Seraphim a mild mannered priest is really a angel cone to help mortals with powers of light, healing and righteous fists of peace. Has wings and golden armour he can summon
Storm Wing a airline company owner given telekinesis and a suit by aliens. Just returned from secretly having a baby with a alternate universe in human form. Her brother/sidekick is a nanny.
Traveller a other dimensional detective trapped on earth 476. Has a base, a car that turns into a flying saucer as well as power of psychometry, teleportation, self duplication and has a disintegration gun that forms from his body. Wears bandages and trench coat and fedora.
Stormlord a jerk who is actually from a hundred year old dynasty of heroes, the 5th in a family line with a alien suit, secret base, powers over weather and forms ice armour
Tank a millionare arms dealer in battlesuit industry really learned secrets from lemurians under the earth from their king. Has power to transmute matter from simple elements like carbon and hydrogen. Has lemurian cyborgs and his own cyborg armour.
Have had a policy of trying to throw gonzo scenarios at party between city smash ups. Most sessions involved a long battle scene with heroclix and toy cars. Had a big prison break. Intergalactic gladiator fight, and most recently a battle with a very tough meta merc team trying to rob high energy physics hardware. Two escaped and almost got away with truck.
So while tracking more parts Traveller traced to a shack in country near a run down old mill. So called available team and all flew to scene. Saw three guards with ingrams that Traveller scanned to determined ammo was AP and shed was really a elevator. Stormlord went off half cocked and laid down a wall of Ice. Seraphim flew up and punched one through door and got a KO. Traveler teleported one gy in front of seraphuim and removed a few guns. Stormlord blew away all the chamo on the building exposing the elevator and Tank held doors open while Stormwing flew through into depths after tearing out liftt floor. Voice taunted them over speakers threatening they would never even be born soon.
Whole team considered putting storm in names for a moment till they found the bunker beneath full of nazi regalia dating from pre ww2. In main room was gate. Traveller could tell it was a gate and probably a time one. APIO squads arrived to secure and party decided to enter. Traveller explained that villain erroneously believed you could enter own parallel time stream. Party found selves 1939. Took down 3 Nazi guards with MP3's who were easy to stop. Scientist on way to River city.
Followed him after checking radio broadcasts to see if history similar. City smaller, dirtier, military bases all still active on tiny harbour islands. Seraphim took them to his church and showed priest their he was a angel. Most stayed pu bickering if they could get a disguise and risk showing faces to each other. Stormlord went to family property where his ancestral base was and found butler and his young grandpa threatening him with Thompson guns. Apparently his dad (Stormlord II) was in Europe after refusing Nazi's to join them in 1937. He proved who he was by intimate family knowledge of secrets. Enjoyed having bossy grandpa being helpful and subservient. Got family limo and rented a truck and met at church.
Tank refused to exit armour and worked out Stormlord was able to recharge him with lightning. He also flew into near orbit to test his life support cybernetics. Traveller went to town hall to check business name he gleaned from Nazi guards on farm. Found former Bavarian beer hall now a workers club. Took party there and while Tank sat in back of truck. As rest tried to talk way in, Stormlord jumped out of limo in SS uniform (his alien suit has quick change) and blew everything. Freaked Nazi agents out so others rushed him in with club men tiring to question him and abuse him. While others tried to save situation, facepalmed and abused Stormlord with Nazi's he let off a lightning bolt frying one. So Stormwing held doors shut and lifted a few till they surrender and fight over. She hoped nobody though Stormlord related.
Found scientist they were after was on way to Sydney by train and then was to be smuggled to Berlin. Party scrambled and flew after as scientist more than 3 hours ahead.
Some went in truck driven by traveller and the Storm guys with best flight speeds followed radios. Found intercept point and created huge fog bank to slow train and boarded. Traveller teleported on board and left a duplicate to drive truck. At they walked along train Tank up front saw another battlesuit, only clunky riveted one with exhaust pipes and followed by more ubermench!
He stepped up and said "nice suit" as he disintegrated a hole in chest plate to reveal old man in WW1 uniform (Panzer Kaiser). Was scared to hurt guy. Others flew in a pincer movement to take shots at other Nazi's. One was a huge obese operatic Valkyrie with spears, shield and sword (Aryan Maiden). Next a man with a skintight uniform with a rune on the front and two mausers (Fenris - a werewold) who detected as powerless to Traveller who reported this and went into train to catch rogue scientist. The last was in jodpurs, a flying jacket and a helmet with a spike on top like a WW1 helmet. He registered as powered by his steel truncheon was more so (Steel Commander).
So Stormlord and stormwing fired bolts at Nazis missing due to speed and fog and range then moved in with more success. The guy with mausers shot both which impressed everyone. Seraphim ran up and got a punch in and the Panzer Kaiser fired his 40mm cannon arm and missed. Aryan Maiden threw spears at Stormlord calling him a coward traitor and believing he was his great grandpa. Steel commander tumbled over them all onto Panzers's head and whacked Tank on the head. He was a bit surprised but kept eyes on the game and formed carbon in the Panzer's gun barrel. Next the arm exploded scattering everyone and knocking Steel Commander and Panzer off train and buffeting the Seraphim and injuring everyone. Train on fire.
Traveller tried to cuff scientist who shot him with Lauger. Everyone wondered why train not slowing into bend and Angel flew up to investigate to find engineers shot and bleeding. Aryan Maiden spent here spears denting Stormlords Ice armour and he managed to fry her a bit. Stormwing pulled pin on carriages and used her concussion field to injure most of the bad guys. Tank put out train fire by forming inert gas.
The guy with guns turned into werewolf (symbol was rune of werewolf corp) which kind of upset everyone. He was a menace and went for Tank. While he tackled him Panzer returned with boot jets and Steel Comander sprung back. Valkyrie managed a shield bash on Stormwing but she got whittled down to point she wanted to flee buy Stormlord and Stormwing.
Meanwhile Seraphim healed engineers who slowed train saving it and Traveller telepoted the scientist to the truck driven by his quantum clone. Tank grabbed the werewolf and beat the Panzer Kaizer knocking him off again. This time he crawled from suit and ran. Steel commander fell next and was knocked out by bad fall. When out of sight his magic truncheon healed him and he escaped. Aryan maiden got a KO sword hit on Stormlord then tried to flee but stormwing shot her with a force bolt.
The train stopped and army came. Tank and Stormwing Held Fenris with his strength and her TK. He formed blocks of carbon around ther were wold and they couldn't beat him through his healing factor. When Stormwing and Seraphim came they poured on lightning and holy light bolts till he reverted to human form.
Oficials and people impressed and asumed thanks to Stormlord public and army thought they were legit Defence Dept heroes. Seraphim healed all wounded passengers in the carraige-explosion incidents.
Ran back to bunker and Tank tagged his name in wall - "Tank Was Here". On return to own parallel found tag under dust read "Tank was here Dudes". Traveller found classified documents showing a similar incident had in fact happened with key differences. All ended with Traveller arguing they were a different team from a different parallel with Tank who was unconvinced. Also found records another team in 80s had killed Hitler then broke up after a fight because many in team wanted to bring him to trial.
A good session with some roleplaying and players being jerks to each other but stopped bad guys anyway faster than I planned. Will try and keep up this ratio as better game. Too much blow by blow fighting not as fun to blog. So hopefully will get to write more for this fortnightly game. Didnt get to use the Impirial Japanese team with exploding Cherry Blossom girl.
Showing posts with label TSR. Show all posts
Showing posts with label TSR. Show all posts
Saturday, 6 September 2014
Monday, 19 May 2014
MARVEL log: Corporate Excess
Today's Team Up
Transmission and The Traveller
Guest Staring Tabloidia
The Traveller is more of a Dr Who sort of a guy than superhero. He is from an advanced alternate humanoid from the future with a base in hyperspace with a mobile entry point that is damaged and not mobile at the moment. Keeps his spaceship inside disguised as a pink retro sedan auto. Can teleport himself and others, read psychometric impressions and adapt to environmental conditions. Just developed ability to create a disintegration gun and EMP gun from the tech in his body that appears as pistols that grow from wires pouring through his skin. Also learning to use adaptions and developing kinetic resistance stunt so always defended. Mostly as weak as a normal person. Wears old suits.
Transmission has been upgrading van to include LCD paint that can change van appearance and has taken FIRE merc suit and turned into his armour mode. Transmission is a super inventor and hacker genius. Besides the van and salvaged suit he swings around on line from his web gauntlet which he can now net whole area in sticky strands. Wears a skin tight silver bodysuit. Carries tools and computer parts and jacks.
So guys at base hear of rail sec battling gang of cyborg freaks. Drove to scene and from overpass saw two sec patrol cars ambushed by over twenty feral pschos surrounding them with armed and armoured gang cars. Two were light buggies but armed with machine guns.
Transmission drove through barrier onto old power station roof and fired web over a third of gang. Traveller in his pink car followed and teleported a machine gun into web from mount. Flabbergasted gang fire back but Transmission truck helped him and Traveller shot himself earlier to adapt to bullets.
More web from Transmission and EMP grenaide from Travellers xeno armoury in his hyperspace HQ. Some escaped and fled but Transmission then drove off roof onto one of cars partially crushing it. Gamg surrended and police came. Gang was hostile over rail corp taking over gang squat and trying to evict. Gang retaliating. Many ex black science supersoldier test subjects with surgery errors, bionic limbs and bad attitudes. Many war vets. Heroes tried to help the vets and one had escaped Exotech cybernetics and knew their was an attempt to take orphans as lab rats soon.
Team waited watched orphanage and observed corp surveillance unit with ease tapping into their feed and computers and listening to plans thaey had read about in their corp computer. Cyborg mercs surrounded house in flame then came in disguise as fire men and police. Traveller had already taken kids into Transmission's van and sent to airport to Nepal. His monastery that opened his superhuman powers would protect them if needed. Boys confronted the borgs and webbed them and hit with EMP from his other dimensional arsenal left from last caper. Most trapped and fired bullets back. Transmission hurt and Traveller stayed bullet resistant. Traveller managed to adapt when flamer used or he would have been down, Transmission with his shiny suit burning off was getting shy. Managed to keep battering borgs but neither hero good at hurting so pulled out.
Exotech (ripped from Electra Assasin) was unhappy and Stewert Littleman was Exec on the scene. Traveller watched him with his scanner eyes and saw most managers had an implant of some kind, bossman was a metallic humanoid in a meat suit. Spied on company and toyed with severance team after recovering. Got some dirt and went meet activist on global tour also on hit list with Traveller. Exotech think he is still just a cop detective. Don't know he is now an APIO inspector. Transmissions secret ID holds and he is rated a nothing hero by corp.
