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Matt

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Posts posted by Matt

  1. Isn't Harn supposed to be good for this? All the rivers and weather patterns are supposed to be based on science. I tend to use real maps and change the names but I'm not too worried if something's a little off. All the same, any good resources for this would be great to know about for any future fantasy games I might GM.

  2. Good resources for a straight (non-"Weird West") Western are hard to come by. I mostly use some reference books and Louis L'Amour novels plus personal visits to Tombstone, the Black Hills, etc.

    Thanks for posting these various links.

    Would love to play some Boot Hill.

  3. Sonds interesting but not something I'd ever want to use. A lot of these "narrative" things make me wonder if I'm still playing a game or just engaging in roundtable storytelling. But I'm surely old and out of touch: I thought the MWP Marvel game was awful keep hearing folks sing its praises. I like knowing what a character can and can't do.

  4. I've never used anyone else's setting as I prefer to make up my own stuff. But Glorantha sounds like a good 'un for those inclined to use published settings for their games.

    (Even when I play CoC, I don't really use much Lovecraft stuff as the players know too much. Better to make it truly mysterious in my opinion.)

  5. http://www.atlasarchives.com/index.html

    Re:Atlas/Seaboard Comics. I'd seen pictures of Tiger-Man while poking around on the web, but the only Atlas hero whose comic I've actually read is The Tarantula. In 1975 my junior high school library in San Diego inexplicably had an issue (which one I'm not sure). I recall he was more horror than hero, a nobleman cursed to become a were-spider with the culinary lifestyle that implies. A more realistic, if ickier, take on having spider powers than the whole Peter Parker thing. Other comics publishers were putting out titles featuring vampires, werewolves, etc., around the same time, so Count Eugene Lycosa fit right into the mix. Given that most of Atlas' lines lasted only two or three issues, it is a miracle I met The Tarantula at all. I'm just grateful it was by proxy rather than in person. =O

    I've managed to acquire about 75-80% of Atlas' comics output via bargain bins over the past decade, one or two comics at a time. I really enjoy their super heroes. Grittier than Marvel, without any baggage or history to be sorted, drawn by good artists and usually pretty well written. They get a bad rap sometimes by folks who claim they were aping Marvel, but I say (1) the first couple of issues were clearly NOT aping Marvel and in fact came at super heroes from a whole other angle and (2) the few that suddenly did ape Marvel due to publisher fiat for one final issue before cancellation : tell me, aside from Archie, who WASN'T aping Marvel? DC hired Marvel guys explicitly to Marvelize DC comics in hopes of emulating Marvel's sales (in the process removing anything that actually made DC an alternative for those not enamored of the Marvel soap opera style).

    I recommend Tiger-Man, the first 2 Destructor issues, The Cougar, and The Brute!

  6. Some posters have indicated they really like the Hanna-Barbera superheroes. Here's a favorite:

    Birdman

    Source: Birdman and the Galaxy Trio, Hanna-Barbera Productions, 1967-1969

    Quote: “Come, Avenger. Biiiiiiiirdman!”

    Hanna-Barbera introduced television’s first animated super hero, Space Ghost, in 1966. Birdman debuted the following year, attempting to repeat Space Ghost’s success. Like most Hanna-Barbera heroes, Ray Randall didn’t get much of an origin story or exposition. Whether he kept his identity a secret is unclear, since he never went about in civilian guise. He possessed natural and functional blue wings and had somehow gained the blessing of the ancient Egyptian sun god, Ra, which meant he could fire beams of solar energy from his fists and create protective force fields. The latter usually took the form of a glowing red shield on his left arm. Using his powers depleted them, which made fighting at night or in other situations devoid of sunlight dicey for the hero because he couldn’t easily recharge (although he usually found a way to pull it off).

