Chasing Superlizard

I have played a new game with a modified version of the Simple Super Hero rules by Jones and Moore.
Some of the things I have changed:

  • attacks are a single opposed roll Damage vs Block – if the attack is not blocked, the target loses 1 HP
  • I have drastically reduced the number of HP (3 for Super Heroes, 1 for Humans)
    ranged attacks are a distinct ability (by default, they are not possible for a Super Hero)
  • the number of actions per round is fixed (2 for Super Heroes, 1 for Humans)
  • when I roll doubles, I treat them as “critical success” granting some bonus, but not as extreme as adding the two values in the original rules

The game was fun, but I will have to run a more combat-oriented scenario.

  Puck Snowbird Northstar Superlizard
Body Strong Agile Agile Strong
Nature Mutant Mutant Tech Mutant
Movement Low+1 High High Low+1
Melee Att. High+1 Low Low High
Tech Block Low Low High Low
Mutant Block Low+1 Low+1 Low High
Ranged Att. Low+1 Low

In this case, the two teams had to retrieve a target hidden in one of five locations (the pink cubes). Superlizard was accompanied by 2 squads of four humans each.
Puck, Northstar and Snowbird formed the other team.


Northstar and Snowbird easily reach two of the possible targets (they are both fast). Puck lags behind. Superlizard rolls a great double five on movement, so he is able to move 5+1(his bonus)+2(critical bonus)=8 twice in a single round: he also reaches a possible target cube.


Superlizard is the lucky one: he finds the target! The other team moves forward to intercept him before he leaves the board.


In the following chase, Puck is too slow to have a chance. Northstar and Snowbird have to fight Superlizard’s human minions and they are both wounded. One of the humans rolls a critical attack (Snowbird’s Tech Block is LOW: it’s 4 vs 1) and inflicts a 2 HP wound. Anyway, Superlizard is fast enough to reach the border before the others reach him.


Another Simple Super Hero skirmish…

I have played a new Super-Hero game with a modified (mostly simplified) version of the Simple Super Hero Tabletop Rules by Jones and Moore. Some of the changes are based on a GooglePlus discussion with neuzd.

The characters were:
Puck (Strong,Mutant)
Movement: L+1
Attack: H+1
Tech Block: L
Mutant Block: H-1

Northstar (Agile, Tech)
Movement: H+1
Attack: L
Tech Block: H
Mutant Block: L
6 goons lead by Snowbird (Agile, Mutant)
Movement: H+1
Attack: L
Tech Block: L
Mutant Block: H

All Superheroes have 10 HPs. They perform two actions per turn.
Humans only have 1 HP and perform a single action per turn.

Updates with respect to the original moves:

  • The most relevant change is that I removed the Damage/Evade abilities: combat is resolved by a single opposed roll Attack vs Block
  • Strong heroes have 10 HP, like Agile heroes
  • Humans have 1 HP only
  • The number of available actions does not depend on the dice
  • I omitted the -1 modifier for ranged attacks
  • A Hero can have two +1 modifier and a -1 “fault”, or just a single +1 modifier

The scenario involved retrieving a target object hidden in one of six possible locations (the pink cubes). Checking a location requires a full action adjacent to it.


Northstar and Snowbird are quick in reaching the doors of the two buildings.


The buildings provide no result. Puck moves towards the ambulance (he is behind it in the photo), while the goons reach the cars in the foreground.


Puck and Northstar check the two vehicles on the left, with no luck. Things go well for the two goons in the foreground: target found!


Northstar rushes to stop the goons from taking the target out of the field. Snowbird wound him with a ranged attack. Puck slowly moves towards the centre of the board to join the action.


Puck puts two goons out of combat with ranged attacks. Northstar does the same with the two who had the objective: the heroes are also wounded in these fights. This gives the time to Snowbird to reach Northstar, and her first blow is lethal. A double 3 vs the Low block (1) does 5 HPs of damage is enough to put the already wounded Northstar out of combat.


Again, it was an interesting game. The changes seem to make things a little faster. I would like to find a way to make the goons slightly more effective…