die to a 5: Loop de loop!
Change the roll to Effect 2: Hurricane!
Fathom (Becky Golden):
3: Attribute: wealthy
2: Control: water
1: Skill: socialite
Tricks:
Re-roll the Dice: Slippery when wet
Change one die to a 5: Water blasts
Change the roll to Effect 2: Tsunami!
Morningstar (Jeanette Crane):
3: Attribute: strong willed
2: Control: fire
1: Skill: detective
Tricks:
Re-roll the Dice: Push through the pain!
Change one die to a 5: Found a clue.
Change the roll to Effect 2: Firestorm!
Allies
Walker:
2: Super power: were-dolphin
Tricks:
[_] Re-roll the Dice: water acrobatics
[_] Change the rolls to Effect 2: swim real fast
Ambrose (Merlin Ambrose):
4: Super power: archmage
Tricks:
[_] Re-roll the Dice: appear less than he is!
[_] [_] Change the rolls to Effect 2: new magic!
Agent Porter Scott:
2: Skill: federal agent
Tricks:
[_] [_] Re-roll the Dice: call for back-up!
[_] Change one roll to a 5: Dead shot!
The Haunting (Janet Brown Murphy):
2: Super power: ghost
Tricks:
[_] Re-roll the Dice: induce nightmare!
Dave Dravagon:
2: Super power: dragon (immature)
[_] 2: Attribute: super luck
Tricks:
[_] Change one roll to a 5: immune to fire
[_] [_] Change one roll to Effect 2: feats of greatness
The Watchmen
From my [Supercrew] Stat up the Watchmen thread on RPG.net.
Rorschach:
3: Skill: detective - "Last night, a comedian died in New York. Somebody knows why. Somebody knows."
2: Attack: street fighter - "This city is afraid of me."
1: Equipment: gas-powered grappling gun
Tricks:
Re-roll: Unexpected action - "Tactically brilliant, and unpredictable."
Die is a 5: Gain info - "Give me smallest finger on man's hand. I'll produce information."
Effect 2: Everything is a weapon - in the story, he uses a toilet bowl, a fork, cooking fat, a cigarette, all as weapons.
Ozymandias:
3: Attribute: super genius - "Ozzy here is gonna be the smartest man on the cinder."
2: Control: complete "body and mind" (self) control
1: Skill: logistics - "I did it...I DID IT!"
Tricks
Re-roll: Catch a bullet - "I suppose I'd have had to catch the bullet, wouldn't I?"
Die is a 5: Brain power - "An intractable problem can only be resolved by stepping beyond conventional solutions."
Effect 2: One step ahead - "Do it? Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago."
Night Owl II:
3: Skill: inventor
2: Skill: martial arts
1: Equipment: "Archie" (multi-function vehicle)
Tricks:
Re-roll: Proto-type - "The exoskeleton broke my arm."
Die is a 5: I have one of those back in my Lair
Effect 2: Utility Belt - "What else have you got in there? Chocolate rations? Boy Scout knife? Army-issue contraceptives?"
Dr. Manhattan:
3: Attribute: super genius - "this world's smartest man means no more to me than does its smartest termite."
2: Control: energy - "I've walked across the sun."
1: Super power: teleport - "You coulda teleported either of us to goddamn Australia..."
Tricks:
Re-roll: See possible futures - "There is no future. There is no past. Do you see? Time is simultaneous, an intricately structured jewel that humans insist on viewing one edge at a time, when the whole design is visible in every facet."
Die is a 5: Revitalize - "Reconstructing myself after the subtraction of my intrinsic field was the first trick I learned."
Effect 2: Mass teleport - "You will all return to your homes, now!"
The Comedian:
3: Skill: government contacts- "Since the Keene Act was passed in '77 only the government-sponsored weirdos are active. They don't interfere."
2: Equipment: big guns - "Listen, you little punks, you better get back in your rat holes! I got riot gas, I got rubber bullets…"
1: Skill: martial arts
Tricks:
Re-roll: Positive mental attitude - "Hey... I never said it was a good joke! I'm just playing along with the gag..."
Die is a 5: Mean right hook - "Waiting for a flash of enlightenment in all this blood and thunder."
Effect 2: Shot from the grassy knoll - an unexpected attack - "Just don't ask me where I was when I heard about J.F.K."
Silk Spectre II:
3: Attribute: super luck - "I'm used to going out at 3 A.M. and doing something stupid."
2: Skill: martial arts
1: Equipment: a gun
Tricks:
Re-roll: Second wind
Die is a 5: Help from friends - "Oh my God...I'm on Mars."
Effect 2: Strange interludes - "People do strange things, their lives take them strange places, and sometimes you can't talk about them. I know how that is."
