Showing posts sorted by relevance for query Marvel Heroic. Sort by date Show all posts
Showing posts sorted by relevance for query Marvel Heroic. Sort by date Show all posts

Wednesday, April 24, 2013

R.I.P. Marvel Heroic, I Hardly Knew Ye


Margaret Weis Productions announced today that they are not continuing the Marvel Heroic RPG, apparently after sales of the Civil War line proved to be unsatisfactory. I, for one, am very sad to hear that.

Was I a hardcore Marvel Heroic player? Well, no. The only significant supers gaming I have done in years has been Marvel SAGA and Necessary Evil. That said, there was a lot I liked about Marvel Heroic. I mean, I did name it one of my Top Six last year. In fact, I was planning on trying to run either the introductory adventure or the Annihilation campaign for some friends, but I'm not entirely sure that'll happen now.

Apparently a lot of finger pointing is being leveled at Marvel and Disney. I'm not going to join in on that. I'm still a Marvel Zombie, I'll still go to the comic book store and load up on Marvel comics and I'll still dream of a world where, someday, I'm working for Marvel.

I said I was dreaming, didn't I?

One thing I doubt I'll ever do again, though? Get excited about a Marvel RPG. The first RPG I bought was the Marvel Superheroes Advanced Set, and we played it quite a bit. Many months were spent alternating between that and Advanced Dungeons & Dragons 2nd Edition. I really liked the FASERIP system...and I seriously doubt I could ever go back to it, despite the availability of resources for it, the sheer amount of material released, and the continued popularity of it. Why?

Marvel SAGA, AKA The Greatest Gaming Tragedy Of All.

Marvel SAGA is a deeply flawed RPG. It is also the source of some of the most fun I've ever had gaming. To this day, it is still my favorite supers RPG, flaws and all. I own all of the books for it and have a ton of resources on my computer made by myself and other people...but over time, the flaws of the system have weighed it down a bit in my eyes, my most enthusiastic player moved away, I can't help but feel haunted by the promise of books we never received (like the Marvel Team-Up Roster Book), and the fanbase is dead, due largely to the fact that it required the use of a custom deck of cards, making the acquisition of a complete, playable set even more difficulty.

Then Marvel decided to release their own RPG, known as the Marvel Universe Roleplaying Game. It was a resource management game that had completely jettisoned the random element. It started off strong, with a corebook, and X-Men guide and a guide to Hulk and The Avengers (the Hulk movie had just been released)...but one, it wasn't very fun (IMO) and two, Marvel themselves killed it in three books. The next rumored release? A Spider-Man book.

Marvel Heroic actually got me pretty fired up, even if I wasn't sold on the Events set-up. I have reviewed the game and supplements extensively on this site, and MWP spoke highly of their ambitious plans (including gaming adaptations of one of my favorite periods in comics, the Marvel Cosmic run from Annihilation through Thanos Imperative)...but now that has been struck down shortly after the release of Annihilation and long before we ever saw a glimpse of Age of Apocalypse.

Frankly, it sucks. I was getting fired up for the cosmic stuff. I never even got to see Adam Warlock, damnit!

So, once more, fans are left looking at "What Might Have Been". I hold neither MWP nor Marvel any ill will on this. I hope both companies continue to flourish and prosper, in part for my continued enjoyment.

But damn it all, I'm tired of being disappointed by the premature deaths of Marvel RPGs.

For anyone looking to snatch up the PDFs before they disappear into the ether, you have until the end of the month to snag them from RPGNow.

For those who are clinging on and never looking back, bookmark Exploring-Infinity.com, an amazing collection of Marvel Heroic resources.

Tuesday, January 1, 2013

Tommy's Top Six of 2012 and Birthday Blog Giveaway


My blog officially turns three years old today, and has taken on a life of its own. I’m kinda proud of that. It is time for me to name my Top Six of 2012, the six books that stood out the most to me, under the following criteria: 1) I had to have had no involvement in the production of the book. 2) Only one title per publisher. 3) I had to have reviewed the book between the time I made last year’s selections and the beginning of December this year (to give me time to contact the publishers for the Birthday Blog Giveaway). Without further ado, in alphabetical order, the Tommy’s Top Six of 2012:


Why You Should Buy It: I loved the concept of the original Little Fears, with kids taking on the things that go bump in the night…but Jason L. Blair says he’s grown as a designer, and it’s clear to me that he has. This version is mechanically tighter in every way, with lots of cool stuff like Belief, which is generally more powerful, the younger your kid is. Additionally, the line is well supported with a supplement (Among the Missing) as well as microsupplements (Campfire Tales). Some of the background elements from the first version of the game still remain, while others are completely overhauled. Monster creation rules, plot seeds galore…this is one of the two best options I’ve seen for “kids versus monsters”, and it is the only one of the two currently being supported by the publisher. Whether you prefer “Monster Squad” or “Stephen King’s IT”, Little Fears Nightmare Edition has what you need, taking a good concept and backing it up with tighter writing and rules than the original.



Why You Should Buy It: While Marvel Heroic has yet to knock off Marvel SAGA as my supers game of choice, or even my Marvel game of choice, it is going to be easier to find players for than my beloved SAGA, due to the fact that it’s in print and currently supported. Additionally, MWP have taken a licensed RPG and tried to lower the barriers for entry as best they can, with a reduced price point and even multiple entry points, with each of the first books in their Event series having a version that includes the Marvel Heroic rules. The first event series has already been completed this year, covering the events of Civil War, but while you may need a bit more knowledge of the event than is provided in the books, the Event itself is anything other than a paint-by-numbers railroad back through the events of the comics. Indeed, MWP’s Events allow you room to take the framework of the Event and let your players cut loose in it. MWP’s also provided some great freebie releases, including random character generation, as well as supplements that included not only Thor and Hulk, but plot seeds for including them in Civil War. Add in the “Unlockables”, and you get a superhero advancement system that does a better job of emulating comics better than the standard “zero to hero” progression found in most RPGs.


Why You Should Buy It: Random chart after random chart after random chart. In my opinion, it is the best RPG I have seen for insane, gonzo, post-apocalyptic action. The main mutation table is a d1000, for pete’s sake. The rulebook covers most everything you need to get started, even providing alternate apocalypse justifications like zombies or aliens. The game has some fantastic support, with a ton of freebies available at the Outland Arts website, as well as the Excavator Monthly magazine and more. It is just one of the easiest games in the world to roll up characters, roll up random encounters, etc. No planning needed, just dice! A post-apoc game tailor-made for my tastes…I can’t NOT recommend it.





Why You Should Buy It: Very few PostApoc games really “speak” to me, despite how this list may look, but Reclamation did just that with its theme of hope and defiance in the face of a crumbling world. No, it’s not going to be easy to take the world back, but it has to be done. Not only is there hope in the crumbling reality, but the PCs ARE that flame of hope. The five Marks provide more focus than your standard mutation tables, as well as the cool, thematic nastiness of the Sickness overtaking your heroes for using the powers they develop. For a more “heroic” and “focused” PostApoc game, it is hard to go wrong with Reclamation, with the concept and powers combining to give Reclamation that extra “punch” above and beyond the typical PostApoc RPG.




Why You Should Buy It: Savage Worlds is my favorite in-print RPG. Maybe my favorite of all time. In addition, I am a HUGE fan of the Explorer’s Edition format, providing the rules at a low-cost entry point while relying on the supplementary sales. As for the game itself? For me the proof is in the fun. I’ve ran the game over multiple genres and multiple sessions, and as my Necessary Evil game concludes, I’m hard pressed to think of a campaign that has been more epic or more deeply personal. Savage Worlds Deluxe Explorer’s Edition also adds a healthy dose of new material, including new Edges and several options for you to use to tweak your games, making the Savage Worlds rules even more self-contained and versatile than they already were. It is $10 for a system that I have used to run westerns, horror, supers, fantasy and swashbuckling, and later this year we plan to use it to bring some of our favorite D&D settings back to life.  There’s a reason I called the original Explorer’s Edition my best RPG purchase.


