Hello folks,
As a geek exercise, I decided to stat out the heroes of SotM using Fate Core. More specifically, one of the Worlds of Adventure (Venture City Stories/Powers) has a great framework for doing superpowered beings in Fate Core.
The folder for the heroes I have completed so far is here: https://drive.google.com/open?id=0B6O-DkReymNacjd3WTdady1LOGc
For the record, I am very aware of the Sentinels Comics RPG coming next year. But it's coming next year, and I was curious as to how this project would turn out in Fate. So here you go.
As a sample, I have posted Legacy below:
Legacy
Aspects:
Inheritor of Ever-growing Powers
“Baron Blade Must Be Stopped!”
Lead From The Front
Defender of the Weak
Founding Freedom Five Member
Skills: +4 Fight; +3 Rapport, Physique; +2 Athletics, Empathy, Will; +1 Investigate, Shoot, Contacts, Lore
Stress: Physical 4, Mental 3
Refresh: 1
Stunts
Galvanize. When you give instructions, people listen and do better for it. Any aspects based on tactics you’ve given that you’ve made through a create advantage action with Fight can be invoked for +3, instead of +2, by your allies.
Hard Boiled (FC 127). You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate
consequence, and if it was already moderate, it becomes severe.
Defend the Weak. When someone is attacked physically while within your zone, you can spend a fate point to redirect that attack to yourself. You may defend against that attack at +1. (Fate System Toolkit, p.41)
Powers
Legacy Powers
Legacy can fly with Athletics. This functions just like running or walking, but with vertical movement.
Super Hearing: You gain +2 to Investigate when using hearing. In addition, that sense cannot be impeded; for instance you can hear clearly in a cacophony.
You gain +2 to Physique in all situations that require pure strength.
Legacy has Armor:4 against physical attacks.
Special Effects: Physical Recovery, Forced Movement
Drawback: Overwhelmed By Distress Calls
Collateral Damage Effect: Flying Smash: It’s pretty trivial for you to just pick someone up and toss ‘em through the scenery. You can take out a nameless NPC entirely, or deal a mild consequence to anyone else, at the expense of the structural integrity of the buildings around you.