    Wearing an orange leotard with black, red, and yellow highlights, Randall operated as Birdman from Bird Lair, located in the heart of an extinct volcano in some remote but undisclosed region. Most of his adventures were assigned to him by Inter-Nation Security representative Falcon 7. Birdman battled evildoers around the globe, but many of his exploits occurred in or near Central City, U.S.A. He was opposed by a shadowy criminal organization known as F.E.A.R. (the acronym was never explained), headed by the sinister Number One, as well as by about 30 lesser villains-of-the-week. Assisting him were Avenger, a mastiff-sized purple golden eagle strong enough to haul his unconscious master to safety, and occasionally Birdboy, a young amnesiac Birdman had rescued from a shipwreck.

    Birdman’s power suite supposedly also included super strength, but he almost never made use of it. He blasted apart the doors of villainous headquarters with his energy beams instead of bashing them open, threw rare punches (which knocked his opponents down but not out), and never lifted anything heavier than a person in need of rescue. The only indication that he might be capable of more was that Birdboy, upon having his powers recharged by his mentor, was able shrug off a chain that bound him.

    On the other hand, Birdman was amazingly durable even without his solar shields. He survived numerous falls that should have been fatal, was merely stunned after being whacked on the head by a caveman’s stone axe, and was not blown to pieces by a wide assortment of missiles, shells and energy beams that were powerful enough to knock him from the sky.

    STR 16

    CON 12

    SIZ 14

    INT 13

    POW 11

    DEX 16

    APP 14

    Move: 10 plus Flight

    Hit Points: 13 (26 CON+SIZ)

    Damage Bonus: +1D4

    Armor: 8 AP (kinetic) plus solar shield

    Attacks: Brawl 55%, 1D3+DB; Grapple 55%, 1D3+DB; Solar Blast 67%, 3D6 heat + 2D6 light

    Skills: Bargain 40%, Dodge 67%, Fast Talk 40%, Fly 64%, Insight 40%, Jump 60%, Knowledge (Law) 40%, Knowledge (Criminal Community) 40%, Language (English) 65%, Martial Arts (Boxing) 36%, Navigate 45%, Perform (Oratory) 40%, Persuade 50%, Projection 67%, Research 55%, Shield 45%, Status 50%, Technical Skill (Computer Use) 36%

    Powers:

    He’s Just That Tough – Armor 8 (kinetic) (8)

    Solar Blast – Energy Projection, 5 levels, 3D6heat, 2D6 light, 5 power points per use (50)

    Extra Energy -- +160 power points (16)

    Mighty Blue Wings – Flight, 9 levels, enables Birdman to lift himself and another person of up to about 250 pounds, 9 power points to activate, costs one power point per turn (9)

    Solar Shield – Force Field, 8 AP (heat, light, radiation), costs 1 power point per round plus 1 power point per energy deflected (24)

    Failings: Full-time superhero ID (+5), Responsible to Inter-World Security (+3), Hunted by FEAR, large international criminal organization (+3)

    Notes: Birdman had 96 power points based on his unmodified characteristics plus 11 for Failings, total 107. He had 500 skill points plus 130 personal skill points based on INT, total 630. Profession: Lawyer, based on the parody cartoon Harvey Birdman: Attorney At Law. In the original series, Birdman had no profession other than crime-fighter.

    I’d have liked to have added Absorption (heat, light, radiation), Protection (ditto), and perhaps some enhanced characteristics, but Birdman just didn’t have the build points to include them. I might have been able to squeeze out a few more build points with Power Modifiers on his abilities, but as written they don’t quite reflect the gradual (but non-lethal) weakening he experiences in the absence of sunlight. I also felt his defenses weren’t quite high enough. BRP’s ultra-specific rules on energy defense are unforgiving. On the other hand, he did get knocked about quite a bit during the cartoon series.

