Friday, April 23, 2021

Sentinel Comics Role-playing Game


The Sentinel Comics rpg
is based off of a superhero card game. Presumably like the card game, it has the conceit of being based on a comic book universe. Mock covers are shown and issue numbers thrown around, etc. It's art is a bit cartoony, which seems to be kind of a trend in supers rpgs (ICONS is the same way).

The game is best characterized as a somewhat narrativist, superhero combat simulator. "Somewhat narrativist" meaning that it is built to emulate superhero stories not model a world which has superheroes, and that some things that might be specified in other games are left loose, or a lot of different fictional descriptions might fit the same basic mechanics. I say "combat simulator" meaning that it, like 4e D&D, seems geared toward combats. Almost all of it's abilities are aimed in that direction and it's bells and whistles for players to engage with are combat oriented. Unlike 4e, combat really isn't tactical; there is no strict movements or battle maps. I guess you could say combat most reflects its card game roots.

I find a lot of things about the system compelling. In many ways, it seems a refinement of some of the concepts in Marvel Heroic Roleplaying (at least one of the same designers worked on both). It's basic mechanic is make a dice pool from a Power, Quality, and status (more on this soon), and take the middle number. It's pretty easy and quick.

Status follows a color-coded system called GYRO (Green, Yellow, Red, and Out). Advancing from one color to the next "unlocks" new abilities specific to your character. I think this models pretty well something seen in comics, where Spider-Man does usually seem to have the proportional strength of a spider until he really needs to have the proportional strength of a spider. The Hulk gets angrier and stronger the longer he fights, etc. 

All actions are subsumed into four categories: Attack, Overcome, Boost/Hinder, Defend. Overcome is probably the broadest of these. It's used for most sorts of story obstacles from finding information to disarming a bomb. It's also the main one that gets leaned on in none combat situations. Success at it is graded with narrative consequences: twists of the major or minor variety, than are similar to 2d20 system Complications. Sentinel Comics only having subsystems for combat is one of its deficits for me, though admittedly the Overcome action works in a more "cinematic" (or comic book) way than a bunch of skill challenges or the like.

My biggest complaint with it is character creation. It's kind of a mini-game onto itself and can be done Guided (random die roll), Constructed (choosing the options you could have rolled), or then for modelling characters, just picking and choosing individual abilities, which would be the hardest of the three. Every step gives you certain options and dice types to distribute to those options. It takes a longer time than I would like and requires a lot of flipping back and forth in the book, without even giving you the freedom that other "complicated character generation" supers games like Champions or Mutants & Masterminds. It's easier to tolerate an extended character generation to get exactly the sort of character you want, but Sentinel Comics rpg is an exercise in making compromises, some of which seem arbitrary.

Ending on my big complaint perhaps makes my review seem more negative than I intend. With two sessions in, I feel like the game plays pretty well at the table. It would be great for pregens and a con game. I'm less sold on it, as yet, for a longterm campaign.

Wednesday, April 21, 2021

Wednesday Comics: DC, May 1980 (part 2)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around February 28, 1980.

Action Comics #507: Jonathan Kent appears to have returned from the grave. Meanwhile, a hippy with the power to make anyone follow his suggestions (including Superman!). It's an odd story, but I feel like Bates and Swan are going somewhere with it.


Adventure Comics #471: Plastic Man takes on the (Chester) Gouldian villain, Brickface, in a tale by Pasko, Staton, and Smith. We also meet I.Q. Small, alias Lowbrow. The Levitz/Ditko Starman has him taking on the alien Captain Krydd and featuring high quality dialog like: "That's right--Starman--and right now, that's spelled: F-U-R-I-O-U-S!"

Brave & the Bold #162: Kelley and Aparo present a tale of "the original" Batman (the Golden Age version. You could say the Earth-2 Batman, but Sgt. Rock is typically considered an Earth-1 character, so that doesn't fight exactly, either) and Sgt. Rock in World War II. It's a fun, if lightweight, story with the Iron Major as the villain.

Detective Comics #490: Only two of these stories are in any way interesting to me. The O'Neil/Newton lead feature sees Batman finally catching up with the Sensei for the death of Kathy Kane, but it's not really all that exciting in the end. The Robin story by Harris and Saviuk is amusing. Robin takes down a cheating ring that caused his girlfriend to have to retake a test. The masked ringleader is called the Answer Man!

Green Lantern #128: Wein and Cockrum take over from the usual team for a encounter with Hector Hammond, who (somehow) appears to be working for the Qwardian general who--in a shocking twist appears now as a teenage kid from some reason. Interestingly, this story asserts that GL's ring doesn't actually talk, but it's just Jordan projecting his subconscious thoughts. This runs counter to the portrayal in Morrison's recent run, at least.


