Countdown to Armageddon is a One on One module for DC Heroes that was released in 1986. It is designed for the last son of Krypton aka Superman. The module is demanding enough that only Superman or another hero with that level of abilities will be able to complete it.
Since the module is marketed as a Countdown it is designed with a rather extensive timeline of events. It also features an intricate time keeping system since where the player is time wise is very important. The events do not have to be played in a linear nature and in fact there will be hard choices that the player will have to make as to what problems to handle.
The adventure itself has a few problems plot wise that I could see but nothing that would make it unplayable. It would also need to have a little updating if it were to be played as a modern scenario. It is as designed intended for a one on one with Superman but I think with a little work it could be converted to allow for group play with the right set of heroes. If it were designed for a none specialized group it would need to be modified to a great extent.
I have never had a chance to run this for anyone as we always had a large enough group that one on one was never really needed or something I wanted to get into. Reading through it over the years it seems like it would be a fun one to play. Even with a character on level with Superman it poses situations where even he can't be all things to all people. Think of multiple situations like the one at the end of the first Superman movie from back in the 70's.
The plot behind the module for when it was written might have seemed a little far fetched. Today the possibility of something like this has been done in a few movies. The technology behind the scheme is becoming more and more real everyday. One does not have to let their imagination wander to far to see where something like this could be played out in theory without the super villain.
If you are a fan of DC Heroes and have a need for one on one adventures then this one would be something I would suggest picking up. It is also something that could be converted and expanded into a group play module with lower powered heroes. The plot is also one that could be converted to other systems. Like many of the DC Hero modules it can be picked up fairly cheap so the risk versus reward will probably make it worthwhile.
From the back of the module:
Has this ever happened to you? You are flying over metropolis when suddenly your super hearing picks up five different distress calls from all over the world. All are urgent, all deal with the lives of thousands of people, but which one will you pick?
Find out in this exciting adventure that pushes Superman to the limits of his endurance. Can he keep the Earth from falling apart, discover the fiendish plot behind it all, use his super- computer in the Fortress of Solitude to find a solution, and still make his 6:00 newscast as Clark Kent? Only those brave enough to play this adventure will know what it's really like to be the Man of Steel.
Spell:
Item Invisibility
Level: Second
Range: Touch
Duration: 2 Turns/Level
Area of Effect: One Item/Level
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
With this spell the magic user is able to make a limited number of items become invisible. The items that are made invisible must be touched by the magic user during the casting of the spell though they may be carried or owned by anyone.
The size of the items that can be affected are limited to items that an individual would be able to carry. This could mean any individual so an item a leprechaun could carry and one that a Titan could carry will both count as one.
The items would not actually need to be carried for the spell to remain in effect. They could be stowed away on a wagon or in a bag that is being carried. The spell will remain in effect until such time as the spell expires or the item is actively used.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Superhero. Show all posts
Showing posts with label Superhero. Show all posts
Sunday, November 6, 2011
Saturday, November 5, 2011
An Element of Danger - DCH, Chaotic Animation
An Element of Danger was released in 1986 by Mayfair Games for DC Heroes. It was written by Steve Perrin of RuneQuest fame. The module features Firestorm "The Nuclear Man" as the primary hero in the adventure. In the end though this module was a bit of a disappointment.
If someone is a strong DC comics fan then this might not be as much of a let down as it was for me. The villains in the story are not any that I am familiar with and even though it also has Hawkman as a hero that can be used there was nothing there that I knew all that much about back story wise. I am an admitted Marvel fanboy though so I probably never gave DC comics enough of a chance.
The module does have an element of progression to it that I like. It starts the players off having to do a little bit of legwork to figure out what is going on and who is behind it. The module also lays out a flowchart that the GM can use to make the adventure a little less linear in nature. One thing that is a high point for me is that the adventure is not set in Gotham City or Los Angeles but is instead set in Pittsburgh. It was nice to see the middle of the country get some attention for a change.
The major villains in the module are Matter Master and Dr. Alchemy who again are not villains that I am familiar with. In addition there is a third villain that I won't mention who comes into play. It is their involvement that adds a little more to the story that helped get it get to the point where it was not a complete loss. The ending though hurt the module and without that it might have been a little more to my liking but most likely not.
The module may very well be something that a DC fanboy or a fan of Firestorm may find more to their liking. The good news for everyone though is that the module is one I see often online for very reasonable prices. As an aside on the back cover they have the trademark symbol on Philosopher's Stone. I am wondering if that is something that could be trademarked?
From the back of the module:
When these two villains pool their resources it's a serious matter...
In his past struggles with the JLA Matter Master used his Mentachem Wand to control and shape pure elements to his every whim.
When Dr. Alchemy tangled with the Flash he used his Philosopher's Stone to transmute elements.
Now, they are planning to combine the powers of both of their inventions to forge a more potent weapon.
And the villains plan to act upon their goal in Pittsburgh, the home of Firestorm the Nuclear Man!
Spell:
Chaotic Animation
Level: Second
Range: 9"
Duration: One Round + One Round/Level
Area of Effect: 6" Radius Sphere
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Halves + Special
When this spell is cast the magic user causes an number of objects to animate in the area of effect. The animated objects are in no way under the control of the magic user though. Objects animated will start with smaller objects and get progressively larger.
The objects animated will move about chaotically in the area of effect but are attracted to living beings. The attraction will cause them to bump into living beings. This will include all beings in the area of effect so players or friendly NPCs will be affected.
For each round in the area of effect creatures will need to make either one or two saving through. For each target you will need to roll a d6. On a roll of 1-2 they are seriously distracted by an object and need to save or be so distracted that no actions are possible for that round. On a roll of 3-4 they are struck by an object but the impact was not such that it will prevent an action. They will instead suffer 2 points of damage for every round the spell has been in effect. On a roll of 5-6 both effects occur and a separate save for each is required.
The material component for this spell is a small set of miniature household items. The items themselves will animate but will not factor into the spell. The items used can be any of the casters choice but the DM might allow a spell bonus if a mob and bucket are the objects selected.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
If someone is a strong DC comics fan then this might not be as much of a let down as it was for me. The villains in the story are not any that I am familiar with and even though it also has Hawkman as a hero that can be used there was nothing there that I knew all that much about back story wise. I am an admitted Marvel fanboy though so I probably never gave DC comics enough of a chance.
The module does have an element of progression to it that I like. It starts the players off having to do a little bit of legwork to figure out what is going on and who is behind it. The module also lays out a flowchart that the GM can use to make the adventure a little less linear in nature. One thing that is a high point for me is that the adventure is not set in Gotham City or Los Angeles but is instead set in Pittsburgh. It was nice to see the middle of the country get some attention for a change.