    Avenger

    Avenger, Birdman’s golden eagle sidekick, was truly an unusual bird: purple in color and easily as big as a mastiff or wolf (although presumably not as heavy since he sat on Birdman’s shoulder without knocking him over). He was strong enough to catch or carry away a disabled man, understood and obeyed spoken English instructions (but couldn’t speak), and could pull levers and untie knots with his talons. Avenger could be counted upon to rescue his master when the latter was imprisoned or incapacitated. He communicated with Birdman via a radio pendant placed about his neck.

    STR 18

    CON 13

    SIZ 5

    INT 9

    POW 11

    DEX 35

    Move: 3/12 flying

    Hit Points: 9 (18 CON+SIZ)

    Damage Bonus: +0

    Armor: 3 AP (thick feathers)

    Attacks: Bite 30%, 1D6+DB; Claws 45%, 1D6-1/2DB

    Skills: Dodge 70%, Fine Manipulation 30%, Language (English) 45%, Spot 70%, Track 50%

    Notes: Avenger’s stats were based on the Wolf template with the exception of his DEX, which was based on the Hawk template. I guessed on SIZ; in dimensions he’s probably a SIZ 11 but his mass is much less than that would indicate. Avenger displays almost human cleverness, hence his 9 INT.

    How about Blue Falcon and Space Ghost? That's a team-up I'm dying to see. Love that genre of super hero action.

  7. Secret Wars had some cool bits and humorous character interactions. Like a soap opera, it kept me hooked issue after issue. In the end, though, it was less than the sum of its parts -- too many characters to give each sufficient attention and too many pointless battles. A smaller cast and more focused storyline would have served it better.

    But it was meant to sell the toy line, so the whole point is to include as many popular heroes and villains as possible! Besides, stories like Secret Wars aren't read for character development, they're all about "Lookit Ultron's blast deflected by Cyclops' blast! Woohoo!"

  8. I have read many Golden Age Batman stories via DC Archives and it seems to me folks who claim Frank Miller "returned Batman to his roots" must not have read any actual stories from yesteryear. He was never the a-hole they like to portray him as these days.

  9. And looping back around to comic books: When Atlas started up in '75 (or so), the creative types wanted to do a licensed Kolchak comic book, but the publisher was too cheap to pay the fees. Thus was born The Cougar, subject of a two-part entry on my blog.

    Would love to see some Superworld/BRP write-ups of the Atlas heroes: The Cougar, The Brute, Tiger-Man, The Destructor, et al.

  10. Monster Island for RQ6

    Monsters of Legend and Monsters of Legend II for Legend

    All on Drive Thrue

    The descriptions on the site don't tell me nearly enough to know what's in these. Monster Island sounds like it would mostly be a setting or scenario. The others appear to be fantasy creatures. Whoever writes those product descriptions didn't do a very good job as I cannot even tell what's in the product.

    Sadly, both are watermarked PDFs; unfortunately I can't use PDFs (and if I could, I wouldn't buy watermarked ones).

  11. More info on the Diana Prince series:

    http://www.fanzing.com/mag/fanzing37/feature7.shtml

    http://en.wikipedia.org/wiki/I_Ching_%28comics%29

    And the source material for my write-up:

    Wonder Woman 1974 Pt 1

    http://www.youtube.com/watch?v=cT8QJbTWlXs

    Wonder Woman 1974 Pt 2

    http://www.youtube.com/watch?v=amIxivB3QT0

    Wonder Woman 1974 Pt 3

    http://www.youtube.com/watch?v=oo8AMnRt3P0

    Wonder Woman 1974 Pt 4

    http://www.youtube.com/watch?v=_UECuEoin4A

    Wonder Woman 1974 Pt 5

    http://www.youtube.com/watch?v=m0FqPdLdGAI

    You can judge for yourself how cool or how lame the Crosby version was. ;) And compare it with the mod late Sixties version of Wonder Woman. Since this was just a pilot, a pitch demo, who knows what might have happened with a series? Different lead actress, better special effects, more developed plots. True, the 1974 Wonder Woman pilot didn't measure up to the Linda Carter series, but it was at I have all those Mrs. Peel Wonder Woman issues. They're pretty good for the most part and the Mike Sekowsky art is great. Don't really believe the Crosby version was based on it, though, as I don't see much similarity. Seems more like a misguided "improvement" by TV writers/producers, not unlike the recent David Kelley "improved" version. 'Cause obviously folks who never have and never would read the comics know better. least as good as the 1977 Spider-Man live action show, which did get a green light. Ah, the Seventies! ;D

