Sunday, 14 September 2014

Power Legion - Alpha Flight

These are my conversions of Canada's very own super team Alpha Flight.

James McDonald Hudson, Guardian

The teams first leader.



Guardian (896 Points)
M A S K
d10 d10 d8 d8
Knockout  d8+5
Armor d10, Flight d20, Ranged Damage d10 (Energy), Blast d8, Burrowing d8

Walter Langkowski, Sasquatch





Sasquatch (504 Points)
M A S K
d8 d8 d12 d10
Knockout  d10+4
Lethal HTH Attack d8, Armor d8, Super Leap d8


Eugene Judd, Puck




Puck (403 Points)
M A S K
d4 d8 d6 d6
Knockout  d6
Martial Arts d10, Difficult Target, Acrobat, Flying Kick

Jeanne-Marie Beaubier, Aurora



Aurora (884 Points)
M A S K
d4 d8 d4 d8
Knockout  d8 Activation d8
Flight d20, Flare d12, Superspeed d10
Jean-Paul Beaubier, Northstar



Northstar (804 Points)
M A S K
d4 d8 d8 d8
Knockout  d8 Activation d8
Flight d20, Superspeed d10
These two were tricky to convert as they have super speed and flight.  I did wonder about only giving them one or other power but that didn't feel right for the characters.  I did originally try to limit their movement with Slow but that did not feel right either so removed the restriction.

Michael Twoyoungmen, Shaman

The teams doctor and magician.


Shaman (866 Points)
M A S K
d8 d6 d6 d8
Knockout  d8
Strong Will d10, Flight d4, Magic d10, Healing d8  

Snowbird

This is my conversion of Snowbird.  I've gone with the assumption that she can change form at will so Amphibious and Superswimming would come from a change into a Polar Bear or Seal, the Lethal HtH would come from her changing form into a Sasquatch or Polar Bear and Stealth/Difficult Target would be her changing form into an Owl or something similar.



Snowbird (571 Points)
M A S K
d4 d8 d10 d10
Knockout  d10 Activation d8
Flight d8, Strong Will d12, Lethal HTH Attack d8, Stealth d8, Superswimming d6, Amphibious, Difficult Target, Boost



4 comments:

  1. Very interesting so far, and I love that you done up some Alpha Flight!

    I've been contemplating buying Power Legion, but it seems like the author has missed several things and is regularly making fixes to the book.

    If you've played SuperSystem, how does Power Legion compare?

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  2. I own but have never played Super System. Power Legion is a little simpler and more generic than Super System but I think this allows for faster play. My only concern with Power Legion so far is that with Armor adding a fixed amount to a characters Knockout it can be hard to damage an opponent.

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    Replies
    1. Is there any kind of campaign or experience system in the book for growing your characters?

      How many scenarios or tools for scenarios are in the book?

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    2. There is a basic campaign system. Winning teams gain extra "Fate" points which can be used to reroll dice, boost attacks and buy Tricks. Teams have one fate point for each 500 points they cost to start with e.g. a team costing 2500 points has five Fate points.
      Normally a character pays a Fate point to use a one-off trick related to one of his powers e.g. Iceman's Ice Generation power making ice slides or The Flash's Super Speed allowing him to run on water. Spending two Fate points makes the Trick permanently available to a character without having to spend further Fate points.
      There are three scenarios in the book: Super Villain Jail Break, When you wish upon a star and Showdown in Town.

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