The Minutemen
For Golden Age Superheroes, like the Minutemen (1938 - 1949), I've dropped the 3 die ability and the Re-roll trick for beginning characters to better model the two-fisted, limited scope of the era. Abilities are reduced to skills and equipment. However, attacks and attributes are possible but severely limited. Super powers and control are completely dropped since few superheroes of that time could fly or lift the Titanic. Supercrew heroes still earn Hero Points using their 1 die ability but that translates to an extra die to roll (akin to the Anecdote bonus) during play, with maximum 1 Hero Point per action.
The Comedian:
2: Skill: martial arts
1: Equipment: the cigar
Tricks:
Die is a 5: Mean right hook
Effect 2: Shit-eating grin - dazzles his foes
Night Owl I (Hollis Mason):
2: Skill: police procedures
1: Attribute: Strength
Tricks:
Die is a 5: Two-fisted attack.
Effect 2: Police contacts
Silk Spectre I (Sally Jupiter):
2: Equipment: Revealing costume
1: Skill: fisticuffs
Tricks:
Die is a 5: Distraction!
Effect 2: Sucker-punch
Captain Metropolis (Nelson Gardner):
2: Skill: marine training
1: Skill: leadership
Tricks:
Die is a 5: Let's try this plan!
Effect 2: Once a marine, always a marine
Hooded Justice (Rolf Muller):
2: Attribute: Brute strength
1: Skill: Circus folk
Tricks:
Die is a 5: Sucker born every day.
Effect 2: Dead lifting
The Dollar Bill (Bill Brady):
2: Skill: security guard
1: Equipment: cape!
Tricks:
Die is a 5: Twirl cape (defense).
Effect 2: Get the drop on a gangster.
The Mothman (Byron Lewis):
2: Skill: detective
1: Equipment: Moth wings (limited flight)
Tricks:
Die is a 5: Attack from above!
Effect 2: Find a clue!
The Silhouette (Ursula Zandt):
2: Skill: gymnastics
1: Attribute: see in the dark
Tricks:
Die is a 5: Take it like a man.
Effect 2: Spin-kick (attack).
Opponents:
The Elementals
Saker and the Destroyers
From my [Supercrew] Stat up Bill Willingham's Elementals thread on RPG.net.
Saker (Lazarus):
3: Super power: sorcery
[_] [_] 2: Attribute: super genius
Tricks:
[_] Re-roll the Dice: immortal
[_] Change the roll to Effect 2: Invade dreams!
The Destroyers:
Saker's supervillain crew is known as the Destroyers. Shapeshifter is the nominal leader of this group, sometimes sharing it with Annihilator. Most of the Destroyers were killed, raised from the dead and imbued with their powers by Saker. Shapeshifter, however, does not rely on Saker for her power.
Shapeshifter (name unknown):
2: Super power: shapeshifting
Tricks:
[_] Re-roll the Dice: Sneak attack!
[_] Change the roll to Effect 2: Convincing people to do what she wants.
Annihilator (Colonel Rudi Morganrot):
2: Equipment: battle suit (armor, flight)
2: Attack: power blast
Tricks:
[_] Re-roll the Dice: Turn on a dime while shooting
[_] Change the roll to Effect 2: Two-fisted blasts!
Chrysalis (name unknown):
2: Equipment: chrysalis armor
Tricks:
[_] [_] Re-roll the Dice: acrobatics!
[_] Change the roll to Effect 2: chrysalis webbing
Behemoth (Hyram, full name unknown):
2: Attribute: super strength
Tricks:
[_] Re-roll the Dice: immune to fire
[_] Change one roll to a 5: throw something big
[_] [_] Change the roll to Effect 2: Smash!
Ratman (Edward Albert Fink):
2: Super power: were-rat
Tricks:
[_] Re-roll the Dice: berserk attack
[_] Change one roll to a 5: I smell him, he's around here somewhere!
[_] [_] Change the roll to Effect 2: Only hurt by silver
Electrocutioner (name unknown):
2: Control: electricity
Tricks:
[_] Re-roll the Dice: recharge
[_] Change the roll to Effect 2: Chain lightning!
Misc Enemies
Fantasia Faust:
2: Super power: iron golem
[_] 2: Skill: bounty hunter
Tricks:
[_] [_] Re-roll the Dice: Punch a hole through things
[_] Change the rolls to Effect 2: Find the fugitive.
Captain Cadaver (Mr. Swartzburg):
2: Super power: vampire!
Tricks:
[_] Re-roll the Dice: Mesmerize!
[_] [_] Change the rolls to Effect 2: Turn to mist or bat!
