having unique powers creates a sense of character, with unique powers you can give them a sense of identity.
Check out mage knight bideway i think it uses a similar concept to what you arw thinking off
having unique powers creates a sense of character, with unique powers you can give them a sense of identity.
Check out mage knight bideway i think it uses a similar concept to what you arw thinking off
Which brings up the question, can either the superheroes and/or the super villains decline battle, or retreat, after combat ensues? Is combat done in rounds? Is combat to the death (or capture)? How is it decided if a super villain is captured, compared to if they are killed? Or is it just lumped together into being called defeated?
If captured, and presumably incarcerated, can they be sprung out, whether by other super villain characters or by players, themselves? Can any character in the game be revived from the dead? What about civilians? Can they be revived from the dead, assuming any kind of casualties are tracked, at all, by the game?
let me know waht you think.
I think that you will need to get permission, before you can use them in your game.
Co-opetition sounds good, if a smooth method for it can be developed.
Makes sense.
I think giving everyone all the powers might screw up the comic book narrative I was going for in the game, maybe it wont. it's a good thought.
You want lots of super powers in the game. Right? I think the key is to give the player lots of options, in the form of lots of powers to choose from (especially if you are allowing them to create their own characters), while simultaneously imposing limits on the characters, themselves, via character set-up/design parameters.
The design of the game is still in flux, and I think that you are going to have to play around with it all a bit before setting it in stone, but where there's a will, there's likely a way to design the game to make it possible for players to do pretty much whatever you want them to do, where character design is concerned.
If you want players to play multiple superhero characters at one time, then you could have a parameter/rule that limits the number of characters under their control with a particular power at any given time. That way, they could have lots of powers scattered across the characters under their control, but they would all be different, with no overlap (or only such overlap as you allow).
You could allow players to have any powers in play, provided that no two characters are identical.
You could make it so that, if they choose a particular power, then they must also take another specific power. Or, if they take Power A, then they can't have Power B.
I think that's hte best option so far.
If you use Power Cards to allocate super powers to characters, then you can control who can have access to what, simply by how many of a given card that you incorporate into your Power Card deck. Then, simply set a limit on how many cards that characters can have.
If you go this route, and yet you don't want all superheroes to have 3 cards or 5 cards or any other set number of cards, then you can allow players to roll a dice during the character set-up phase of your game (assuming that it has such a phase), and whatever the number displayed on the dice, that character can choose that many Power Cards from the Power Card deck.
This method would superheroes to have good diversity, in terms of their respective strengths.
You also could have a Weakness Deck, and force players to design superheroes with not just powers, but actual weaknesses, too. It complicates things, but it is a possibility.
I think that's hte best option so far.
Again, going back to using cards to represent super powers, you could have a deck of Unique Powers, and a deck of Common Powers, with characters getting to draw from each to form the whole of their super power repertoire.
If you use a Character Deck to hard assign unique powers to characters, will you be including a deck of blank cards, for players who wish to design their own heroes from scratch? If not, how will they go about doing that?
i guess right now, there are no movement/ strategy rules for the main baddy, but i think you can write something unique style for each archenemy, "attacks closest enemy "or "when badguy has less then 25% health, his movement and attack double" i suppose you can even write diffrent basic movement script for all the hencmen/ civilians
how does one rescue citizens bideway? does one simply need to stand( or run by) the same space as one? does there have to be an free path to an exit? do they have to be escorted out? do you need to get rid of all baddies close to them (i suppose you can have this vary per civilian)
As for powers: i am not to big of a fan of tech trees, but i could see useful implications for this game, im a bigger fan of the mage knight way of things
Weaknesses, that is an pretty awesome idea,
I planned on having some set movements for the bad guys. I think it's a neat idea when the bad guy can realistically react to what you are doing. Secondly, when ti comes to engaging/disengaging, i'm pretty sure (but not certain) it's gonna have something to do with the speed value of a character in a way similar to combat. Basically, if youre speed is higher, you can get away easier.

| Pinnacle - New Playtest Rules (54) by questccg |
| Quest Adventure Cards(tm) — The Reboot has been upgraded! (0) by questccg |
| Dual Dice — Working on the product (5) by questccg |
| Captain's Log: Entry 0001: I JUST WANT TO FINISH MY GAME (2) by larienna |
| Crystal Heroes — Worthy of attention! (8) by Noah McQ |
| What is the "Design Space" and ??? (29) by larienna |
| Working on the French Translation of my website (4) by questccg |
| Monster Keep — Renewed optimism (5) by questccg |
| What do I need for a public version of my wargame? (20) by questccg |
| Short question about hitting moving targets, or attack while moving (77) by X3M |
| Helping in making a video game (223) by questccg |
| Happy New Year 2026! (2) by Noah McQ |
| Pinnacle - The PnP! (6) by Raydad909 |
| Protospiel Indy 2026 (0) by sirvalence |
| Merry Christmas 2025! (0) by questccg |
| Mystery Card Game — Thinking of the suits that will work (12) by questccg | |
| 1 Month of Advertising on FatherGeek.com (0) by The Game Crafter | |
| Could a double card mechanic work? (24) by X3M |
| Got an interesting email from an older BGDF member (8) by larienna |
| A Game About Forgetting (21) by Steve |
| The Joy of Letting Someone Finish Their Question (1) by X3M |
| Dual Dice — 110% Funded on Kickstarter! 100% Done / Completed!!! (51) by questccg |
| A reboot of the game nights (wargame, hobby variant) (100) by X3M |
| Quest Adventure Cards — The Reboot: One Version to Master them ALL! (2) by questccg |
| I'm New Around Here (7) by Noah McQ |
This is what i thought, make a character for each power type, and adding a general power deck. Maybe some characters can have multiple power types but cannot gt let's say, lvl 3 powers. My idea was that if you have smoe sort of diagram, the farther you stray from your original power type in the diagram the more expensive those powers are to buy. General powers are the same to everyone.