    Anyone up for write-ups of the TV versions of Hulk, Spider-Man, Linda Carter Wonder Woman, Dr. Strange, or Captain America? Or The Man From Atlantis, the Six-Million-Dollar Man, the Bionic Woman, M.A.N.T.I.S., Automan, Street Hawk, Manimal, Gemni Man, the Invisible Man (both of them), or NightMan?

    I would rank the '77 Spider-Man show high above Crosby WW; indeed, I like it better than the Spidey movies.

    Would LOVE to see write-ups of TV super heroes. That's the power level I prefer for my games. Don't forget the Rex Smith Daredevil done as a backdoor pilot in Trial of the Incredible Hulk!

  12. I believe the movie was based on this iteration of the heroine http://www.giantsizegeek.com/2011/03/introducing-new-wonder-woman.html.

    I have all those Mrs. Peel Wonder Woman issues. They're pretty good for the most part and the Mike Sekowsky art is great. Don't really believe the Crosby version was based on it, though, as I don't see much similarity. Seems more like a misguided "improvement" by TV writers/producers, not unlike the recent David Kelley "improved" version. 'Cause obviously folks who never have and never would read the comics know better.

  13. Is there a BRP bestiary? Obviously I can write up various animals on my own, but it's nice to see what someone else did if only to ensure I don't forget a particular talent an animal might have, or to be sure I'm not over- or underestimating sizes and speeds and how much damage a bite/kick/scratch does. Not really interested in a "monster manual" as I don't do much fantasy-type gaming, more interested in real creatures large and small, as well as extinct and prehistoric beasts.

  14. I used BGB with superworld for the extras, I never had a problem with the powers. We had street-level to cosmic level side by side, I also used all the power types from BGB. If we needed something we didn't have we'd make it up, but therein lies the beauty of BRP.

    Most of the criticism I have heard about super heroes using BRP/Superworld make me seriously wonder whether the critic ever actually played the game or if he just eyeballed it and made a judgment. Hard to say. I don't find it any harder than other super hero games. I like the flavor and feel more than many other games.

  15. I ran a superhero BRP game for 2 or 3 years and after words i'd type up a brief description of what went down as if it were an issue. It was cool, now I can look back and recap our adventures from issue #1 to #50. we also had spin-off titles. It was also good way to quickly recap (previously in...). But we ended up with so many teams and individuals that I also had to make an encyclopedia for stuff like so-and-so's first appearance and such. Fun stuff. If i could draw i would have had a real comic.

    Well, I can draw something halfway decent but seldom have the time...it took me a few weeks just to draw an 8-page story, and that was before I had kids. Even 1-page Hostess Fruit Pie-sized stories feel like a lot of work these days. I'd love to convert a Superworld RPG session into a comic if I only had the time.

  16. Not related to the Walmart heroes, but ...

    Wonder Woman 1974

    I admit up front that Linda Carter owned the role of DC’s Wonder Woman. However, one year before the iconic television series debuted, another network (there were only three then) aired a pilot superheroine movie that got decent ratings but was not pursued. Cathy Lee Crosby played the title role. As a teenager, I agreed with the film’s many critics that this wasn’t the Wonder Woman I was familiar with from the comics. Crosby was blonde, her character wasn’t strong enough to shove aside cars and stop tanks, and her star-spangled costume (while absolutely more practical) in no way resembled Diana’s form-fitting swimsuit, er, uniform.

