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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: cranebump on December 27, 2014, 09:09:08 PM

Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 27, 2014, 09:09:08 PM
Using Seventh Sanctum's famed generators, can you match the super/villanous group from list one:

#1: Groups
Adventurers Of Hell
Chi Horde
Chronal Faunaknights
Crew Of Cerebrosoldiers
Doom Alliance Of Eternity
Extraordinary Star Gang
Extreme Irregulars
Friends Of Dreadful Hitmen
Liberty Church
Magic Commandos Of Africa
Metalloauthority
Network Of Negaknights
R Army
Savage Hate Machine
Solar Chaos Guard
Squadron Of Charnel Warriors
Tribe Of Cosmovillains
Troop Of Eternity
Troop Of Champions
Zeta Adventurers


...with certain standout group members from list #2:

List #2: Heroes/Villains (two random lists, actually, smushed together):

Agent Informationthrust
Baron Rho
Blasphemer Warrior
Bloommentalist
Brimstone Shade
Centurytwister
Crusader Gemini
Director Violet
Execution Ember
Flare Stream
Infernal Shaker
Insect Seeker
Interplanetary Dragon
Jape Sigma
Judgecatcher
Land Night
Lich Game
Marshal Defender
Magnetism Ranger
Meditationcleric
Miraclephantasm
Night Cut
Nurse Element
Obsidian Diamond
Photontronic
Priest Junglefissure
Prophet Giggle
Radiancehyperion
Sage Omen
Sea Rocket
Sergeant Irono
Shield Trap
Shriek Howl
Sister Shockingeta
Sprayess
Stranger Nu
Testamentgolem
Thoughtscourge
Tunemariner
Tyrant Sham
[/SIZE][/SIZE]

And don't skimp on the details! (I'm stealing them for a Supers! game).
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 27, 2014, 10:21:42 PM
The Extreme Irregulars, led by the aquatic troubadour Tunemariner, fight a never-ending battle against the infernal artificial intelligence gone awry known as The Savage Hate Machine, as well as his international cybernetic Network of Negaknights.

Tunemariner works as a deep sea fisherman. He grew up in an orphanage. Unbeknownst to his shipmates, he fell overboard one trip and was saved by his true father, King Neptune of Atlantis, who bestowed upon him a magic lute and  taught him secret sea shanties that Tunemariner can use for any number of magical effects (along the lines of a musical Green Lantern ring).

Insect Seeker was a meek nebbish of an entomologist teaching at an unprepossessing community college. His colleagues, mistaking his quiet manner for snobbish aloofness, played a prank on him and locked him in his research lab after opening all his insect enclosures. Stung, bit, and otherwise harassed by an innumerable variety of insects, somehow the bugs' venom and enzymes combined with Insect Seeker's unique body chemistry, giving him the power to summon, communicate with, and control any and all insects!

The Interplanetary Dragon is a lawman from a distant world. While pursuing a parole violator, his spaceship crashed in the South Pacific. Washing ashore on an uncharted but inhabited isle, he was initially amnesiac and worshiped as god of the Komodo dragons due to his lizardlike appearance. Eventually regaining his memories, he found his way to civilization where he returned to his crimefighting roots, aided by his advanced spacesuit and space gun, while searching for a way to return to his home world.
 
Crusader Gemini was working security as a low-ranking grunt guarding a secret atom-splitting experiment at an underground U.S. Army lab. A mishap occurred during the experiment, atomizing the lab and everyone in a 10-mile radius except for Crusader Gemini, who, rather than being instantaneously vaporized, was instead split into two identical beings. Discovering that he could fuse back into one being via sheer force of will, Crusader Gemini was inspired by his comic book hero Captain America to become the patriotic crime buster he is today!

Magnetism Ranger was working at a "mystery spot" in a National Park, explaining to credulous tourists that the enigma of the area was merely a feature of the earth's magnetic field. Unfortunately he stumbled upon an illegal marijuana  farm in the woods and was left for dead by the cultivators. Somehow the iron in his blood was affected by the strange magnetic properties of the area and he not only recovered but he was also imbued with mastery of magnetism!

