Believed to be the only photo of the leader of the Black Eagle |
The Mad Monk Bargle, while briefly in custody |
Believed to be the only photo of the leader of the Black Eagle |
The Mad Monk Bargle, while briefly in custody |
In brief, it's not unlike YZE games: a d6 dice pool based on attribute (or Field here) plus skill, with a "push" mechanic (called Risk in BC) where you get to reroll. BC looks for sets of matching rolls, though, rather than a target number, and difficulty is ranked by the number of matching dice you need. I think BC intends for characters to fail their roll or at least partially fail a fair amount, though this often doesn't mean that their action has failed. Instead the Fortune Master is meant to apply a complication, setback, or plot twist (though this is mainly for Challenges, not life-threatening Dangers. For a Danger it seems like a failure is more likely to mean a failure).
There is no damage and no "hit points," though Luck points are lost in offsetting life-threatening failures. When all Luck points are gone the character is out of the adventure, though not necessarily dead. There are also Bad Feelings which are conditions that can be applied as a consequence and reduce the dice available for future rolls, and Good Feelings which are their opposites that can be earned to award additional dice.
With its mechanics and campaign structure based around "episodes" and "seasons," what Broken Compass struck me as likely being good for is action/adventure tv shows. Tales of the Gold Monkey, obviously, but with a bit of tweaking The Wild, Wild West or even Buck Rogers. Also, I think this would be a good game to run comic strip or bande dessinée type stuff like Terry and the Pirates or Tintin. Or Popeye!
There were some supplements Kickstartered last year that give alternative settings like Space Opera, Westerns, trad Fantasy, Cyberpunk, Occult Investigators, or Toons, but frustratingly they are not yet even available to nonbackers as digital products. Still, it seems a super-easy system to hack on your own.
There are some areas where it doesn't shine. It isn't really made for long-term play, perhaps; there isn't much advancement to speak of. Also, characters are not really mechanically much different, particularly if they are of similar "types," so if mechanical specialness is important to a player, they probably need to be in a game without too many fellow players.
Those things aside, I think it's well worth checking out and plan to give it a whirl soon. You can download the preview of the game here.
Hadozee are tall, furry humanoids with manes around their necks and heads and large (sometimes tufted) ears. They evolved from arboreal hunters. Humans sometimes call them "monkeys" because they resemble to a degree simian primates of Old Earth, but this can be considered somewhat derogatory. Two large flaps of skin (a patagium) grow on either side of their bodies, attached along their arms, torso, and legs. A Hadozee can use these as a sort of wing or gliding.
Hadozee have four joints (one more than Humans) on their digits. The inside toe is partially opposable like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip.
Hadozee communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong, and inter-clan conflict was common and often violent. These tendencies have been tempered in the modern age, but hadozee still have a proud warrior tradition.
Homeworld: Verdis
Average Height: 2.1 meters
Average Weight: 50 kg (male), 60 kg (female)
Phenotypic Variation: Individual hadozee vary in color of their head manes and body fur from glossy black to pale yellow. Their skin color ranges from deep gray to light-tan. Certain colorations tend to run in particular clans or historic geographical groups.
Reproduction: Two sexes, viviparous
Traits:
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Hadozee mature a little faster than humans, reaching adulthood around age 14. They age similarly though and can live up to 100 years.
Size. You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Darkvision. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dexterous Feet. You can take the Use an Object action as a bonus action.
Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial
maneuvers:
• When you fall at least 30 feet, you can move up to 5 feet horizontally
for every 1 foot you descend.
• When you would take damage from a fall, you can use
your reaction to reduce the fall’s damage to 0.
Languages. You can speak, read and write in Solar Trade Common and Verdisian.
Another species in my 5e pulp sci-fi game, which will probably be somewhat familiar to those of you that remember Star Frontiers...
VRUSK
Vrusk resemble giant arthropods, though they have internal skeletons. Eight legs grow from their abdomen, four on each side. Their torso is upright and humanoid, with two arms connected at the shoulders. A Vrusk's shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily. Vrusk hands are circular pads with five, evenly spaced fingers around the edge.
Vrusk have a highly regimented society where everyone knows their role and performs it for the good of all. This was not always the case and hive conflict in the past hastened the environmental decline of Marva and nearly drove the Vrusk to extinction. Modern Vrusk are seen as industrious, stoic, and rational. Their Council of Experts advise and oversee the various citizen committees which manage most aspects of Vrusk society. Vrusk consider it their duty to serve their race in whatever capacity required of them.
Of course, Vrusk have their free thinkers and eccentrics just like any other people. Where the Vrusk collective cannot find creative ways to utilize these individuals, they are politely ostracized, and they drift elsewhere in the system.
Homeworld: Marva
Average Height: 1.5 meters tall, 1.5 meters long
Average Weight: 85 kg
Phenotypic Variation: Vrusk skin and carapace varies in color from dull red-brown to black. Their eyes likewise vary in color. These distinctions to not represent any meaningful groups within Vrusk society so far as humans know.
Reproduction: Two sexes, oviviparous
Traits:
Ability Score Increase. Your Dexterity, Intelligence, and Wisdom scores increase by 1.