    Having re-watched the 1974 Wonder Woman twice as an adult, however, I’m having second thoughts. I wish Crosby’s version had had a chance to develop. Her proto-Wonder Woman, while possessing no obvious powers, was far more super than she might at first appear. Diana Prince still had the secret Amazonian origin, golden belt, bracelets, and invisible plane. She still worked as secretary/special agent for Steve Trevor, head of an unnamed U.S. intelligence agency. She could still slap around a group of thugs without breaking a sweat. She still stuck to her Amazonian principles while surrounded by a male-dominated culture. And her depiction was based on the Wonder Woman comics of the late 1960s and early ‘70s, in which the character lost her powers and had to rely on fighting skill alone. In that regard, Crosby, a former tennis champion, made sense. She looked fit and athletic, even when wearing dresses that accentuated her curves.

    Carter’s Wonder Woman kicked butt. Crosby’s version didn’t often have to because she was always three to five steps ahead of everyone around her, bad guys or good. She knew what people were going to say before they said it and often anticipated what they were going to do before they did it. Carter’s heroine could deflect bullets with her magic bracelets. Crosby’s would determine where the villains would likely place a sniper and clobber him from behind before he could ever fire a shot. Carter’s Wonder Woman could smash her way out of deathtraps, since the bad guys always underestimated her powers. Crosby’s Wonder Woman, utterly unflappable, could think her way out of a deathtrap in mere minutes. Carter’s version would leap 15 feet into the air to avoid an onrushing automobile, then during its second pass would grab its rear bumper as she landed. Crosby’s iteration would leap 8 to 10 feet into the dubious safety of a shop awning to avoid a careening auto, then slap a tracking device on its roof during its second pass. (Note to villains: If you miss her the first time, just keep going.)

    There were other differences. Carter’s Wonder Woman scrupulously kept her secret identity, even when the series shifted its setting from the Forties to the Seventies in its second season. The identity of Crosby’s heroine was a sort of open secret, known to Steve Trevor and to the bad guys (who, for once, figured it out). Carter’s character seemed afraid to use her direct might against opponents, choosing to toss them or lasso them instead. Crosby’s had no compunctions about delivering savage jabs, kicks and chops to her foes, taking them down fast and hard. Other than the ability to deflect bullets, Carter’s series paid only lip service to her exotic warrior heritage. Crosby’s heroine was able to snatch a hurtling spear out of the air and send it back at its thrower. Carter’s Wonder Woman defeated many foes but rarely had a recurring villain. The 1974 teleplay set the title character up with an archrival – an outlawed Amazon who fled to man’s world seeking fame and (ill-gotten) fortune, a sort of anti-Wonder Woman. Carter projected intense earnestness. Crosby seemed to be quietly laughing at all the male idiots surrounding her. Carter wore the traditional tiara, leotard, and high-heel boots. Crosby, not needing to conceal am alternate identity, wore current fashions but usually red, white, blue, or a combination of the three. In the field she wore a red, white, and blue long-sleeved, waist-length tunic, long blue pants, and sturdy blue boots with sensible heels.

    Powers and Abilities

    Crosby’s Wonder Woman had outrageous intuition and superb physical skills. No one could lay a glove on her in hand-to-hand combat. She was an expert with a spear, both as a handheld and a thrown weapon. Wonder Woman’s golden belt concealed a long reel of tough cord. Her bracelets were multi-function gadgets, serving as grapnel, tracking device and sensor, and a timed explosive.