Night Cut was a cinephile working as a film editor. One night, while working on a low-budget action movie, his workplace was broken into by junkies seeking expensive equipment they could sell for drug money. Beaten to a pulp and comatose for months, Night Cut vowed revenge and underwent grueling physical conditioning and training in the martial arts and swordsmanship. He now fights crime amid the sleaze and glamor of the film industry.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 27, 2014, 11:23:59 PM
P.S.  Got a link for the generator you used? I love a good random super hero name generator. Makes me rationalize stuff I never would have dreamed up on my own.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 27, 2014, 11:28:44 PM
http://www.seventhsanctum.com/index-supe.php

One of many at this site.


I have a cadre of players into supers games. Tempted to throw a list of names at them and make them come up with something, though I doubt they'll produce something as good as "The Irregulars," above. Interestingly, there's an actual super group called the Irregulars in the Astro City universe.


The Astro City Irregulars (http://en.wikipedia.org/wiki/List_of_Astro_City_characters#Groups) - A group of outcast heroes founded by Bravo in the early to mid-1970s, after El Hombre's disgrace; its original roster also included Alligator, Skitter, Switchblade, and Umbra; Orphan was added to the membership as a result of their first case. The current (1998) roster consists of Juice (the apparent leader), Ruby, Palmetto, Jailbait/HomeGirl, El Robo, and Stray. The name echoes the Baker Street Irregulars of the Sherlock Holmes stories.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 27, 2014, 11:32:39 PM
An, but are they EXTREME Irregulars? Every good super team/hero needs an adjective! Incredible Hulk, Mighty Avengers, Fantastic Four, Amazing Spider-Man, Unbelievable N-Man, Invincible Iron Man...Extreme Irregulars!
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 27, 2014, 11:40:01 PM
No one is as extreme as Tunemariner and his plucky crew! (now if we can just get Night Cut to stop sniping at that "sap" Crusader Gemini):-)
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 28, 2014, 12:02:27 AM
Just wait until they fight Blasphemer Warrior in the Holy Land and, due to the literally earth-shaking battle uncovering a long-lost temple from the days of Solomon and David, The Extreme Irregulars unwittingly recruit a new ally in the form of the mighty kosher Testamentgolem! Probably around issue #4.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 01:07:14 AM
Will this be before or after they release the Squadron of Charnel Warriors?:-)  

Of course, what I'm REALLY waiting for is the Giant-Sized Annual #1, where they face the earth-shattering, time/probability-altering power of "Centurytwister."  (I think Prophet Giggle makes a guest appearance!).

[you know, I can almost see the Lee/Kirby treatment right now]
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 28, 2014, 01:18:25 AM
Centurytwister is a fantastic villain name. I just imagine him scheming to distort the timeline for some nefarious purpose. I would love to see this stuff done up in a Lee/Kirby style (or Lee/Ditko for Insect Seeker, of course, and maybe Night Cut). I've actually been sketching these guys for kicks.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 10:45:18 AM
Neat!  I'd think Interplanetary Dragon would be awesomely fun to sketch.  I'm gonna stat out these guys using the Supers! Revised rules, just for kicks.  I sorta feel like Tunemariner would have an ocarina or some sort of other shell-like instrument (in addition to the lute).
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 28, 2014, 10:53:19 AM
Maybe it should'be been an enchanted conch shell he can blow and create energy manifestations or something.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 12:18:49 PM
Quote from: Matt;806439Maybe it should'be been an enchanted conch shell he can blow and create energy manifestations or something.

I think your original idea for shanties was pretty good. It sort of makes him something of a bard, if I may draw a D&D analogy. There's a power complication in Supers called "tradeoff," where he could have, say, 3d in the power, with the tradeoff "power diminished without instruments." So, with his lute, shell, what have you, he operates at 4d. With just his voice, he's 2d. I'm not sure what the powers would be, actually, whether he'd have several different effects with the same complications, or whether he'd have one, large power, like "Wizardry," and can do many things with it. The downside to one big power in this fashion is that, in Supers!, you can use one power for one function in combat, so he could do a lot with it, but would have to choose one effect (unless he had "split action"). I'd probably give him several effects, with the same complications. And, of course, if anyone could silence him, he'd have trouble.:-)
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 28, 2014, 12:50:31 PM
Is the "Supers!" game pretty flexible vis-a-vis power creation? I have not seen it. I'm always looking out for something with the power-creation flexibility of Champions or Mutants & Masterminds but without all the niggling bookkeeping and math.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: The Butcher on December 28, 2014, 01:31:41 PM
The Adventurers of Hell should led by Brimstone Shade, who, judging by the name, just has to be a 1990s-style surly, black-trenchcoat-clad, katana-swinging mysterious dark type. With white hair. And eyes that glow with infernal energy when he's angry and/or using his infernal powers.