Why You Should Buy It: A great game of investigative horror, tremulus introduced me to the Apocalypse Engine games, causing me to also pick up Dungeon World and Monster of the Week. The set-up with the Playbooks having all of the Moves already printed on them made the game incredibly easy for us to pick up, and I have yet to encounter any “Player Facing” oddities like I normally do in such games. Additionally, the Ebon Eaves town creation is a very interesting subsystem, as we did the town creation and dropped into gameplay all in about half an hour, without any prior preparation. Even better, as good as the main rulebook is, the material slated to come is even cooler. The product of a massively successful Kickstarter, tremulus made it to our table shortly after its release, and is very likely to come back very soon.

And now, for the part you all really want to see: The free stuff we have to offer, and the rules for entering the contest.

As with the last two years, we had prizes donated by all six of the selected publishers…but this year, we also had the wonderful people at Fable Environments offer us prize support, making this the biggest giveaway we have ever offered!

And now, the prizes:

-          One (1) Little Fears Nightmare Edition PDF Bundle (Little Fears Nightmare Edition Corebook, Little Fears Among the Missing, Campfire Tales #1).
-          One (1) PDF copy of Marvel Heroic Roleplaying.
-          One (1) PDF copy of Marvel Heroic Roleplaying.
-          One (1) PDF copy of Marvel Heroic Civil War Premium Edition (includes the Civil War Event and Marvel Heroic rules).
-          One (1) PDF copy of The Mutant Epoch AND one (1) print copy of The Mutant Epoch.
-          One (1) PDF copy of Reclamation.
-          One (1) PDF copy of Savage Worlds Deluxe Explorer’s Edition.
-          One (1) PDF copy of tremulus, to be awarded upon the commercial release of the book.
-          One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
-          One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
-          One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.

That is eleven big prizes from seven great publishers, helping me say THANK YOU to each and every one of you for reading this blog!

To enter, simply send me an e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).

Thank you once again for reading this blog, and thank you to the seven publishers for providing prize support for this giveaway! Do yourself a favor and support them, because they all make fantastic games and gaming supplements!

Have a Happy New Year!

Tommy

Wednesday, January 30, 2013

Birthday Blog Giveaway - Let's Try This Again

Okay, folks...I have contacted my sponsors for the Birthday Blog Giveaway, and told them that since I lost most of the entrants in a hard drive crash but I'm back up and running now, I want to extend the contest.

To that end, I need all entrants to PLEASE resubmit their entries to tommybrownell(a)gmail(dot)com so that I can award great prizes to my wonderful readers.

And now, the prizes:
One (1) Little Fears Nightmare Edition PDF Bundle (Little Fears Nightmare Edition Corebook, Little Fears Among the Missing, Campfire Tales #1).
One (1) PDF copy of Marvel Heroic Roleplaying.
One (1) PDF copy of Marvel Heroic Roleplaying.
One (1) PDF copy of Marvel Heroic Civil War Premium Edition (includes the Civil War Event and Marvel Heroic rules).
One (1) PDF copy of The Mutant Epoch AND one (1) print copy of The Mutant Epoch (awarded together).
One (1) PDF copy of Reclamation.
One (1) PDF copy of Savage Worlds Deluxe Explorer’s Edition.
One (1) PDF copy of tremulus, to be awarded upon the commercial release of the book.
One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.
One (1) PDF bundle of Fabled Environment Cyberpunk Locations Maps Set.

That is eleven big prizes from seven great publishers, helping me say THANK YOU to each and every one of you for reading this blog!

To enter, simply send me an e-mail to tommybrownell(a)gmail(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on February 14th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).

Sunday, March 10, 2013

Tommy's Take on Annihilation Essentials Event Book

The best story I've ever read involving Ronan, the Super Skrull OR Annihilus, easy.


The Civil War publishing cycle for Marvel Heroic Roleplaying is done, and now it’s on to Annihilation. Annihilation sparked the new wave of Marvel Cosmic comics, beginning with Nova, and singlehandedly turned Richard Rider into one of my favorite characters in comic books (my #2 hero behind only Captain America). This first volume brings the Event structure to Annihilation, and all that entails.

WHAT YOU SHOULD KNOW: The book is available in Premium (rules included) and Essentials (requiring the Marvel Heroic core rules) versions. This review covers the Essentials Edition, which is available in PDF right now, with print coming down the pipe later. For those not familiar with Annihilation, it was a big cosmic crossover that took place around the same time as Civil War, involving Fantastic Four villain Annihilus joining forces with Thanos and unleashing the Annihilation Wave across the cosmos, destroying everything in its wake. Ultimately, Kree, Skrulls, humans and more had to join forces in order to stop it…even Galactus got involved, on the side of the angels. It was pretty epic and I recommend the comics heartily.

The authors seem to think the campaign will take about six months to play, and one of the group creation methods encourage the players to form their group by picking characters from different areas of the universe as their “spotlight” characters, and then everyone else making secondary characters related to each spotlight character…until you build the climax of the Event and the spotlight characters join forces. Other options include making a thematic group (all Kree, all Skrull, all Shi’ar, etc), or just a standard “Everyone pick your hero and we’ll work it out” group. A list of Event-ready datafiles are provided, though you can use others (including heroes of your own creation), if you give them ample reason to be in space and involved with the event. I could see, say, Hulk getting involved as he tries to leave Sakaar early or something. Though the Fantastic Four were active in Civil War at the time, they are included in the book as a “What If…?” type option.

The Annihilation Sourcebook provides stats for spaceships as well as rules for Timed Actions (via the Timer complication), and even a new Specialty level (Grandmaster, which is a d12 that can be broken down into 2d10 or 3d8). A slew of new power sets are provided, from Marvel classics like Nova Centurion, the Power Cosmic and the Unipower (Captain Universe!), to more generic cosmic-appropriate power sets like Soldier, Android or Privateer.

As the other Event books have done, Annihilation zeroes in on various groups involved in the event and focuses on how to play from their perspective if you so choose.

The Kree includes a Kree powerset, some generic datafiles, a handful of NPCs (like Captain At-Lass and Dr. Minn-erva), a pair of Milestones (like Genetic Kickstart, which has your Kree obsessed with jumpstarting Kree genetics, a mindset that helped breed the Inhumans), and Unlockables (like Activate Sentry, which gives you a big, giant Kree robot and not the horrible Avengers character).

Skrulls are included, with powers, datafiles (like Infiltrators and Warskrulls), NPCs, Milestones (Hidden Threat focuses on being a Skrull infiltrator, for instance), and Unlockables (need a squad of Warskrulls?).

The Nova Corps comes with a series of generic corpsman datafiles, a basic power set, a Milestone related to their code and reference to an unusual Unlockable that hinges on the Worldmind boosting a Nova, making them go Supernova and possibly out of control.

The Shi’ar includes the Imperial Guard, as well as datafiles like Deathbird, Deathcry and Lilandra.

The Eternals section covers playing Annihilation from the perspective of the Titans, but more importantly, it includes the Thanos villain datafile. An absolutely terrifying and awesome datafile, Thanos has built in plans for most things you can think of…but his Invulnerability has a gaping hole in it that applies only to Drax the Destroyer.

Even residents of the Negative Zone can get in on the act, standing up against Annihilus and the Annihilation Wave, if only for their own reasons. There’s a sidebar included about the Negative Zone prison being used in Civil War, which could cause the two wars to collide.

Annihilus and his minions are included next, seemingly out of place, as there are no Unlockables or Milestones here: Just one scary Negative Zone ruler hell-bent on destroying the universe.

The Galactus section has stats for Galactus (a Cosmic-scale threat…his solo affiliation is FOUR d12), as well as a Power Cosmic power set and unlockables that one can use to gain Galactus’ favor…including being turned into a herald!

