Microlite 20: Power Packages

I finished that project I started back in the fall. The one thing that most superhero RPGs have that Microlite 20 Costumes didn’t is a list of power packages, or combinations of abilities and skills ready to plug in to an existing template. Microlite 20 Costumes features six templates, generic character types at different levels:

  • Pulp (level 4)
  • Street Level (level 6)
  • Sidekick (level 8)
  • Typical (level 10)
  • Advanced (level 12)
  • Superior (level 15)

Each leaves between 20 and 90 Power Points available to spend on powers and abilities. And with the new Power Packages collection, you can pick your favorite power set, adjust them for number of Power Points you have to spend, and go. No need for a lot of math to calculate your superhero. Here’s the Power Packages available:

  1. Aquatic
  2. Battlesuit
  3. Brick
  4. Construct
  5. Cosmic
  6. Demon
  7. Duplicator
  8. Elemental Controller
  9. Energy Blaster
  10. Gimmick
  11. Jungle Lord
  12. Lucky
  13. Martial Artist
  14. Mimic
  15. Mind Controller
  16. Paragon
  17. Plant Avatar
  18. Psychic
  19. Rage Monster
  20. Secret Agent
  21. Shape Shifter
  22. Size Changer
  23. Sorcerer
  24. Space Explorer
  25. Speedster
  26. Stretcher
  27. Summoner
  28. Teleporter
  29. Vigilante Detective
  30. Weapon Master

That covers most of the superheroes found in the Big Two’s books, and makes getting started with Microlite 20 Costumes a lot quicker. The Power Packages are a separate document from the Costumes rules, though found in the same place here on the web site. Next up: a little road-testing of these rules, with an all-out superhero slugfest brought to life on the tabletop.

Microlite 20: Costumes Templates

To make character creation faster, I wrote six “templates” for the Microlite 20 Ultimate Costumes rules, from the low end (Pulp) to the middle (Typical) to the high end (Superior). I noticed the math was wrong on the templates, though — only after it was included in 2017 Microlite collection! Ah well, the rules are still the same. Here’s a revision of the templates, though I’ve included it in the latest revision of the Ultimate Costumes rules, along with a handful of cosmetic changes.

Each template leaves about a third of the Power Points available for players to spend on powers and ranks for those powers. I’m going to make that simpler too, by creating “Power Packages.” It’s a brief description of a set of powers as seen in comic book superheroes, with ranks where appropriate. Each adds up to 50 Power Points (i.e., the amount you have left to spend if you take the Typical template). You’ll have to add or subtract powers and/or ranks if your character isn’t level 10.

Some superhero abilities, like toughness or incredible reaction time, can be replicated in the game rules with more hit points, a higher Initiative bonus, or by increasing another characteristic, not necessarily by adding more powers.

The Power Points cost for Super-Agility, Super-Intelligence and Super-Strength is the difference between what the Power Package suggests as a score and the Power Points already spent in the Typical template (4 for a STR of 14, 7 for a DEX of 17 and 2 for a MIND of 12). For example, a Power Package listing a STR of 20, which costs 12 Power Points, will cost 8 Power Points in a Power Package (since the character has already spent 4 Power Points to get that STR of 14). Remember that changing stats affects other abilities, like attack bonuses, which you’ll have to calculate yourself.

Iron Man and Sub-Mariner
There are more images of these two together than I thought I’d find. Play them in your Microlite 20 Costumes games. (image: marvel.wikia.com)

Here’s a few Power Packages to start with, with plenty more to come. For most powers, first the base Power Point cost of the power is listed, then the number of ranks of the power, if ranks can be purchased. As noted in the Microlite 20 Ultimate Costumes rules, not every power needs ranks. Other powers, skill bonuses and abilities are also listed with the Power Points spent on them.

AQUATIC (Namor, Aquaman)
Breathe (base 10 — 7 ranks)
Electricity (base 15 — 0 ranks)
Swimming (base 10 — 8 ranks)

BATTLESUIT (Iron Man, Steel)
+1 to Knowledge (3 Power Points)
Body Armor (gadget, 5 DR, 11 Power Points)
Breathe (gadget, base 6 — 2 ranks)
Flight (gadget, base 6 — 7 ranks)
Super-Strength 19 (gadget, 2 Power Points)
Weapon: machine guns (gadget, base 6 — 7 ranks)

VIGILANTE DETECTIVE (Batman, The Question)
Intimidate (base 10 — 2 ranks)
Stealth (base 15 — 8 ranks)
Weapon: darts (base 10 — 5 ranks)