Barbaric Yawps on Comics, Role-Gaming, and Spec-Fic
Tuesday, June 10, 2014
[Supers!] Kitty Pryde
Supers!, Simon Washbourne's wonderful superhero RPG from 2010, has just come out in a revised edition ($10 in PDF, POD coming soon) from Hazard Studio. I haven't put together an itemized list of the differences between the two editions, but my initial pass through the revised version convinces me that Hazard has done an excellent job of clarifying the rules without unnecessarily complicating them—a very welcome outcome in the case of this, my favorite superhero game.
Of course, it wouldn't be a superhero RPG without a character conversion or two to see how well the rules handle archetypal comics characters. So I decided to do a Supers! RED version of my favorite Marvel mutant, phasing wunderkind Kitty Pryde. Like Josh Whedon, I too was introduced to the X-Men through Kitty's eyes, and she's remained one of my favorite characters since then.
The version I've chosen to stat up is the Kitty we see at the end of Uncanny X-Men #143 (March 1981), the final issue of John Byrne's run on the title as penciller. In this story, Kitty has to survive the attack of an N'Garai without any help from her teammates. It's a classic done-in-one, a real rite-of-passage for Kitty that more or less marks her emergence as a superhero in her own right. So it's also a perfect point to stat her up as a beginning 20D Supers! character.
Kitty is not yet 14 years old, so giving her Resistances higher than 2D (already a step beyond human average) seems wrong to me.
Kitty is explicitly described in the comics as a genius, so I've given her MA/MS equivalent ability in academics and technology. Her 2D in Performance reflects her skill as a dancer (and looks ahead to her ability as a storyteller), while her other 2D Aptitudes are part of her X-Men training (issue #143 explicitly makes a story beat out of her SR-71 Blackbird study).
Flight 1D (only when insubstantial)
Super Weaponry 4D (touch attack, only versus electronics)
Phasing is Kitty's main mutant power, so it gets the most dice. Her ability to walk on air molecules (and thus "fly" at running speed) is handled as Flight—which she gets for free courtesy of her "Only when" Complication. I've also given her Super Weaponry to reflect her power's effect on electronic systems: it's not called out as part of her power set by issue #143, but we've seen her use it to free Wolverine form a cage during the Dark Phoenix storyline.
Secret: Mutant Kitty doesn't look like a mutant, so she doesn't get the Social Hindrance that many other mutants (e.g., Nightcrawler, Toad, etc.) get. Instead, her mutant status is a lurking secret, and its exposure becomes a plot point in future story lines. Competency Dice (2D) I left Kitty with two Competency Dice to reflect her protagonist power—and also as a way of saving up for the dice she'll be spending to make Lockheed the space dragon her Companion. Well, that and the ninja training. Chris Claremont was a rather generous GM when it came to character advancement!