Maybe they're a cadre of metaphysical mercenaries, hiring themselves out to sorcerers and supernatural beings to raid Hell (and other unsavory spirit worlds) for lost souls or artifacts... though who's to say what price they may exact.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 01:33:13 PM
Quote from: Matt;806455Is the "Supers!" game pretty flexible vis-a-vis power creation? I have not seen it. I'm always looking out for something with the power-creation flexibility of Champions or Mutants & Masterminds but without all the niggling bookkeeping and math.

Well, it's VERY light, but flexibility? Yeah. In spades. The new version, updated from Simon Washbourne's original system, is co-authored by a dude from my rinky dink small town, actually. :-) We played some sessions of Simon's original game for a few months, before going to our separate pursuits. I'm not sure how crunchy you want your game, however. It's nowhere near as crunchy as Champions or M&M, but it's really the best pickup game I've ever played. Everyone who's ever played it -- save my wife -- has loved it (I don't think she cares for superheroes, actually).

But you can do pretty much anything. Cap's shield, for example might be:

Super Weapon (Shield) 5d
boost: invulnerable to crushing +3d
boost: split action +1d
boost: extra effect versus bullets (defense)+1d
complication: device -1d


The cost for the power would be 9d (5d for the rating, plus 4d for the boosts minus complications). That's REALLY expensive (starting PC's have 20d to build with; Cap would likely have 30 or so). However, Cap can use it to defend or attack (ranged or melee); he has split action at 1d, so he can use it twice/round at -1d per use [example: he could throw the thing at some mooks, using 5d for the attack, then catch the thing and defend with it at 4d [or maybe richochet the thing to do a 5d attack, followed by a 4d attack]); when someone fires guns at him, it gains +2d to defend [of course, you have to use a defense action to gain the boost]).

Second, quick example: I have a stock character called RAIL who has a pair of special pistols that use self-replicating nanites to form bullets and swing cables (which dissipate over time). The big downside to all his stuff is that it is solar-charged, so he has to spend some time refilling his "batteries," so to speak. His signature weapon might work like this:


Version #1:
Super Weapon (RAIL guns) 4d (COST: 3d)
b: linked power=Wall Crawling (aka "Railing,: or "Cable Slinging") +1d
c: device -1d
c: Ammo: 9x/session -1d

Wall Crawling ("Railing") 3d [Cost: 1d]
c: requires device (RAIL guns) -1d
c: trade-off: faster vertically than horizontally -1d
[/SIZE]

Here, I can use both powers every round, for example, shooting at someone for 4d, then RAILING out the way at 3d. However, that's 2 uses of precious "Ammo." I might want the same effect, but faster recharge, so I might, go with:

Version #2:
Super Weapon (RAIL guns) 6d [COST: 5d]
b: Multi-power=Wall Crawling (aka "Railing,: or "Cable Slinging") +1d
b: Split Action=+1d
c: device -1d
c: Railing=trade off: faster vertically than horizontal -1d
c: Burnout=-1d


In this example, I can still shoot/rail, as above, but each use in a scene lowers the rating by 1d. But when the scene is over, the item fully recharges, whereas with Ammo, when it runs out, it runs out. I could "shoot" my wad early on, and be in trouble later in the session (unless, for example, I had some sort of "charging station" at my "hideout" [which I could create using the "base" advantage, if the GM lets me, of course]). Assuming I had the base, I could run with the ammo complication, but I'd be forced to retreat to base to recharge. With the second version, I just need to finish the scene.

So, yeah, it's incredibly flexible. Very easy to run. Lots of options to tweak play, for example rules for mini's, if you use them, and different ways to use dice pools (caps, wild dice, etc.). Downsides: it requires some creativity for long term campaigning, but then, I think all supers games do, because supers characters grown "horizontally," rather than "vertically" (they gain breadth, though not necessarily power [via levels, etc.]).