House of Mystery #280: Both of these stories are weird. Wessler and Bulanadi present a tale of a wicked ruler who keeps the people in line with fear of monsters that come out of a magic painting he has. Except, that they are only illusions of monsters coming out of the magic painting. Until they aren't, and the ruler gets his comeuppance. The second story by Kashdan and Ayers is like something out of an Atlas/Marvel monster title from the '50s: A scientist tangles with Kharnu, the God of Lightning.

Legion of Super-Heroes #263: The parents of a handful of Legionnaires are lured to the clubhouse to be kidnapped by the Dagon the Avenger, who looks like a green, longhorned, Baron Karza. Jimmy Janes art on this Conway tale is pretty good, but the Legionnaires' parents aren't only in really good shape and fans of similar, revealing, clothing to their kids, they don't really look any older than them, either.

New Adventures of Superboy #5: This silly story about alien seeds in Ma Kent's tomatoes is interesting because it's ending has aliens offering to do something "impossible" for Jonathan Kent, and the caption at the end specifically ties it in to the storyline in Action Comics with Jonathan's return from the grave. I wasn't expecting that!

Sgt. Rock #340: If I told you that a Westpoint Lieutenant, author of a book called How to Win A War showed up to lead Easy Company, thinking he knows better than Rock, well, I'm sure you can predict what happens. The only surprise is that the Lieutenant is man enough to admit his errors. Back up stories in this issue are by Kelley and Yeates.


Super Friends #32: Scarecrow makes a forgettable appearance and Schaffenberger fills in for Fradon. He seems to be trying to follow the cartoon character designs a bit more than Fradon and gives the panels rounded borders, presumably for a TV feel. 

Unexpected #198: Two stories in this are okay. In a very EC-esque tale by Wessler and Ayers, a brilliant scientist who becomes a brain in a jar to escape the death of his body due to a medical condition, gets revenge on the assistant who tries to exploit his genius for financial gain. In "Eye on Evil" by Kashdan and Tanghal, a mix-up in a glasses prescription seals a man's doom when he is able to see the invisible lord of an evil cult.


Unknown Soldier #239: Haney and Ayers reveal a secret plot by the Germans to build a tunnel beneath the English Channel. Luckily the Unknown Soldier is there to thwart it. This story feels like it drags on to me.

Warlord #33: Warlord and Shakira meet munchkins and the hawkmen that eat them. Read more about it here

Weird Western Tales #67: A a snoozer of a morality play about greed with stiff art by Ayers and Tanghal. Maybe part two will get better, but I'm not counting on it.

This month also had two digests. Best of DC #5 is the year's best stories of 1979. I haven't read any of these. DC Special Blue Ribbon Digest #2 features a number of Flash and Kid Flash stories.

Monday, April 19, 2021

Sentinel Comics RPG Session 2: "Mayhem at the Midnight Museum!"


Roll Call:

Action Jack: Man of Action--Man Out of Time!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!

Supporting Characters: Zauber the Magnificent; Fibbit

Villains: Spiderbots

Synopsis: Only moments after the revelations at the end of the last adventure, the group experiences a wave of what can only be described as jamais vu, and Space Racer is gone! Only Fibbit notices for certain he is gone, but when she points it out to the others, they agree that they vaguely remember him. Fibbit walks off into high order dimensions to investigate, promising to catch up with the guys "somewhere in the timeline."

A frantic police officer tells the heroes that a giant spiderbot has risen from the Eald River and is attacking a building in vicinity of the Gasworks. Infranaut flies himself and Action Jack to the scene. He doesn't quite stick the landing and they both come up a little off-balance. Il Masso takes a prodigious leap, but winds up crashing through a building on the way there.

They find the strange building they saw before surrounds by a shimmering field, which is in turn cover with spiderbots. The spiderbots are being steadily released by a sixteen foot tall "mothership" like a bigger version of them. There are a number of bystanders webbed up and strung around the area. Within the shield, Zauber the Magnificent seems taxed to his limit.

In a pitch battle, the heroes defeat the spiderbot, and Infranaut manages to rescue some of the bystanders. Even with the mothership disabled, the attack continues. Each hero trashes a number of spiderbots, and Infranaut throws Action Jack in the midst of them to play hell, but one manages to make it into the building.

Il Masso busts through the wall. It registers with him that the place must be a museum of some sort from the looks of it, but he doesn't have much time to look around, as he is scrambling to grab the spiderbot. It seems to be going for antique book within a plexiglas case. In their struggle they knock the display over.