Age. Vrusk mature similarly to humans, and have a life expectancy of 175 years.
Size. You are Medium or Small. You choose the size when you select this species.
Speed. Your base walking speed is 40 feet.
Ambidexterity. All Vrusk are ambidextrous and gain an ability to use any melee weapon that does not have the two-handed property in either hand. When fighting with two melee weapons at once, you are able to have your ability modifier to the attack in the second hand, provided it is a light weapon.
Comprehension. Given their complicated, hierarchical society, Vrusks are attuned to intricacies of social dealings. You gain advantage on Wisdom (Insight) and Charisma (Deception) checks.
Educated. The Vrusk education system is second to none, you gain an additional skill proficiency of your choice.
Natural Armor. A Vrusk’s hard carapace provides natural protection. You have an Armor Class of 13 plus your Dexterity modifier when not wearing armor. If there are multiple features available to determine your AC, you choose which one to use.
Poor Swimmers. A Vrusk is a poor swimmer, and you will have disadvantage on Strength (Athletic) checks for swimming.
Languages. You can speak, read and write in Solar Trade Common and Marvanic.
A species in my 5e pulp sci-fi game, which will probably be somewhat familiar to those of you that remember Star Frontiers...
Plasmoids are rubbery, elastic invertebrates. They can change their shape at will, creating a number of pseudopods as needed. Their skin is a flexible and surprisingly tough membrane. It generally is dull gray and lined with dark veins that meet at the Plasmoid’s two eye spots. The internal structure of a Plasmoid is much more chaotic than other species. Their central nerve bundle or brain and subordinate nerve clusters, numerous small hearts and other internal organs float in proteinaceous fluid with the consistency of pudding.
Plasmoids are generally good-natured, philosophical and thoughtful. They seem unconcerned with wealth, power or status symbols. They are infamous for their strange sense of humor. They love old jokes and groan-worthy puns. Human comedians who can’t buy a laugh on New Terra can get rich performing on Merkuro, though few are willing to make the trip to that forbidding world.
Homeworld: Merkuro
Average Size: 1.3 m tall, 1 m wide
Average Weight: 65 kg
Phenotypic Variation: Individual Plasmoids are not quite identical, but do not vary in predictable ways reflecting ethnicity or familial relationships.
Reproduction: Sequential hermaphroditism, offspring bud off of mother
Traits:
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Plasmoids are fully mature within 1 year after budding and usually live up to 250 years.
Size. You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 20 feet, though this may be improved by adding additional limbs.
Blindsight. You have blindsight within 30 feet by using your chemical and tactile senses.
Elasticity. You can squeeze through a space as narrow as 1 inch along its narrowest dimension, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
Grappler. Because of your elastic nature, you have advantage on attack rolls against any creature that you have grappled.
Resilience. You have natural resistance to piercing and slashing damage.
Shape Self. If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). You can have a total number of limbs equal to your Dexterity Ability score divided by 2. A Plasmoid needs at a minimum of 2 legs to be able to walk at base speed. A Plasmoid with 3 legs has a walking speed of 25 feet, and 4 legs or more has a walking speed of 30 feet.
As a bonus action, you can extrude a new pseudopod that is up to 6 inches wide and 4 feet long or reabsorb one into your body. This requires concentration until the start of your next turn. If you have three or more arms, you gain one additional unarmed melee attack or grapple as a Bonus Action during your turn when using an Attack action. Also, you can perform a Use Object Action as a Bonus action. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container without the use of a Bonus Action.
Languages. You can speak, read and write in Solar Trade Common and Merkuran.
Not remembering how close Pyro was to done, I elided the end of that combat, and the crew picked up with the interrogation of the mutant villain. He spun the say tale about the caves to the North and Mr. Chu. The team called in the park rangers to pick him up, too, and moved on to cliffs.
Soon they ran in to Whirlwind, and even after Hawkeye successful suckerpunched him (metaphorically speaking) Whirlwind put up a good ight, refusing to go down, even though he had no success in hurting the heroes. He eventually tells them a similar story to the others.
Finally, reaching the cliffs, Tigra is scouting a cave, when she spotted a big green guy seated on a log in a clearing. Hawkeye is sure it's the Radioactive Man, and shoots a foaming radiation absorbing arrow, that bounces off the guy's back. The battle is joined, and the first round is a draw. Then, the Radioactive Man attempts to sicken them all with an intense dose of radiation. Not only do they resist, but Tigra turns her acrobatic escape into a counter-attack, and claws at his face. Wonder Man stepped in to deliver the knockout punch.
Hawkeye yells at him for hitting Radioactive Man right as he was about to say something about the Mandarin.
Art by Norm Breyfogle |
His other big contribution to DC was probably the Lobo limited series with Keith Giffen and Simon Bisley. Lobo had first appeared in the Omega Men, but this series recreated him essentially and catapulted the character to super-stardom for a time--and unfortunately, over-exposure.
To get a taste of Grant's DC work, I would suggest starting with Batman: The Dark Knight Detective vol. 2, The Batman/Judge Dredd Collection, and Lobo by Keith Giffen & Alan Grant Vol. 1.