I'd send you the .pdf, except I'd be taking money from these guys, and I don't wanna do that. I think there's a quick start version of the original rules, however. There's some glaring problems with version #1 versus revised (Armor Piercing and Tough Defense, for example, are blanket boosts that makes powers crazy awesome).  The revised version is a definite step up, with regards to cleaning up some of the glaring weaknesses (without putting it all on the GM). Plus the team that runs the thing are great guys.  In short, it's a fun, fun game. I have players requesting it as our next campaign. The original edition is quite fun, as well, but I'd recommend the revised.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 01:38:58 PM
Quote from: The Butcher;806462The Adventurers of Hell should led by Brimstone Shade, who, judging by the name, just has to be a 1990s-style surly, black-trenchcoat-clad, katana-swinging mysterious dark type. With white hair. And eyes that glow with infernal energy when he's angry and/or using his infernal powers.

Maybe they're a cadre of metaphysical mercenaries, hiring themselves out to sorcerers and supernatural beings to raid Hell (and other unsavory spirit worlds) for lost souls or artifacts... though who's to say what price they may exact.

Man, that is SO spot on.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 28, 2014, 02:53:41 PM
Brimstone Shade struck me as some kind of wicked warlock name, but I'm more comfortable with a Silver Age type of super hero as I didn't read comics from the '90s and later.

Having seen covers from those days, though, don't forget to make him wear a leather jacket over his unnecessary-pouch- and strap-ridden costume. Oh, and have knives sheathed in all sort of places he can't actually reach.

And for that inimitable Rob Liefeld aesthetic, make his fists larger than his head!
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 03:36:05 PM
Quote from: Matt;806477Brimstone Shade struck me as some kind of wicked warlock name, but I'm more comfortable with a Silver Age type of super hero as I didn't read comics from the '90s and later.

Having seen covers from those days, though, don't forget to make him wear a leather jacket over his unnecessary-pouch- and strap-ridden costume. Oh, and have knives sheathed in all sort of places he can't actually reach.

And for that inimitable Rob Liefeld aesthetic, make his fists larger than his head!

Liefeld=FANTASTIC COSMIC CHEST!

itty bitty feet

Silver Age is my aesthetic, as well, though I've read a lot of compilations since my teenage heydey of 70s comic-book devouring (meaning I just missed the silver age).  My problem is that none of the people who plays supers with me really understands what that's about. Most haven't read any American comics at all. They understand supers via the movies. Sort of depressing, actually, though I do like the movies, in general. But saying, "We're going to run a Lee/Kirby style campaign!" doesn't work with them, unless I want to train them in the use of ream squabbling, ridiculous catch phrases, monologuing and such. Hmmmm...maybe I should consider training them...
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 28, 2014, 05:12:17 PM
I have experienced similar problems. I have a friend who gets it and enjoys the over-the-top ridiculousness of many of those '60s and '70s comics, but usually I end up with players whose characters have no costume unless you count a long coat and they have all those "dark" and "gritty" cliches in their backstories. Whatever happened to "a radioactive [blank] bit me and gave me [blank] powers"? Now it's always cursed swords, hot half-vampire chicks, Satan's stepdaughter, gun-toting B&D-gear vigilantes, etc.

If I could get 4 or 5 regular players who actually like old comic books...!
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 06:34:05 PM
They'd have to be old farts like me. I always end up GM'ing, but I'm dying to play a character concept called "Whipsmart," a youth whose inherited his fathers tech company. He's a technological wiz, with a pretty big ego in his hero guise (but likely a bit shy as his alter ego, Fletcher Finley). Has the hots for a local reporter. Got into the hero game for the headlines. No real powers, just olympian athletic ability, lotsa smarts, a tricked out whip (can deliver a paralyzing shock; can be whirled to deflect bullets; helps with acrobatic effects), and a big, taunting mouth (a la spidey). His cocky persona has a love-hate relationship with the reporter, while he is generally a bit foppish interacting with her in his civilian guise.

My other character is RAIL-X, a prototype of a prospective Reconnaissance and Infiltration Legion. Marketed to the military as an android, RAIL is actually a normal man kidnapped and mind-wiped by the corporation that created him. RAIL escaped his captors with the help of a technician taken aback by the company's use of people as the base chassis for their new weapon. RAIL is basically encased in a full-body suit infused with self-replicating solar nanites that enhance his physical and mental skills, as well as empower his RAIL guns (which I described earlier).  He has no memory of who he was, but there are clues in his behavior (he is very protective of children, for one thing; he seems to know a great deal about computers). RAIL spends his time doing good, while also trying to stay one step ahead of the corporation that stole his life from him.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on December 28, 2014, 08:23:17 PM
Quote from: Matt;806498If I could get 4 or 5 regular players who actually like old comic books...!