Cyborg hit squad destroy Travellers apartment and party retreat after stalemate of cyborgs vs the heroes who just web or teleport people. Saw CEO Stewert come into scene and pulled out. Found cyborgs in web all dead melted off flesh from acid. Got stewerts eye feed of his execution to his bosses in e-mail.
Call in Tabloidia (extra player).
The media muscle man of mystery came in ant took charge with a plan to use his evil alter ego Blackmail to help. His dirty detective said shame best way to stop this head of the corporate body. Make them cut it off in shame. Party infiltrate with false identities hacked by Transmission (Rm reason + Computers + Cryptography + Amazing Hacker and spent karma for step better than needed).
Party realise Exotech make APIO cyber-SAS squaddies and in with corporate and political and defence so play low. Tabloidia and Transmission broadcast all evidence by hacking all tv stations with report on evil org. Traveller reads Tabloidia with his psychometry tolearn his history and fell into shock, spasming on ground. Actually a lord of chaos. Tabloidia's "magic camera" is a mask of a cosmic trickster entity.
Media blitz works and party supply hippies with all data. Stewart goes to Travellers station and attack trying to find Traveller.
"Im gonna kill you fuckers come out your so skullfucked!
You take this seriously when a man has a from mounted acid cannon as they had seen in earlier POV cam footage.
Webbed him and Traveller currently bulletproof tried his new EMP pistol stunt. Stewart acid blasted Transmission leaving a pink trail of liquid flesh he crawled into his van. While stewert seething and staggering he grabbed and lifted front of the van. Tabloidia teleports up to stewart but gets in front by mistake of getting in front and hopped again away. Traveller fired heat bolt from pistol and burned meat off Stewart's leg. He tore web off head and tore of his face glued to the webbing. Yuck. Kicked van over and inside Tranmision putting on new armour. Re purposed heavy plate with gas mask, hud and tools stolen from FIRE org. Then began fumbling with making a jack he could plug into Stewart's data jack from his web gauntlet computer.
So with skin removed Tabloidia ported in and grabbed his wiener gun bending it away from him taking a laser eye instead. Tabloidia monstered out and Taveller could see what he dreaded. At first Tabloidia who's powers came from camera that morphed into a giant chest plate with a flash on a shoulder pad and his huge uni scanner lens on his chest that let him see everyone nude and film them. Just for personal use. So first armour plate continued from chest to cover him then he assumed his burning demon form. Now his punches and crushing holds were super heated. So as he crushed the groin acid cannon
Tabloidia kept EMP stunning, while Transmission let off his web fluid and tried to jack in the cyborg but a plate covered the port. Traveller shot it off with the disintegration mode of his so called gun.
Tabloidia grabs steward by skull and starts to just crush his superstructure. Traveller makes self laser proof and covers Stewart's eyes to help Tabloidia who punched the flamer in Stewert's arm. Mostly weaponless and trying to break free he succeeded for a moment and was nabbed again with now a cable from Transmission stuck in him. The new Transmission Extreme armour was clumsier but worked well. Besides Tabloidia soaked up damage better than Stewart and threw remains of bent humanoid into rubble. Transmission hacked body too stop nuke battery deadman switch and removed brain of villain. The weapons systems he nicked for his van. Tabloidia returns to mostly a human camera wrestler.
Saw other stuff in Exotech HQ sub level black labs,like failed almost shut down mind control floor. A modular cyborg battle machine to fight superhumans lab, a captured living metal alien weapon system that wants to kill all life, a floor sealed since 70s for doomsday scenario and cyborg hit squad operations. Exotech have human positive tested replacement manager to declare will help to convict and deal with rogue element. Exotech documentary released damages global stock by 10%.
Heroes created org Cyborgaholic Anonymous to help test subject vets around city.
Heroes did pretty well and did lots of stunts and used good teamwork.
Will get some new rules in inspired by Zak S talk i menioned recently.
+1 instant karma every time you use own name, catch cry, name call, say what your move or power feat is called or moralize or rationalize stuff.
Transmission and The Traveller
Guest Staring Tabloidia
The Traveller is more of a Dr Who sort of a guy than superhero. He is from an advanced alternate humanoid from the future with a base in hyperspace with a mobile entry point that is damaged and not mobile at the moment. Keeps his spaceship inside disguised as a pink retro sedan auto. Can teleport himself and others, read psychometric impressions and adapt to environmental conditions. Just developed ability to create a disintegration gun and EMP gun from the tech in his body that appears as pistols that grow from wires pouring through his skin. Also learning to use adaptions and developing kinetic resistance stunt so always defended. Mostly as weak as a normal person. Wears old suits.
Transmission has been upgrading van to include LCD paint that can change van appearance and has taken FIRE merc suit and turned into his armour mode. Transmission is a super inventor and hacker genius. Besides the van and salvaged suit he swings around on line from his web gauntlet which he can now net whole area in sticky strands. Wears a skin tight silver bodysuit. Carries tools and computer parts and jacks.
So guys at base hear of rail sec battling gang of cyborg freaks. Drove to scene and from overpass saw two sec patrol cars ambushed by over twenty feral pschos surrounding them with armed and armoured gang cars. Two were light buggies but armed with machine guns.
Transmission drove through barrier onto old power station roof and fired web over a third of gang. Traveller in his pink car followed and teleported a machine gun into web from mount. Flabbergasted gang fire back but Transmission truck helped him and Traveller shot himself earlier to adapt to bullets.
More web from Transmission and EMP grenaide from Travellers xeno armoury in his hyperspace HQ. Some escaped and fled but Transmission then drove off roof onto one of cars partially crushing it. Gamg surrended and police came. Gang was hostile over rail corp taking over gang squat and trying to evict. Gang retaliating. Many ex black science supersoldier test subjects with surgery errors, bionic limbs and bad attitudes. Many war vets. Heroes tried to help the vets and one had escaped Exotech cybernetics and knew their was an attempt to take orphans as lab rats soon.
Team waited watched orphanage and observed corp surveillance unit with ease tapping into their feed and computers and listening to plans thaey had read about in their corp computer. Cyborg mercs surrounded house in flame then came in disguise as fire men and police. Traveller had already taken kids into Transmission's van and sent to airport to Nepal. His monastery that opened his superhuman powers would protect them if needed. Boys confronted the borgs and webbed them and hit with EMP from his other dimensional arsenal left from last caper. Most trapped and fired bullets back. Transmission hurt and Traveller stayed bullet resistant. Traveller managed to adapt when flamer used or he would have been down, Transmission with his shiny suit burning off was getting shy. Managed to keep battering borgs but neither hero good at hurting so pulled out.
Exotech (ripped from Electra Assasin) was unhappy and Stewert Littleman was Exec on the scene. Traveller watched him with his scanner eyes and saw most managers had an implant of some kind, bossman was a metallic humanoid in a meat suit. Spied on company and toyed with severance team after recovering. Got some dirt and went meet activist on global tour also on hit list with Traveller. Exotech think he is still just a cop detective. Don't know he is now an APIO inspector. Transmissions secret ID holds and he is rated a nothing hero by corp.
Cyborg hit squad destroy Travellers apartment and party retreat after stalemate of cyborgs vs the heroes who just web or teleport people. Saw CEO Stewert come into scene and pulled out. Found cyborgs in web all dead melted off flesh from acid. Got stewerts eye feed of his execution to his bosses in e-mail.
Call in Tabloidia (extra player).
The media muscle man of mystery came in ant took charge with a plan to use his evil alter ego Blackmail to help. His dirty detective said shame best way to stop this head of the corporate body. Make them cut it off in shame. Party infiltrate with false identities hacked by Transmission (Rm reason + Computers + Cryptography + Amazing Hacker and spent karma for step better than needed).
Party realise Exotech make APIO cyber-SAS squaddies and in with corporate and political and defence so play low. Tabloidia and Transmission broadcast all evidence by hacking all tv stations with report on evil org. Traveller reads Tabloidia with his psychometry tolearn his history and fell into shock, spasming on ground. Actually a lord of chaos. Tabloidia's "magic camera" is a mask of a cosmic trickster entity.
Media blitz works and party supply hippies with all data. Stewart goes to Travellers station and attack trying to find Traveller.
"Im gonna kill you fuckers come out your so skullfucked!
You take this seriously when a man has a from mounted acid cannon as they had seen in earlier POV cam footage.
Webbed him and Traveller currently bulletproof tried his new EMP pistol stunt. Stewart acid blasted Transmission leaving a pink trail of liquid flesh he crawled into his van. While stewert seething and staggering he grabbed and lifted front of the van. Tabloidia teleports up to stewart but gets in front by mistake of getting in front and hopped again away. Traveller fired heat bolt from pistol and burned meat off Stewart's leg. He tore web off head and tore of his face glued to the webbing. Yuck. Kicked van over and inside Tranmision putting on new armour. Re purposed heavy plate with gas mask, hud and tools stolen from FIRE org. Then began fumbling with making a jack he could plug into Stewart's data jack from his web gauntlet computer.
So with skin removed Tabloidia ported in and grabbed his wiener gun bending it away from him taking a laser eye instead. Tabloidia monstered out and Taveller could see what he dreaded. At first Tabloidia who's powers came from camera that morphed into a giant chest plate with a flash on a shoulder pad and his huge uni scanner lens on his chest that let him see everyone nude and film them. Just for personal use. So first armour plate continued from chest to cover him then he assumed his burning demon form. Now his punches and crushing holds were super heated. So as he crushed the groin acid cannon
Tabloidia kept EMP stunning, while Transmission let off his web fluid and tried to jack in the cyborg but a plate covered the port. Traveller shot it off with the disintegration mode of his so called gun.
Tabloidia grabs steward by skull and starts to just crush his superstructure. Traveller makes self laser proof and covers Stewart's eyes to help Tabloidia who punched the flamer in Stewert's arm. Mostly weaponless and trying to break free he succeeded for a moment and was nabbed again with now a cable from Transmission stuck in him. The new Transmission Extreme armour was clumsier but worked well. Besides Tabloidia soaked up damage better than Stewart and threw remains of bent humanoid into rubble. Transmission hacked body too stop nuke battery deadman switch and removed brain of villain. The weapons systems he nicked for his van. Tabloidia returns to mostly a human camera wrestler.
Saw other stuff in Exotech HQ sub level black labs,like failed almost shut down mind control floor. A modular cyborg battle machine to fight superhumans lab, a captured living metal alien weapon system that wants to kill all life, a floor sealed since 70s for doomsday scenario and cyborg hit squad operations. Exotech have human positive tested replacement manager to declare will help to convict and deal with rogue element. Exotech documentary released damages global stock by 10%.
