Wednesday, August 3, 2022
Wednesday Comics: DC, November 1981 (wk 1 pt 1)
Monday, August 1, 2022
The Invisible Monster Revealed!
The cast:
Jones: human, ex-soldier
Lor' el-Am: Hadozee engineer
Mitchell: another human and ex-Space Marine
Trzkt: Vrusk scientist
The creatures turn out to be petrified specimens, but they are fearsome in appearance. The party also finds locked boxes, which they break open. One contains a number of unusual gems. Another has archeological artifacts, and the last one has more petrified animals.
Sunday, July 31, 2022
Vrusk for 5e
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.
Thursday, July 28, 2022
Plasmoids for 5e
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.
Wednesday, July 27, 2022
Wednesday Comics: DC, October 1981 (wk 2 pt 2)
Monday, July 25, 2022
West Coast Avengers: Radioactive Fallout!
Last night, we continued our double exploration of out of print games by running through the MSHrpg adventure Last Resort using Marvel Heroic Roleplaying.
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.
Sunday, July 24, 2022
Olshevsky's Marvel Time Revisited
I had forgotten I had written a post about this back in 2018. I've updated it a bit here. To allow their characters to stay evergreen, both Marvel and DC have established "sliding timelines" so that the present is always today, and modern Heroic Ages of their respective universes are only 10 or 15 (or some less specified number) of years old.
As I've mentioned before, this was not always the case. George Olshevsky's Marvel indices argue that in the early years, Marvel seemed to preceded in real time. While most are unfazed by this, at least this guy thinks abandoned it ruined the Marvel Universe. While I wouldn't go that far, I do think there are certainly tradeoffs. The eternal present comes at the sacrifice of allowing characters to truly grow and inevitably means big changes are impermanent.
Anyway, here are the "Marvel Years" as outlined by Olshevsky. He measures them by years in Peter Parker's life. The actual calendar years are my addition and relate to the most likely real-world translation (if your were inclined to do that) based on the time of publication.
YEAR ONE [1960-1961] (PP-HS-SophY):
June*- FF spaceflight.
Sept. - Peter Parker is a junior in high school.
Winter – events of FF #1.
(Hank Pym in the Ant-Hill) (The Hulk)
Spring (March-April) – Peter Parker becomes Spider-Man [Aug 62]
intro Thor
debut Ant-Man
YEAR TWO [1961-1962] (PP HS-JunY)
debut Wasp
Intro. Dr. Strange
YEAR THREE [1962-1963](PP HS-SenY):
Sept. – PP is a senior in high school.
Sept. – The Avengers form.
Oct. – The X-Men go public. [Sep 63]
November – Ant-Man becomes Giant Man.
mid-Dec. – The Black Widow first appears.
March – Iron Man fights Hawkeye and Black Widow.
May – Reed and Sue engaged. Johnny and Ben almost meet the Beatles.
June – Hawkeye joins Avengers. PP and JS graduate High School. Quicksilver and SW join the Avengers. Reed and Sue marry. Nick Fury named director of SHIELD.
July – Galactus arrives. Sentinels. Quentin Quire is born. (this wasn't in Olshevsky!)
YEAR FOUR [1963-1964] (PP-CY-1):
Peter Parker’s freshman year of college.
Winter- Captain Mar-Vell arrives.
Feb. - Bobby Drake (Iceman) turns 18.
Late May-early June – 1: Lorna Dane
Summer. Franklin Richards born.
YEAR FIVE [1964-1965] (PP CY-2):
September. The Vision is created. Hank Pym and Janet Van Dyne are married.
Late Sept-early Oct – 1: Sunfire
June-July: Hank McCoy goes to work for Brand Corp
YEAR SIX [1965-1966] (PP CY-3):
October – Beast gets furry.
May – GXM#1. The New X-Men
YEAR SIX [1966-1967] (PP CY-4):
Sept – Thunderbird dies.
Jan – Jean Grey replaced by Phoenix.
If Jean Grey was 24 when she is presumed to have died (based on the dates on her tombstone), and she is the same age as Peter Parker, then she must have died around 1968-69. This might jibe well with X-Men #101, which depicts snow in New York City on Christmas, something that has only happened 18 times since 1900, but did happen in 1966.
Friday, July 22, 2022
The DC Comics Work of Alan Grant
Art by Norm Breyfogle |
The Scottish comics writer Alan Grant passed away yesterday. He started his career with 2000AD and Judge Dredd, but I became aware of him when he and co-writer John Wagner teamed up with artist Norm Breyfogle on Detective Comics. For me, and I think perhaps a lot of others, that late 80s-early 90s run really defines the post-Crisis Batman. The run added several interesting villains to the Batman's rogues gallery, and one perhaps the pantheon of all-time greats: The Ventriloquist.