The major villains in the module are Matter Master and Dr. Alchemy who again are not villains that I am familiar with. In addition there is a third villain that I won't mention who comes into play. It is their involvement that adds a little more to the story that helped get it get to the point where it was not a complete loss. The ending though hurt the module and without that it might have been a little more to my liking but most likely not.
The module may very well be something that a DC fanboy or a fan of Firestorm may find more to their liking. The good news for everyone though is that the module is one I see often online for very reasonable prices. As an aside on the back cover they have the trademark symbol on Philosopher's Stone. I am wondering if that is something that could be trademarked?
From the back of the module:
When these two villains pool their resources it's a serious matter...
In his past struggles with the JLA Matter Master used his Mentachem Wand to control and shape pure elements to his every whim.
When Dr. Alchemy tangled with the Flash he used his Philosopher's Stone to transmute elements.
Now, they are planning to combine the powers of both of their inventions to forge a more potent weapon.
And the villains plan to act upon their goal in Pittsburgh, the home of Firestorm the Nuclear Man!
Spell:
Chaotic Animation
Level: Second
Range: 9"
Duration: One Round + One Round/Level
Area of Effect: 6" Radius Sphere
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Halves + Special
When this spell is cast the magic user causes an number of objects to animate in the area of effect. The animated objects are in no way under the control of the magic user though. Objects animated will start with smaller objects and get progressively larger.
The objects animated will move about chaotically in the area of effect but are attracted to living beings. The attraction will cause them to bump into living beings. This will include all beings in the area of effect so players or friendly NPCs will be affected.
For each round in the area of effect creatures will need to make either one or two saving through. For each target you will need to roll a d6. On a roll of 1-2 they are seriously distracted by an object and need to save or be so distracted that no actions are possible for that round. On a roll of 3-4 they are struck by an object but the impact was not such that it will prevent an action. They will instead suffer 2 points of damage for every round the spell has been in effect. On a roll of 5-6 both effects occur and a separate save for each is required.
The material component for this spell is a small set of miniature household items. The items themselves will animate but will not factor into the spell. The items used can be any of the casters choice but the DM might allow a spell bonus if a mob and bucket are the objects selected.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, September 30, 2011
MH - 8 Fault Line - MSH, Decay (R)
I have written a couple of times how my superhero game of of choice was V&V but we ended up playing Champions. In the comic worl I have always been more in the Marvel camp than I have in the DC camp. It is odd that we did not play more of Marvel Super Heroes given that. I think it was because the other person who GM'ed other than me and ran most of the non D&D stuff was a Champions fan.
Fault Line (MH-8) is one of the adventures for Marvel Super Heroes than I own but have never really played. There are some of the modules for the game that appeal to me much more than others. This is actually in the group that does not appeal. I am not sure it is the least appealing but it is close. I think the mixture of the characters in the module seems a bit contrived and unless played as a one shot then it will most likely never work.
The plot in the module is one that when written did not seem like it was that catastrophic. In the post 9/11 world the plot is one that I am not sure I would want to use in a campaign I was running. I won't talk any more about it but I think what I have written already explains it. This is most likely going to be a me issue being over sensitive to the location. It just wouldn't be anything I would use in a game anymore.
This module uses a different format than the previous modules released for the game. Previous modules used chaptered adventures that most often needed to be run in sequence. This module is written in a format that uses a timeline and events. This seems at least in theory make the adventure more variable in nature.
The module itself is short coming in at 16 pages which as I recall in 1985, when it was released, was short for a module of that time period. The content of the module is well done and the write up for various location in the city would serve the GM well. Even if you never run it I am going to guess some of the flavor material could be used. The two sided map works with the one in the basic set so that is a benefit as well. The mix of heroes again is one of my concerns but it was nice to see the Black Knight get a nod. In the end I would say you can pass on it as a scenario but maybe own it for the parts.
Front cover blurb:
"Three AVENGERS and SPIDER-MAN must unravel the mysterious message, beat the clock, and find the Fault Line before New York runs out of time!"
From the back cover:
They are the last words of a dying man. "Fault... Line." What do they mean? How does it threaten New York? Who would kill to keep it a secret? Is there a rupture in the foundation under the Big Apple, or is there another meaning lurking in the cryptic confession?
Can SPIDER-MAN, CAPTAIN AMERICA, the WASP, and the BLACK KNIGHT save the city from certain destruction? Can the heroes solve the mystery, find the villain behind the evil plot, and beat the clock before the mighty metropolis runs out of time?
Spell:
Decay (R)
Level: Third
Range: Touch
Duration: Permanent
Ares of Effect: Item Touched
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
When this spell is caste the magic user causes the target item touched to decay rapidly. The change in the item will occur over a period of one round. The effectiveness of this spell is going to depend on the item it is used on.
The spell may only be cast on a non-living item. It can be used on organic items that were once alive though. When the spell is cast the affected item will age 100 years plus an additional 100 years per level of the caster. Depending on the item this may or may not have an effect. The GM will need to determine exactly how the item is affected. The decay affect will be such that it will determine if the slain can be affected by clerical spells where the time period dead is an issue.
The reverse of this spell will allow the caster to cause the touched item to be restored back a similar period of time for aging/decay purposes. If the item is newer than the time it would be restored back it will be restored to a state as if it were new. This being used on a corpse will restore it back to a state it was in for the period of time and again if dead less than that the corpse will be as if it was just slain. This will also affect the ability of the corpse to be affected by clerical spells. This spell can not affect the undead.
The material component for this spell will be a small pinch of dust from a tomb or grave that is at least as old as the spell will age an item. If used to age the item then the dust will not be affected and can be reused. If the reverse of the spell is cast then it consumes the dust.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Fault Line (MH-8) is one of the adventures for Marvel Super Heroes than I own but have never really played. There are some of the modules for the game that appeal to me much more than others. This is actually in the group that does not appeal. I am not sure it is the least appealing but it is close. I think the mixture of the characters in the module seems a bit contrived and unless played as a one shot then it will most likely never work.
The plot in the module is one that when written did not seem like it was that catastrophic. In the post 9/11 world the plot is one that I am not sure I would want to use in a campaign I was running. I won't talk any more about it but I think what I have written already explains it. This is most likely going to be a me issue being over sensitive to the location. It just wouldn't be anything I would use in a game anymore.
This module uses a different format than the previous modules released for the game. Previous modules used chaptered adventures that most often needed to be run in sequence. This module is written in a format that uses a timeline and events. This seems at least in theory make the adventure more variable in nature.