Heroes created org Cyborgaholic Anonymous to help test subject vets around city.
Heroes did pretty well and did lots of stunts and used good teamwork.
Will get some new rules in inspired by Zak S talk i menioned recently.
+1 instant karma every time you use own name, catch cry, name call, say what your move or power feat is called or moralize or rationalize stuff.
Monday, 12 May 2014
Konsumterra's Top 10 RPG Designs
Inspired by Zac S current discussion on terrible design, rather than let my inflamatory joints speak about things I hate I will discuss the best overall RPG products and lines I have seen in exactly 30 years of game book buying. I have some visual impairments and aversion to some paper stock which are my problem but shape my taste.
Things I rate on:
Good layouts - i like side bars and boxed clarifications
Good rules but enough to steal if i dont want system
Art - I like pretty books but lotsa tiny spot illos help alot
Value for money and completeness
Enough stuff to do a campagn or at leas one really good starting supplement
I am totally biased to games I focus on here lots
Dislike new editions for sake of cashflow - If it aint broke dont fix it
Wish I could buy maps and legit PDF's of some of these
1 Gammaworld 2nd Ed
Golden age of TSR box sets. Great art on cover and books. Great elmore spot illustrations that set mood. Good layout. Enough campaign detail for a few months play and room to do your own thing somewhere on bigger map. Pitzbourke and surrounding area well detailed with maps in several scales. Actually I think this was best game ever in terms of did not ever need changing. While I dont play the rules straight 3rd ed had a choose your own adventure instead of campagn info and was a organisational mess. Some interesting ideas but jumping on a Marvel style table was a mess too. Actually 2nd ed was best box set ever in terms of everything you needed and better value than DnD sets. I recommend the original Legion of Gold and Famine in Fargo which are a great expansions. I will buy a copy if anyone can hekp me as product I most regret selling ever.
2 Traveller 2300
I like Traveller and Megatraveller too which did some good things for layout but I never liked rules. GDW did good design and great settings but overly wargamer and militaristic settings. They did mostly bad adventures. The first box set of this was a beuty. The revised one even better. Some of the best technology ever presented as far as vehichles, weapons go. Insignia and cloth patches were also awesome. Cant say system was for me and I never used It. The vehicle and equipment guides are awesome. The Kafer source book great too. The universe is loaded with well thought out tech, some of best SF race ever in any setting (go Pentapods!). Actually this setting + Cthulhu would work or Aliens. Later cyberpunk setting ad ons felt like bandwagon after though but interesting. Kafer Sourcebook is a really good ad on. I still have this.
3 GURPS 1st-3rd Edition
I followed GURPS from first box set. I liked many ideas and stole add ons for my other games. The setting books came regulary from 1st to 3rd and was like a monthly release. Some of the best genre and historical setting books ever. Dont like horseclans? Dont get it. As system grownt to huge full colour books have lost interest. No longer interesting world books coming out. I regret selling many of these but PDF's readily available. Books are dense, well laid out and the sidebars really ad to the overall effect better than the box full colour modern version. Modern ones just feel cold and no longer interested in lots of new settings. Steve Jackson illustrations basic but set a tone, many recycled from decades of game products. They just add to mood and break up space nicely. Autoduel is a great example because first printing of guy in armour is one of my favorite bits of art and I prefer layout to later version. One of my favorite RPG books - a awesome cyberpunk setting.
4 Top Secret/SI
This was a really under rated system with a very good layout. The rules are quite good and I stole lots of Ideas. The emporary damage system (also in gangbusters) works well in Cthulhu so you can have fist fights without murder (but a woman accidentally murdering a cop is part of Cthulhus charm). Great Chase Rules. Good advantage/disadvantage system. Several of the sourcebooks were very good. Agent13 one of best Pulp sourcebooks - actually better than novels and comics based on. F.R.E.E.lancers setting was a great proto cyberpunk-superhero setting. Mercenaries/special ops sourcebook full of good military trivium if that floats your boat but still influences me. Guns, Gadgets and Getaway great book was very good with hundreds of cars and guns with distinctive differences. Highstakes Gamble box set is pretty but but just an overblown module with lots of props but some would enjoy. A far cry from the spy dungeon game of first version.
4 RQ3
It is no secret I love old Chaosium. Superworld was broken but a fun amalgam of Champions and BRP. Stormbringer 1st ed I liked. RQ 1&2 were nice but setting put many off. I love Glorantha and Greg's anthropology and mythology take on fantasy which DnD has never done. RQ3 is slick, detailed, lets you run a wide range of fantasy and a great System. Lots of core remains in BRP. I never liked strike ranks and fatigue a bit much to record and found skill category bonuses a bit painful but loved system that i played late 80s through to the 90s. More recent versions have things i steal from but did lots of stuff i dont like. Layouts were great. Most of the classic box sets are amazing and gloranthan bestiary, apple lane, snakepipe hollow are awesome. Elder Secrets and Troll Gods have some of most disappointing art ever but text good for hardcore fans. Even layouts seem hasty. Single volume book version with errata is great too i might have to get one. I have complte box st of rules, dm version and two players ones. Got a version bound by friend too. Kinda need lotsa books because rolling up stats on everything is hard work which is most painful element. At least foes are individuals. The first few years as a GM only got divine magic. Playing in another campagn i got how to abuse spirit and shamanism. A scientist among us got sorcery and i suits scientists well - later 90s supplements gave better examples of pre gen sorcerers. Dorastor book is one of best campagn settings ever. This continues to be core of my historical gaming. Luckily by calling games cthulhu gets peeps in but viking game has been doing very well and everybody loves vikings. Will run Babylon and Rome in future. The generic Dark ages setting underrated and very good for Dark Ages Cthulhu.
5 Call of Cthulhu 1st-5th ed
I have most consistently played this game. A simple lethal version of BRP. I dont get why rules needed changing from 1st edition. I like they added extra ststs and book descriptions in new editions. No need to include HPL actual fiction. New edition 7 terrorfies me as seems designed for kids who cant divide or multiply by 5 but possibly more deadly. I have detailed in past how more skill points and less skills in clue finding and languages means more skills for combat. In older editions many characyers had no fighting skills. In 6th ed everyone has so many more skill points most have weapon skill. Has become more pulpy.
I liked everything in this system till orient express - too much real world mythology (not HPL in my book) and too many monsters (common problem in many new books) and too clive barker gore based 80s horror. I actually threw out the adventure part of the terrible barely a box set it came in. I got 6th ed and over design is rampant. Too many bug chewed holes and other useless decor that makes hard to read. Old Chaosium was textbook like and easy to use, best design in the hobby. I got 6th ed hardcover only to find it very hard to use and heard of new edition making it irrelevant when i got home from game con. I really liked games workshop edition but they just slapped content together with no editing but was good. Are some promising aspects to new edition rules wise but basically my 30 year love affair with with Chaosium is over. It's not me It's you.
Several really dud adventure out last year Im glad I only got PDFs. The 50s one I will go elsewhere for a good 50s sourcebook on atomic age horror. Cubicle7 Stuff is mostly superior and I look forward to the non Chaosium BRP Cthulhu game coming out. for the record I find Gumshoe depressing and more linear and less GM controlled. Finally saw d20 Cthulhu and I will read. One of my players said he thinks you should get stronger against the mythos with levels and he prefers but not really horror. I miss old Cthulhu adventure books with 6 or 7 short adventures to the mostly convoluted poor ones I cant be bothered digesting that I recently got.
The lovecraft county line was awesome why is "Adventures in Arkham Country" impossible to get at a good price - i have never even seen it or "Dead Reckonings" The CoC version of Dunwich book with stats for d20 and normal cthulhu is a ugly mess - glad i have first print. I have some issues with Australian Aboriginals in products too.
Still my favorite game but something really rotten sinking in.
6 Ringworld
Dense, detailed, beautiful, good art some very nice. Perfect BRP SF game with companion. A great book on known space setting which is great read. Wouldn't play setting as is though. Has some great variations on BRP and best version of stat derived bonus system im using in my vikings game. Really hey should do Spaceworld and release this stripped of setting. Most of you if you have not seen a copy probably never will. I like lots about Nivens work but he is a jerk. With very old characters in this setting you can have huge amounts of skill points so can take a while.
7 Mutant Epoch
This book and supplements really hit it with me. First the books are dense with text and spot illustrations. The monsters are really horrible. The game deals with horrible topics most games will not - like what if monsters capture you. There are some typos but I can forgive them with the volume of effort and detail. Handy for any post apoc setting and raidable for my gammg and psychon games. Has a fun vibe like 2000 AD comics i dont see in many American products. Modules a bit too box text but could run as solo or have own character with players and has even solo use. I like idea you could rerun and have different room contents each time. Would like to see write advenures for veteran gm without box texts though. The cross road region book is so huge and dense. If they do more of these books wil be a super busy world. I look forward to fantasy version.
8 DnD
The red and blue book editions from 1980 do everything very well with limited space. The famous red and blue box sets with Elmore art on front are very beautiful. Not as complete as Gammaworld 2nd ed but very nice. The cyclopedia edition is the best version of DnD to me and id love to get one again as mine stolen. The gazetters for the setting are pretty good too with very good art. I liked the black covers of late 2nd ed ADnD as less new age looking than first one and those monster folders were terrible. Later versions of DnD I cant read same as Pathfinder. Too much trying to look pretty with full colour totally distracting from readability. My favorite thing about ADnD 1st ed (later covers in mis 80s nice) was the older art with wargamer and historical arms and armour. When i see a crystal bauble in a product i usually lose interest. Same for fantasy computer games. I hate big crystals everywhere.
9 Warhammer Fantasy RPG 1st ed
I only lost this recently and regret it. Very complete setting and game lots of fun, great art with lots of resources for campaign and ideas for any fantasy setting with the UK grit I love. Older edition more unbalanced. Good. The 40k games are very pretty and over designed but get it right. Setting a bit too detailed and too much info but awesome.
10 Eclipse Phase
I dare say one of prettiest games ever rich in ideas, horror without supernatural and way beyond most cyberpunk genre stuff. Great art and layouts. Cant say i follow system but feels like most truly modern SF game with so much to steal.
Honorary Mentions
Star Fronteirs Alpha Dawn and Knight Hawks has a built in Universe I played for a while but lack of new stuff made me use own. Now with the free mags is better than ever and free. Space combat is good.
Buck rogers game I think was killed by mediocre art concept but actually a solid settig and early d20 SF game by mike pondsmith.