The Kyln is a maximum security space prison, and includes datafiles on two ancient gods whose fellows were slain by Galactus, as well as Galactus’ forgotten first herald, now mentally enslaved by Thanos! The Kyln can also be a great starting point for a hero (or heroes), with a pair of Milestones, one of which focuses on clearing your name and escaping the prison and the other focusing on breaking in!

The “rest” of the universe is handled in a handy tour guide, including datafiles for generic Badoon and Dire Wraiths, as well a datafile for Rocket Racoon (sans Milestones, so just use Event milestones if you want to play him). There’s even a Symbiote power set (you did remember that the Carnage and Venom symbiotes were alien in origin, right?)

A full dozen Event Milestones are included above and beyond the group-specific ones (my favorite being “I Hate This Cosmic Stuff”, perfect for Jack Flagg in his time with the Guardians of the Galaxy).

The Event itself is set up into three Acts. Act One has four set-up scenes, one starting at the Kyln (and, like Breakout! in the main book, it provides ample excuse for multiple characters to be involved), one involving the Annihilation Wave attacking the Nova Corp homeworld, one being an attack on a Skrull world and one being set on a wretched hive of scum and villainy.

While the Event largely assumes that the narrative will largely resemble that of the comics, sidebars do allow for variations (like the Nova Corps successfully fighting off the Annihilation Wave and not losing the homeworld). Of course, it also allows for things to get worse: Instead of the Worldmind downloading into Richard Rider (or someone else) and making them Nova Prime, what if Annihilus’ troops are able to take it back to their master? Act one culminates in a battle with Annihilus himself, which the PCs are likely to lose, but again, it’s all up to them. If they DO win…then it may be a bad thing, as Thanos steps in and assumes control of the Annihilation Wave, rather than just acting as an advisor/lieutenant.

Act Two picks up business nicely, with any Cosmically-powered heroes being stalked by Annihilus’ lackey Ravenous, as well as the involvement of Galactus, the battle for the Kree homeworld Hala, and Thanos himself making a play involving one of the heroes. By the end of Act Two, the heroes should be formally forming the United Front, and if you’re using the various groups spread around the galaxy method of running the campaign, this is where they join up. Additionally, there an optional scene provided here for someone to make a trip to Earth…where they may wind up sidelined by the Civil War.

Act Three is pretty much do or die, as the heroes have to stand against the Wave. This involves taking out Annihilus’ lieutenants (which includes friggin’ THANOS), undoing damage likely done during Act Two, throwing down with those two ancient gods and, oh yeah, stopping Annihilus himself. Of course, if the heroes fail, you can always have the Annihilation Wave reach Earth and then hand over a list of the two sides in the Civil War and have one more last ditch throwdown. There was actually a great What If…? story about this, with Nova, Captain America and Iron Man joining forces at the climax of Civil War, sacrificing their lives to stop Annihilus.

Of course, the main hero Datafiles are also present, with the Fantastic Four included as noted above, as well as Nova, Star-Lord, Ronan the Accuser, the Super Skrull, Paibok the Power Skrull, Lyja, Devos the Devastator, Beta Ray Bill, Silver Surfer, Drax, Gamora, Blastaar, Gladiator and many more.

A very nice bibliography of the Marvel Cosmic run from Annihilation through Thanos Imperative is included, for those who want to read these stories for themselves (and I cannot recommend this stuff enough).

WHAT WORKS: This is maybe my favorite release for Marvel Heroic. Period. Soooo many options jammed into the book, capturing the epic scale of the Annihilation Event, and all in one book. As with Civil War, there is a roadmap, but no railroad tracks. You can blaze your own trail through Annihilation if you like. Also, Nova.

WHAT DOESN’T WORK: No Adam Warlock. We get the Fantastic Four, but no Adam Warlock. Sorry, I like Adam Warlock. And yeah, he wasn’t involved in Annihilation, but neither was Reed Richards. Also, we get a great picture of Nova and Annihilus fighting, but there’s an almost iconic Nova-Annihilus scene from the end of the series that wasn’t used. Yes, I’m nitpicking at this point. And yes, I will have a Baron Zemo-like reaction when Warlock shows up in a book.

CONCLUSION: Like I said, this may be my favorite release for Marvel Heroic. Heck, I bet I could buy the Premium version so I have the rules bundled in with this and be happy. If you hate Marvel Heroic, this isn’t going to sway you. If you thought it sounded alright, but wouldn’t touch Civil War with a ten-foot pole, might be time to jump in. If you’re already a fan…then you’ve probably purchased this already. I cannot wait to see the remaining books in the Cosmic line.

DISCLAIMER: I did receive an electronic comp copy of this book via DriveThruRPG's Featured Reviewer program, and my link to the product in question is an affiliate link. I may receive a portion of any purchases made via those links as store credit.

Saturday, November 24, 2012

Tommy's Take on Civil War: X-Men


The last of the Civil War books for Marvel Heroic Roleplaying has arrived (digitally, at least), focusing on one of the darkest periods in X-Men history: The 198.

WHAT YOU SHOULD KNOW: You will need either Marvel HeroicRoleplaying and, really, Civil War in order to get the most out of the Civil War: X-Men book, though you can always get Civil War Premium Edition and kill two birds with one stone. The PDF for this one will set you back $12.99, for 132 full color pages.

In a nice touch, the cover features the four surviving original X-Men as of Civil War (spoiler warning: Jean Grey died again), even if I’m again not a fan of the particular art chosen. What you should know about this period of X-Men history, and the book does tell you this, is that Scarlet Witch has wished mutants largely away, reducing the number to 198. Most of that 198 are sequestered at the X-Mansion, and “protected” by O*N*E, a government task force led by War Machine and consisting largely of piloted Sentinels.

In fact, the first chapter of the book is largely that short summary.

The next chapter provides from mutant specific milestones and unlockables, and it has some very good ones. Can I Join Yet? is great for a young mutant trying to prove they can join the X-Men (and can easily be adapted to any young hero trying to earn their way onto an “adult” team), Disciple of X (attempting to follow Xaver’s dream in the face of oppression) and X-Veteran (which can lead to an X-Man seeking out a new role in the world, like Wolverine joining the Avengers or Storm branching off the X-Men into a mutant police force). For the Unlockables, only one seems particularly tied to the time period (gaining the trust of O*N*E), as others allow you to gain particular notoriety among mutants, gain notoriety among humans AS a mutant, or gaining a big surge of energy when using your powers.

The Xavier Institute chapter talks a bit about playing young X-Men, but also provides several datafiles including Armor (who was in the main rulebook), Pixie and Prodigy (without powers), as well as the 198, which serves as a great reminder about the horrible selection Marvel made for who got to keep their powers, like Alchemy, Erg (who looks like Legion and Callisto had a love child), Fever Pitch, Mammomax and Peepers. O*N*E is also covered here as well, with Sentinel datafiles, War Machine and Valerie Cooper, as well as a small section on playing Sentinel pilots. A few action scenes are included, including two which basically cover the events of the Civil War: X-Men miniseries in broad strokes (not that there was a ton of story to that mini).

X-Factor Investigations gets their own section, with Watcher datafiles on Layla Miller, Rictor and Quicksilver. There is a nice section on using X-Factor during parts of the Civil War Event, providing some good twists on the scenes.

The entire rest of the book is filled with full player datafiles. These include obvious choices like Archangel, Iceman, Cyclops and Beast, as well as Colossus, Shadowcat, Emma Frost and Nightcrawler and the X-Factor Investigations crew (add Madrox to the list of characters I’d love to play in this game someday). Some more unusual choices are provided, like Micromax and Sabra (due to their connection with O*N*E), as well as Sabretooth (with a Milestone set that can turn him into a hero). Personal favorites of mine that also get included are Forge and Hellion.

WHAT WORKS: Some great Milestones and Unlockables that are usable in just about any X-Men campaign is great, as are some X-Men getting the Datafile treatment for the first time. In fact, from a pure character selection standpoint, this is probably the most pleased I’ve been with the datafile collection.