The module itself is short coming in at 16 pages which as I recall in 1985, when it was released, was short for a module of that time period. The content of the module is well done and the write up for various location in the city would serve the GM well. Even if you never run it I am going to guess some of the flavor material could be used. The two sided map works with the one in the basic set so that is a benefit as well. The mix of heroes again is one of my concerns but it was nice to see the Black Knight get a nod. In the end I would say you can pass on it as a scenario but maybe own it for the parts.
Front cover blurb:
"Three AVENGERS and SPIDER-MAN must unravel the mysterious message, beat the clock, and find the Fault Line before New York runs out of time!"
From the back cover:
They are the last words of a dying man. "Fault... Line." What do they mean? How does it threaten New York? Who would kill to keep it a secret? Is there a rupture in the foundation under the Big Apple, or is there another meaning lurking in the cryptic confession?
Can SPIDER-MAN, CAPTAIN AMERICA, the WASP, and the BLACK KNIGHT save the city from certain destruction? Can the heroes solve the mystery, find the villain behind the evil plot, and beat the clock before the mighty metropolis runs out of time?
Spell:
Decay (R)
Level: Third
Range: Touch
Duration: Permanent
Ares of Effect: Item Touched
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
When this spell is caste the magic user causes the target item touched to decay rapidly. The change in the item will occur over a period of one round. The effectiveness of this spell is going to depend on the item it is used on.
The spell may only be cast on a non-living item. It can be used on organic items that were once alive though. When the spell is cast the affected item will age 100 years plus an additional 100 years per level of the caster. Depending on the item this may or may not have an effect. The GM will need to determine exactly how the item is affected. The decay affect will be such that it will determine if the slain can be affected by clerical spells where the time period dead is an issue.
The reverse of this spell will allow the caster to cause the touched item to be restored back a similar period of time for aging/decay purposes. If the item is newer than the time it would be restored back it will be restored to a state as if it were new. This being used on a corpse will restore it back to a state it was in for the period of time and again if dead less than that the corpse will be as if it was just slain. This will also affect the ability of the corpse to be affected by clerical spells. This spell can not affect the undead.
The material component for this spell will be a small pinch of dust from a tomb or grave that is at least as old as the spell will age an item. If used to age the item then the dust will not be affected and can be reused. If the reverse of the spell is cast then it consumes the dust.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Thursday, September 15, 2011
Crisis at Crusader Citadel, Wizards Recall
There's A Crisis at Crusader Citadel is a module written for the Villains & Vigilantes game system. It was actually the first module released for the game by Fantasy Games Unlimited. The module was released in 1982 and is twenty pages ling. It was included in the box set of the game as well as being available individually.
If the Keep on the Borderlands is, as many consider it, the most played and iconic module for D&D then Crisis is it's counterpart under the V&V game system. There are no hard and fast numbers but it is likely that there are few people who have played V&V who have not played Crisis at Crusaders Citadel. It is simple by today's standards but it accomplishes what it sets out today by giving players and the GM an introduction to the game.
As with most of the V&V modules the layout is pretty simple. The idea was to put as much content into the module as they could using as little space as possible or it seems that way. In my younger days the smaller compact font spacing was not an issue but I apparently have not aged as well as the module. It is not impossible to read but it is packed in there. The art more than makes up for any layout issues though. Jeff Dee's work is used throughout and as much as anything his art I think helped define the game. Having the module just for his work is a valid option even if you never play the game.
The module itself is as stated early pretty simple in its design. There is the introduction and setup and there are then two fight scenes. In my history of playing superhero games this is pretty standard really. You might have one more fight scene and a portion of the module dedicated to some research and therefore roleplaying but in the end if you are playing a superhero game you want the action maybe more so than in any other gaming genre.
I won't go into detail as to the scenario in the off chance that there is someone who has not played the game. The module is intended as an introductory module. The villains and heroes that are detailed inside the cover are 12 and 6 respectively. These are some of the best conceived characters outside the licensed material based games. The idea behind the groups may "borrow" a little but from published works but imitation is the sincerest form of flattery.
I can't recommend the game enough. I would say that you would want to have this module as well. In my looking around on the web while writing this I came across a great recap/write-up for a session that used the module. It made me want to play it all over again and is a great piece of game fiction in my opinion. You can find it here. If you like superhero games and comics you should read it.
Spell:
Wizard's recall
Level: Second
Range: None
Duration: One Day
Ares of Effect: Caster
Components: V,S
Casting Time: One Turn
Saving Throw: None
By means of this spell the magic user is able to recall the spells that were memorized from one day on the next day. The recall takes place after the full required period of rest is completed by the caster. The spell restores the pathways that the memorized spells had previously created in the caster's mind.
The spells that the caster will recall must be exactly the same as what was memorized the previous day with no changes in the makeup. This spell will be cast before the the magic user goes to sleep for the required rest period. The pathways will be restored as they sleep. If for any reason the caster's rest is disrupted for more than a few turns the spell will have failed and spells must be memorized as normal.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
If the Keep on the Borderlands is, as many consider it, the most played and iconic module for D&D then Crisis is it's counterpart under the V&V game system. There are no hard and fast numbers but it is likely that there are few people who have played V&V who have not played Crisis at Crusaders Citadel. It is simple by today's standards but it accomplishes what it sets out today by giving players and the GM an introduction to the game.
As with most of the V&V modules the layout is pretty simple. The idea was to put as much content into the module as they could using as little space as possible or it seems that way. In my younger days the smaller compact font spacing was not an issue but I apparently have not aged as well as the module. It is not impossible to read but it is packed in there. The art more than makes up for any layout issues though. Jeff Dee's work is used throughout and as much as anything his art I think helped define the game. Having the module just for his work is a valid option even if you never play the game.
The module itself is as stated early pretty simple in its design. There is the introduction and setup and there are then two fight scenes. In my history of playing superhero games this is pretty standard really. You might have one more fight scene and a portion of the module dedicated to some research and therefore roleplaying but in the end if you are playing a superhero game you want the action maybe more so than in any other gaming genre.
I won't go into detail as to the scenario in the off chance that there is someone who has not played the game. The module is intended as an introductory module. The villains and heroes that are detailed inside the cover are 12 and 6 respectively. These are some of the best conceived characters outside the licensed material based games. The idea behind the groups may "borrow" a little but from published works but imitation is the sincerest form of flattery.
I can't recommend the game enough. I would say that you would want to have this module as well. In my looking around on the web while writing this I came across a great recap/write-up for a session that used the module. It made me want to play it all over again and is a great piece of game fiction in my opinion. You can find it here. If you like superhero games and comics you should read it.
