Superheroes Supercrew - Bluescope: Armoured Defender Of The City
#1
I decided to try out the tool using the simple superhero game, Supercrew. I threw together a quick superhero (all Supercrew characters are quick) called Bluescope - he's a corporate sponsored armoured battlesuit-wearer - think Iron Man in silver and pale blue. Of course he defends the city against various foes and threats.

Here he is:

Bluescope
Corporate sponsored engineer

3 - Gadgets. A skilled mechanical, electronic and computer engineer, he can adapt avaiable tools to provide solutions.
2 - Armoured Battlesuit. Protects, has rocket boots and glove blasters.
1 - Onboard Computer. Provides information, analysis and predictions.

Reroll - Overload! (Battlesuit)
Change to 5 - Expand Search Parameters (Computer)
Effect 2 - Force-field (Battlesuit)

Toughness: 3

I didn't flesh the story out that much, as really I was just interested in seeing how the tool worked (I may not even finish the story).

Bluescope is out on patrol one evening when ...

Praise / Illness.

... he sees something suspicious at the Hospital.

Antagonise / Opposition.

A fight! Is it outside the Hospital? (Likely)

Yes, and...

Recruit / Death.

Zombies! Both outside and in. shambling figures are swarming out of the building, and it sounds like they are inside as well.

There are people in danger. He swoops down to the rescue.

Is this an easy encounter? (Likely)

Yes, and...

(It doesn't make the next encounter any harder)

1 Villain Point
Slow moving zombies 1
People are in Danger! (one use, target at -1)
Toughness 2

First Round

The Zombies shamble around threatening people - 1 dice
Bluescope uses his Computer to analyse the best attack approach - 1 dice (gains Hero Point)

Zombies

3 = 3[d6]

Effect 0

Bluescope

3 = 3[d6]

Effect 0

People seem to be evading the Zombies effectively, but Bluescope cannot determine an effective approach.

He decides to just get stuck in!

Second Round

Do the Zombies use their ability? (Likely)

Yes. +Event: Struggle / Leadership

Oh no! An uncontrolled panic!

Add a new challenge
Crowd Panic - 1
Toughness - 1
Panic increases by 1 for each round it remains.

Bluescope engages the Panic using his Battlesuit. He flies in and starts grabbing people, using his loudspeakers to tell people to remain calm - 2 Dice

The Zombies effectively engage Bluescope with 1 Dice (really they are threatening the crowd)

Panic!

3 = 3[d6]

Effect 0

Zombies

5 = 5[d6]

Effect 1 and Bluescope is at -1 die next round

Bluescope

8 = 4[d6]+4[d6]

Effect 2

Bluescope goes first. The Panic gets a Reflex defence.

3 = 3[d6]

It takes 2 hits, so he clams the crowd, interposing himself impressively between them and the Zombies.

The Zombies go next. Bluescope gets a reflex defence.

1 = 1[d6]

He takes 1 hit - undead hands grab at him ...

Third Round

The Zombies attempt to push past Bluescope to the crowd - 1 dice

Bluescope fires up a wide-spread attack with his blasters - 2 dice

Zombies

4 = 4[d6]

Effect 1

Bluescope

5 = 2[d6]+3[d6]

Effect 0

The Zombies go first - there are to many of them for Bluescope to target effectively, so he switches to a powered defence, expanding his force-field to slow them down - 2 dice

7 = 6[d6]+1[d6]

Effect 1, plus a reroll ...

2 = 2[d6]

Effect 1

He holds the Zombies back ... for now

Fourth Round

The Zombies push forward again ... - 1 dice

Bluescope pulses his force-field, trying to stun them in one go! - 2 dice

(I forgot to apply the -1 to him last time, so will do it now), so 1 dice

Zombies

1 = 1[d6]

Effect 0

Bluescope

6 = 6[d6]

Effect 1, plus reroll

2 = 2[d6]

Effect 1 total.

Bluescope acts first, his force-field pulsing. The Zombies defend with 1 dice

2 = 2[d6]

Effect 0, so they take 1 hit (1 remaining)

About half of the Zombies are down - the electrical pulse seems to have 'deactivated' them. But the others keep coming ...

Fifth Round

Zombies shamble for 1 dice
Bluescope uses blasters to finish them off, with targetted pulses - 2 dice

Zombies

6 = 6[d6]

Effect 1, plus reroll

6 = 6[d6]

Effect 2, and another reroll

6 = 6[d6]

Effect 3, and yet another reroll

4 = 4[d6]

Effect 4!

Bluescope

10 = 5[d6]+5[d6]

Effect 2

In switching power to his blasters, the force-field drops, and the Zombies surge forward, too dispersed to deal with. Bluescope switches to a powered defence. Spending his hero point he flies up to the hospital roof and routes his suit's power through the communications array there hoping to slow the Zombies - 3 dice powered defence.

4 = 1[d6]+1[d6]+2[d6]

Effect 0!

Bluescope takes 4 hits.

Bluescope is beaten. He's not knocked out, but we can assume that the Zombies have dispersed into the city too much for him to be able to deal with them in one go.

The scene/encounter ends. Bluescope recovers his Toughness, and gains a Hero Point for being defeated.

Supercrew always delivers a fun game, and works well with Mythic and works well with a GM emulator, as a lot of the narrative comes from player's interpretation of die rolls. My only criticism of the RPGSolo tool so far is that I'd like a larger notepad area to the side to track the character in. Otherwise it seems pretty good.
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#2
Hello Kaptain Kobold and welcome.

Thanks for trying out the site and posting your game. Although I don't really understand how the dice system works, Supercrew looks very cool and I like your superhero.

I Look forward to more episodes!

Regarding the notepad, do you mean you need more horizontal space?
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#3
(05-14-2013, 11:05 PM)Mark Wrote: Hello Kaptain Kobold and welcome.

Thanks for trying out the site and posting your game. Although I don't really understand how the dice system works, Supercrew looks very cool and I like your superhero.

I Look forward to more episodes!

Regarding the notepad, do you mean you need more horizontal space?

More horizontal space, yes. Adjustable horizontal space would be perfect Smile

There's a good review of Supercrew HERE which explains the mechanisms; it really is very simple Smile
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