TORG had so many good ideas and some great art. Didnt care for the universe at war setting but made a good campaign for my Marvel game. The fantasy one had some good spooky stuff but was a bit generic and probably weakest. Kanawa and Cyberpapacy good for cyberpunk. Tharkoldu has that 80s horror i mostly dislike but i like here and the tech good for any sf game. Wished Id got space gods book. Mechanids were a bit pulpy for me but gave me some ideas. I used card deck and then made my own for RQ games I used for years. I rate mos for inspiration over usability.
Paranoia 1st ed and i had games workshop hardcover i ditched regrettably during a purge but great game, great art and settin with ideas for my sf, post apoc and other settings.
DCC i got for art. I wish someone would run it as i dont quite get it yet as I dont metabolize rule sets like i did when younger. Dont think would b a regular game but good for dungeon crawl fun.
Mega Traveller Journal Publications were amazingly better than GDW ones and I recomend the scout and races books as some of the best Traveller products ever. Robot and vehichle book good too. An adventure was probably was one of my favorites. FASA did nice Traveler books too - a reprint of Skyraiders with great asteroid hab and geomorphs would be a good product to recreate.
TSR MARVEL MSH or FASRIP was of course lucky to have great comic art. But one table does all was a big feature of this game and the built in descriptive elements of stats and ranks was very goo design. Karma xp reward syste very flexible. Has its flaws but core is very good.
Gangbusters box set pretty nice too with good components. Im lucky to have revised modules with very pretty covers.
Cyberpunk was pretty good but the Solo of Fortune book looking like a Merc mag was gold - more supplements like this with items scattered everywhere and fake ads. Teenagers From Outer space and Mekton are awesome too.
Dark Future was a carwars type game from GW i use for all my cyberpunk/carwars games. Jack Yeovil novels are awesome. Great art and setting painted as sidebars and boxed text in a wargames rules.
Cthulhu Tech and Cthonian Stars both beautiful and sexy games, well\designed
Paladium stuff dense with ideas and some pretty art, plenty to plunder for DnD
Iron Crown MERP and historical books very good and dense with info
Things I rate on:
Good layouts - i like side bars and boxed clarifications
Good rules but enough to steal if i dont want system
Art - I like pretty books but lotsa tiny spot illos help alot
Value for money and completeness
Enough stuff to do a campagn or at leas one really good starting supplement
I am totally biased to games I focus on here lots
Dislike new editions for sake of cashflow - If it aint broke dont fix it
Wish I could buy maps and legit PDF's of some of these
1 Gammaworld 2nd Ed
Golden age of TSR box sets. Great art on cover and books. Great elmore spot illustrations that set mood. Good layout. Enough campaign detail for a few months play and room to do your own thing somewhere on bigger map. Pitzbourke and surrounding area well detailed with maps in several scales. Actually I think this was best game ever in terms of did not ever need changing. While I dont play the rules straight 3rd ed had a choose your own adventure instead of campagn info and was a organisational mess. Some interesting ideas but jumping on a Marvel style table was a mess too. Actually 2nd ed was best box set ever in terms of everything you needed and better value than DnD sets. I recommend the original Legion of Gold and Famine in Fargo which are a great expansions. I will buy a copy if anyone can hekp me as product I most regret selling ever.
2 Traveller 2300
I like Traveller and Megatraveller too which did some good things for layout but I never liked rules. GDW did good design and great settings but overly wargamer and militaristic settings. They did mostly bad adventures. The first box set of this was a beuty. The revised one even better. Some of the best technology ever presented as far as vehichles, weapons go. Insignia and cloth patches were also awesome. Cant say system was for me and I never used It. The vehicle and equipment guides are awesome. The Kafer source book great too. The universe is loaded with well thought out tech, some of best SF race ever in any setting (go Pentapods!). Actually this setting + Cthulhu would work or Aliens. Later cyberpunk setting ad ons felt like bandwagon after though but interesting. Kafer Sourcebook is a really good ad on. I still have this.
3 GURPS 1st-3rd Edition
I followed GURPS from first box set. I liked many ideas and stole add ons for my other games. The setting books came regulary from 1st to 3rd and was like a monthly release. Some of the best genre and historical setting books ever. Dont like horseclans? Dont get it. As system grownt to huge full colour books have lost interest. No longer interesting world books coming out. I regret selling many of these but PDF's readily available. Books are dense, well laid out and the sidebars really ad to the overall effect better than the box full colour modern version. Modern ones just feel cold and no longer interested in lots of new settings. Steve Jackson illustrations basic but set a tone, many recycled from decades of game products. They just add to mood and break up space nicely. Autoduel is a great example because first printing of guy in armour is one of my favorite bits of art and I prefer layout to later version. One of my favorite RPG books - a awesome cyberpunk setting.
4 Top Secret/SI
This was a really under rated system with a very good layout. The rules are quite good and I stole lots of Ideas. The emporary damage system (also in gangbusters) works well in Cthulhu so you can have fist fights without murder (but a woman accidentally murdering a cop is part of Cthulhus charm). Great Chase Rules. Good advantage/disadvantage system. Several of the sourcebooks were very good. Agent13 one of best Pulp sourcebooks - actually better than novels and comics based on. F.R.E.E.lancers setting was a great proto cyberpunk-superhero setting. Mercenaries/special ops sourcebook full of good military trivium if that floats your boat but still influences me. Guns, Gadgets and Getaway great book was very good with hundreds of cars and guns with distinctive differences. Highstakes Gamble box set is pretty but but just an overblown module with lots of props but some would enjoy. A far cry from the spy dungeon game of first version.
4 RQ3
It is no secret I love old Chaosium. Superworld was broken but a fun amalgam of Champions and BRP. Stormbringer 1st ed I liked. RQ 1&2 were nice but setting put many off. I love Glorantha and Greg's anthropology and mythology take on fantasy which DnD has never done. RQ3 is slick, detailed, lets you run a wide range of fantasy and a great System. Lots of core remains in BRP. I never liked strike ranks and fatigue a bit much to record and found skill category bonuses a bit painful but loved system that i played late 80s through to the 90s. More recent versions have things i steal from but did lots of stuff i dont like. Layouts were great. Most of the classic box sets are amazing and gloranthan bestiary, apple lane, snakepipe hollow are awesome. Elder Secrets and Troll Gods have some of most disappointing art ever but text good for hardcore fans. Even layouts seem hasty. Single volume book version with errata is great too i might have to get one. I have complte box st of rules, dm version and two players ones. Got a version bound by friend too. Kinda need lotsa books because rolling up stats on everything is hard work which is most painful element. At least foes are individuals. The first few years as a GM only got divine magic. Playing in another campagn i got how to abuse spirit and shamanism. A scientist among us got sorcery and i suits scientists well - later 90s supplements gave better examples of pre gen sorcerers. Dorastor book is one of best campagn settings ever. This continues to be core of my historical gaming. Luckily by calling games cthulhu gets peeps in but viking game has been doing very well and everybody loves vikings. Will run Babylon and Rome in future. The generic Dark ages setting underrated and very good for Dark Ages Cthulhu.
5 Call of Cthulhu 1st-5th ed
I have most consistently played this game. A simple lethal version of BRP. I dont get why rules needed changing from 1st edition. I like they added extra ststs and book descriptions in new editions. No need to include HPL actual fiction. New edition 7 terrorfies me as seems designed for kids who cant divide or multiply by 5 but possibly more deadly. I have detailed in past how more skill points and less skills in clue finding and languages means more skills for combat. In older editions many characyers had no fighting skills. In 6th ed everyone has so many more skill points most have weapon skill. Has become more pulpy.
I liked everything in this system till orient express - too much real world mythology (not HPL in my book) and too many monsters (common problem in many new books) and too clive barker gore based 80s horror. I actually threw out the adventure part of the terrible barely a box set it came in. I got 6th ed and over design is rampant. Too many bug chewed holes and other useless decor that makes hard to read. Old Chaosium was textbook like and easy to use, best design in the hobby. I got 6th ed hardcover only to find it very hard to use and heard of new edition making it irrelevant when i got home from game con. I really liked games workshop edition but they just slapped content together with no editing but was good. Are some promising aspects to new edition rules wise but basically my 30 year love affair with with Chaosium is over. It's not me It's you.
Several really dud adventure out last year Im glad I only got PDFs. The 50s one I will go elsewhere for a good 50s sourcebook on atomic age horror. Cubicle7 Stuff is mostly superior and I look forward to the non Chaosium BRP Cthulhu game coming out. for the record I find Gumshoe depressing and more linear and less GM controlled. Finally saw d20 Cthulhu and I will read. One of my players said he thinks you should get stronger against the mythos with levels and he prefers but not really horror. I miss old Cthulhu adventure books with 6 or 7 short adventures to the mostly convoluted poor ones I cant be bothered digesting that I recently got.
The lovecraft county line was awesome why is "Adventures in Arkham Country" impossible to get at a good price - i have never even seen it or "Dead Reckonings" The CoC version of Dunwich book with stats for d20 and normal cthulhu is a ugly mess - glad i have first print. I have some issues with Australian Aboriginals in products too.
Still my favorite game but something really rotten sinking in.
6 Ringworld
Dense, detailed, beautiful, good art some very nice. Perfect BRP SF game with companion. A great book on known space setting which is great read. Wouldn't play setting as is though. Has some great variations on BRP and best version of stat derived bonus system im using in my vikings game. Really hey should do Spaceworld and release this stripped of setting. Most of you if you have not seen a copy probably never will. I like lots about Nivens work but he is a jerk. With very old characters in this setting you can have huge amounts of skill points so can take a while.
7 Mutant Epoch
This book and supplements really hit it with me. First the books are dense with text and spot illustrations. The monsters are really horrible. The game deals with horrible topics most games will not - like what if monsters capture you. There are some typos but I can forgive them with the volume of effort and detail. Handy for any post apoc setting and raidable for my gammg and psychon games. Has a fun vibe like 2000 AD comics i dont see in many American products. Modules a bit too box text but could run as solo or have own character with players and has even solo use. I like idea you could rerun and have different room contents each time. Would like to see write advenures for veteran gm without box texts though. The cross road region book is so huge and dense. If they do more of these books wil be a super busy world. I look forward to fantasy version.