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.
Wednesday, July 20, 2022
Wednesday Comics: DC, October 1981 (wk 2 pt 1)
Monday, July 18, 2022
A Journey to Pre-Azurth
Our Land of Azurth 5e campaign continued last night with the party following a puppy automaton into a scret cave where they found a strange observatory, and it's observer, Lum-One, a automaton version of Mirabilis Lum. He says he's been expecting them. He needs them to go into the prehistory of Azurth and foil "the Shadow" (by which he means the servants of the Anti-Sun, not the living shadow that has been perplexing the party). Lum's theory was that Azurth was born from solidified chaos magic that fell to earth in the distance past (these celestial objects were the origin of the Whim-Wham Stone), and the Anti-Sun's servants are trying to co-opt that.
He reveals to the party that Lum is likely still alive, but senile, and residing in a junkyard city in Sang. He doesn't know anything about the Clockwork Princess' current doings.
He also suggests the shadow the party has been dealing with may be a temporally fractured individual.
All that deep lore out of the way, the party agrees and is transported to a landscape that looks post-apocalyptic (there are ruins of strange buildings) but they do find the knife-like, black tower he told them to find.
Eldritch glyphs that decorate many doors and some floors prove punishing for the unwary, and the party doesn't make it far before needing to rest. Kully does get to viciously mock a gray ooze, though. They do find out something of the tower's workings, however from the writings of whoever was here before. It was apparently built to capture and channel the chaos magic of the stone from the heavens.
Sunday, July 17, 2022
Damselfly for Marvel Heroic
Art by Dean Kotz |
Xazandra Zaantarz/Cassandra “Cassie” Saunders [secret]
Affiliations: Solo d8 Buddy d6 Team d10
Distinctions: Alien Law Enforcer; Called a Traitor on Zurrz-Zann; Compassion must always temper justice
Power Sets:
Insect Control d8 Enhanced Senses d8
SFX: Stronger on Earth. When using Insect Control to create an asset or complication, add a D6 and step up your effect die.
Limit: Feedback. Shutdown a Alien Physiology power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
Enhanced Reflexes d8 Shrinking d10 Flight d6
SFX: Boost. Spend 1 PP to step up or double Biomechanical Enhancement power for one die roll.
Limit: Size Matters. Add a complication equal to Shrinking to an opposing dice pool to gain 1 PP.
Energy Blast d8 Enhanced Durability d8
SFX: Stun Setting. If your attack roll includes Energy Blast, add a d6 and step up physical
Wednesday, July 13, 2022
Wednesday Comics: DC, October 1981 (wk 1 pt 2)
Monday, July 11, 2022
West Coast Avengers: The Mysterious Mr. Chu
We continued our Marvel Heroic rpg adaptation of the MSHrpg adventure, The Last Resort. The players seemed a little better with the rules this week, whereas I had forgotten a few things.
The adventure continues to be very silly, with random B-list villains who (as the player's learn) have been paid to hide out in caves in a state park in Idaho, and then get teleported to a spot to waylay the West Coast Avengers. From a testing the mechanics standpoint, though, that works just fine and the PCs tangled with, and defeated Blizzard and had Pyro on the ropes when we stopped for the evening.
Marvel Heroic is simple in base rules but has a lot of little "extras" to remember, particularly in regard to how the metacurrency of Plot Points and the Doom Pool are used. Still, it is pretty fast paced, and opponents go down pretty quick: one or two rounds of PC attacks mostly.
Hawkeye discovered an important clue this adventure after Plantman spilled what he knew. All the villains were hired by a shadow Mr. Chu. Thanks to a call to the Avengers Compound and a run through the databanks, they found that to be a known alias of the Mandarin.
Sunday, July 10, 2022
Hourman for Marvel Heroic
HOURMAN
Rex Tyler [secret]
Affiliations: Solo d10 Buddy d8 Team d6
Distinctions: Man of the Hour; Secret Champion of the Oppressed; Better Living Through Chemistry
Power Sets:
Miraclo
Superhuman Strength d10 Superhuman Stamina d10 Superhuman Durability d10 Superhuman Speed d10
SFX: Focus. In a pool including a Miraclo die, replace two dice of equal steps with one die of +1 step.
Limit: The Hour’s Up. Shutdown any Miraclo power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
Specialties: Combat Expert d8, Covert Expert d8, Science Expert d8, Tech Expert d8