WHAT DOESN’T WORK: A lot of the problems with this book have more to do with the really bad place the X-Men books were in during Civil War than it does with the book itself. The gameable content feels lighter here than it does in any of the other books, but again: That was the X-Men during Civil War.

CONCLUSION: The weakest of the Civil War books, unless you just NEED the mutant datafiles (and the inclusion of X-Factor alone makes a strong argument for that), hampered by being tied to Civil War, which was a dark time creatively for the X-Men books. That said, the Unlockables and Milestones are pretty much all-purpose, and the section about playing Sentinel O*N*E pilots plays to one of Marvel Heroic’s greatest strengths in the Event set-up, which is flipping the perspective of the events on their ear by putting the players in different driver seats. That said, a set of Milestones and Unlockables for the O*N*E pilots would have taken that promise one step further and made the book that much better. I can’t call it a “must-buy” unless you’re a big X-Men fan running Marvel Heroic, because with Annihilation and Age of Apocalypse coming up, this is as close to an all-purpose X-Men book as you’re probably going to see for a while. Still, might be worth it for the oddity of seeing an X-Men product that basically ignores Storm and Wolverine (due to their activities during Civil War).

Sunday, October 7, 2012

Tommy's Take on Civil War: Young Avengers/Runaways


The latest in the Civil War series for the Marvel Heroic RPG by Margaret Weis Productions came out recently, this time focusing on the Young Avengers/Runaways (and to a lesser extent, non-mutant teen heroes in general).

WHAT YOU SHOULD KNOW: The pixilation issue with the art seems to be a thing of the past.  That was a common complaint for the last couple of books, but MWP seems to have turned it into a non-issue. The PDF is $12.99, though you can preorder the print book from Amazon right now for $13.59.

This book ties into the Civil War Event book for Marvel Heroic, and is essentially a supplement to a supplement. It is divided into five chapters: The New Warriors, The Runaways, The Young Avengers, The Cube and Hero Datafiles.

The New Warriors chapter gives a brief history of the team (with horrible art from their “reality TV” comic series that led into Civil War), and introduces some new Milestones for Reality TV stars. Incidentally, if you wanted to run a game based off of the brilliant Peter Milligan/Mike Allred X-Force/X-Statix, these wouldn’t be horrible milestones to get started with. Several datafiles (though you will need to adjust affiliations and add Milestones if you want to use them as PCs) of former members are included, with the most notable omissions being Nova (coming in Annihilation) and Scarlet Spider. The odd character selection of these books rears its head as Night Thrasher’s brother becomes the first character (I believe) to get two datafiles in a single book (as Bandit and as Night Trasher II). This chapter also provides for some twists to the Stamford event, allowing for different causes and survivors, with one placing the New Warriors even more directly responsible for the event, while another places the blame squarely on the Avengers for not answering a distress call. The chapter ends with the “new” New Warriors, a team of depowered mutants given technology by Night Thrasher II in order to fight crime.

The Runaways chapter focuses on the cult favorite team of the same name, a team originally comprised of the children of supervillains. The chapter opens with a brief history of the team, as well as datafiles of deceased members Arsenic and Alex Wilder, as well as the Gibborim: The ancient race of giants that gave The Pride (the parents of the Runaways) their powers. This also includes Teenage Rebellion milestones, and options for putting spins on the Civil War event based on the presence of the Runaways. An action scene featuring Flag-Smasher is included, from the Young Avengers/Runaways Civil War tie-in.

The Young Avengers are a team of legacy heroes (directly or not), and their chapter opens with a datafile for their founder Iron Lad (one of the many Kangs). This chapter includes Milestones for second generation heroes as well as some Unlockables. Additional options are provided for tweaking the Civil War Event based on the Young Avengers’ presence, as well as an action scene featuring SHIELD Cape Killers trying to bring the Young Avengers down.

A mini-event is included, The Cube, which is largely the plot of the Young Avengers/Runaways Civil War tie-in. In it, the heroes have to face The Warden of The Cube, as well as the brainwashed Marvel Boy. A slew of anti-registration heroes are included as datafiles, as well as a number of minor villains. These include Rick Jones (yay!), Phil Urich (former Green Goblin), The Living Mummy, Hammerhead, Slyde, Stilt-Man, and The Witches (Satana, Jennifer Kale and Topaz).

The book concludes with a big list of datafiles spread out among the New Warriors, Runaways, Young Avengers and teen heroes in general. They include Young Avengers like The Patriot, The Wiccan and Hawkeye, Runaways like Nico Minoru, Victor Mancha and Chase Stein, and New Warriors like Night Trasher, Speedball and Namorita. As well, heroes like Alex Power, Amadeus Cho, Slapstick and Ultra Girl are included.

WHAT WORKS: They dumped in a number of datafiles I’d love to play in a game (Rick Jones, Living Mummy and Ultra Girl for three), and I like the excuse to add in a few more odds and ends villains to provide more options. Also, it’s nice to have the non-Penance Speedball as an option.

WHAT DOESN’T WORK: The awful New Warriors art. This book in general just feels way less “essential” (or way more “optional”) than the 50States Initiative, but that may be a pro, depending on how you look at it.

CONCLUSION: If you’re not sold on Marvel Heroic, this isn’t going to be the book that changes your mind. The datafiles really sell this book, as the extra material like the Milestones and Unlockables just don’t stand out as well with in this one as they did in Civil War and 50 States Initiative, so if you hate teen superheroes, you may not be thrilled with this. On the other hand, that selection of datafiles really is pretty cool, as a few more of my genuine favorites slipped in here.

Friday, February 15, 2013

At Last...Winners!

Through the delays of a dead hard drive and using the magic of the Invisible Castle online die roller, the winners of the contest by our wonderful sponsors are ready to be announced! And they are:


1. Joe (Mutant Epoch Print and PDF)
2. Jonathan Rose (Marvel Heroic Roleplaying)
3. Bifford the Youngest (Marvel Heroic Roleplaying)
4. Tim Razler (Savage Worlds Deluxe)
5. Emlyn Freeman (Marvel Heroic Civil War)
6. Adam Baulderston (tremulus)
7. Stephen King (Little Fears Nightmare Edition Bundle)
8. Jimmie Bise Jr (Reclamation)
9. Pat Estes (Cyberpunk Locations Set)
10. M L (Cyberpunk Locations Set)
11. Greg (Cyberpunk Locations Set)

The winners and the sponsors have been notified! Thank you once again to everyone that entered, all the sponsors that supported the contest and everyone that compelled me to push to get things back on track when the computer went down.  With any luck, we'll do this again next year!

Tommy

Sunday, July 1, 2012

Tommy's Take on Civil War Event Book Essentials Edition

Psst...the good guys aren't teamed with Venom.

Civil War was one of those mixed-bag kinda stories. Great concept, some great stories within the event...horrible execution. It's also the first Event Book for the Marvel Heroic RPG.

WHAT YOU SHOULD KNOW: This review covers the Civil War Essentials Event Book...the difference between that and the Premium version is about 10 bucks in print and 6 in PDF, and the Premium version includes the Operations Manual from the Marvel Heroic rules (that is, the rules to the game, just not the Breakout Event), meaning a difference of about 136 pages. Essentially, no pun intended, Margaret Weis Productions is all about options. When looking at the cover (featuring Pro Registration forces squaring off with Anti Registration forces), you can tell the good guys from the bad guys because one side has Spider-Man and Captain America and the other side has Venom. As in, the psychotic Max Gargan Venom. But I digress.

Mike Selinker does the intro, bragging - and rightfully so - about how he made Captain America the best character in Marvel SAGA (and he really is, or he's very close) because of the Edge mechanic (and about how he got to brag about this to Joe Simon, who co-created Cap with Jack Kirby). From there, it dives right into the event.

