I think anyone that plans on playing this game agrees on one thing. We want the best game possible. ok now with superpowered beings there's alot more going on than a wrestling match. so many powers, skills, gadgets, etc. it's crazy. but i always thought if pulled off right the Filsinger system would be a great engine for superhero battle. we are not bogged down in most of the red tape that goes along with rpg's. Making the character IS the hardest part. once made the play is so easy, it's hard to believe the characters can so closely resemble their real life counterparts. So, anyhow I'm going to keep throwing ideas out there to help the cause. Because i want the best game possible.
The charts are first on my list. it (just like wrestling) has to be something that effects all characters. Battleground-Terrain has been established. Based on area knowledge is the main component but experience on the battlefield should effect outcome. If Star Warrior is inexperienced as a Terrain fighting hero. it should show. then we can watch him grow. like in CotG. use agility and power to modify terrain. if you are a +3 or 4 on a terrain tough you can maneuver better. power allows you to move obsticles. But do not use Terrain as a physical weapon. (Not Yet.)
The second chart is Battleground-Weapons. but it's weapons that you can use from the battlefield. rocks, sticks, cars, bolders, tanks, Toss whatever you can lift! I think the cool attack would be a possible finisher especially for the giant, superstrong, individual. where Batman might zap someone with an exposed powercable. Hulk will pick up something massive and slap it down on the foe! ending the battle. But each terrain will have different landscapes and different weapons just waiting to be used.
The 3rd chart is Battleground-Wits. Field Generals should be the big dogs of this chart. lure your opponent into traps. lay mines, use someone's inexperience against them. this is the chess match chart. Like Terrain is more of an agility chart. weapons favors the guys with big time strength. (Unless your Magneto. then he would be Weapons A because of his powers!) but you cover all the bases with in a standard battle plus you can utilize agility and power for more than just a couple move checks.
Next is Willpower. I decided to add it to this post to keep things together. Like i stated before Mind Control should be able to be defended. willpower effects how powerful the attack will be. so if we have Will on with Power, Agility, and Terrain. you can easily determine resistence to Mind Control.If the attack is successful you now control the hero or villain you've beaten. now use them on your team!
Leaders. Commanders. if a character is a leader they are like Royal Overlord. stays out of the battle until an opponent is ready to be finished off. then the leader can substitute his or her own finisher against the foe! But, by doing so they now enter the battle. and can be attacked. they may be ALL finisher. and an easy target. so pick your spot carefully. A commander can lead on the battlefield. Sam would fit this mold. substitute your defense for the purpose of reversals but if your a slow character that needs help with countering an attack but your Defeated is better than your Commander you run the risk of using HIS/HER defeated instead of yours and it could cost you. So be careful who you follow into battle!