d20 Devil's Workshop Super Power Team-Ups.pdf

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Devil’s Workshop Presents
SUPER power
TEAM-UPS!
LPJ9865
$5.00
Leon Collins Louis Porter Jr. Tony Perna
69.86.215.24
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Super power Team-Ups!
A team should work together. The statement might seem
absurdly obvious, but it is the single most important lesson a
group of superheroes (or super villains, for that matter) can learn.
Many so-called “teams” spend years trying to get a grasp on this
elusive principle. Others don’t last that long and are broken by
internal strife, humiliation, defeat, or some combination of the
three. Those who do achieve a measure of appreciation for the
idea, however, have another difficult task before them: that of
actually putting it into practice. Once the members of a team
understand that they have to be more than just a group of indi-
viduals on the same side, they must learn teamwork. They must
maximize their individual strengths, and use them to compen-
sate for the weaknesses of the entire team. They must become a
whole more potent than the sum of its parts. In doing so, they can
become unstoppable.
possess superhuman strength and durability as well, which makes
them ideal, mobile Brawlers. The Airborne character’s primary
advantage lies in her maneuverability. She can fly over or around
barriers and non-flying opponents to reach locations, hostages,
or targets that would otherwise be inaccessible. Furthermore, it
is difficult for non-flyers to keep up with her. In most combat
situations, she must be engaged by either an Artillery character
or another Airborne character, as she can easily stay out of melee
range.
The winged werebat is Airborne. The primitive character, raised
by apes, who travels by swinging on vines from treetop to treetop,
is Airborne. The hang gliding cat burglar is Airborne.
Against the Airborne: Flying characters can be difficult to beat,
due to their maneuverability and speed. The Artillery role is
usually the best weapon against flyers, but the Support role works
well, too. An earthbound character able to attack from a distance
may somewhat negate the mobility advantage of Airborne charac-
ters. Infantry characters may be better off leaving flyers to more
capable teammates, but in a pinch, sufficiently strong individuals
may get lucky hurling improvised weapons, such as cars, rocks,
people ( it is not recommended to hurl comrades who cannot fly
into the air ), etc. Other than Artillery, the best characters to deal
with Airborne combatants are other flying characters. When two
or more Airborne characters engage in battle, the outcome often
depends on their other powers. Crafty Airborne characters might
carry Artillery, Support, or Psi-Ops teammates into battle with
them to better overwhelm other flyers.
Team Roles
Every character on a team plays at least one role, based upon the
individual’s particular abilities. Characters possessing immense
strength and melee combat skill may be the “Infantry” capable
of dishing out large degrees of punishment, while characters
with firearms or energy projection abilities may function as the
“Artillery,” ranged fighters who attack opponents from a distance.
Even characters with seemingly minor abilities, such as healing
or “supercharging” other characters, may be considered “Psi-
Ops.” In short, every character has a place on the team.
Common Airborne Maneuvers: Bombs Away, Catch, Interfer-
ence, Postal Service.
Sample team roles follow, though a GM may feel free to create
new ones as desired. Obviously, there is some room for overlap.
Originals, the super-strong, nigh-invulnerable characters often
capable of high-speed flight and energy projection, may alter-
nately function as Airborne, Infantry, Artillery, Armor, and
Transport characters. There is nothing wrong with this, as such
versatility can only enhance a team’s performance; however, such
cosmopolitan characters should take care not to overshadow their
comrades. Everyone serves a purpose, and it weakens the team
greatly when any character believes otherwise. Each role entry
below includes Sample Abilities, the feats, skills, and powers
commonly found among those who play the role. These abilities
are provided simply to help players and GMs get a feel for the
roles, and are not at all exhaustive. Common Maneuvers, specific
acts that enhance team performance, are also included. Maneu-
vers are not dictated by roles. Every maneuver may be attempted
by any character who meets the prerequisites. Also included in
each entry are tips for working against the role in combat.
Armor
The Armor character absorbs damage. This is the individual
whose job it is to take the hits from attacks, environmental
effects, etc. Armor characters are almost always Infantry as well,
but this need not be the case. The Armor role’s advantage lies in
its ability to endure abuse and adversity for far longer than any
other character role. He stands firm where others would fall. He
will not be stopped by collapsing buildings, heavy gunfire, or
speeding trains, though he may be resistant to psychic attacks,
instead. Many Armor characters are deterred only by Support or
highly capable Infantry.
The man with the iron skin is Armor. The giant who absorbs
kinetic energy is Armor. The mechanic with a suit of high-tech
armor is Armor.