Spell:
Wizard's recall
Level: Second
Range: None
Duration: One Day
Ares of Effect: Caster
Components: V,S
Casting Time: One Turn
Saving Throw: None
By means of this spell the magic user is able to recall the spells that were memorized from one day on the next day. The recall takes place after the full required period of rest is completed by the caster. The spell restores the pathways that the memorized spells had previously created in the caster's mind.
The spells that the caster will recall must be exactly the same as what was memorized the previous day with no changes in the makeup. This spell will be cast before the the magic user goes to sleep for the required rest period. The pathways will be restored as they sleep. If for any reason the caster's rest is disrupted for more than a few turns the spell will have failed and spells must be memorized as normal.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, August 1, 2011
Mutants & Masterminds - Green Ronin, Dual Location
Mutants & Masterminds is yet another of the games I have bought over the years and have never had a chance to play yet. After fantasy games I may have played superhero games the most. The vast majority of that was Champions and then Villains & Vigilantes. There were also brief periods of Heroes Unlimited thrown in there as well as some DC Heroes and Marvel Super Heroes.
I own a few books in the Mutants & Masterminds line. I was told at one point that I need to be aware of the edition as they are not 100% compatible but that may or may not be true. I pick them up to read the characters and back story more than anything else. The Wild Cards supplement was really well done in my opinion.
The game must be popular as it went into its third edition late last year. Since I was told that some products are not fully compatible I am not sure how I feel about that. Three editions for a game that has been out for less than 10 years may be a bit too much change for me. Even Wizards doesn't update editions that fast (hope my math was right there).
The next convention I am at I am going to try and find either a demo of this game or a scheduled session and give it a run. Of the non licensed products it seems to have the most longevity after Champions. I say that but then I will get there and they will have a dealer room and perhaps a multi-day auction and next year I will be saying the same thing. I guess the good news is that I might learn it before the fourth edition makes it out sometime in 2012!
Spell:
Dual Location
Level: Seventh
Range: Unlimited
Duration: 5 Rounds + 1 Round/Level
Ares Effect: Caster
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the caster is able to cause themselves to exist in two locations at one. The spell does not copy the caster buy alters reality allowing the actual caster to exist in both places at the same point in time.
The caster is limited in where they can cause the second instance of themselves to appear. They must be very familiar with the place the other them will appear. They will need to have spent at least a full 24 hours in the location within one game month per point of intelligence. Attempting to cause themselves to appear in a location that does not fit the criteria will cause the spell to fail.
The caster will be able to fully function in both locations. They will also be able to operate simultaneously even to the extent of casting at the same time. Spells cast will draw from the same list of available spells though. Actions taken by the caster at either location will remain in effect when the spell ends. This extends to items so anything the caster may have on them when the spell expires will be at the original location though there will be no duplication.
The spell range is unlimited as long as both location are on the same plane. There will be consequences if the two locations are too close though. If both instances of the caster are within 500 yards of each othr there is a 10% cumulative chance that the two instances will be pulled together and appear at a random location between the two spots.
The material component of this spell is a token made of silver or other precious metal. The token must have the image of the caster engraved on it. The caster flips the token in the air and it will appear where the other instance is to appear along with the other instance.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
I own a few books in the Mutants & Masterminds line. I was told at one point that I need to be aware of the edition as they are not 100% compatible but that may or may not be true. I pick them up to read the characters and back story more than anything else. The Wild Cards supplement was really well done in my opinion.
The game must be popular as it went into its third edition late last year. Since I was told that some products are not fully compatible I am not sure how I feel about that. Three editions for a game that has been out for less than 10 years may be a bit too much change for me. Even Wizards doesn't update editions that fast (hope my math was right there).
The next convention I am at I am going to try and find either a demo of this game or a scheduled session and give it a run. Of the non licensed products it seems to have the most longevity after Champions. I say that but then I will get there and they will have a dealer room and perhaps a multi-day auction and next year I will be saying the same thing. I guess the good news is that I might learn it before the fourth edition makes it out sometime in 2012!
Spell:
Dual Location
Level: Seventh
Range: Unlimited
Duration: 5 Rounds + 1 Round/Level
Ares Effect: Caster
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
By means of this spell the caster is able to cause themselves to exist in two locations at one. The spell does not copy the caster buy alters reality allowing the actual caster to exist in both places at the same point in time.
The caster is limited in where they can cause the second instance of themselves to appear. They must be very familiar with the place the other them will appear. They will need to have spent at least a full 24 hours in the location within one game month per point of intelligence. Attempting to cause themselves to appear in a location that does not fit the criteria will cause the spell to fail.
The caster will be able to fully function in both locations. They will also be able to operate simultaneously even to the extent of casting at the same time. Spells cast will draw from the same list of available spells though. Actions taken by the caster at either location will remain in effect when the spell ends. This extends to items so anything the caster may have on them when the spell expires will be at the original location though there will be no duplication.
The spell range is unlimited as long as both location are on the same plane. There will be consequences if the two locations are too close though. If both instances of the caster are within 500 yards of each othr there is a 10% cumulative chance that the two instances will be pulled together and appear at a random location between the two spots.
The material component of this spell is a token made of silver or other precious metal. The token must have the image of the caster engraved on it. The caster flips the token in the air and it will appear where the other instance is to appear along with the other instance.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, July 8, 2011
DC Heroes - Justice League Sourcebook, Self Cloaking
As a kid I was never all that much into comics. I am not sure why that was the case. I found them in my early teens though and was immediately drawn to the Marvel line of comics. I think it was the "What if?" series that was the deal make as I have always like alternative history fiction and such. I say this to point out that anything I get in the way of DC in relation to gaming opens up new vistas to me.
As an aside I feel compelled to point out that the cover for this book is one of my favorite super hero game covers of all time. Not sure why but I suspect it is the Guy Gardner comment :)
The Justice League Sourcebook is exactly what it says it is. I have written on a number of similar type titles on the other side and thought it was time for some equal time for DC. This book gives the GM background material as well as hero information for use in a DCH game. The book was written for the second edition but can be used with the first with little effort.
After a brief introduction the book is broken down into a number of chapters. The first of these is a section on the history of the JLA. The history is very complete and it was from this I learned that the founding member of JLA were J'Onn J'Onzz (Martian Manhunter), Green Lantern, Flash, Aquaman and Black Canary. One item to note though is that this is based on post Crisis DC history so some things will seem off to even the most casual comic historian.
The next section is entitles "The Leaguers". It gives an entry for every hero that has ever belonged to the JLA. The list is a little different as it is presented in chronological order as to when they joined regardless of current status. This makes finding a particular character a little harder but it is nice in that you can track the evolution of the team just by flipping through this section.