8 DnD
The red and blue book editions from 1980 do everything very well with limited space. The famous red and blue box sets with Elmore art on front are very beautiful. Not as complete as Gammaworld 2nd ed but very nice. The cyclopedia edition is the best version of DnD to me and id love to get one again as mine stolen. The gazetters for the setting are pretty good too with very good art. I liked the black covers of late 2nd ed ADnD as less new age looking than first one and those monster folders were terrible. Later versions of DnD I cant read same as Pathfinder. Too much trying to look pretty with full colour totally distracting from readability. My favorite thing about ADnD 1st ed (later covers in mis 80s nice) was the older art with wargamer and historical arms and armour. When i see a crystal bauble in a product i usually lose interest. Same for fantasy computer games. I hate big crystals everywhere.
9 Warhammer Fantasy RPG 1st ed
I only lost this recently and regret it. Very complete setting and game lots of fun, great art with lots of resources for campaign and ideas for any fantasy setting with the UK grit I love. Older edition more unbalanced. Good. The 40k games are very pretty and over designed but get it right. Setting a bit too detailed and too much info but awesome.
10 Eclipse Phase
I dare say one of prettiest games ever rich in ideas, horror without supernatural and way beyond most cyberpunk genre stuff. Great art and layouts. Cant say i follow system but feels like most truly modern SF game with so much to steal.
Honorary Mentions
Star Fronteirs Alpha Dawn and Knight Hawks has a built in Universe I played for a while but lack of new stuff made me use own. Now with the free mags is better than ever and free. Space combat is good.
Buck rogers game I think was killed by mediocre art concept but actually a solid settig and early d20 SF game by mike pondsmith.
TORG had so many good ideas and some great art. Didnt care for the universe at war setting but made a good campaign for my Marvel game. The fantasy one had some good spooky stuff but was a bit generic and probably weakest. Kanawa and Cyberpapacy good for cyberpunk. Tharkoldu has that 80s horror i mostly dislike but i like here and the tech good for any sf game. Wished Id got space gods book. Mechanids were a bit pulpy for me but gave me some ideas. I used card deck and then made my own for RQ games I used for years. I rate mos for inspiration over usability.
Paranoia 1st ed and i had games workshop hardcover i ditched regrettably during a purge but great game, great art and settin with ideas for my sf, post apoc and other settings.
DCC i got for art. I wish someone would run it as i dont quite get it yet as I dont metabolize rule sets like i did when younger. Dont think would b a regular game but good for dungeon crawl fun.
Mega Traveller Journal Publications were amazingly better than GDW ones and I recomend the scout and races books as some of the best Traveller products ever. Robot and vehichle book good too. An adventure was probably was one of my favorites. FASA did nice Traveler books too - a reprint of Skyraiders with great asteroid hab and geomorphs would be a good product to recreate.
TSR MARVEL MSH or FASRIP was of course lucky to have great comic art. But one table does all was a big feature of this game and the built in descriptive elements of stats and ranks was very goo design. Karma xp reward syste very flexible. Has its flaws but core is very good.
Gangbusters box set pretty nice too with good components. Im lucky to have revised modules with very pretty covers.
Cyberpunk was pretty good but the Solo of Fortune book looking like a Merc mag was gold - more supplements like this with items scattered everywhere and fake ads. Teenagers From Outer space and Mekton are awesome too.
Dark Future was a carwars type game from GW i use for all my cyberpunk/carwars games. Jack Yeovil novels are awesome. Great art and setting painted as sidebars and boxed text in a wargames rules.
Cthulhu Tech and Cthonian Stars both beautiful and sexy games, well\designed
Paladium stuff dense with ideas and some pretty art, plenty to plunder for DnD
Iron Crown MERP and historical books very good and dense with info
Thursday, 8 May 2014
Marvel Smack Talk Rules Atempt 2
Zac S talks about Marvel RPG
https://plus.google.com/u/0/events/c09kqovh1r946ok6i4nf412d220
Talking got me thinking about what strengths system has and therefore any mods I add ought to work with it. Marvel mods and things to steal from other super games as Inspired by Zac's talk. Im gonna expand some of my background options as Ive had some good alt versions of my current rules from watching anime.
Smacktalk rules
Still want to try and develop good smack talk rules not happy with ones i did before too clumsy.
Zombies and robots might resist but Dr Who Cybermen always suckered by it. You might rule that most people wont intimidate the hulk with muscular feats but he might back down if you hold a bunny hostage.
Perhaps something like this:
Taunt (Charisma or POP if you dont add such a stat)
White - none
Green - lose initiative while flabbergasted vs hero
Yellow - lose initiative, prefer insulter as target in combat, will pursue
Red - enraged makes all out attacks on enemy without sensible defense or strategy
Intimidate (POP may be added to impressive power or attribute feat)
White - none
Green - lose initiative while flabbergasted vs hero
Yellow - wary will fallback defensively
Red - terrified makes all out flee
Resist Psychological effects (Psyche)
White - 1d10 rounds
Green - 1 round
Yellow - none
Red - none
Last table could be used for sanity like fx of horror, when villain tells you he is your mum and stuff too. Possibly a high reason character could frustrate a AI with spurious logic using that stat instead.
Leadership skill can be used to rally the team and help others snap out of FX giving them a reroll of resistance or possibly a bonus to resist is situation merits. Good villains try this if mooks driven back. They might kill a mook to Intimidate back to the front lines instead of show leadership or charisma.
Why I added Charisma Again?
I ran lots of campagns with covert missions and using fake identities. Reputation alone didnt cut it for me. Steve Rogers is as Charismatic as he is muscular and I think Spidey and even Ironman do OK from charm. Im not sure if Batman a nice guy or Punisher. Ive always wanted to dislike Cap but 80s comic and films so good.
Super Charisma as an attribute makes plenty of sense. I allow ranks of POP and Charisma to be added in many cases where both work.
When might Charisma be handy over POP?
On another Planet, dimension or time period
In a despotic isolated nation like sunny Latveria
When your in disguise or your secret ID
When arguing with someone you know like your mom
When everyone in room more popular than you
When in new ID as a new villain or hero
When your in court it probably should come down to your character not fame....
When trying to convince people who hate famous super heroes
When you want to be unknown to public but want to be super appealing in situations
Dealing with government agents who dont care about your fame
Convince a villain to let you out of deathtrap as your not as worth it as popular heroes
Dealing with gods, aliens, other beings that dont care about your magazine covers
https://plus.google.com/u/0/events/c09kqovh1r946ok6i4nf412d220
Talking got me thinking about what strengths system has and therefore any mods I add ought to work with it. Marvel mods and things to steal from other super games as Inspired by Zac's talk. Im gonna expand some of my background options as Ive had some good alt versions of my current rules from watching anime.
Smacktalk rules
Still want to try and develop good smack talk rules not happy with ones i did before too clumsy.
Zombies and robots might resist but Dr Who Cybermen always suckered by it. You might rule that most people wont intimidate the hulk with muscular feats but he might back down if you hold a bunny hostage.
Perhaps something like this:
Taunt (Charisma or POP if you dont add such a stat)
White - none
Green - lose initiative while flabbergasted vs hero
Yellow - lose initiative, prefer insulter as target in combat, will pursue
Red - enraged makes all out attacks on enemy without sensible defense or strategy
Intimidate (POP may be added to impressive power or attribute feat)
White - none
Green - lose initiative while flabbergasted vs hero
Yellow - wary will fallback defensively
Red - terrified makes all out flee
Resist Psychological effects (Psyche)
White - 1d10 rounds
Green - 1 round
Yellow - none
Red - none
Last table could be used for sanity like fx of horror, when villain tells you he is your mum and stuff too. Possibly a high reason character could frustrate a AI with spurious logic using that stat instead.
Leadership skill can be used to rally the team and help others snap out of FX giving them a reroll of resistance or possibly a bonus to resist is situation merits. Good villains try this if mooks driven back. They might kill a mook to Intimidate back to the front lines instead of show leadership or charisma.
Why I added Charisma Again?
I ran lots of campagns with covert missions and using fake identities. Reputation alone didnt cut it for me. Steve Rogers is as Charismatic as he is muscular and I think Spidey and even Ironman do OK from charm. Im not sure if Batman a nice guy or Punisher. Ive always wanted to dislike Cap but 80s comic and films so good.
Super Charisma as an attribute makes plenty of sense. I allow ranks of POP and Charisma to be added in many cases where both work.
When might Charisma be handy over POP?
On another Planet, dimension or time period
In a despotic isolated nation like sunny Latveria
When your in disguise or your secret ID
When arguing with someone you know like your mom
When everyone in room more popular than you
When in new ID as a new villain or hero
When your in court it probably should come down to your character not fame....
When trying to convince people who hate famous super heroes
When you want to be unknown to public but want to be super appealing in situations
Dealing with government agents who dont care about your fame
Convince a villain to let you out of deathtrap as your not as worth it as popular heroes
Dealing with gods, aliens, other beings that dont care about your magazine covers
Marvel Log: Bakelite Hellfire
Done a bit of sorting out my sidebar links to past articles and renamed some and merged BRP and ctulhu pages.
Running marvel every second week.
3 New players and first game in about 5 weeks.
Cast:
Tank - a battlesuit wearing millionaire cyborg who can transmute basic elements with lemurian technology
Stormwing - a billionaire heiress airline magnate with superior telikinesis
Transmission - Computer expert with web slinging gauntlet and armoured surveillance van
Captain Australia - Inheritor of title unknown to public despite preference for rolling into ball and tumbling over enemies
The Maw - common man with super eating and nigh invulnerable
Snapfrost - (Working name) Ex military spook now superfast and projects cold beams
Temperance - Ex military chaplain now superlative strong fighter with clairvoyance and alien suit
The Traveller - Ex detective with psychometry, teleport, environmental adaption powers, mostly teleports people around battlefield
Team out to hunt unknown spy stolen secrets from superhuman prison complex. Cornered agent to rail station where havok boke out as FIRE mercernaries attacked with a metahuman of living flame. Several clumsy heroes managed to smash into pavement and Maw swallowed several and the pyro. Sparky in his van ran one down and webbed him to front of van drove off and guy escaped suit. He got out and captured guy then hacked suit so auto destruct from evil org would fail. Stucj in his van for later.
The detective cunningly teleported some around battlefeild and tank even disintergrated a merc suit. Clairvoyant shot in back then in face and stunned rest of battle while storming used her area blast to devastate most of carpark. Maw had to caugh up pyro who was killing other prisoners in his belly and he went on to injure Snapfrost. Snapfrost from then on kept moving fast and kept out of harms way. Tank managed to temporarily restore flame man to normal and Maw finished him.