Jack and Infranaut launch attacks that destroy the bot. While Infranaut and il Masso puzzle over the book, Jack helps Zauber to a waiting ambulance. They notice that Zauber has aged significantly during the fight; he now looks more like a man of his actual years.

Before Zauber is carried away he warns Jack: "We won't stop coming. If he can't get the book now, he will try in some other time."

"Who?" Jack asks.

"Anachronus, the Destroyer of Timelines," Zauber replies before falling unconscious.

Sunday, April 18, 2021

Weird Revisited: Secret City

The original version of this post appeared in 2014...

 

An email from a friend  on every Russian's favorite holiday destination (not really) of Zheleznorgorsk (it's flag is pictured above), reminded me that secret cities aren't just for hidden cultures in comic books.

Zheleznorgorsk used to be called Krasnoyarsk-26 (like all Soviet secret cities, it was designated by a post office box). This town made produced weapons-grade plutonium. All the Soviet "closed cities" were doing secret military (mostly nuclear) or space stuff. The cities didn't appear on maps and could only be accessed by special permit.

This sort of thing just didn't go on in the USSR; Oak Ridge TN was similar deal in the U.S. during the days of the Manhattan Project.

The gaming value of a secret society out to be obvious. Beyond the spy/espionage genre, what better place for a zombie outbreak to start or a legion of Soviet Man-Apes to be based? Of course, if none of that is fantastic enough for your setting, Brigadoon (or Gemelshausen)--or it's gore-splattered, redneck counterpart--is just another sort of secret city

Wednesday, April 14, 2021

Wednesday Comics: DC, May 1980 (part 1)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands on the week of my 7th birthday in February 1980.


All-Out War #5: My favorite story this issue is Kanigher's and Granidenetti's Force 3 tale about Fredric (the Polish pianist--also Jewish we find out this issue) bringing a reckoning to the Nazi tank commander who killed his wife in the taking of the Warsaw ghetto. Granidenetti's gritty and almost primitive style (at this point) is great for this sort of thing. Black Eagle has a confusing (to me at least) adventure regarding a supposedly miraculous church--with a brief cameo by the Haunted Tank. Archie Goodwin and Rico Rival provide a downer tale of the Italian invasion of Ethiopia, proving these war books aren't all American jingoism. And then there's the Viking Commando to be ridiculous, as usual.

Batman #323: Catwoman's committing crimes again--or is she? After two (and a half) issues of misdirection later, it would appear, no, it's C-lister, Cat-Man. 

DC Comics Presents #21: Elongated Man has contracted some illness--and before Superman can cure him so has everyone else in the world. Turns out its an alien attack that actually transform anyone who gets it into that alien species. Superman sciences up a cure using the Gingold extract. It seems like the hyper-competent Superman is something lost with the Byrne reboot.


Flash #283: "Featuring the Trickster," is seldom a description I associate with a great comic. He's a little bit more menacing here than usual, but it feels like mostly this issue is about Bates setting up Barry Allen's new status quo after the climatic solution to the "Who Killed Iris?" storyline. The Heck/Chiaramonte combo on art is not great this issue, either.

Ghosts #86: "The Phantom City" has Michael Golden art and is a sort of a novel tale of an architect killed by home-invading bikers who die in the titular city construct by architect's son's toys and imagination. The cover story "Harem in Hell" from Allikas and Rubeny is about a guy more in love with the ghost wives (he murdered) and only keeps his new living one around to do housework. Of course, the tables are turned in EC fashion.

Jonah Hex #34: The Confederate survivors of Ft. Charlotte capture Hex, but luckily also a saloon gal who knows him a favor--and then sacrifices her life so he can escape. which is really a bit above and beyond, I think. 


Justice League of America #178: This issue I had as a kid. I think I still may have the cover--and a great one it is by Jim Starlin. Despero is back, and up to his usual chess-playing tricks in this Conway/Dillin joint.

Secrets of Haunted House #24: A man returns from a near death experience to find he now shares his body with a spirit of a killer in a Kashdan/Carrilo story. Sutton and Nasser offer a cautionary tale about what reading too much about the meaning of dreams might get you: eaten by demonic entites, as I'm sure you guessed. Maggin and Rubeny in a nonhorror tale offer a "humorous" alternate take on Noah's ark.

Superman #347: Superman encounter's an alien "ghost." Actually kind of an old school Doctor Who sort of story in basic plot, I think. Art by Jose Luis Garcia-Lopez, and here he gives us a real disco-era alien design.