First off, I want to note something: Pretty much any time there's a page reference, you can click it and go there. That's in addition to the bookmarks, table of contents and index. That deserves some kudos right there. The Preparing for the Event chapter does a breakdown of the event, as well as recommended number of players (4-6) and some optional rules (like Troupe Play, so your group can cover all the major players of the Pro or Anti Registration sides...or even both sides, if the group wants to cover ALL sides). There's also rules suggestions on making Scene Distictions more dynamic, by adding extra features that people can use by spending Plot Points. Advice is also given for covering Watcher-Controlled Support Characters, addressing multiple characters getting unwieldy (something that was never really addressed in Marvel SAGA aside from hand waving it).

And then...the Civil War Sourcebook itself. The first thing it tackles is the Superhuman Registration Act, as well as making the Pro and Con arguments for it. It also tackles what's at stake for each side, as well as a sidebar on people playing characters who choose different sides (depending on the interpretation, you could easily flip Captain America and Iron Man, especially Ultimate Cap and Movie Iron Man). Lastly, there are bullet points for what can happen if the Act passes or fails, and the consequences thereof. A full dozen new Milestones are included, all event specific, such as Evil For Justice (recruiting Supervillains to your side), My Ally, My Enemy (where you and a close friend wind up on opposite sides of the conflict), or Convert the Enemy (where you become focused on swaying heroes to your side). There are also a number of Factions, with advice on playing Civil War from their perspective (complete with their own Unlockables), like Atlantis (including Unlocking Namor, with a number of implications as to what that means), Wakanda (would you like the blessing of the Panther God?), AIM, Hydra, SHIELD, The Media and even The Illuminati (the behind the scenes power players like Iron Man, Mr. Fantastic, Professor X and Dr. Strange). I should note that there are tons of major and minor datafiles all over this thing, from Hydra Agents to J. Jonah Jameson to Man-Ape. The section ends with a number of important locations involved in Civil War, complete with Scene Distinctions for them (like Artifacts From Avengers History in the Avengers Mansion Ruins and the Statue of Liberty serving as a Beacon of Hope).

When it's time for the Event to begin, it's all broken down into Scenes. Buildup Scenes include Titanium Man attacking Washington and Thor's Hammer crashing to Earth (and Doom trying to retrieve it). This includes datafiles for Doom, Titanium Man, Doombots, Thor's Hammer...and options like crazy. Like, say, allowing a hero to pick up Thor's Hammer and just what all that MEANS...with options for it both being a temporary measure to fend off Doom or a permanent one! To prove that it's not all slugfests, one of the Buildup Scenes even takes place with a hero appearing before Congress. The event proper begins with the aftermath of the Stamford explosion and covers a number of Scenes which could become whole sessions in and of themselves, like hunting Nitro (believed to be the sole survivor of the Stamford incident), appearing before the Commission on Superhuman Activities (complete with a chance to actually flip Henry Peter Gyrich to the Anti-Registration side, if they so choose). Act One ends with a roleplaying scene involving numerous heroes gathering to discuss the SHRA.

In Act Two, the SHRA has passed, because there's no Event without it. The Scenes get even more flexible here, as the PCs could be on either (or both!) sides of the Act. The Spider-Man unmasking scene is presented with more options, with Spidey only being used as an example, and even a suggestion for an underhanded twist like a Life Model Decoy being used to unmask in the hero's place! Other Scenes include hunting/eluding friends, the wedding of Storm and Black Panther (complete with Storm datafile), investigating Atlantean sleeper agents, culminating in an epic Superhero Battle Royal involving Thor's clone (though there are other options provided,  like the Sentry and a Hulk Robot).

In Act Three, the pro-Registration forces are running across the moral Event Horizon, with supervillains being actively recruited to hunt anti-Registration heroes, captive anti-Registration forces being locked up in the Negative Zone and more good stuff. This adds a slew of new datafiles, like Songbird, Moonstone, Venom and Bullseye. The Thunderbolts debut scene includes options like making pro-Registration PCs "ride along" with them, or anti-Registration PCs injected with the same nanotech to work alongside them. Other Scenes include negotiating with Atlantis (and hopefully getting Namor and his resources on your side), busting AIM or Hydra (complete with Nick Fury datafile), getting to the truth of Norman Osborn's actions in Civil War (complete with a variety of options again, such as him being under control of Namor, who is using Osborn's attacks on Atlanteans as an excuse for war, or maybe it was Chameleon all along, and not Osborn), both sides of a Negative Zone Prison Raid (busting heroes out or stopping a break in), complete with a second epic brawl between both sets of forces that spill onto the streets of New York. The last scene also ups the lethality, assuming people will die. Act Three ends with a number of options for wrapping things up, no matter which side wins and includig a Third Option where the heroes band together against a villainous force (my favorite option, which isn't listed in the book, involves Nova crash landing on earth with the dire warning that "The Annihilation Wave is coming!").

A sidebar details the three books coming to supplement this event: Fifty State Initiative (which covers what happens in the aftermath of Civil War), Young Avengers/Runaways (which covers the teen heroes, including the New Warriors) and the X-Men (which covers the X-Mansion's residents and the Sentinels sequestering them).

Friends and Foes includes a crap ton more datafiles, starting with Ant Man (Erin O'Grady), the obscure Bantam, the Serpent Society, Doc Samson, the Kingpin, Sentry (complete with a d12 strength), Vision and more.

And THEN we get FULL datafiles for 32 heroes, including Captain America, Iron Man, Spider-Man and Wolverine, as well as folks like Cable, Punisher, Moon Knight and Goliath...oh, and Deadpool. Each with bios and two sets of character specific milestones.

The book ends with a glossary, a clickable index of datafiles and a bibliography.

WHAT WORKS: Well...there's a crap ton of new datafiles, including Dr. Doom (held up alongside Magneto as an inexcusable omission from the rulebook). There's a LOT of leeway and options given for playing out Civil War with your own twists. New optional rules like Troupe Play and handling multiple support characters is great. Oh, there's a table of contents, an index, bookmarks and EVERYTHING IS CLICKABLE. Except links to the Operations Manual, but I would bet those are included in the Premium Version.

WHAT DOESN'T WORK: No Baron Zemo. No Winter Soldier. What? I can't complain about MY favorites not being included? The art is really pixelated a lot of the time, but I am assuming that's a digital only artifact and hopefully they'll fix that for the print versions. If you absolutely hated Marvel Heroic, I don't think this is going to convince you otherwise. For a pre-written adventure (essentially), it'll get steadily harder to run straight out of the book as the twists and turns mount (though that certainly has it's own pluses, as it's not really a railroad at all).

CONCLUSION: An incredibly promising start to the Event Book formula, as there's a huge amount of options included to customize it yourself. The pixelated art doesn't bother me in the digital book, but I would be annoyed to have it present in a print book. Just a huge amount of information, including new datafiles, and while having many of them mixed around the book could annoy some, if you're working from the PDF this thing is so user friendly to navigate that it's not a big deal. Heck, maybe someone wants to play one of the characters not included as a full datafile (with Milestones) here (like Ant Man or Patriot)...just slap on a pair of Civil War milestones that make sense and run with it. If you didn't care for Marvel Heroic, I don't think this is going to sway you...but if you're a fan of it, there's a lot to like from this product.

Thursday, February 23, 2012

Tommy's Take on Marvel Heroic Roleplaying Game



So Margaret Weis Productions has a new Marvel RPG out. I have owned and played every official Marvel RPG. Marvel SAGA is my favorite supers RPG ever, and Marvel FASERIP was the first RPG I ever owned. Marvel Universe (the one with the stones)...the less said the better. In 2010, MWP unveiled Cortex Plus, which powers Smallville and Leverage, the latter of which was named one of my "Top Six" that year. Both are elegant games with unmistakable similarities, but they also veer off into their own directions. I am cautiously optimistic as I approach the Marvel Heroic Roleplaying Basic Game.

