Game Basics #2: Supreme Card

a/ Name: As you can see, not only does it give away the nick or the true name of the Supreme but also hints his/her affillation with one of the super teams rocking the city. Hellsmith belongs to the Forgotten faction, evil gods, demigods, demons and their minions. Playing a team composed of one sub-faction gives certain benefits, described on the leader's card.
Don't worry, the non-aligned Heroes and Villains will form super teams as well!
b/ Hero or Villain? (Left Top): Whether the Supreme is a Hero or Villain … or both!
d/ Origins (Right Top): Science, Nature or Mystery. Remember paper, stone, scissors? Works pretty much the same when the rolls are tied between two Supremes.
e/ Traits (Left Panel): Strengths and weaknesses of Supremes: Strength, Defense, Energy, Agility, Mind and Spirit. Red Traits are Trump Traits - for each Supreme Level, there is one Trump Trait. Trumps give re-rolls.
f/ Level: From the lowly 1 to a Leader’s 3
g/ Damage: Number of Damage Points a miniature may take before becoming Incapacitated or in some cases Eliminated.
h/ Action Points or Action Points Allowance (marked as AP): Number of Action Points a miniature may use per Game Round drawn from the team’s Action Pool.
i/ Skills (Bottom): Very handy. Our horned friend Knocks Down enemies (thanks to Bruiser) if he inflicts enough Damage, can't be Knocked Down and uses Minions as snacks to improve his health level. Nasty!
Exclusive Actions: A set of Actions that can be used only by the miniature with them on its card.
Team Power: An active power that benefits the Supreme and/or the team. In some cases the Team Power is more of a hindrance than a benefit.