Sanction:
2: Skill: assassin
[_] [_] 2: Super power: psychic shapeshifter (with differing personalities and skill sets)
Tricks:
[_] Re-roll the Dice: infiltration
[_] [_] Change the roll to a 5: appear unimportant
The Watchmen
Misc Enemies
From my [Supercrew] Stat up the Watchmen thread on RPG.net.
Moloch the Mystic, Supervillain!:
[_] [_] 3: Mesmerism
2: Criminal mastermind
Tricks:
[_] Re-roll: Escape plan!
[_] Die is a 5: Watch me pull this out of my hat!
[_] Effect 2: Look into my eyes!
Hazards
From my [Supercrew] Stat up some opponents thread on RPG.net.
Tornado
2: Whirlwind
Tricks:
[_] Pick up and throw 3
[_] Destroy building 3
[_] Down power line 2
Toughness: 6
Multi-Car Wreck
2: Smash!
Tricks:
[_] Flying debris 3
[_] Down power line 2
[_] Explosion! 2
[_] Threatened child/passenger 2
Toughness 5
Enemies, Monsters and Dinosaurs
From my [Supercrew] Stat up some opponents thread on RPG.net.
Squad of 5 tough soldiers
2: Equipment: M1 Garands and bayonets
Tricks:
[_] Bayonet charge 3
Two additional attacks if soldiers have 4 or more toughness
One additional attack if soldiers have 2 or 3 toughness
Choose one of the following (per Redforce from [Supercrew] Stat up some opponents thread): [ ] Bazooka - 3 (affects 2 targets), [ ] TOW launcher - 4, [ ] URGL (Under-rifle Grenade Launcher)- Effect 2 (M1), [ ] Incendiary Rounds- Re-roll (M1), [ ] Sniper scope- Change 1 die to 5 (M1)
Toughness: 5
A Giant Bee
2: Sting
1: Flight
Tricks:
[_] Swarm 3
Toughness: 2
T-Rex
3: Bite with Big Teeth
Tricks:
[_] Re-roll: Tail Lash
[_] Die is a 5: Grab & Bite
[_] Charge 3
Toughness: 5
Skeletal T-Rex
3: Bite with Big Teeth
Tricks:
[_] Die is a 5: Grab & Bite
[_] Charge 3
[_] Induce Fear 2
Toughness: 4
Three Hungry Velociraptors
2: Bite!
Tricks:
[_] [_] Sneak Attack! 3
One additional attack if raptors have 2 or more toughness
Toughness: 4
Triceratops
2: Pointy Horns
Tricks:
[_] Charge 3
[_] Bite 2
Toughness: 4
Nazi Giant Robot
3: Brute Strength
Tricks:
[_] Big gun 2
[_] Rocket 3
Toughness: 5
6 Nazi Sorcerers
2: Sorcery!
Tricks:
[_] Magic Circle 3
Two additional attacks if sorcerers have 4 toughness
One additional attack if sorcerers have 2 or 3 toughness
Toughness: 4
Giant Green Troll
3: Brute Strength
Tricks:
Regenerate 1 toughness per combat round
Toughness: 5
Undead Queen Victoria!
4: Super power: undead lich queen
Tricks:
[_] Re-roll the Dice: we are not amused!
[_] [_] Change one roll to a 5: necromantic blasts
[_] Change one roll to Effect 2: undead immunity
Toughness: 5
Single Cyberman (Cybermen, model circa episode The Moonbase (1967)):
2: Attibute: cyber-body
Tricks:
[_] Re-roll the Dice: High technology
Toughness: 3
Media:
Night at the Museum
From my [Supercrew] Stat up Night at the Museum thread on RPG.net.
Skeletal T-Rex
3: Bite with Big Teeth
Tricks:
[_] Die is a 5: Grab & Bite
[_] Charge 3
[_] Induce Fear 2
Toughness: 4
Three corrupt museum guards (Gus, Reginald and Cecil)
2: Skill: security guard
[_] [_] 2: Skill: museum info
Tricks:
[_] Re-roll the Dice: Switcheroo!
One additional attack if guards have 2 or 3 toughness
Toughness: 3
Theodore "Teddy" Roosevelt
2: Skill: rough rider
2: Equipment: horse
Tricks:
[_] [_] Re-roll the Dice: leadership
Toughness: 3 (4 for horse)
Dexter the capuchin monkey
2: Skill: cause trouble
Tricks:
[_] Re-roll the Dice: steal stuff
[_] [_] Change one die to a 5: slap!
Toughness: 1
Four Neanderthals
2: Neanderthal
Tricks:
[_] [_] Re-roll: re-discover fire
One additional attack if neanderthals have 3 or more toughness
Toughness: 4