WHAT YOU SHOULD KNOW: First off, Cortex Plus, re-jiggered specifically for this game. Second of all, the PDF is out right now, for $12.99. MWP has wisely set a print retail price of $19.99, making it a very affordable option, especially for a 200+ page book. The PDF version includes a set of datafiles (also included inside the main book) as well as a Players and Watchers cheat sheet. Very handy. This is a full color affair, keeping in line with MWP's strong track record for production values, especially with their licenses.

The first section of the book is the Operations Manual. These are the rules. The Introduction hits on the basics: The Datafiles (that would be the character sheets), Dice (you use d4s, d6s, d8, d10s and d12) as well as traits you can draw dice from and how the dice pool works (basically, you keep two for your result and one for the Effect Die, unless you spend Plot Points to keep extra dice), Plot Points and how they can be used (adding extra dice to the roll, extra dice to the totals, acting special effects in your powers,etc), The Doom Pool (dice the Watcher starts with to screw with you, ranked from Standard to Global to Cosmic, and can be raised to High Stakes and Catastrophic) and how it is raised and used (whenever players roll a "1", that's an Opportunity to add dice to your pool and can be used to boost opposition, activate enemy Special Effects, end scenes prematurely and more), Stunts and Resources (using your powers in unique ways above and beyond just pushing your limits), Effects like Assets, Stress and Complications (Stress is the kind of damage you take: Physical, Mental and Emotional, and can not only be used as opposition dice against you, but in the right circumstances it can be used as action dice for your - though it makes that stress worse. Get "Stressed Out" and you can wind up with Trauma). Assets can be gained through your Effect die and used to roll extra dice on later actions. Complications can be used in place of inflicting Stress to add extra dice when acting against an adversary. It can be a lot to take in, but I think the authors realize this because - as with Smallville and Leverage - there are a TON of examples.

Playing The Game breaks down the structure. "Adventures" are called Events. Events consist of Acts. Acts are broken down into Scenes. Scenes are comprised of Panels. I should note at this point that I hate the ever-growing use of terms like "Panels" and "Pages" in supers RPGs, but it's something I'm just learning to get used to. Initiative is handled with the players deciding who goes first. If the Watcher wants to go first, he has to spend a die from the Doom Pool. Order of action from there is determined by the player who just acted. Finally, there are Transition Scenes where you can try to heal up, swap out characters and generally just relax from the intensive action that just occured.

Taking Action is pretty much just more examples and details on how actions work from the Introduction (with a nice freebie: a Sentinel datafile, as the example in question is Cyclops vs a Sentinel). This covers things like Extraordinary Successes, which can boost your effect dice and - if it goes high enough - even result in one hit knockouts. This section also covers splitting your focus on multiple targets, determining just what is within the realm of possibility for your character and even spending plot points to ensure automatic success. There is also a section on how Mental and Emotional conflict vary from physical conflict.

Understanding Datafiles breaks down just how your hero's stuff works, using Captain America as an example. First off, every hero has an Affiliation (Solo, Buddy and Team), ranked by how effectively they work in each situation. Then they each have three Distinctions (things like Friendly Neighborhood Spider-Man, Man Out of Time or Best There Is At What He Does), Powers Set, Specialties and Milestones. Milestones are interesting as they are how heroes gain experience points.

Affiliations are spelled out, including notable examples of prime examples of each Affiliation (Wolverine is primarly a Solo character, Spider-Man works best in a Buddy situation and Cyclops functions best in a Team), as well as just when you should use each affiliation and when you should stop using them. Distinctions can be used to help or hinder you (giving you a Plot Point if you choose to have it hinder you).

Power Sets are a collection of Power Traits, and a good selection of Power Traits are provided, like Reflexes (ranked from Enhanced to Superhuman to Godlike), Elemental Control Powers, Psychic Powers, Sorcery (YES!). Basically, most of these are ranked from d6 to d12. However, you also get Special Effects, which can differentiate one character's Reflexes from anothers. These can include things like Area Attacks, Dangerous (lowers your highest die type, but inflicts worse Stress), and Unleashed (for guys that try to hold back but occasionally REALLY cut loose). Heroes also get Limits like Mutant (which is actually a good way to get Plot Points), Growing Dread (making 1s and 2s Opportunities for the Watcher) or Mutually Exclusive (where you have two Power Sets that cannot be used together).

Specialties are basically just skills. Allowing you to either roll higher dice for actions or more smaller dice for actions.

Milestones are the specific goals your hero is working towards in the event. Sometimes these are very personal and specific to the hero and sometimes they are very specific to the event. For instance, Wolverine's Milestones are related to violence (and his bad temper) and encountering old connections (for good or ill) from his past. Each Milestone set has a 1xp, 3xp and 10xp Milestone. You can use your XP to swap out Distinctions, step up Power Traits, add Power Traits, add new Specialties and unlock Event resources. Character creation is very freeform, essentially just hitting the checklist of features and making sure they are all present. If you're modeling a specific hero, work to nail that hero's powers and such. If you're making your own character...you pretty much have free reign, with the Watcher's approval.

Understanding Events tries to help out with the Event structure, including tips on modifying events (either that you have ran before, or maybe you just want to tweak what's there)...this can be as basic as swapping out the Hero options, changing up the bad guys, or completely altering the Event milestones. There's also a two page summary on making your own Events.

A mini-Event is included, Breakout, based off of New Avengers #1-6, in which a slew of villains escape from the raft after a "freak" electrical storm. This does a pretty good job of laying out a two-session Event, explaining the concept of Event Unlockables (like gaining SHIELD Champion-level clearance, Recruiting Sentry to your side or - my favorite - redeeming one of the Raft inmates). While most of the scenes are taken from the comic storyline, various options are presented to change things up. Imagine Jigsaw and Carnage forming an alliance, for instance.

Act Two heads into the Savage Land due to clues found from Act One, and leads to the characters running afoul of giant dinosaurs, spies and the Savage Land Mutates. Again, options are provided for shaking things up. 29 villains, by my count, are provided in the "Inmates" section, ranging from losers like Armadillo to awesome B-stringers like Crossbones to the frighteningly powerful Graviton. This is in addition to guys included in the Event itself like Carnage and Count Nefaria. We're not looking at Dr. Doom and Magneto here, but it's still a cool cross section of characters to help with working on your own villain Datafiles.

There are about 23 datafiles for heroes provided, with obvious picks like Spider-Man, Wolverine, Captain America, Iron Man and the Fantastic Four, and less obvious picks like Armor (of the X-Men) and...um, well, she's really the one that just stands out to me. These are pretty impressive two-page entries with full histories and the like.

WHAT WORKS: Top notch production values. Lots and lots of detailed examples. A supers system in which neither magic nor powered armor seem to be giant headaches or hopelessly busted. Lots of promise for support is out there, (really looking forward to the Cosmic Stuff for sure). Fantastic price point. Probably the most logical advancement system I have seen in a supers system (with the second best being "Well, comic book characters don't advance like normal anyway, so just handwave it)". Also, I totally dig the Solo-Buddy-Team set-up.

WHAT DOESN'T WORK: I've never been comfortable with "Stress" systems. A bit more abstract than I prefer. I'm also not sold on the "Event" set-up, especially with the default assumption that characters will be dropped from Event to Event.

CONCLUSION: Well, just by reading it I like it better than I do the "Stones" system. It certainly seems like it could be a blast, but until I see it in play, I couldn't put it ahead of Marvel SAGA which has stood the test of time for me. We have always been a fan of playing our own characters in the Marvel Universe, even though there has never been a Marvel game with a GOOD character creation system. This game doesn't change that, but it does bypass horribly busted attempts and just says "Hey, make what you want, here's how". Marvel Heroic Roleplaying is probably the most mechanically interesting Marvel system (behind SAGA) to me. Hats off to the crew at Margaret Weis Productions. Not only have the released a gorgeous product, they did it at a very nice price point. A very impressive effort using a system that has had its foundation tested twice before. And if you were nervous about the final product, don't worry...this isn't a "You punched Spider-Man in his Mary Jane" game. Very much excited to see how things develop from here.