Bad guys beaten down an interrogated with ESP, Psychometry to discover FIRE made most of villains in prison and wanted investment working again. Snapfrost a former spook with many connections determined Dr Lau was creator of the fire guy. Found a closed since 70s vintage supercomputer building with no windows used as base. Many milkmen entered milkbar and less left. Maw ordered everything on window and thought milkmen too clean. Clairvoyant made his suit into a milkman and followed inside. He had read mind for codes and entered secret base. Stormwing followed and they alerted rest who began to poke around alley from sparkeys van. When alert sounded infiltrators went to armoury and got issued las pistols. Stormwing asked for a las rifle and then quartermasters officer realized these two imposters. Gun battle broke out and base went on lockdown.
Tank turned wall into hydrogen and rest went inside. Sparky jumped on computers and tried to save data, stop the deletion virus which worked but was blocked from FIRE systems elsewhere. Mean while rest went upstairs, destroying doors and then tore down ceiling and crushed the ready mercs they detected with clairvoyance upstairs. Finally cornered Dr LAu with his FIRE-Men, ten unstable metahumans able to turn into living flame, deadly but inexperienced. Stormwing waste most of their power with force feild. Most were being harmed on touch so Clairvoyant started using improvised weapons. Maw collapsed floor and munched into basement where huge 1930 bakelite computer filled several levels. Stormwing swept all the pyros into the pit and basement turned into hellish inferno even men of fire couldn't stand. Maw cracked foundation with a big chomp and burrowed deeper and the flame men followed him to escape the horror blaze. He then filled pit in with them smothering them all and others capped blaze with webs and blocks of carbon with Tank flooding basement with inert frozen gas.
A horrible mess and almost killed the test subjects. Detective teleported behind Lau as he staggered near pit and cuffed him and dragged down stairs reading him with psychometry all the way.
Intel gained got FIRE bases shut down all over Asia so a good day. Big fun and some interesting new players.
Running marvel every second week.
3 New players and first game in about 5 weeks.
Cast:
Tank - a battlesuit wearing millionaire cyborg who can transmute basic elements with lemurian technology
Stormwing - a billionaire heiress airline magnate with superior telikinesis
Transmission - Computer expert with web slinging gauntlet and armoured surveillance van
Captain Australia - Inheritor of title unknown to public despite preference for rolling into ball and tumbling over enemies
The Maw - common man with super eating and nigh invulnerable
Snapfrost - (Working name) Ex military spook now superfast and projects cold beams
Temperance - Ex military chaplain now superlative strong fighter with clairvoyance and alien suit
The Traveller - Ex detective with psychometry, teleport, environmental adaption powers, mostly teleports people around battlefield
Team out to hunt unknown spy stolen secrets from superhuman prison complex. Cornered agent to rail station where havok boke out as FIRE mercernaries attacked with a metahuman of living flame. Several clumsy heroes managed to smash into pavement and Maw swallowed several and the pyro. Sparky in his van ran one down and webbed him to front of van drove off and guy escaped suit. He got out and captured guy then hacked suit so auto destruct from evil org would fail. Stucj in his van for later.
The detective cunningly teleported some around battlefeild and tank even disintergrated a merc suit. Clairvoyant shot in back then in face and stunned rest of battle while storming used her area blast to devastate most of carpark. Maw had to caugh up pyro who was killing other prisoners in his belly and he went on to injure Snapfrost. Snapfrost from then on kept moving fast and kept out of harms way. Tank managed to temporarily restore flame man to normal and Maw finished him.
Bad guys beaten down an interrogated with ESP, Psychometry to discover FIRE made most of villains in prison and wanted investment working again. Snapfrost a former spook with many connections determined Dr Lau was creator of the fire guy. Found a closed since 70s vintage supercomputer building with no windows used as base. Many milkmen entered milkbar and less left. Maw ordered everything on window and thought milkmen too clean. Clairvoyant made his suit into a milkman and followed inside. He had read mind for codes and entered secret base. Stormwing followed and they alerted rest who began to poke around alley from sparkeys van. When alert sounded infiltrators went to armoury and got issued las pistols. Stormwing asked for a las rifle and then quartermasters officer realized these two imposters. Gun battle broke out and base went on lockdown.
Tank turned wall into hydrogen and rest went inside. Sparky jumped on computers and tried to save data, stop the deletion virus which worked but was blocked from FIRE systems elsewhere. Mean while rest went upstairs, destroying doors and then tore down ceiling and crushed the ready mercs they detected with clairvoyance upstairs. Finally cornered Dr LAu with his FIRE-Men, ten unstable metahumans able to turn into living flame, deadly but inexperienced. Stormwing waste most of their power with force feild. Most were being harmed on touch so Clairvoyant started using improvised weapons. Maw collapsed floor and munched into basement where huge 1930 bakelite computer filled several levels. Stormwing swept all the pyros into the pit and basement turned into hellish inferno even men of fire couldn't stand. Maw cracked foundation with a big chomp and burrowed deeper and the flame men followed him to escape the horror blaze. He then filled pit in with them smothering them all and others capped blaze with webs and blocks of carbon with Tank flooding basement with inert frozen gas.
A horrible mess and almost killed the test subjects. Detective teleported behind Lau as he staggered near pit and cuffed him and dragged down stairs reading him with psychometry all the way.
Intel gained got FIRE bases shut down all over Asia so a good day. Big fun and some interesting new players.
Saturday, 3 May 2014
Quick Exilelog: Graves, Guardians and a spot of shopping
Club very healthy at moment with 19 playing 3 versions of dnd and a table of board and card gamers. Im getting used to 8 players which is pretty good. Who rolls the worst seems to look extra left out and frustrated. Lots of new players attracted from computer gamers who are looking to find their roots.
Tried to set up new art studio and got heaped with shit from residents for using aerosol which has happened last 2 times - getting me down when I struggle to keep doing painting. Killed 7 rats in house this week and flushed away to rat paradise.
Having a re-read of second ed complete guides and options books before I go on with my revised character stuff - found some good ideas i had missed. Thinking my back stab mod too harsh? For some reason ability always scared me needlessly. I have not had a really crafty thief in long long time play. Changeling class was appreciated and started using my new master tables.
This weeks game was a bit short.
A mix of different player turned up, I had misplace all character sheets and numbers were a bit low for cliffhanger. We waited till Rod finished his wargame and then got down to business.
Battled a hoardling which was pretty tough and party won even though still wounded from last fight. Meanwhile upstairs the valley undead guardians arrived and blocked escape. Managed to loot the dozen odd dead adventurers and get up shaft to battle undead tomb guards. Made it close but won and saw undead crumble to dust then float away on wind to return again next night. Party well armed with magic weapons and a few wands now.
Party ran home and did some shopping. Boat was too much and did some trading. Returned family signet ring to clan found on dead wizard and were well rewarded and got enough for a boat. Traded a few magic items and dealt with relations with gang and hotel party controlled. Purchased some strange magic drugs and other dodgy items while selling spell books in alleys. Necromancer has made floating burning skulls and has set some up to guard gang loot and provide loot in their tavern. Gang in pub wary at first but adjusted and even came to re-name themselves the flaming skulls when their rep had improved. Young necromancers and wizard students began to hand out too so new clientele worked. Beer with orc heads in barrels as popular as ever with unknowing patrons who complained when they tried a different brewer.
Returning to loot tombs or sailing for treasure next time.
Monday, 21 April 2014
Post Crash Map Heaven & Future Con Ideas
Probably not news to many and there are a few geomorph generators out there but to me biggest flaw in every metamorphosis alpha version is lack of interior maps and geomorphs. FASA awesome Traveller scenrio the third part of skyraiders series included several geomorphs that were awesome and i used in SF games for years.
As I have been working on my gammaworld, planet psychon, metamorphosis clone games I have longed for some maps.
So found some links in & magazine which is awesome (im runing their adventures too in my DnD game)
So this page http://www.wizardawn.com/rpg/index.php has done it. I dont like some of the generators but the scifi maps generator with options for buildings, ships and generation ships (exodus ships) with habs will be very useful in many of my games.
Ultimate Mutant Adventure has options to use space geomorphs too. World maps has good apocalypse and sf maps and the key is nice. All I will use.
Hearing of plans for oldschool events in Sydney pretty awesome - came up when I mentioned the growth of the oldschool section in shops. Someone called me Sydney patron saint of oldschool which is kinda nice.
As I was planning on using my Gammaworld Beaver Island Setting and make my own metamorphosis alpha game for next con this is even better. Now I can do something silly for normal con and get my oldschool mojo on for this.
realy I started gaming 82 with fighting fantasy and other gamebooks but wasn't till 84 had enough friends interested to play DnD ind 2nd year high school. I joined a club full of greybeard weirdos and war vets so I was exposed to older games and memes.
70s games i could Run
*RQ2 Glorantha
*Metamorphosis Alpha
*Empire of the Petal Throne
(My buddy Herbie wants to run Boot Hill)
80s games
Star Frontiers (I used to love vehicle combat + Dragon add ons)
Top Secret SI (one of TSR best Products and I really liked FREElancers and Agent 13)
*Gang Busters - I have considered running trouble brewing as a day long drop in and out game with a police vs syndicate game
*Gammaworld (favorite is 2nd ed more 80s - id love to get a set again)
Stormbringer - i prefer old version
*TSR Marvel Super Heroes
Ringworld
2300
*my preferred choices considering only run 3 a day
Last year I was a bit over running same game 6 times but this year they let me run 3 games twice which was tiring. If the oldschool con happens I might run 3 sessions of 2 game or try 2 sessions for 3 days as fatigue did set in. If all this happens I will probably try my Cthulhu Metropolis again as work gone into it paid off and I can work on more detailed adventure in setting. If I can think of a sequel to Octopus Princesses I might, or I might be on some new gonzo kick by then. I'm missing planet Psychon.
Two silly urges I have are to guy a thousand dollars of boffle larp weapons and use in my business to run workshops in schools and holiday programs. Also considered getting a bunch of the Dark Future clone kits available and mod up some hot wheels cars and run my BRP carwars/autoduel/cyberpunk/dark future setting again.
Thursday, 21 November 2013
My new adventures in Dragonlance
Playing Dragonlance 2nd Ed (Sadly I had best time in ages because I am a nuetral jerk)
I am playing a Lady Druid/Wizard ogre in Krynn game. I am being a super jerk preaching neutrality. Tell villagers to go with the flow and serve strongest master then turn on them and change sides if they grow weak.
"Stop in the name of neutrality!" I yell lot.
"Prepare to die in the name of true neutral!"
"We come in the name of neutrality"
"I feel an alignment in the great neutral presence"
"I sense an outer planes disturbance in the great balance"
"Yes this plan to avoid conflict accords with deep neutrality"
"My neutral wrath floweth over into my wizardry foe!"
