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 jetĂ©

    • 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:

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