Airborne
The Airborne character is capable of aerial movement. She
provides teammates with support from above, frequently by
raining projectile attacks on foes, carrying allies to safety, or
distracting larger, earthbound opponents. Often, she possesses
abilities that fit another role, as well. Many Airborne characters
Against the Armor: Infantry characters usually combat Armor
characters, which in turn provide a reasonable distraction for
Infantry. Support characters are frequently a better weapon
against Armors, as many of their abilities do not allow a save for
damage, which is usually the Armor character’s specialty. Smart
teams will use psychic Supports to distract and weaken Armor
characters or Airbornes to carry them from the fray. Exception-
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Super power Team-Ups!
ally dense Armor characters may be forced into bodies of water
or dropped from long distances ( the resulting craters might keep
them out of the way for a time ).
Against the Artillery: Distance is the greatest ally of the Artil-
lery character, and the bane of his enemies. The best weapon
against him is other Artillery characters or Airborne characters
that also play the Artillery role. If such individuals are unavail-
able, then other characters may help Infantry to close the distance
to the Artillery character’s position ( see Postal Service, Bombs
Away, and Speedball Special maneuvers ). Also, certain Support
characters may be able to hamper the Artillery’s abilities, using
powers that obscure their vision or even visual illusions. Artillery
characters that derive their powers from guns, thrown weapons,
or similar devices may be disarmed and rendered helpless by
crafty Transports and Airbornes.
Common Armor Maneuvers: Human Shield, Interference.
Artillery
The Artillery character is a combat-oriented individual whose
expertise lies in fighting at a distance. The character may project
concussive blasts of energy or hurl extra-durable explosive bolas.
So long as he is capable of regularly making ranged attacks,
he may be considered Artillery. This character is often quite
effective at ambushing opponents, as escaping notice is much
less difficult from a distance, and an unaware target is an easy
target. Movement is important to the Artillery character, as his
advantage relies greatly on his ability to stay out of opponents’
range. Usually, he must be confronted by another ranged fighter,
but super-fast characters and flyers can also be effective, as their
abilities may allow them to quickly close in and rob him of his
tactical advantage.
Common Artillery Maneuvers: Cover Fire, Urban Renewal.
Infantry
The Infantry character focuses is on melee combat. He may be
supernaturally strong, acrobatic, or simply well-armed. Perhaps
the character does not possess any powers at all. Whatever the
nature of his abilities, the Infantry character’s primary combat
function is to close with an enemy and attack. While extremely
limited in function, Infantry role remains one of the most versa-
tile available to a team. Although at first glance, characters
capable of flight, ranged attacks, and superhuman speed might
have a distinct advantage over a melee combat specialist, but
The ex-gangbanger, armed with a mystical TEC-9, is Artillery.
The mutant capable of projecting powerful beams of searing light
is Artillery. The reptilian alien who spits a stream of caustic acid
is Artillery.
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Super power Team-Ups!
a resourceful Infantry character can perform feats of strength,
speed, and wit to even the odds. He may hurl sharp or heavy
objects (or particularly agile allies) to emulate the Artillery role’s
ranged attacks, or tear up great slabs of earth to use as shields.
If he possesses sufficient strength, he may even construct crude
bridges and pathways to enhance his mobility when confronted
with flying or swimming foes.
Psi-Ops
The role of Psi-Ops is one of the most important a character
can play. Despite the name, Psi-Ops does not necessarily imply
psychic abilities so much as a gift for bolstering the team’s
morale and performance, though it’s definitely possible for a Psi-
Ops character to use mental powers to accomplish this. Regard-
less of whether the character’s abilities are obvious or subtle,
they are a psychological asset to the team. This role serves to
enhance a team’s capabilities, strategies, or chances of success.
Every team leader should, to some degree, be able to function
as Psi-Ops, even if he simply calls out instructions or heartens
his comrades. Unlike other characters who can, with a little
ingenuity, use their respective abilities to protect, enhance, or
encourage teammates, the Psi-Ops character’s abilities are specif-
ically geared toward one or more of these ends. Often viewed
as weak or useless by the unwise, characters playing this role are
undoubtedly appreciated by the teammates who benefit from their
abilities.
The skilled samurai with the enchanted blade is Infantry. The
massive demon, incredibly strong and wreathed in hellfire, is
Infantry. The knife-wielding expert assassin is Infantry.
Against the Infantry: Infantry characters most often square off
against other Infantry. Nearly any other character may effectively
combat Infantry, but Artillery, Airborne, and Transport characters
often work best because of their range and mobility advantages.
Sometimes, Support characters can soften up Infantry enough so
that the rest of the team can better combat them. Being so easy to
attack, Infantry characters must often rely on the rest of the team
for support, distractions, and protection.
Common Infantry Maneuvers: Catch, Hold ‘em Steady, Speed-
ball Special, Urban Renewal.
The mutant who can project force fields to protect himself and his
teammates is Psi-Ops, as is the psychic who can see into the past
and the future. The charismatic character who uses his political
connections to get teammates out of prison is Psi-Ops.
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Super power Team-Ups!
