Crossover Super System Characters
by Scott R. Pyle
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Mach-3
BP: 85
AP: 10 (16)
Attributes
Strength 2
Agility 8 [1]
Mind 2
Resolve 3[/twocol_one] [twocol_one_last]
Powers
Extra Movement x 6
Hyper Movement
—Warp x 1
—No Penetration
Instant Stand
Melee Attack x 5
—Super x 1
Super-Agility x 1
Vitality: 5[/twocol_one_last][hr]
Crash & Burn
Crash & Burn come as a pair in the Super System rules using the really unique and cool Sidekick rule.
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Crash
BP: 85
AP: 6
Attributes
Strength 8[2]
Agility 4
Mind 2
Resolve 5[/twocol_one] [twocol_one_last]
Powers
Bodyguard (Burn)
Combat Prowess x 2
—Super x 1
Knockback Resistance x 1
Sidekick (Burn = 11 pts.)
Super-Strength x 2
Vitality: 13[/twocol_one_last]
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Burn
BP: 55
AP: 8
Attributes
Strength 2
Agility 6[1]
Mind 2
Resolve 4[/twocol_one] [twocol_one_last]
Powers
Combat Prowess x 2
Edge x 2
Ranged Attack (8D)
—Cone (8”)
—No Range
—Super x 1
Super-Agility x 1
Vitality: 6[/twocol_one_last][hr]
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Fletch
BP: 85
AP: 8 (11)
Attributes
Strength 3
Agility 6[1]
Mind 2
Resolve 4[/twocol_one] [twocol_one_last]
Powers
Combat Prowess x 2
Extra Movement x 3
Gadget Pool–Trick Arrows (20 pt. pool)
–Blast Arrows (Full Slot, Ranged Att.:7D, Sup. x 1)
–Swing Line (Half Slot, Super Leap)
–Flash Arrow (Half Slot, Flare)
–Bolo Arrow (Full Slot, Entangle: 7D, Sup. x 1)
Instant Stand
Super-Agility x 1
Vitality: 7[/twocol_one_last][hr]
The Henchmen
Henchmen are a special kind of ‘character’ in the Super System 3 rules. They have some different characteristics and are lots of fun to play. What would a Super Hero game be without a load of henchmen to throw around?
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Ninjas
BP: 85
AP: 7 (10)
Attributes
Strength 3
Agility 5
Mind 2
Resolve 3[/twocol_one] [twocol_one_last]
Powers
Armor x 2
Combat Prowess x 3
—Super x 1
Climbing
—Vertical Charge
Extra Movement x 3
Force-Field x 3
—Super x 1
Instant Stand
Invisibility
—Burnout 3
Melee Attack x 3
—Super x 1
Vitality: Henchmen Group-5 Members[/twocol_one_last][hr]
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Thugs
BP: 85
AP: 7
Attributes
Strength 3
Agility 4
Mind 2
Resolve 3[/twocol_one] [twocol_one_last]
Powers
Another Wave*
Armor x 2
Combat Prowess x 3
–Super x 1
Ranged Attack (6D)
–Super x 1
Vitality: Henchmen Group-10 Members[/twocol_one_last]
Another Wave
BP Cost: 10 pts. + 5 pts./lvl.
AP Cost: n/a
Effects: Only Henchmen groups may possess this power. Any time a henchmen group possessing this power loses its last member, it makes a Resolve + Iron Will check with a difficulty based on its level. If it passes the check, it reforms at full strength at the beginning of the next combat round within the owning player’s initial deployment area, or if there was no clearly defined deployment area, place the group anywhere on the table, but not closer than 15” from any enemy model. If the player fails the check, he removes the henchmen group from play as normal and they’re gone for the remainder of the scenario.
When a player purchases this power for his henchmen group, he selects a level and pays the additional cost. The level determines the difficulty number for the Resolve check to reform:
Level 1 = 4 goals (5 pts.)
Level 2 = 3 goals (10 pts.)
Level 3 = 2 goals (15 pts.)
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