The book was published in 1990 so there is twenty-one years of history that is not present so that needs to be taken into account. When published there had been thirty-seven members of the League. The last character to have joined when this was published is Crimson Fox. The character descriptions give not only game stats but great game play information such as their motivation, quote they might be famous for a fair bit on their background and finally an explanation of their personality.
The next section is called "How It Works". This covers the inner workings of the Justice League as well as the membership process. This is not a long section but it is one that packs quite a bit of information that may or may not be compiled in any other location. It goes over the charter that explains the membership level, policies governing secret identities. It also addresses the right of membership and disciplinary procedure for when rules are violated. The reading is a bit dry but this could be used for gaming purposes very easily in creating situation that might affect the League.
The next section goes over "Friends and Allies". This gives the GM information on the NPCs that those in the League would most likely have some level of interaction with. Some of these will be characters with minor powers or in some cases civilians. The section is also notable in that it has statistics on the three reserve members of the JLA that can be called upon as needed. These are Superman, Big Barda and The Creeper. Please refer to the comment about being post Crisis if you are wondering why Supes is only a reserve member.
The fifth section is the one that may get the most use by the GM. This cover the reason there is a need for the heroes at all. This the the section labels "The Bad Guys". This covers the villains that the JLA had need to deal with during its history. I can't say if this is in chronological order though but it does start with the group they fought that initiated the founding of the league. The section includes individual villains they have faced and a number of teams that they have needed to contend with. One of the issues I have had with DC is the villains. In my mind they have seemed a little more silly than Marvel villains but that is most likely just my perception. There are quite a few entries here so the GM will have no loss of antagonists.
Next we are given information on the locations that the JLA have called home over the years. It starts with their headquarters "The Secret Sanctuary". In addition to the description we are give a nice cut away view that also morphs in actual maps in some areas. It is a little confusing but interesting. We are presented with a full blown map of the JLA Satellite which was their base of operations after the sanctuary had to be abandoned though the Satellite feel to earth during the first Crisis. It also covers the short lived Bunker in Detroit and their new floating bases the JLA Embassies that are present in every UN member country. Maps are provided for the American and Saudi Arabian embassies.
The final two chapters cover the Justice League gadgets and new Powers, Advantages and Drawbacks that can be used in the game. The gadgets section covers the common items connected with the League but also contains quite an extensive write up on Green Arrows arrows. Having been a fan of bow using heroes across all publishers this was a welcome surprise. The last two pages are an index which is nice due to the chronological nature of the listings and an explanation on how to use this book which might have deserved to be near the front.
In summary another great sourcebook for those wanting to play in the DC universe. I am not sure if a more up to date product exists but this is a good item to have even if there is. One item of note is that art is a little sparse. The book is 128 pages long and is chock full of information so the lack of gratuitous art can be overlooked since they did get Power Girl in there.
Spell:
Self Cloaking
Level: Fourth
Range: None
Duration: Special
Ares Effect: Caster
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
This spell is an upgrade to the Invisibility spell with special limitations and advantages. Unlike the base spell this may only be cast on the magic user themselves.
This spell will enable the caster to become visible and invisible at will while the spell is in effect. There is no delay in this ability and the caster will wink in and out of sight as desired.
The spell carries the same limitations as the original as to what actions will break the spell such as the caster attacking someone. The spell is also subject to changes in location. The spell if cast while indoors will remain in effect until the caster were to go outdoors. the spells works the same if cast outdoors as well.
The material component of this spell is same as that of the second level Invisibility spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
As an aside I feel compelled to point out that the cover for this book is one of my favorite super hero game covers of all time. Not sure why but I suspect it is the Guy Gardner comment :)
The Justice League Sourcebook is exactly what it says it is. I have written on a number of similar type titles on the other side and thought it was time for some equal time for DC. This book gives the GM background material as well as hero information for use in a DCH game. The book was written for the second edition but can be used with the first with little effort.
After a brief introduction the book is broken down into a number of chapters. The first of these is a section on the history of the JLA. The history is very complete and it was from this I learned that the founding member of JLA were J'Onn J'Onzz (Martian Manhunter), Green Lantern, Flash, Aquaman and Black Canary. One item to note though is that this is based on post Crisis DC history so some things will seem off to even the most casual comic historian.
The next section is entitles "The Leaguers". It gives an entry for every hero that has ever belonged to the JLA. The list is a little different as it is presented in chronological order as to when they joined regardless of current status. This makes finding a particular character a little harder but it is nice in that you can track the evolution of the team just by flipping through this section.
The book was published in 1990 so there is twenty-one years of history that is not present so that needs to be taken into account. When published there had been thirty-seven members of the League. The last character to have joined when this was published is Crimson Fox. The character descriptions give not only game stats but great game play information such as their motivation, quote they might be famous for a fair bit on their background and finally an explanation of their personality.
The next section is called "How It Works". This covers the inner workings of the Justice League as well as the membership process. This is not a long section but it is one that packs quite a bit of information that may or may not be compiled in any other location. It goes over the charter that explains the membership level, policies governing secret identities. It also addresses the right of membership and disciplinary procedure for when rules are violated. The reading is a bit dry but this could be used for gaming purposes very easily in creating situation that might affect the League.
The next section goes over "Friends and Allies". This gives the GM information on the NPCs that those in the League would most likely have some level of interaction with. Some of these will be characters with minor powers or in some cases civilians. The section is also notable in that it has statistics on the three reserve members of the JLA that can be called upon as needed. These are Superman, Big Barda and The Creeper. Please refer to the comment about being post Crisis if you are wondering why Supes is only a reserve member.
The fifth section is the one that may get the most use by the GM. This cover the reason there is a need for the heroes at all. This the the section labels "The Bad Guys". This covers the villains that the JLA had need to deal with during its history. I can't say if this is in chronological order though but it does start with the group they fought that initiated the founding of the league. The section includes individual villains they have faced and a number of teams that they have needed to contend with. One of the issues I have had with DC is the villains. In my mind they have seemed a little more silly than Marvel villains but that is most likely just my perception. There are quite a few entries here so the GM will have no loss of antagonists.
Next we are given information on the locations that the JLA have called home over the years. It starts with their headquarters "The Secret Sanctuary". In addition to the description we are give a nice cut away view that also morphs in actual maps in some areas. It is a little confusing but interesting. We are presented with a full blown map of the JLA Satellite which was their base of operations after the sanctuary had to be abandoned though the Satellite feel to earth during the first Crisis. It also covers the short lived Bunker in Detroit and their new floating bases the JLA Embassies that are present in every UN member country. Maps are provided for the American and Saudi Arabian embassies.
