When I started to plan my Marvel Heroic convention scenario, I decided to open it with a straightforward villain-bashing action scene where the players would have a chance get acquainted with the Marvel Heroic rules before the real action begins. Initially I considered Hydro-Man (possibly paired with Electro) as well as the Wreckers to serve as the punching bags, but in the end I settled on Sandman, thinking that a supervillain who had gone against Hulk and nearly defeated Fantastic Four single-handedly would be enough of a challenge for quick a warm-up match. However, as is apparent from my session report, my judgment was way off in that respect. In retrospect, the Wreckers would have probably been the best choice, giving each of the characters something to actually chew on while learning the ropes of the system.
In designing Sandman’s datafile I aimed for a version of the character from the era he had his confrontations with Hulk and Fantastic Four and before he had turned away from a life of supervillainy. Given that Sandman often uses his powers in quite creative ways, I pondered for a good while if he should have Versatile or Multipower as part of his SFX, but as Sandy’s power trait dice are all across the board, neither of those effects seemed particularly useful when considered in the terms of actual game mechanics. Otherwise I’m rather satisfied with the end result and especially with the distinctions and limitations, as for me those are the things that elevate a datafile from a mere collection of stats into a living, breathing character.
(a.k.a. Flint Marko / William Baker)
Solo D8, Buddy D4, Team D6
- Comes in All Shapes
- Smarter than He Looks
Body of Sand
Flight D6, Godlike Strength D12, Growth D8, Intangibility D8, Sand Blast D8, Sand Influence D6, Stretching D6, Superhuman Durability D10
- SFX: Area Attack. Target multiple opponents. Add a D6 and keep an additional effect die for each additional target.
- SFX: Suffocate. Add D6 to your dice pool for an attack action and step back the highest die in your pool by -1. Step up physical stress inflicted or complications created by +1
- Limit: Shifting Sands. Step up stress or complications from wind-based attacks to add a D6 to the Doom Pool.
- Limit: Mudman? Glassman? When targeted by a water- or heat-based attack, change any Body of Sand power into a complication to add a D6 to the Doom Pool or step up the lowest die in the pool. Also, shutdown Flight and Intangibility. Remove the complication or activate an opportunity to recover the powers.
Combat Expert D8, Crime Expert D8, Menace Expert D8