"Be ye good or evil doers you are in our way and you have our friend, surrender!"
When paladin told foes we battle evil I added "and good" all the time.
I was disappointed I couldn't be a LG jerk but this has turned out better.
Because I'm on Krynn I make a point to get a torrid crush on someone every session in hopes of finding true love. Holding out for meeting a dragon in human form to be my one true love. Then I can Write the unauthorized Krynn novel the world has been waiting for. It will be hard as I dont have panache for sexual cruelty, humiliation and rituals of subordination and domination that proper romance writers do but I guess i could learn or just steal ideas from Archie comics.
I realized even though I had first bunch of 2nd ed stuff was when I quit DnD for about 20 years, It was Temple of elemental evil PC game and new players wanting me to intro them to the game that I got back into it. So I get surprised still by rules differences. Im loving Phantasmal force as a 1st level spell. I cast only one or two or three tops spells in a battle but I hold back all the dumbest mooks and monsters quite often with burning fire wolf ghosts just out of reach. Andz runs a fairly fast 2nd Ed with mods from my game a bit. Flexible and puts fun first. Let me create proto ogre druid/wizard no problem. I like to morph slowly into form of those around me, shifting height, ear points, skin colour and more. Just to assimilate. Good practice for my changeling race I'm working on. I keep talking like I know nothing since the cataclysm. Then my first Items: Coat of blending and cloak of protection+2. I am envious of wizard with a wand though.
I am playing a Lady Druid/Wizard ogre in Krynn game. I am being a super jerk preaching neutrality. Tell villagers to go with the flow and serve strongest master then turn on them and change sides if they grow weak.
"Stop in the name of neutrality!" I yell lot.
"Prepare to die in the name of true neutral!"
"We come in the name of neutrality"
"I feel an alignment in the great neutral presence"
"I sense an outer planes disturbance in the great balance"
"Yes this plan to avoid conflict accords with deep neutrality"
"My neutral wrath floweth over into my wizardry foe!"
"Be ye good or evil doers you are in our way and you have our friend, surrender!"
When paladin told foes we battle evil I added "and good" all the time.
I was disappointed I couldn't be a LG jerk but this has turned out better.
Because I'm on Krynn I make a point to get a torrid crush on someone every session in hopes of finding true love. Holding out for meeting a dragon in human form to be my one true love. Then I can Write the unauthorized Krynn novel the world has been waiting for. It will be hard as I dont have panache for sexual cruelty, humiliation and rituals of subordination and domination that proper romance writers do but I guess i could learn or just steal ideas from Archie comics.
I realized even though I had first bunch of 2nd ed stuff was when I quit DnD for about 20 years, It was Temple of elemental evil PC game and new players wanting me to intro them to the game that I got back into it. So I get surprised still by rules differences. Im loving Phantasmal force as a 1st level spell. I cast only one or two or three tops spells in a battle but I hold back all the dumbest mooks and monsters quite often with burning fire wolf ghosts just out of reach. Andz runs a fairly fast 2nd Ed with mods from my game a bit. Flexible and puts fun first. Let me create proto ogre druid/wizard no problem. I like to morph slowly into form of those around me, shifting height, ear points, skin colour and more. Just to assimilate. Good practice for my changeling race I'm working on. I keep talking like I know nothing since the cataclysm. Then my first Items: Coat of blending and cloak of protection+2. I am envious of wizard with a wand though.
Friday, 25 October 2013
System Failure: Where I Chew The Fat on Game Stuff
I have been accumulating RPG stuff again. Xmas a friend gave me 2nd ed monster folios but folder wounded me and i chucked them for a new folder less cheap with plastic sleeves. Urchin books gave me 2nd ed players (handy for me for spells) and dm book (mostly useless book) and Andz got me the 2.5 version players book and BX 81 edition books. I jut got AD&D
1st and second ed core books, awaiting a MM2 and looking for a fiend folio. Oddly
enough i wouldn't mind the greyhawk adventure books and which other game
world hard covers as good. I have kept dungeoneers book since i got it - the only vol I kept as I found most inspirational for years. Wouldn't mind a original Oriental adventures book. I can still find everything in thee early books easily and cant be bothered learning new ones.
Thoughts on Deities And Demigods
I would only get the first version of this book really. What is it good for. Not just Mythology and for high level monsters it contained the core of what I took as staple of DnD - Lieber's scoundrel heroes, Moorcock's epic cosmic scale and the Weird Tales crew mythos - some were mentioned in Ed's campaign pantheon creation article in dragon as being forgotten realms but dropped when a commercial product and not just Ed's home game mentioned in articles of dragon. My ideal version of a deities book would include original version plus all the outer plains native species like demons and slaadi and para elemental lords of evil and Djinn and stuff with encounter table for planes. This would be must have for high level play.
Fighting Fantasy
Has renewed interest in our club ans we are thinking of running in some upcomming conventions. Great game for newbs. Pretty fun and was a big influence on my classic 80s style DnD game.
BRP and Astounding AdventuresI will be delving more int BRP and some other genre stuff for more modern settings.
Looked at new fantasy setting book and found typos and basicly old Stormbringer type mechanics and not too thrilling magic rules. Saw the oldschool basic fantasy book and prefered its RQ simulating DnD feel, shame promised extra books never came out. Looks good and I would play. Threads promising an alt publisher seem to have died. Amber coast i looked at but as i said earlier i cant enjoy a product celebrating start of 700 year oppression of my dads homeland any more than a game about black slavery or samurai or being nazi deathcamp or russian gulag guards.
Got two core RPG books (hardcopies) Shadows over Scotland and Astounding Adventures. Scotland hardcover is among best Cthulhu sources ever and im gonna get all the cubicle 7 stuff including the laundry hardcover. Some reason the layouts of laundry books upset me.
I have always liked pulp and awaited the promised cthulhu pulp with rule for playing tainted mythos supermen. I even gave up writing my own rules on this. I still like TSR agent 13 and GURPS pulp and even some stuff like ruin table in TSR Indiana Jones game. Champions book good too. The BRP version is no highlight for genre but adventures despite film references are good. TSR Gangbusters is a great Cthulhu and Pulp sourcebook with really good rules for crime, corruption and illegal income.
Astounding Adventures is a great BRP book for pulp stuff. A bit short. Fonts a bit big and some damage to art. I wonder if this is stuff left from abandoned cthulhu pulp book. The fiction intos feel like padding too. The price was cheap enough to grab it just. I havent decided my final aproach to powers in BRP but I had issues with superworld and the stormbringer demon rules that made up BRP power rules. They need a revision and I wont use as given.
I dont agree with the "resources" mechanic that just sound like exotic skills to me that have been in other systems earlier. The BRP option for magic points would have been better than the new action point system so guilty of creating system where none needed. Attempts to simplify into more of a non lethal story telling game version of BRP dont quite work for me.
Mook rules getting a defense roll or go down interesting and I will consider. Stats section one of the stronger points. Very light on data at times and keeps referring to BRP book alot. History and weapons seems light compared to cthulhu.
Random pulp adventure tables good and fun but could be bigger. I may try my own. Adventures good, better than most intro ones in this genre but refer to other pop culture like popular films (raiders and ghostbusters) and the mythos (without being mythos). The art is good (but pixelated occasionally) and more pulp covers and art would have helped.
I think the book is good and inspiring but adventure generation and stats sections mot usable. A PDF might have been more useful as i could jut print the best bits for my own folder out. Does feel light and not so serious compared to cthulhu.
BRP and me
I will do some stuff here for BRP like for supers, sf and mythos tainted agents and scenarios here. Im tempted to develop a magic system too but that sounds harder. As high level DnD is proving to be increasingly flawed and my interest in it is being sated I will do more BRP.
Funny hearing kids who rag on DnD and BRP. Hard to believe talking about same games that I actually play and they never have. I find investigative gumshoe to be more linear than CoC. I dont fear dying in story telling games as i will just reappear next scene. I dont ike maths in games and find late DnD and Champions a but crunchy but old DnD and BRP uses grade 5 maths at best and not much of it. LARP big in my club but i dont want to play a cripple which is why I like standard RPGs where my body and health doesn't fail me.I would play a monster or NPC and would shoot player with camera. Boffle Larp with cool weapons and mountain of nerf guns in club looks a bit more fun. I have also seen party role play in character to point they waste time and fail and infight which seems a bit lame.
Running at Moment
Cthulhu Britannia (using awesome green and pleasant land book to start) Sundays
Planet Psychon a fill in when we have time and play late but no set times
Exile Island DnD using my version of BX with NWP
Was playing some dnd 3.5 and 4 but i find painfully slow, tedious and worlds to be boring to point I dont care, Other players main attraction not game.
My urchin books monthly game might go to fighting fantasy as simpler
Am going to run Cthulhu Vikings soon after 1920 game goes meltdown (TPK)
will rant on why i dont like european romantic psuedo medieval mythology mish mash mush but i do like pendragon
Thoughts on Deities And Demigods
I would only get the first version of this book really. What is it good for. Not just Mythology and for high level monsters it contained the core of what I took as staple of DnD - Lieber's scoundrel heroes, Moorcock's epic cosmic scale and the Weird Tales crew mythos - some were mentioned in Ed's campaign pantheon creation article in dragon as being forgotten realms but dropped when a commercial product and not just Ed's home game mentioned in articles of dragon. My ideal version of a deities book would include original version plus all the outer plains native species like demons and slaadi and para elemental lords of evil and Djinn and stuff with encounter table for planes. This would be must have for high level play.
Fighting Fantasy
Has renewed interest in our club ans we are thinking of running in some upcomming conventions. Great game for newbs. Pretty fun and was a big influence on my classic 80s style DnD game.
BRP and Astounding AdventuresI will be delving more int BRP and some other genre stuff for more modern settings.
Looked at new fantasy setting book and found typos and basicly old Stormbringer type mechanics and not too thrilling magic rules. Saw the oldschool basic fantasy book and prefered its RQ simulating DnD feel, shame promised extra books never came out. Looks good and I would play. Threads promising an alt publisher seem to have died. Amber coast i looked at but as i said earlier i cant enjoy a product celebrating start of 700 year oppression of my dads homeland any more than a game about black slavery or samurai or being nazi deathcamp or russian gulag guards.
Got two core RPG books (hardcopies) Shadows over Scotland and Astounding Adventures. Scotland hardcover is among best Cthulhu sources ever and im gonna get all the cubicle 7 stuff including the laundry hardcover. Some reason the layouts of laundry books upset me.