The final two chapters cover the Justice League gadgets and new Powers, Advantages and Drawbacks that can be used in the game. The gadgets section covers the common items connected with the League but also contains quite an extensive write up on Green Arrows arrows. Having been a fan of bow using heroes across all publishers this was a welcome surprise. The last two pages are an index which is nice due to the chronological nature of the listings and an explanation on how to use this book which might have deserved to be near the front.
In summary another great sourcebook for those wanting to play in the DC universe. I am not sure if a more up to date product exists but this is a good item to have even if there is. One item of note is that art is a little sparse. The book is 128 pages long and is chock full of information so the lack of gratuitous art can be overlooked since they did get Power Girl in there.
Spell:
Self Cloaking
Level: Fourth
Range: None
Duration: Special
Ares Effect: Caster
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
This spell is an upgrade to the Invisibility spell with special limitations and advantages. Unlike the base spell this may only be cast on the magic user themselves.
This spell will enable the caster to become visible and invisible at will while the spell is in effect. There is no delay in this ability and the caster will wink in and out of sight as desired.
The spell carries the same limitations as the original as to what actions will break the spell such as the caster attacking someone. The spell is also subject to changes in location. The spell if cast while indoors will remain in effect until the caster were to go outdoors. the spells works the same if cast outdoors as well.
The material component of this spell is same as that of the second level Invisibility spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, June 27, 2011
MA1 Children of the Atom - MSH, Dream Vision
MA1 Children of the Atom was released for the advanced edition of Marvel Super Heroes in 1986. The book is 96 pages long and was a fairly exhaustive look at the mutants from Marvel Comics at the time. Today it is a look back at a simpler time for the poor misunderstood mutant.
The game begins with an explanation of what it is and what mutants are. It then goes into the reasoning behind why mutants are frowned upon and other super heroes are not subject to the same prejudice. It then gives an example layout. This is as follows.
Character's public name
Character's real name (if known)
Genetic and outlook type
Abilities
Variable abilities
Known powers and items
Special tricks and power stunts
Talents
Contacts
Running the character
Next we are presented with an index of the mutants and other significant characters, villains or NPCs that are contained within. The sole exception to this is an entry for the Danger Room. This gives a rough estimate of 182 entries for heroes, villains and others. The break down begins with Mutant Teams. As stated earlier this in circa 1986 so there is no entry for Excalibur and many of the teams listed are no around any more. The list is below.
X-Men
X-Factor
New Mutants
Hellfire Club
Hellions
Brotherhood of Evil Mutants
Freedom Force
Fallen Angels
Morlocks
Soviet Super-Soldiers
Gladiators
Alliance of Evil
Mutant Force
Next the book presents us with a section labeled Miscellaneous Mutants. This section contains some mutants that will later not really qualify to fall under this section. There are some that still do but are noteworthy anyway. This section includes among others Black Tom, Dazzler, Legion, Northstar, Mutant X, Quicksilver, Sabertooth and Scarlet Witch.
The next section labeled Very Important People (VIP) gives information on a mixed bag of people. These include villains, Supporting Characters and Aliens. A few of the villains provided are Juggernaut, Arcade, Lady Deathstrike and Magus. The Supporting Characters section contains information on noteables such as Cameron Hodge and Moria Mactaggert. The Aliens section gives us stats for Gladiator and Lilandra as well as a list of many of the Shi'ar as well as a section on the Starjammers.
The next section labeled The Mutant Menace deals with the fear and hysteria that surrounds mutants in the Marvel Universe. The section describes Project Wideawake. It provides statistics for all the Mark I-VI Sentinels as well as for Nimrod and a few other special Sentinels. There is also information on the the future time-line from Days of Future Past.
The next section that covers three or four pages goes over Items and Locations. This section includes items such as the Blackbird and Cerebro. The Locations section gives brief information on the Mansion and the Danger Room.
The final section is a mini-adventure called Dreamchild. It is comprised of seven set encounters and then one floating encounter that can be mixed in where desired. It is a fair scenario and provides an mix of location and encounter levels.
This is one of what I would consider the core books one should own if they play or run MSH. The book is woefully out of date given the Marvel Universe today but it still provide enough information from the heyday of mutants to be useful. Plus you get to see Sabertooth listed as a miscellaneous mutant!
Spell:
Dream Vision
Level: Fifth
Range: None
Duration: Special
Ares Effect: Caster
Components: V,S,M
Casting Time: One Hour
Saving Throw: Special
Through use of the Dream Vision spell the magic user is able to see a vision of their future. The caster will see the vision while they are casting the spell. The vision is very limited and may or may not be accurate and it is possible to be partially accurate. The caster can see no more than one turn of events. The vision may involve any number of other people but the caster must be present in the dream.
This spell may be cast any time prior to the event the caster wishes to see but it the caster may not want to cast it too far before the event. Once the spell is cast the magic user will lose one of the slots for fifth level spells they can cast until such time the event occurs. The caster may memorize a spell to fill the slot once it becomes available and it will immediately be usable.
The event the caster wants to see must be specifically stated in the casting of the spell. It needs to also be fairly specific in its request. The request could be to see a specific room in a dungeon or castle or perhaps see the location of a specific person at a specific point in time.
The point in time that the request is for and the vagueness of the request will alter the validity of the vision. For every hour into the future the request would occur there is a 1% chance that something will be wrong with the vision. Requesting to see more than either one person or one location will also alter the vision. If the request is for a person or a location there is no chance of failure. If a person and location is requested then there is a 25% chance of the vision being altered. Finally distance will play a factor in this. For every mile past one that the request is made for there is a 1% chance of having an altered vision.
The material component of this spell will be a piece of some living creature that is native to the Astral Plane. The material will be consumed with the casting of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The game begins with an explanation of what it is and what mutants are. It then goes into the reasoning behind why mutants are frowned upon and other super heroes are not subject to the same prejudice. It then gives an example layout. This is as follows.
Character's public name
Character's real name (if known)
Genetic and outlook type
Abilities
Variable abilities
Known powers and items
Special tricks and power stunts
Talents
Contacts
Running the character
Next we are presented with an index of the mutants and other significant characters, villains or NPCs that are contained within. The sole exception to this is an entry for the Danger Room. This gives a rough estimate of 182 entries for heroes, villains and others. The break down begins with Mutant Teams. As stated earlier this in circa 1986 so there is no entry for Excalibur and many of the teams listed are no around any more. The list is below.
X-Men
X-Factor
New Mutants
Hellfire Club
Hellions
Brotherhood of Evil Mutants
Freedom Force
Fallen Angels
Morlocks
Soviet Super-Soldiers
Gladiators
Alliance of Evil
Mutant Force
Next the book presents us with a section labeled Miscellaneous Mutants. This section contains some mutants that will later not really qualify to fall under this section. There are some that still do but are noteworthy anyway. This section includes among others Black Tom, Dazzler, Legion, Northstar, Mutant X, Quicksilver, Sabertooth and Scarlet Witch.