    STR 17

    CON 17

    SIZ 11

    INT 21

    POW 17

    DEX 18

    APP 16

    Move: 10

    Hit Points: 14 (28 CON + SIZ option)

    Damage Bonus: +1D4

    Armor: None

    Attacks: Brawl 53%, 1D3 + DB; Grapple 53%, 1D3 + DB; Spear 43%, 1D6+1 + 1/2 DB; Quarterstaff 53%, 1D8 + DB

    Skills: Bargain 47%, Climb 58%, Dodge 64%, Drive (Motorcycle) 48%, Fast Talk 33%, Hide 38%, Insight 46%, Jump 53%, Listen 53%, Martial Arts (Amazonian Combat Technique) 50%, Parry 43%/53%, Pilot (Invisible Plane) 29%, Research 53%, Sense 48%, Spot 53%, Stealth 45%, Swim 53%, Throw 53%, Track 45%

    Powers:

    Bracelet Explosive – Energy Projection (Kinetic) 3d6 damage, one use per day, 3 power points (20 points); Special – Doesn’t require Projection skill but must be physically placed at desired detonation site

    Bracelet Tracer – Super Skill, Tracking +60% (6 points)

    Defense, -75% vs. all incoming attacks (15 points)

    Extra Energy, +20 power points, total 37 (2 points)

    Golden Girdle Grapnel – Wall Walking, one power point per combat round (10 points)

    Super Skills – Insight +40% (4 points); Spear +40% (4 points) and Parry with Spear +20% (2 points)

    Unarmed Combat, 3 levels, +6 points damage for Brawl and Grapple, -15% chance to be hit, +15% to Brawl and Grapple, +6 Armor during successful unarmed Parry, (60 points)

    Failings:

    Accountable to a U.S. intelligence agency, often, +3 power points

    Personal enemy, Ahnjayla, renegade Amazon, +2 power points

    Notes:

    Wonder Woman had 118 character points for powers based on stats plus 5 more for failings, total 123; 500 skill points plus 210 personal skill points based on INT. Profession: Spy.

    The question is: why even call this character Wonder Woman?

    • Like 1
  17. Thanks for the advice, but I should rephrase, perhaps, to be clearer: I have zero interest in "fantasy" settings, elves, magic items, dragons, and the rest. It could be the greatest plot ever conceived, but I wouldn't want to run it as I find those trappings incredibly boring. I have such little free time, I'd rather read a book than play a fantasy game just to get some RPG larks in. I'm odd man out in the RPG world as I have never been interested in the most popular setting for RPGs. Tough row to hoe, but so be it.

  18. I've found things tend to get buried in the Extended Family part of this forum. I tend to check the main page, then maybe some of the others if time is not a concern. That said, I'd love to see recaps of a Superworld campaign.

    Yes, super hero RPG games have always been relatively niche compared to all the fantasy-based RPGs/campaigns out there. Even worse, Superworld seldom gets a mention when people are compiling a list of "good" super hero RPGs. Too bad, Superworld is limited as far as the higher power levels, but works very well for the more gritty stuff. It seems even BRP fans have little interest in playing Superworld, so why would other gamers bother to track down a 30 yr old game with no active support? I wanted to do a super hero scenario for the last BRP Adventure contest, but unless it had a LOT of sci-fi elements, Dusty was not too interested. I can't blame him of course, why not try and support the genres that do get played more often? I have purchased a lot of adventure material for other games (Mutants & Masterminds, Icons, BASH, etc.) and converted it for use with Superworld, but many would not feel like taking the time to do that.

    As seneschal mentioned, I have moved the super hero gaming for our group over to Supers!, though that is still in a bit of a "trial" stage. While the flexibility of BRP is amazing, a game devoted to just super hero gaming (even at higher levels) has appeal to us. For almost anything else I would want to run, I want to use BRP. After a couple more gaming sessions with Supers! I will be tempted to write about what works well for each game system, and what is lacking.

    The level of power supported by Superworld is just the right fit for me, as I tend towards the less powerful heroes like TV Spider-Man, Batman, Green Hornet, TV Wonder Woman, and such.

    I have BASH but it didn't impress me. I have M&M 1st and 2nd editions...I want to like them more than I do. The feats bug me for some reason...some of them feel like subsitutions for roleplaying.

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