gaby wrote:Do you think only using the Super-Soldier abilities cout as a minor hero?
In my minor hero game I set up (but so far have no players for), you could have 3 super soldier powers and be a minor hero...but all those abilities would be at half power. Some quoters from the rules are below.
I divide powers into 4 levels (instead of just 2).
Level 1 is "Special Effects" level: powers that are weak even by the standards of minor power. Powers like Hovering, Impervious to Fear, and Sleep Dust.
Level 2 is the Secondary Powers level: powers that are strong and useful, but still not generally what you base an entire character around (though you can), things like Healing Factor, Hyperdensity, Lunar Strength, and Solar Powered.
Level 3 is Primary power level: the level of the main abilities of most major heroes. Things like Supernatural Strength, Magnetism, or most APS powers.
Level 4 is Superior powers level, this is the level of powers that require the GM to alter the game to cope with their presence. Powers like Energy Conversion and Invulnerability and Borrow Power.
My rules are a minor hero can have 3 powers of level 1, or 2 powers of level 2, or 1 power of level 3, but no powers of level 4. Please note, some class modifications count as special effects powers, so only those with no real game effect (like strange coloration) may be chosen freely, those that significantly aid the character will need to be selected as special effect powers.
Not only do sidekicks have fewer powers than great heroes, those they have are generally less powerful. Powers are halved in nearly all aspects on the sidekicks. There is a way around that limit…if the character takes the same power twice, the power is at full effect (naturally only Special Effect level and Secondary level powers can benefit from this).
Super Soldier: Fairly self-explanatory, these soldiers have underwent experimentation or implantation of foreign elements (drugs, radiation, or even bionics) to become the most skilled and dangerous soldier known (Captain America). For Sidekicks, Supersoldier abilities are, even though sometimes more powerful, considered to be Special Effect Abilities for purposes of determining the abilities of power based Super Soldiers. Alternative super soldiers start with no abilities other than those of their alternative type (Implant, Chemical, or Endoskeletal). Sidekick Super Soldiers do not start with any special gear normally, but may exchange a special effect level ability for one item, if the item is reasonable.