The next section labeled Very Important People (VIP) gives information on a mixed bag of people. These include villains, Supporting Characters and Aliens. A few of the villains provided are Juggernaut, Arcade, Lady Deathstrike and Magus. The Supporting Characters section contains information on noteables such as Cameron Hodge and Moria Mactaggert. The Aliens section gives us stats for Gladiator and Lilandra as well as a list of many of the Shi'ar as well as a section on the Starjammers.
The next section labeled The Mutant Menace deals with the fear and hysteria that surrounds mutants in the Marvel Universe. The section describes Project Wideawake. It provides statistics for all the Mark I-VI Sentinels as well as for Nimrod and a few other special Sentinels. There is also information on the the future time-line from Days of Future Past.
The next section that covers three or four pages goes over Items and Locations. This section includes items such as the Blackbird and Cerebro. The Locations section gives brief information on the Mansion and the Danger Room.
The final section is a mini-adventure called Dreamchild. It is comprised of seven set encounters and then one floating encounter that can be mixed in where desired. It is a fair scenario and provides an mix of location and encounter levels.
This is one of what I would consider the core books one should own if they play or run MSH. The book is woefully out of date given the Marvel Universe today but it still provide enough information from the heyday of mutants to be useful. Plus you get to see Sabertooth listed as a miscellaneous mutant!
Spell:
Dream Vision
Level: Fifth
Range: None
Duration: Special
Ares Effect: Caster
Components: V,S,M
Casting Time: One Hour
Saving Throw: Special
Through use of the Dream Vision spell the magic user is able to see a vision of their future. The caster will see the vision while they are casting the spell. The vision is very limited and may or may not be accurate and it is possible to be partially accurate. The caster can see no more than one turn of events. The vision may involve any number of other people but the caster must be present in the dream.
This spell may be cast any time prior to the event the caster wishes to see but it the caster may not want to cast it too far before the event. Once the spell is cast the magic user will lose one of the slots for fifth level spells they can cast until such time the event occurs. The caster may memorize a spell to fill the slot once it becomes available and it will immediately be usable.
The event the caster wants to see must be specifically stated in the casting of the spell. It needs to also be fairly specific in its request. The request could be to see a specific room in a dungeon or castle or perhaps see the location of a specific person at a specific point in time.
The point in time that the request is for and the vagueness of the request will alter the validity of the vision. For every hour into the future the request would occur there is a 1% chance that something will be wrong with the vision. Requesting to see more than either one person or one location will also alter the vision. If the request is for a person or a location there is no chance of failure. If a person and location is requested then there is a 25% chance of the vision being altered. Finally distance will play a factor in this. For every mile past one that the request is made for there is a 1% chance of having an altered vision.
The material component of this spell will be a piece of some living creature that is native to the Astral Plane. The material will be consumed with the casting of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Tuesday, May 24, 2011
Superbabes - The Femforce RPG, Protection from Normal Weapons
Superbabes - The Femforce Role Playing Game is a hard one to pin down as to what was meant to be and what it is. It was published by Tri-City Games. It is a super hero games based on Femforce from AC Comics. I was an avid comic collector for years but do not recall having any issues of Femforce...based on the cover maybe I should. The game is either even more misogynistic that Mach Women or a true adaptation of a comic that takes a satirical look at the way women are treated in comics. I think it works either way and apparently does a fair enough job of it to warrant a number of supplements and accessories. The game was published in the middle of the 90's so it was a little less demanding period of time though. The game is point based and seems to use skills similar to Champions though with a lot more tongue in cheek names for them. Character are also rewarded in some cases for having lower stats and penalized for having higher stats which I can see might make sense in a comic book world. The game also allows for creating male characters but is obviously geared against that idea. I am not sure that I see this as an option for a long running campaign type game but it would provide an alternative to the more commonly played super hero games. In the end can be totally bad to have a game that gives you a mechanic called Bimbo Points?
Spell:
Protection from Normal Weapons
Level: Fifth
Range: Touch
Duration: 1 Turn/Level
Ares Effect: Creature Touched
Components: V,S,M
Casting Time: 8 segments
Saving Throw: None
The casting of this spell bestows to the recipient total immunity to non-magical melee weapons. This is similar in effect to the spell Protection from Normal Missiles. The recipient of this spell may still be attacked and hit by non-magical weapons but the weapons will do no damage or deliver any effects from attacks that hit.
This spell also grants the recipient immunity to physical attacks by creatures under three hit dice. Attacks by creatures of more than three hit dice are treated normally. Any creature of an undead, magical, supernatural or extra-planar nature will be able to cause damage to the recipient with physical attacks regardless of their hit dice but will not cause damage if normal weapons are used in the attacks.
The material component of this spell is a small piece of hide from a creature with an armor class that is naturally lower than AC2. it can alternatively be a small piece of flesh from a creature that requires a magical weapon to hit them. If the former is used it is consumed by the spell while the latter is not.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Spell:
Protection from Normal Weapons
Level: Fifth
Range: Touch
Duration: 1 Turn/Level
Ares Effect: Creature Touched
Components: V,S,M
Casting Time: 8 segments
Saving Throw: None
The casting of this spell bestows to the recipient total immunity to non-magical melee weapons. This is similar in effect to the spell Protection from Normal Missiles. The recipient of this spell may still be attacked and hit by non-magical weapons but the weapons will do no damage or deliver any effects from attacks that hit.
This spell also grants the recipient immunity to physical attacks by creatures under three hit dice. Attacks by creatures of more than three hit dice are treated normally. Any creature of an undead, magical, supernatural or extra-planar nature will be able to cause damage to the recipient with physical attacks regardless of their hit dice but will not cause damage if normal weapons are used in the attacks.
The material component of this spell is a small piece of hide from a creature with an armor class that is naturally lower than AC2. it can alternatively be a small piece of flesh from a creature that requires a magical weapon to hit them. If the former is used it is consumed by the spell while the latter is not.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, May 8, 2011
MA2 Avengers Coast-To-Coast, Elemental Immunity
MA2 is a source book for everything Avenger. It covers the original Avengers all the way through the much maligned West Coast Avengers. The Avengers have at one time or another included anyone that isn't a mutant or in the Fantastic Four (Spidey not withstanding though he did try out). There are few stragglers but this will have a darn good portion of the non mutant heroes in it, including today's golden boy Thor! If you want to play Marvel Super Heroes then this is one of the books you will want to pick up. Children of the Atom, Fantastic Four Compendium, Realms of Magic & the Ultimate Powers books would be about every other must have. Still this provides perhaps the best cross section of the Marvel heroes.