I'm going on no sleep, or I'd hit the OP-List like a brick with a haymaker.

On the other hand this bit caught my eye: ME! ME! I almost always GM, and I'm dying to play some supers rather than run them. Mind you my choice in games is limited to the simple: Icons, H&S, Supers, Truth & Justice, and so on :D
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 28, 2014, 08:56:55 PM
And then there were three... :-)
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 28, 2014, 11:04:40 PM
I don't have any of those games but would be happy to try them.

Anybody in the San Diego metropolitan area?
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on December 29, 2014, 04:22:54 AM
Quote from: Matt;806570I don't have any of those games but would be happy to try them.

Anybody in the San Diego metropolitan area?



Sadly, no. Texas here. The Black Hole part of it that no force can escape for long...

Or I'd be somewhere more west coast.

However, there is Skype, google hangouts and more to make distance if you are willing only a minor problem of timezone organization.

What superhero games do you have?
Title: [Super Heroes] Can you whip up sumpin'?
Post by: TristramEvans on December 29, 2014, 06:18:06 AM
Quote from: cranebump;806437Neat!  I'd think Interplanetary Dragon would be awesomely fun to sketch.

And How!

(https://scontent-a-sea.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/1912132_10152580289191238_282510873992153276_n.jpg?oh=3fad5d73df3ab9d890fb12b4f3e0e796&oe=55472E8B)

(https://scontent-a-sea.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/10881736_10152580290031238_2809846191012521505_n.jpg?oh=2010215c197b3ee1a343ca2f447d461b&oe=553DFFE8)
Title: [Super Heroes] Can you whip up sumpin'?
Post by: The Butcher on December 29, 2014, 07:48:30 AM
Awesome. Rock on, Tristram. :)
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 29, 2014, 09:01:53 AM
I surrender to da awesome dragon!

Hey, silverlion, what part of Texas? I'm near Austin.  Of course, I'm moving outa here this summer, headed to PA.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 29, 2014, 09:15:14 AM
Quote from: Silverlion;806659What superhero games do you have?

For me, it's Supers, Icons and MSH, but have only actually played the first one.
Roll20 works well with hangouts.

Different subject, but been fiddling with MSH conversions to supers, and it just about works. Been converting old MSH modules in prep for a supers thing here.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 29, 2014, 10:24:33 AM
Quote from: Silverlion;806659What superhero games do you have?

Marvel Super Heroes (Basic & "Advanced")
DC Heroes (1st, 2nd, 3rd, and Blood of Heroes with the setting pages removed)
Villains & Vigilantes 2nd
Champions 1st thru 5th
Superworld
Mutants & Masterminds 1st & 2nd
Golden Heroes
Marvel Heroic Roleplay (but dislike pretty much everything about it from art to rules to editing)
Super Squadron
Basic Action Super Heroes

Probably one or two more I'm forgetting
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 29, 2014, 01:30:23 PM
Forgot--I have the BASH rules as well, but never ran them.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 29, 2014, 01:50:49 PM
Quote from: cranebump;806761Forgot--I have the BASH rules as well, but never ran them.

Nor have I...never even read the whole thing. Found it underwhelming after reading some recommendations and then seeing it. The art turned me off, too. Not to say that it might not be great if I were to try it out. Just felt half-baked to me when reading it. I confess that the modern animated super hero art style annoys me and may have colored my opinion a bit. I really hate those men with shoulders six times with width of their waists, and all the tiny-boned women.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 29, 2014, 02:12:25 PM
Think I forgot I also have Heroes Unlimited and Ninjas & Superspies (the latter being good for Green Hornet and Kato style fun).
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 29, 2014, 03:04:28 PM
BASH uses multiplication, which I can do, and has a chart, which I can use. But it's less free form than Supers!  It has a doubling rule, which can make for some very swingy results -- I DO find that cool. But I can approximate this using Supers! exploding wild die if I want more swing. I can't vouch for how smoothly it goes outside CharGen. I'd have to think it runs fairly simple, since, if I remember right, the designer wanted something to play with his children (??). Plus, there are options for different types of task resolution methods, a lot of background on sub-genres, good rules for team synergy, and well-supported, with lots of supplements. Lots of respect for it, here, but prefer the simplicity and depth of Supers!, mainly because I spend most of my time prepping fantasy games, and like less prep in the supes genre. I've heard good things about DC Heroes, but never read that one.