I have always liked pulp and awaited the promised cthulhu pulp with rule for playing tainted mythos supermen. I even gave up writing my own rules on this. I still like TSR agent 13 and GURPS pulp and even some stuff like ruin table in TSR Indiana Jones game. Champions book good too. The BRP version is no highlight for genre but adventures despite film references are good. TSR Gangbusters is a great Cthulhu and Pulp sourcebook with really good rules for crime, corruption and illegal income.
Astounding Adventures is a great BRP book for pulp stuff. A bit short. Fonts a bit big and some damage to art. I wonder if this is stuff left from abandoned cthulhu pulp book. The fiction intos feel like padding too. The price was cheap enough to grab it just. I havent decided my final aproach to powers in BRP but I had issues with superworld and the stormbringer demon rules that made up BRP power rules. They need a revision and I wont use as given.
I dont agree with the "resources" mechanic that just sound like exotic skills to me that have been in other systems earlier. The BRP option for magic points would have been better than the new action point system so guilty of creating system where none needed. Attempts to simplify into more of a non lethal story telling game version of BRP dont quite work for me.
Mook rules getting a defense roll or go down interesting and I will consider. Stats section one of the stronger points. Very light on data at times and keeps referring to BRP book alot. History and weapons seems light compared to cthulhu.
Random pulp adventure tables good and fun but could be bigger. I may try my own. Adventures good, better than most intro ones in this genre but refer to other pop culture like popular films (raiders and ghostbusters) and the mythos (without being mythos). The art is good (but pixelated occasionally) and more pulp covers and art would have helped.
I think the book is good and inspiring but adventure generation and stats sections mot usable. A PDF might have been more useful as i could jut print the best bits for my own folder out. Does feel light and not so serious compared to cthulhu.
BRP and me
I will do some stuff here for BRP like for supers, sf and mythos tainted agents and scenarios here. Im tempted to develop a magic system too but that sounds harder. As high level DnD is proving to be increasingly flawed and my interest in it is being sated I will do more BRP.
Funny hearing kids who rag on DnD and BRP. Hard to believe talking about same games that I actually play and they never have. I find investigative gumshoe to be more linear than CoC. I dont fear dying in story telling games as i will just reappear next scene. I dont ike maths in games and find late DnD and Champions a but crunchy but old DnD and BRP uses grade 5 maths at best and not much of it. LARP big in my club but i dont want to play a cripple which is why I like standard RPGs where my body and health doesn't fail me.I would play a monster or NPC and would shoot player with camera. Boffle Larp with cool weapons and mountain of nerf guns in club looks a bit more fun. I have also seen party role play in character to point they waste time and fail and infight which seems a bit lame.
Running at Moment
Cthulhu Britannia (using awesome green and pleasant land book to start) Sundays
Planet Psychon a fill in when we have time and play late but no set times
Exile Island DnD using my version of BX with NWP
Was playing some dnd 3.5 and 4 but i find painfully slow, tedious and worlds to be boring to point I dont care, Other players main attraction not game.
My urchin books monthly game might go to fighting fantasy as simpler
Am going to run Cthulhu Vikings soon after 1920 game goes meltdown (TPK)
will rant on why i dont like european romantic psuedo medieval mythology mish mash mush but i do like pendragon
Labels:
AD&D,
agent 13,
BRP,
Chaosium,
Cthulhu,
gangbusters,
horror,
RPG,
RQ,
RuneQuest,
sandbox,
TSR
Thursday, 4 July 2013
MSH Super jerks for your Patriot Super Heroes
Based on my reply to post on wanting Super Villains for Flag Waving Patriot Hero. American of course but im sure you could alter. Not much to make for Australia. Doing MSH FASECRIP system soon (i added charisma as stat - im too lawful to like odd numbers). Captain America (I liked 80s comic) is a good role model for DnD paladin actually.
Arch villain does not need to be related in any way but superheroes often have many dark mirrors from those who share origins or powersource or heroes meme or style. A heroes lovers, rivals, sidekicks are sort of emanations of the heroes divinity. Patriotic hero nemesis often reflect evil of the day. But that dates fast and later on looks kinda dodgy. Nazis great cos we wont get over as bad guy in a hurry but pretty cliched.
My patriotic villain ideas in a pinch for Marvel
The Lion Cavalier
aka Lord Saxon
Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Excellent (20)
Endurance: Remarkable (30)
Charisma: Excellent (20)
Reason: Excellent (20)
Intuition: Incredible (40)
Psyche: Excellent (20)
Health: 120
Karma: 100
Popularity: -20 (+20 Royalists)
Resources: Remarkable (30) Gold from Lich king George
Talents:
+1 unarmed attacks and mace
occult
heraldry
mysticism
leadership
necromancy
Military
Powers
Were Lion (Gd) acts as body armour when on
- claws stunt, gives edged unarmed attack if used
- nightvision stunt
Sleep Spell (Gd)
-fear aura roar stunt (Typ)
-silence field stunt (Typ)
Time Space Rift (Inc)
-Banish to another plane beam
-Dimensional storage locker (Rm) has lab there
-Teleport
-Raise dead as undead (Gd FASE Pr CRIP)
Enchanted Mace (Rm)
-(Inc) material
-Thunderclap (Rm) sonic bolt
-Forcefeild (Rm) globe he uses to protect others or gloat behind
Costume:
Were-lion form with union jack waistcoat and gold ceremonial ex parliamentary enchanted mace.
Story:
from alternate magical universe where Britton rules globe, Australia and America has own branch of European hereditary nobility without democracy. He wants to make our world like his.
Schemes:
-Dissolve parliament or senate or democratic body.
-Brings back Princess Diana as his zombie bride -Attack Capitol leading force of men in magic redcoats immune to bullets
-Reserect historical figures to humiliate
-Destroy national monument
-Magic clockwork minions steal valuables for King George
Matrix (Master-Matrix)
aka Gideon Power
Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Good (10)
Endurance: Excellent (20)
Charisma: Incredible (40)
Reason: Excellent (20)
Intuition: Incredible (40)
Psyche: Remarkable (30)
Health: 100
Karma: 130
Popularity: 0 Unknown (+30 Secret ID)
Resources: Incredible (40) Corporate
Talents:
All martial arts
hypnotism
finance
business
law
leadership
acrobatics
tumbling
oriental weapons
espionage
Powers
Precog (In) see probable events in alternate futures, shorter range more accurate
- Danger Sense (Rm)
- Defensive Moves (Rm) add to defensive feats
Costume:
Boring suit by day, masked ninja suit by night. (Gd) Armour
Carry cyber ninja utility belt (line, garrotte, claws, swordx2, saix2, shuriken, kasuri-gama, naginata, smokebombs, firebombs, acid pellets, teargas pellets, web pellets, blowpipe, grenades, 2 machine pistols, AP Ammo, will weaponize any weakness he is prepared for)
Story:
A super genius financier who monopolizes, destroys, bankrupts nations and buys governments. An ultimate talent finance and precog. Surprisingly is a master ninja and hypnotist, may adopt costume for industrial espionage and assassination. Hero accidentally stumbles onto illegitimate operations bit by bit. Perhaps secret IDs meet in formal public event.
Schemes:
-Destroy small country by destabilizing with super mutant thugs or battlesuits or robots.
-Try to pass unfair ridiculous law using strange means
-Smear hero in the media or something hero likes
-Battling tribals in Amazon or Papua New Guinea or Africa.to control future wonder drugs
-Has villains released int custody to reform or experiment on
-Buy heroes property/where they work or mums home in some land grab
-Fake terror attack to get chance to steal stuff
-Suppresses small and middle business
-Monopolizes water or rain somehow
-Enrages farmers, workers or animal lovers for fun
The Dinomessiah
aka Wesley Tunstall
Fighting: Remarkable (30)
Agility: Remarkable (30)
Strength: Remarkable (30)
Endurance: Remarkable (30)
Charisma: Excellent (20)
Reason: Remarkable (30)
Intuition: Remarkable (30)
Psyche: Remarkable (30)
Health: 120
Karma: 110
Popularity: -30 (+30 Reptiles)
Resources: Excellent (20) Gold from hollow earth
Talents:
genetics
mindwall
genetics
biology
parapsychology
hypnosis
espionage
conspiracy
occult
mythology
energy weapon tech
Powers
Dinosaur (Gd) acts as body amour
- claws stunt, gives edged unarmed attack if used
- night-vision stunt
Shape shift (Gd) Human form
- mimic specific human form (Typ) stunt
- chameleon cloak stunt (Typ)
Telepathy (Rm)
-Psibolt
-Dominate ape mind
-Aura Sense (scan for minds like radar)
-Illusions
Costume:
Reptilian humanoid shuns clothing so he is naked when turns human. Carries advanced weapons like laser pistol or rifle or heavy plasma man portable cannon.
Story:
The Dinomessiah - kid was teased at school and tormented by conspiracy theorist redneck dad and dinosaur creationist mom. His latent rage and mutant power turns him into a raptor lizard man king with psionic powers, super brains and shape shifting.
Schemes:
-enslave mankind
-breed lizard men
-try experimental super weapons on humans
-find any lizard brothers or aliens or elder races
-find dinosaur space ark
The American Ape
aka Bonzo Cheetarton
Fighting: Amazing (50)
Agility: Remarkable (30)
Strength: Remarkable (30)
Endurance: Remarkable (30)
Charisma: Remarkable (30) Reason: Good (Gd)
Reason: Good (Gd)
Psyche: Excellent (20)
Health: 120
Karma: 110
Popularity: -30 (+30 Reptiles)
Resources: Excellent (20) Gold from hollow earth
Talents:
Martial arts ABCD
Wrestling
Leadership
Ride Tiny Motorbike
Military
Powers
Ape (Gd) acts as body amour
- climb
- edged bite
Costume:
Red White and Blue Gymsuit style stocking, no armour, cheap to replace
Utility Belt (ape-arang throwing weapon, lasso, bola, grenades, cigars, dual purpose cigarette lighter also one shot Ex flamer, combat knife, paint bomb, devolution gas pellets, truncheon, swing line, bananas, armored bracelets for blocking with).
Story:
American Ape - a parallel universe hero sent to earth to prepare for ape invasion. Players America seen as raw material for idealistic ape hordes to make a second United Apes of America. Copies every heroic mannerism and speech of hero from ape viewpoint.
Schemes:
-Turn people to apes with super weapon from home
-Defends interior of Kaiju mechagorrilla
-Give apes on earth such as zoo or circus or airforce or lab apes powers
-Turn monuments to monkey versions
-With gorilla commandos raids human bio weapons for doomsday plot
-releases disease makes humans mute like ones on his earth
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