Superman Family #201: Everything here is pretty business as usual, except for this crazy Supergirl story by Harris and Mortimer. Supergirl is fixated on this guy Peter Barton, who is in turn attracted to this fellow professor--except for the fact he erroneously believes her to be Supergirl. Supergirl challenges his male ego or something, he muses. Anyway, at a hypnotism demonstration, Supergirl's absolute infatuation leads her into accidentally super-hypnotizing Barton into becoming a super-villain. In the end, he can safely pursue the woman he's into because he believes he's somehow made it so she will never become Supergirl, and the real Supergirl has to hide herself from him, lest he get "triggered" again.


Weird War Tales #85: In the perplexing lead story, Kanigher and Castrillo have a mysterious spacecraft visiting the Earth over various eras, where we seen scenes of violence. In the end, when the surface the Earth is consumed by nuclear fire, the craft deems it time to beam Satan down to hell on Earth. Who was carrying the Devil around in a spaceship? Anyway, the second story has art by Tom Sutton. It's about a cursed, immortal warrior sowing chaos in the Hundred Years War, only to be laid low by the Black Plague.

Wonder Woman #265: Conway and Delbo have Wonder Woman teaming up with Animal Man (or "A-Man" as he says he's called here) against the Cartel. The story has A-Man calling the Mod Gorilla Boss a "publicity stunt." I wonder if this is an attempted retcon or just a dismissive way of talking about the original story? 

Monday, April 12, 2021

Star Trek Endeavour: Agents of Influence

A continuing campaign in Star Trek Adventures...


Episode 5:
"Agents of Influence"
Player Characters: 
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Engineer 
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Eric As Lt.Cmdr. Tavek, Science Officer
Tug as Dr. Azala Vex, Trill Chief Medical Officer

Supporting Cast:
Toshiro Mifune as Admiral Nogura

Synposis: Endeavour is summoned to Starbase 24 where they receive an unexpected visitor: Admiral Nogura. Nogura needs the ship to undertake a mission to the Ivratis Asteroid Field on the Klingon Neutral Zone ostensibly to search for debris from the recently destroyed scout vessel USS Ranger, but actually they wish to recover both the surviving Ranger crew and the 3 deep cover Starfleet agents that had recently ended their mission on the Klingon homeworld of Qo'noS.

Pretending to be smugglers, the Captain and a team enter the asteroid belt to look for the Ranger survivors. The mission is particularly urgent for Lt. Greer whose sister is captain of the Ranger!

Commentary: This adventure is based on a novel by Dayton Ward of the same name. In the novel, it is Ward's Endeavour crew that is being sought by Kirk and the Enterprise.

Nogura is mentioned in Star Trek: The Motion Picture, but never seen on screen. Somebody helpfully made this image of him, though:

Friday, April 9, 2021

Our Heroic Age

This post first appeared in 2015...

 
Though we played a lot of fantasy games (mostly AD&D) in my middle and high school years--probably more than anything else--our longest campaigns (defined as the same characters in the same setting/situation) were in superhero games. While we'd played with Villains & Vigilantes and with the first editions of TSR's Marvel Super Heroes and Mayfair's DC Heroes, our "Heroic Age" really got started in '86 after the release of the Marvel Super Heroes Advanced Set.

Our first and longest running team was called the New Champions (taking the name from the L.A. based team of the Bronze Age and the idea of a new iteration from The New Defenders, which had just ended the year before). Our characters were street-level/near street-level characters, some of which were reformed villains. We picked the characters from the pages of the Official Handbook of the Marvel Universe, for the most part, rather than going with well-known characters. I used Paladin, my brother, Puma, and our friend Al, Hobgoblin (the former Jack o' Lantern version). That was the core group of players and characters, but other players and other Bronze and early Modern C-listers joined the New Champions ranks at some point: White Tiger, Madcap, Shroud, and Unicorn, among others I've likely forgotten. The team had a West Coast era (borrowing from West Coast Avengers, which I had a subscription to), as well, and probably at least one "all-new, all different" period--but it was also part of the same continuity.

The second edition of DC Heroes, was probably our last gasp of superhero gaming. The Marvel games had mostly been over the summer and with a crew somewhat different than my usual gaming group, since none of us were able to drive yet and it was tough to get together when we weren't in school. By '89 though, that wasn't the case, so the DC group was largely the same as my Dungeons & Dragons and GURPS crowd. This time, we made up our own characters and our own super-hero universe. Lower key, more "realistic" superheroes were the order of the day. About half of the group (which was never named as a team, really) didn't wear costumes, and the villains were are somewhat quirky, and many of them didn't wear costumes either. I suspect the primary inspiration was the Wild Cards universe, but Thriller, the New Universe, and Doom Patrol might have been in there, too.

We played some 4th edition Champions after that and maybe some GURPS Supers, but neither of them had the ease of use of MSHRPG or DCH so they didn't last long. These two campaigns created some truly memorable characters--or at least memorable sessions.