Aside: I',m with you on Marvel Herioc--all that dice shifting, doom pool, and never grokked character creation, really. I DID like the idea of heroes who fight better alone, in teams, or in pairs, but I could simulate that with a house rule in Supers pretty easily (extra competency dice when alone, paired, etc.).
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on December 29, 2014, 06:44:32 PM
Quote from: cranebump;806703For me, it's Supers, Icons and MSH, but have only actually played the first one.
Roll20 works well with hangouts.

Different subject, but been fiddling with MSH conversions to supers, and it just about works. Been converting old MSH modules in prep for a supers thing here.

Odessa, nowhere near anything interesting. All three of those are games I adore. So :D
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on December 29, 2014, 06:47:44 PM
Quote from: Matt;806712Marvel Super Heroes (Basic & "Advanced")
DC Heroes (1st, 2nd, 3rd, and Blood of Heroes with the setting pages removed)
Villains & Vigilantes 2nd
Champions 1st thru 5th
Superworld
Mutants & Masterminds 1st & 2nd
Golden Heroes
Marvel Heroic Roleplay (but dislike pretty much everything about it from art to rules to editing)
Super Squadron
Basic Action Super Heroes

Probably one or two more I'm forgetting

I love MSH, and to a lesser extent Golden Heroes, DC Heroes (Gave away all my copies but Batman), and V&V. I've never found a copy of Super Squadron.

Like you I'm not a huge fan of Marvel Heroic, I find it a bit too "fiddly" in play, and well just generally focused a bit more on the wrong things for Marvel (as well as not optimally written, poorly edited and explained, and so on. )

I avoid Champions these days, and BASH never really clicked for me
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on December 29, 2014, 09:18:32 PM
I dl'ed a ton of MSH stuff the last two days. I really like the random chargen. Not really a fan of relying on a chart, but people swear by the system, so I think they know better than I do.

Odessa....(tumbleweeds)...Yeah, it's rough out there. I'm looking forward to living in a place where you can drive 3-4 hours and not be in the same state. I'm also not a fan of our politics. We have such nice folks, yet some of the dudes we elect...man....
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on December 29, 2014, 09:55:29 PM
Quote from: cranebump;806833Odessa....(tumbleweeds)...Yeah, it's rough out there. I'm looking forward to living in a place where you can drive 3-4 hours and not be in the same state. I'm also not a fan of our politics. We have such nice folks, yet some of the dudes we elect...man....


I blame other people for that, since I didn't vote for (most) of those messing up the state.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on December 30, 2014, 02:09:42 PM
I thought you were referring to the BeeGees album.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on December 31, 2014, 08:03:46 AM
Just thought I'd share this is an Icons character I rolled up recently for a game:

Name: Doctor "Doc" Photon
Origin: Gimmick
Secret Identity: Doctor Jacob Forsythe

Prowess: 6
Coordination:6
Strength: 5
Intellect:8
Awareness:7
Willpower:6

Powers:
Control: Energy Control (Light) 6
 -Extra: Flight
 -Extra: Telekinesis

Specialties:
 Science (Physics) Expert
 Technology



Stamina: 12
Determination: 1



Quality:
 Absorbed by Science!
 Explorer of the Unknown
 Genericly Affable

 NPC:
  Nancy Chandler-Horne, Beautiful Lab Assistant
  Dr. Thomas Nguyen, Physics Rival
  Ajax, Networked A.I. Villain/Enemy.
 
 


Doctor Jacob Forsythe, is a pleasant, intelligent man with clean cut ways, and a gentle calm demeanor. Unfortunately for him, his nature and friendliness is of the sort that most people, don't seem to find him particularly memorable. He is far more brilliant, and intense mentally than most people notice, because he isn't some phrase shouting scientists, or particularly driven to tear apart others ideas to prove them wrong, unless he feels the ideas are dangerous and then he is likely to ask for a moment with the persons involved, and try and point out very kindly their mistakes.

 Those who know him, think of him as "that nice quiet scientist bloke who helped me get a couch up three flights of stairs," or "that guy I had a drink with at a conference once, before I got into an argument over dynamic models of an unstable universe with Dr. Nguyen."

