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