Spell:
Elemental Immunity (R)
Level: Fifth
Range: Touch
Duration: 1 round/level
Ares Effect: Creature Touched
Components: V,S,M
Casting Time: 1 round
Saving Throw: Special
When this spell is cast the magic user makes the creature touched totally immune to element chosen when the spell is cast. This immunity extends to naturally occurring forms of the element that would cause the recipient damage. Immunity also extends to any creature, effect, spell or item that is based upon the element immunity is granted to. This means that a person given immunity to earth would not be affected by mineral based poisons, a stone to flesh spell, the stoning affect of a cockatrice, spell effects from a Ring of Earth Elemental Control as well as Earth Elementals. This spell may be cast for any of the four natural elements (Air, Earth, Fore or Water). An individual may only have one immunity on them at any given time. If a second immunity spell is cast on them the first is nullified.
The reverse of this spell is Elemental Vulnerability. This spell causes the recipient to become exceptionally vulnerable to one element of the caster's choice. This will have the effect of causing the victim to take double damage from any normal or magical attack that is based on that element. spells or effects that would normally entitle the victim to a saving throw will not when affected by this spell. The victim of the spell will also suffer damage from exposure to normal instances of the element as well. The damage is slight being one hit point per round of exposure though this is enough to interfere with normal abilities and casting of spells. In game terms for this spell heat over 76 degrees Fahrenheit, any form of precipitation (including fog), winds over five miles per hour will cause damage. For Earth affect any exposure to metals will be enough to cause damage.
The latter casting of this spell entitles the victim to a saving throw and if successful then the spell will have no effect. With the former casting of this spell, but not the latter, the immunity extends to any items or effects currently in place for the duration of the spell. The material components for this spell are a small quantity of the various element and a gemstone, of not less than 50gp in value, that would be associated with that element. Both components will be consumed with the casting of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Spell:
Elemental Immunity (R)
Level: Fifth
Range: Touch
Duration: 1 round/level
Ares Effect: Creature Touched
Components: V,S,M
Casting Time: 1 round
Saving Throw: Special
When this spell is cast the magic user makes the creature touched totally immune to element chosen when the spell is cast. This immunity extends to naturally occurring forms of the element that would cause the recipient damage. Immunity also extends to any creature, effect, spell or item that is based upon the element immunity is granted to. This means that a person given immunity to earth would not be affected by mineral based poisons, a stone to flesh spell, the stoning affect of a cockatrice, spell effects from a Ring of Earth Elemental Control as well as Earth Elementals. This spell may be cast for any of the four natural elements (Air, Earth, Fore or Water). An individual may only have one immunity on them at any given time. If a second immunity spell is cast on them the first is nullified.
The reverse of this spell is Elemental Vulnerability. This spell causes the recipient to become exceptionally vulnerable to one element of the caster's choice. This will have the effect of causing the victim to take double damage from any normal or magical attack that is based on that element. spells or effects that would normally entitle the victim to a saving throw will not when affected by this spell. The victim of the spell will also suffer damage from exposure to normal instances of the element as well. The damage is slight being one hit point per round of exposure though this is enough to interfere with normal abilities and casting of spells. In game terms for this spell heat over 76 degrees Fahrenheit, any form of precipitation (including fog), winds over five miles per hour will cause damage. For Earth affect any exposure to metals will be enough to cause damage.
The latter casting of this spell entitles the victim to a saving throw and if successful then the spell will have no effect. With the former casting of this spell, but not the latter, the immunity extends to any items or effects currently in place for the duration of the spell. The material components for this spell are a small quantity of the various element and a gemstone, of not less than 50gp in value, that would be associated with that element. Both components will be consumed with the casting of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Thursday, March 31, 2011
Champions - Hero Games
Of all the various superhero games I've played over the years Champions would have to be the one that I have played the most. There are others such as Villains & Vigilantes that hold a more special place in my heart for some reason but Champions was the one that we returned to the most. I think it was that you could create a more structured and level playing environment. All of the Hero games lend themselves to the idea of game balance. Everything is point based so all of the players should be basically equal. There are ways to try and beat the system but a good GM can address those. In the end it is a bunch of dice and math but the underlying idea is there. Give it a try if for no other reason than to try and recreate your favorite hero or villain within 250 points.
Labels:
Champions,
Comic Book,
Hero Games,
Superhero
Monday, March 21, 2011
Cardboard Heroes: Modern Characters - Steve Jackson Games
I love using miniatures but can't paint them for crap and I think just having the bare metal does not give the full effect. Plus lugging around a ton of lead miniatures gets old add to that the storage issues so the painted ones don't get nicked up and all of a sudden you have a niche market. Before WotC gave (and then took aware) the prepainted plastic mini there were Cardboard Heroes from SJG. I loved the idea and have a few of these and will eventually want to get all of them. These make things so much easier. Nowadays you can find similar products on the cheap as PDFs. If you hate lugging metal miniatures but still want the effect why not give apper heroes a try!
Labels:
Accessory,
Misc,
SJG,
Steve Jackson Games,
Superhero
Saturday, March 12, 2011
Brave New World - Pinnacle Entertainment
This is a game that I picked up for no other reason than because it was on the discount rack at Half Price Books. I scour these racks for gaming books and often find one I would pay at least half cover for. This I regret to say is one that I passed over many times at half price. I ended up buying it in a moment of weakness. It is an alternate history superhero game. From what I can tell it is a poor attempt to do the "Watchmen" but using JFK and where there are more powered heroes than just Dr. Manhattan. I am sure that I will never look at this in more than a passing glance again but heck in some alternate timeline this has already replaced all other role playing games in size and importance!
Labels:
Brave New World,
Misc,
Superhero
Monday, March 7, 2011
DC Heroes - Third Edition
Most people I talk to say this is by far the best and most playable edition of the game. I have this as well as the first two editions but have not had a chance to play this one yet. The DC line of comics was never my favorite so I was a little biased whenever I played the earlier versions. It was fun enough but I still prefer other superhero games over this one.
Monday, February 21, 2011
Bad Medicine for Dr. Drugs - Superworld/Champions
I think I have played almost all of the super hero games at least once and if I have not played them I have read through them for mechanics and ideas. Superworld was never my favorite though it does have a following. It is also fairly sought after now on the secondary market. All of that aside how could you not own some titled Bad Medicine for Dr. Drugs. This screams 70's bad movie does it not. I have not had a chance to play it but some day would like to. Afterward I will reinstall "Interstate 76" and watch my copy of Supervan. Can you dig it brother!
Labels:
Champions,
Chaosium,
Module,
Superhero,
Superworlds
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