Tuesday, June 3, 2014

Tommy's Take on The Firefly Roleplaying Game

And so the Firefly theme continues with the Firefly RPG by Margaret Weis Productions, not to be confused with the Serenity RPG they released a few years ago.

Sunday, February 17, 2019

Thursday, January 7, 2010

Marvel SAGA: Villain Chart

So a LONG time ago, I began work on some charts for Marvel SAGA.  These charts were to be designed for the express purpose of with but a card draw or two, selecting a villain, a plot and a location for your Marvel SAGA adventures.  Alternately, you can label these entries 1-100 and roll dice.  The Villain Chart is finally complete.  Some of these entries are generic.  Some are specific.  All are meant with the Marvel Universe in mind.  With a quick card draw and a little thought, you have an instant antagonist for your adventures.  Without further ado...let there be Villains!  (and the occasionally misunderstood hero).

STRENGTH
1: Werewolves!
2: Killer Robot drones.
3: (Sabra) Terrorists
   (Luke Cage) Gangstas
4: (Nova) A hostile cosmic invader
   (Warbird) Government task force
   (Captain Britain) Alternate dimensional traveler
   (Sersi) Immortal manipulator.
5: (Black Bolt) Maximus, or an evil Inhuman.
   (Rogue) Young mutant being manipulated by others.
   (Vision) Singular killer robot such as Ultron or Machinesmith.
   (Colossus) Acolytes.
   (Ghost Rider) Demonic forces.
6: (She-Hulk) Gamma radiated abomination
   (Thing) A Mighty Marvel Monster.
   (Wonder Man) Zombies.
   (Sub-Mariner) Heroic Misunderstanding.
7: (Thor) Norse creature such as a Frost Giant or Dark Elf.
   (Hercules) Mythical beast such as a chimera or manticore.
8: Galactus and/or heralds.
9: Hulk.

AGILITY
1: C-string mutant terrorists, such as the MLF.
2: Religious zealot
3: (Meltdown) Teenage mutant gang
   (Jubilee) “Pure” human mutant hunting squad
4: (Archangel) Apocalypse and/or his Horsemen or other Henchmen.
   (Kymaera) Atlanteans.
   (Morbius) Vampires.
   (Falcon) Racist supervillain.
5: (Wasp) Villainous socialite
   (Deadpool) Costumed mercenary hitman. (Bullseye, Deadpool or Typhoid Mary, for instance.)
   (Hawkeye) Reluctant villain
   (Human Torch) Skrull imposter of an associate.
   (Gambit) Marauders or Nasty Boys
6: (Black Cat) Cat burglar
   (Elektra) The Hand.
   (Quicksilver) Super speedester
   (Silver Sable) Mercenary or Merc Squad
7: (Tigra) Animal-themed villain
   (Daredevil) Lawyer
8: Frankenstein's Monster or other freakishly misunderstood being.
9: A villainous clone.

INTELLECT
1: AIM Bucketheads.
2: Time-traveling villain.
3: (Polaris) Mind controlled hero
   (Havok) Brotherhood of Mutants
4: (Cable) Time-traveling clone.
   (Black Knight) Armored knight
   (Shadowcat) N'Garai
   (Cyclops) Sinister.
5: (Impossible Man) Impy or his wife and/or kids.
   (Ant-Man) Insect themed villain
   (Doc Samson) Mind controller such as Mesmero or Purple Man.
   (Black Widow) Enemy spy.
   (Nick Fury) Hydra.
6: (Black Panther) Vibranium using villain.
   (Moondragon) Megomaniacal psychic
   (Forge) Ancient spirit.
   (Stingray) Rampaging sea creature.
7: (Beast) Mad Scientist.
   (Giant-Man) Microverse invader
8: Powered Armor Villain.
9: Scientific experiment gone awry

WILLPOWER
1: Militant hero
2: Mummy.
3: (Shang-Chi) Martial artist such as Mr. X.
   (Psylocke) Shadow dimension warrior
4: (Scarlet Witch) Reality manipulating villain
   (Storm) Superpowered thief
   (Franklin Richards) Nightmarish exaggerations of the heroes.
   (Stick) Secret society seeking purity through destruction
5: (Clea) Denizens of the Dark Dimension.
   (Adam Warlock) A hero's own evil (or good!) side.
   (Invisible Woman) Invisible enemy
   (Lockheed) The Brood
   (Wolverine) Hero gone berserk
6: (Iron Fist) Dragon
   (Nate Grey) Refugee from Age of Apocalypse or another alternate reality.
   (White Queen) Hellfire Club.
   (Phoenix) Out of control cosmic force.
7: (Agatha Harkness) Witch or coven.
   (Professor X) Uberpowerful psychic entity
8: Super-Soldier Gone Wrong.
9: Evil sorcerer.

DOOM
1: Brainless thug.
2: Elemental manipulator
3: (Kingpin) Criminal Mastermind.
   (Sabretooth) Serial Killer.
4: (Green Goblin) A Goblin (Green, Hob or Demo)
   (Venom) Parasitic or Symbotic Alien lifeform.
5: (Taskmaster) Incredibly skilled hand to hand fighter
   (Absorbing Man) Thug empowered by greater villain
6: (Juggernaut) Juggernaut or one of the Exemplars.
   (Super-Skrull) Hostile humanoid alien race. (Skrulls, Kree, Badoon, etc)
 7: (Super-Adaptoid) Imposter of another hero.
   (Leader) Cult leader-like figure
8: (Annihilus) Negative Zone villain such as Annihilus or Blastaar.
   (Loki) Evil God.
9: Mutant Supremacist.
10: Doom.

Sunday, August 5, 2012

AetherCon Update for August 5th, 2012




Here are the latest updates for our event from the past three weeks:

We’d like to welcome Ethan Parker and Jon Gibbons to the AetherCon staff. Mr Parker, the organizer for KantCon, has signed on to take the position of GM Coordinator. Mr. Gibbons (AEG, PEG) has been named to the Art Directors post.


The following games have been added to our schedule:
William T. Thrasher - Call of Cthulhu Tournament - "The Wounded Sky"
Julian Constantino - Pathfinder - "Justice For All"

William has also been recently tapped by Paizo to do some writing on an upcoming project.

The following games and GMs have recently been confirmed:
Greg McClendon - Dark Heresy
Roger French Jr - Macho Women with Guns
Sherman Sheftall - Runequest 6th Ed


The following game publishers have been added to our supporters by either contributing prize support, guests for the Fest Hall, or taking a booth in our Vendors Hall:

4 Winds Fantasy Gaming
Chapter 13 Press
Crafty Games
d Infinity
Silver Gryphon Games
Thistle Games
White Haired Man

You can see the growing list of companies adding to our prize list by going ‘To The Victors’

We would also like to thank DriveThru RPG for stepping up and facilitating the prize bundles for our event.

At this time we can also confirm that Ennie nominated Chapter 13 Press, Skirmisher Publishing, and The Design Mechanism will be among those featured in our inaugural convention program.


Among the latest artist news Bradley K. McDevitt has been commissioned by Goodman Games for illustration on an upcoming release.

Our latest wallpaper Grendorey Hu Maggrath by Canadian Will O'Brien has just been released.

Coming Soon:
Izael 'Deeds' McBride by Patrick McAvoy
Billoby Windwarble by Fiona Meng
Kruultok Azgratugaar by Eric Lofgren

You can find all of our free downloadable wallpapers here.