Against the Psi-Ops: Psi-Ops characters are frequently major
targets in violent confrontations. These characters are often team
leaders and ability bolsterers. Although they can be powerful,
most focus on protecting or enhancing their teammates, so it’s
often a good idea to disable these characters at the beginning
of combat, much like Support characters. If a team is unable to
neutralize this character at the beginning of the battle, Support
characters may be able to sufficiently restrict his abilities until the
rest of the team can deal with him.
team. The Specialist role is actually quite limited in that it does
not always come into play. The character’s particular skills may
or may not be useful on every mission. For example, for a team
trapped in an ancient, booby-trapped pyramid, the swashbuckling,
archaeologist would likely be an ideal Specialist character, while
the same adventurer would hardly be of any use in tracking an
urban vampire through big city ghettos. Most Specialist charac-
ters compensate for this limitation by choosing a large number
of skills and fields of knowledge in which to excel. The Super-
Intelligence ability is an excellent way to attain this state. Other
characters choose to supplement their expertise with abilities or
devices that allow them to perform capably in other roles.
Common Psi-Ops Maneuvers: Interference
Special Forcers
This character is capable of playing more than one or two of
the roles mentioned here. She might be a shapeshifter, able to
perform many different functions for the good of the team. The
Special Forces character often plays a Psi-Ops role, but this need
not be the case. A character capable of taking any animal form
can just as easily be a team’s default Infantry. Although func-
tional in a number of roles, the character might be somewhat
more limited in her performance than others. For example, a
mystic character with the Sorcery ability can function as Artillery,
but she may not be quite as accurate as her team’s ex-merce-
nary gunman, who’s devoted his entire life to firearms training.
Additionally, the fact that she needs to speak words of magic and
wave her arms around in an obvious manner make her somewhat
less useful during covert missions than that same gunman with a
silenced pistol. All the same, the role’s versatility is her primary
advantage, and her ability to perform a number of functions can
catch unwary opponents off guard. The Special Forces character
is often underestimated by her foes, and as a result, she has many
opportunities to prove her worth.
A former thief who uses her skills to allow the team silent entry
to secure locations is a Specialist. The scientist who uses his
knowledge to deactivate villains’ contraptions is a Specialist.
The computer programmer who hacks top secret files to uncover
corporate and federal secrets is a Specialist
Against the Specialist: In combat, it is often not necessary to
waste too much time attacking Specialist characters unless they
are playing other roles as well or working to perform undesirable
acts ( like setting an unwanted bomb ). Purely specialist charac-
ters are usually more fragile than Infantry and Armor characters,
and can often be dispatched quickly by skilled combatants. A
Specialist character probably carries weapons or dangerous, spec-
tacular devices, so a combatant who is not confident in her ability
to disable him in one turn would be wise to attempt disarming or
grappling him. Support characters are usually quite effective at
using their abilities to minimize the Specialist’s efficiency.
Common Tactics and Techniques: Weird Science
Support
The Support character enhances the team’s effectiveness by
limiting the capabilities of their opponents. While other char-
acters may also seek to weaken the opposition, the abilities of
the Support character are geared specifically towards this end.
Whether she clouds minds, obscures sight, or neutralizes powers,
she can be a frustrating adversary. Though her abilities rarely
cause harm directly, they frequently pave the way for other
dangers posed by the environment, her comrades, or something
else entirely. The Support role is often unwisely ignored in
combat, at least until it becomes obvious that such abilities can
make a significant difference.
The shapeshifter, capable of taking any animal or humanoid form,
is Special Forces. The original, super-strong, nearly invulnerable,
and faster than a speeding bullet, is a Special Forces. The psychic
who uses her powers to mimic the abilities of her foes is a Special
Forces.
Against the Special Forces: For anyone who does not play a
similar role, Special Forces characters are usually quite difficult
to defeat alone. Special Forces characters are incredibly adapt-
able, and their opponents must be, too. It often requires the
combined efforts of multiple characters playing different roles
to best a Special Forces character. Usually, though, if opposing
teams have Special Forces, such characters match up against one
another to prevent their comrades from being bested one by one
by a more adaptable opponent.
The inventor carrying dazzling flares and smoke bombs is
Support. The telepath capable of controlling the minds of her
enemies is Support. The elementalist who uses her powers to
surround foes with walls of earth is Support.
Common Special Forces Maneuvers: Any Maneuvers appro-
priate to the character’s other roles are acceptable.
Against the Support: It is unwise to dismiss Support charac-
ters as harmless. Often, their abilities can weaken opponents
enough to completely turn the tide of a battle. A Support char-
acter that blinds opponents is probably much more dangerous to
have fighting beside a crack marksman than another marksman.
Specialist
Exceptionally skilled in a particular field, the Specialist character
uses a specific body of knowledge or area of expertise to aid the
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