As I get time to dig in and actually entertain the idea of a superhero version of this system. One thing that gets in my way is charts. with wrestlers that ability gap is close. in the hero realm it's like a guy would can move 4 or 5 hundred pounds to planet movers! so everything has to be put in a condensed can of breakdowns. Yoda said "You must unlearn what you have learned." so I'm using no charts.(for now) and building from there. also I'm considering more level 1 attacks and making them relevant. (If Batman is the peak human he would entertain 6 level 1's 6 level 2's and 5 level 3's with a finisher) down 3's are spread out over all 3 levels depending on toughness. also the Defeated # I've changed to a scale. instead of add1 moves being automatic (reflecting different durabilities and toughness) it's scaled. say (we'll call it KO'd) your KO number is 1 but your "Stun" number is 4. this means if you roll 2 to 4 you get a fatigue token. if you roll above that, no damage. I've even considered the "4" being a ceiling. with the exception of a finishing move. but that move's damage is for that round only say a +3 jumps you from 1 to 4 for ko and 4 to 7 for stun. but after the round ko is jumped up to 2 and the stun goes to 5. that's where it starts for me. any feedback would be greatly appreciated.
I lost you already? listen I'm reinventing the wheel. this game mechanic is perfect for wrestling. but if it's used for a "hero"type game it has to be retooled. look I played baseball all my life. but when my kids started playing and I started coaching, I had to forget all that i had learned. I reverted back to the caveman basics and started over. well making a hero game using this system is fun for me. I used to game alot. and i have loads of superhero sourcebooks from various game incarnations. going from scratch is fun and challenging. so I'm just throwing stuff out there.