 What most people don't know is following his brilliant paper at 21, and his continued work on manipulating light, using their duality as seemingly both particle and waveform lead to his development of  "solid light" circuitry. Utilizing the speed of light and careful patterns he developed a powerful device: the Sigil.  For all intents and purposes it appears as little more than a pattern of light in an odd almost arcane shape.

 Recently, however, after someone tried to sabotage a coworkers high energy laboratory, Dr Forsythe was forced to use the power of the Sigil to rescue those trapped in the lab and prevent the sabotage from causing a several megaton yield explosion. In one night he saved over a dozen lives, and stopped serious damage to the university. It was then that he realized he was mostly drifting, not driven, but now he had a real reason to push even further forward!


Dr. Forsythe turned his mind away from  writing papers, and playing weekend inventor with wild technologies at his home. He could use his device to help people directly. Not in a dozen years when production of the device was feasible, but now as a super hero. He's spent the last few weeks finishing up his most advanced form of the Sigil, and creating a new identity as Doctor Photon.

Now, he's ready to make a difference in the world. Little does he know that the "failed" sabotage was violent rogue A.I built at the University for the military and it was "simply" testing its boundaries. Or that Dr. Nguyen, whose laboratory suffered the brunt of damage blames Forsythe for the rescinding of additional funding after he quietly pointed out several safety issues Nguyen ignored in order to push his project forward. Making him two enemies in the course of a very short time.

Nor does he realize that his lab assistant, and grad student Nancy Chandler-Horne, has realized just how truly brilliant, bold, and decisive the good doctor is--if he'd only notice her in return. If he doesn't she may have to take direct steps.

For the GM:
Note, Jacob would be VERY flattered and completely flummoxed by Nancy if she did reveal her growing affection for him. Partly because of their student-teacher and working relationship, however she is likely able to rationalize she'll be a full doctor in less than a year herself, and at that time all those problems diminish greatly. Of course, Jacob will also be entirely sure she's just fallen for him BECAUSE of their close relationship as scientists, not because she genuinely sees beyond his demeanor.

The Sigil appears as a glowing symbol that floats inches above his forehead, and extends its abilities through his whole body. Despite it being made of light, and virtually immovable unless he wills it away, it is a device, just one that almost resembles magic, because it is centuries beyond most current technology.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on December 31, 2014, 08:17:03 AM
Adventurers of/in Hell:
Baron Rho
-A once a powerful mortal man, trapped in cursed armor.

Blasphemer Warrior

- A mighty Crusader who turned his back on God, seeking redemption for his fall after he rediscovered his faith.

Infernal Shaker

-A demon, who after trying to possess someone, was turned from his ways and  converted to The United Society of Believers in Christ's
Second Appearing)

Phantasm Miracle
 
-The ghost of a saint, who is along for the ride.


Tweaked the last name to fit, each of these heroes were originally terrible sinners given a second chance after a shakeup in hell. After taking their second chance, they decided to go back--to right a few wrongs, mostly to aid the repentant, and keep Hell in check.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Matt on January 01, 2015, 02:03:26 PM
Tweaking names! Cheating cheaty cheater!
Title: [Super Heroes] Can you whip up sumpin'?
Post by: cranebump on January 01, 2015, 03:20:31 PM
Quote from: Silverlion;807081Adventurers of/in Hell:
Baron Rho
-A once a powerful mortal man, trapped in cursed armor.

Blasphemer Warrior

- A mighty Crusader who turned his back on God, seeking redemption for his fall after he rediscovered his faith.

Infernal Shaker

-A demon, who after trying to possess someone, was turned from his ways and  converted to The United Society of Believers in Christ's
Second Appearing)

Phantasm Miracle
 
-The ghost of a saint, who is along for the ride.


Tweaked the last name to fit, each of these heroes were originally terrible sinners given a second chance after a shakeup in hell. After taking their second chance, they decided to go back--to right a few wrongs, mostly to aid the repentant, and keep Hell in check.

Man, is this something from the Starlin Era.
Title: [Super Heroes] Can you whip up sumpin'?
Post by: Silverlion on January 01, 2015, 05:21:31 PM
Quote from: cranebump;807261Man, is this something from the Starlin Era.

Thank you! I try. Seriously.