The following RPG blogs have joined the Bell & Scroll:

Campaign Mastery
Dice Jockey
Geek Life
Mind of the Geek
The Iron Tavern

The following Conventions have joined the ConCentric Circle:

BashCon
Great Falls Gaming Rendezvous


Current games confirmed for AetherCon include:

All Flesh Must Be Eaten
A Thousand and One Nights
Atomic Highway
Call of Cthulhu
Castles & Crusades
Dark Heresy
Dresden Files
Eclipse Phase
Fantasy Craft
Labyrinth Lord
Legends of the Five Rings
Leverage
Macho Women with Guns
Mouse Guard
Mutants and Masterminds
Palladium RIFTs
Paranoia
Pathfinder
Pathfinder Society
Runequest 6th Ed
Savage Worlds
Shadowrun
Star Wars (D6 WEG)
Swords and Wizardry
Time Lord


Top five cities in North America for unique visitors to our main site to date: Chicago, Ill; San Francisco, Cal; New York, NY; Houston, Tex; Austin, Tex.

Top five cities in Europe for unique visitors to our main site to date: London, U.K.; Nuremberg, Ger; Helsinki, Fin; Moscow, Rus; Hamburg, Ger.

Top five cities in ports abroad for unique visitors to our main site to date: Wellington, N.Z.; Brisbane, Aus; Sydney, Aus; Melbourne, Aus; Florianopolis, Bra.


Finally, a question: Which of our latest games would you like to play the most? Check out our poll on Facebook and have your say.


Help us get the word out about AetherCon by liking and sharing on our Facebook event page, following and re-tweeting via our Twitter page and adding us to your circle on Google+.


We are currently looking for GMs to run the following games:

Pathfinder
Savage Worlds
Shadowrun
Call of Cthuhlu

As well as these cult favorites:

Barbarians of Lemuria
Cyberpunk2020
Gamma World (Pre-D20)
GURPS
Halcyon
Marvel Heroic Roleplaying
Spycraft
Star Frontiers
Traveler

All Flesh Must Be Eaten
Atomic Highway
Dresden Files
Eclipse Phase
Fantasy Craft
Legends of the Five Rings
Macho Women with Guns
Mutants and Masterminds
Palladium
Paranoia
Runequest 6th Ed

Dark Heresy
Serenity
Star Wars (D6 WEG)

If you have a cult favorite you’d like to see or run, let us know!

If you have a game yourself that you would like to run use our handy-dandy [url=http://www.aethercon.com/GM%20Pre-Reg/GM%20Pre-Registration.html]GM Pre-Registration tool[/url] on the site.

If you want to play in one just fill out our Player Pre-Registration Tool.


All of our Game Tables and Booths are now linked to Roll20 making it easier than ever for you to try out the engine of AetherCon.

You can also check the menu bar across the top of our website for Roll20. The corresponding submenu shows has a variety of useful links.


If you would like to inquire about other volunteering possibilities let us know by sending an e-mail here: stephen@aethercon.com

Stephen J. Holodinsky
Event Manager – AetherCon

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Saturday, March 3, 2012

The RPGNow GM's Day Sale


A little late to the party, as I meant to post this a couple of days ago, but RPGNow is running their Annual GM's Day Sale, with a crap ton of publishers discounting their items 25% (or more, in the case of Adamant Entertainment).

This is a fantastic opportunity to pick up a number of great titles on sale, like Savage Worlds Deluxe Edition, Marvel Heroic Roleplaying, Wu Xing, Savage Suzerain, Realms of Cthulhu and over 8,000 more titles. In the interest of full disclosure, using links off of this site to buy your products nets me store credit...which I then use to buy products that I turn around and review on this site for your reading enjoyment.

So take advantage of the sale!

Wednesday, March 6, 2013

The GM's Day Sale Is In Progress!

Sorry for not giving a heads up sooner, but I have been crazy busy with the day job, editing and injuring my wrist.

March 4th was GM's Day, and RPGNow is running a massive GM's Day sale through March 12th, so pop on over there and take advantage of some great deals! There is a TON of fantastic stuff on sale right now, including Top 6 picks like Savage Worlds Deluxe Explorer's Edition, Marvel Heroic Roleplaying, Wu Xing and more!

And obviously, I'd appreciate any purchases made using my RPGNow affiliate link, because that gives me store credit at RPGNow, which in turn helps me buy more books to review. Pop on over and take advantage of the sale!

Wednesday, August 22, 2012

Tommy's Take on Civil War: Fifty State Initiative

Not Pictured: Baron f'n Zemo


Margaret Weis Productions has continued their support for the Marvel Heroic RPG line with the supplemental Civil War Event Book called Civil War: Fifty State Initiative, based on the fallout of the Civil War and Reed Richards’ plan to place a hero team in every state.

WHAT YOU SHOULD KNOW: The print version, not available as of this writing, seems to be about $20, but the PDF is $12.99 at RPGNow. The book is 136 pages and divided up into four sections: The Initiative, The Thunderbolts, Heroes for Hire and Hero Datafiles. This isn’t a huge book by any stretch, and on the surface seems kinda limited, but it has some cool bits.

The Initiative chapter begins with a focus on Camp Hammond, the superhero training camp from Avengers: The Initiative, and includes an example training scenario, as well as a short post-Civil War attack by Hydra, with an example of statted out Hydra vessel, kinda like their Helicarrier, as scary as that sounds. Not surprisingly, the book gives you a few options for dealing with the fallout of the adventure, including being drafted into Henry Peter Gyrich’s Shadow Initiative.

The rest of the chapter is largely datafiles for teams like The Shadow Initiative, The Great Lakes Champions, The Liberteens and The Rangers. This gives the book the interesting distinction of providing the second Constrictor write-up before we’ve ever had an official Magneto write-up. Most of the characters are completely usable as PCs as long as you add your own Milestones. There are also a few notable omissions, like Beta Ray Bill from Omega Flight.

The next section – The Thunderbolts - makes me REALLY giddy, for a few reasons. First off, Thunderbolts-specific Unlockables, like unlocking captured characters as playable characters, Pro-Reg Heroes being able to call in T-Bolts members for assistance, or T-Bolts members earning looser security for themselves. Milestones include trying to escape the T-Bolts, trying to go straight or trying to destroy the T-Bolts from within. The next thing that made me giddy? Baron f’n Zemo, complete with a “Born Better” powerset. I love Zemo…a LOT. Two action scenes are also included, one featuring the T-Bolts taking down rogue, D-list heroes and the other featuring the T-Bolts trying to recruit villains. There’s a sidebar about using the T-Bolts to expand Civil War, with special mention of one of my favorite subplots, when Zemo tried to win Captain America’s trust (the basis for my Mythic SAGA game I played a while back).

The Heroes For Hire chapter gives a small treatment to playing mercenaries, complete with Unlockables and Milestones. One of the nastiest is an 10xp Unlockable that allows you to have retroactively hired one of the opponent’s in the scene…turning them into a double agent who is actually on your side. A pair of action scenes are also included.

In addition to all of the Watcher datafiles that have been included, about 37 full blown player datafiles are included as well. Some of them include Black Cat, Bullseye, Venom, Songbird, Moonstone, Radioactive Man, Howard the Duck, Justice, Penance, Paladin and Nextwave.

WHAT WORKS: Baron f’n Zemo. Mechanical support for a Thunderbolts game. More datafiles are always a good thing.

WHAT DOESN’T WORK: The art is pretty pixilated, especially the cover. I assume this is to keep the file size down. Some notable omissions among the datafiles, like Beta Ray Bill and Norman Osborn (who became the leader of the T-Bolts during the time of the Fifty State Initiative), or Initiative Members like Slapstick and Ultragirl. No Milestones or Unlockables for a “Heroes in Training/Camp Hammond” campaign.

CONCLUSION. I wanna run, or play, a Thunderbolts campaign, or anything as Zemo. Holy crap. The rest is good, too. But yeah, Zemo FTW. I have a feeling we’ll get a few Unlockables or Milestones in the X-Men book that’ll adapt to a “heroes in training” thing, but I could be wrong. I like it. Not as much as the Civil War book, and there are definitely areas where the book could have been beefed up, or perhaps done better with more focus (like some of the aforementioned Milestones and Unlockables), but still a great product, even if it’s not up to the standards of the first two releases.