Showing posts with label Mutants and Masterminds. Show all posts
Showing posts with label Mutants and Masterminds. Show all posts

Sunday, August 24, 2014

#RPGaDay Day 24: Most Complicated RPG I Own


This is going to seem strange to some folks, so allow me to explain: I have never successfully completed character creation with Mutants & Masterminds. I have rolled up D&D3.5 characters and even ran the game for a short while, but I have about half a dozen half finished M&M characters around here. Why? I usually lose track of points by the end. If I can't get through character creation in a game I (once) really wanted to play, that kinda speaks volumes to me. And yeah, I know, there are spreadsheets and character creation programs out there, but I have another rule: If I have to use a character creator to make characters for a game, then it's just not worth it for me.

I own a slew of Mutants & Masterminds books, I'll just never use them as intended.

Sunday, September 1, 2013

A Call to the Community - Chris Pramas & Cadaver Bone


I don't normally do two blog posts in one day, but both needed posting and I didn't want one to piggy back off the other, so here goes:

Chris Pramas of Green Ronin, who I've never had dealings with personally, but who seems to be a swell guy by all accounts, and who designed the Dragon Age pen and paper RPG which I love to ABSOLUTE PIECES, is having to undergo bone fusion surgery in his neck pretty soon, and while his insurance is going to cover MOST of it, "most" means he still owes $10,000 after the surgery. Now, he's not asking for a handout...but he did ask for a little help from his friends.

I like it when friends come together and help each other out. It's just one of those things that makes me smile. So what Chris' friends have done (and by "friends" I mean an all-star line-up of guys like John "Leverage" Rogers, Ed "Forgotten Realms" Greenwood, Steve "ICONS" Kenson, Robin "Feng Shui" Laws, John "Unknown Armies" Tynes, Matt "Brave New World" Forbeck and David "Dragon Age" Gaider to name a few) is they have agreed to write a dark fantasy anthology called Cadaver Bone (because Chris is going to have a cadaver's bone fused into his neck, see) in order to raise the $10,000 to cover the remainder of Chris' medical bills.

Like I said, puts a smile on my face. As of this writing, they are almost at $7,500 with 30 days left to go.

Let's not make Chris sweat, huh? Let's help his friends help him. Heck, if you're a Mutants & Masterminds player (I'm not) you can kick in $5 and get a PDF of a villain named Cadaver Bone if that's more your speed.

I've put my money where my mouth is, because on this day I am able to, because I respect Chris' work and because I do dearly love seeing people pull together for their friends.

I wish you the absolute best of luck with your surgery and recovery, Mr. Pramas.

Sunday, April 8, 2012

A Quintet of Kickstarters

Time to bring more Kickstarters to your attention. This time, we have five of them, either projects that I am personally interested in, or projects from people that I am terribly fond of.

In alphabetical order..


I like the guys personally...and I love supers gaming...I'm just really not a fan of either Pathfinder or Mutants & Masterminds, so I don't tend to get too excited about too many products by 4 Winds Fantasy Gaming. That said, I would probably be all over something BASH or Savage Worlds related...but I digress (it's my blog, I'm allowed tangents).

Deus Ex Historica is told from the point of view of a time traveling archaeologist, providing heroes and villains stretching from the Golden Age to the Modern Age. It isn't intended to be a setting in and of itself, rather providing heroes and villains that can be used in your Mutants & Masterminds 3rd Edition setting, whatever it may be. $10 for a PDF or $25 for a PDF/Print bundle are more than fair, especially at approximately 300 pages. Looking at around three weeks to go with about $1500 left to fund it.


HELLAS is a Greek/space epic by Jerry D. Grayson of Godsend Agenda, who is trying to fund a second printing. I've never played HELLAS, but folks whose tastes are similar to mine are sure fans of it. The basic rewards are $15 for the PDF and $50 for the hardcover. At $70, you can score PDFs of the two main supplements to go along with the new printing. With just under two weeks to go, they're still looking at north of $5000 to hit the goal.


Low Life was one of the early Savage Settings and it gets scoffed at quite a bit because of it's low brow humor, but Shane Hensley has always spoken fondly of it being in the Savage Stable. I'm actually planning to review the original Low Life book next, but this Kickstarter is for the first in a new line of supplements designed to expand the Motha Oith setting. The plan, it seems, is that the books will be rules free until the appendix, which will cover Savage Worlds, with other rules systems like Pathfinder covered in free downloads later. The PDF clocks in at the $35 level, with the hardcopy at the $50 level. The $2000 level gets you ever Low Life product that will ever be released, as well as free entry into anything Off the Cob Productions runs. With three weeks to go, this one is at approximately $1500 remaining. Stay tuned for the Low Life review.


This AD&D2e retroclone is the only one on the list that has actually been funded already, and is almost at the first stretch goal (upping the paper quality). AD&D2e was my favorite version of D&D - at all, ever - so a good retroclone is certainly appealing to me. Starter versions of the Player's Guide and DMG are already available as a teaser for the real deal. At $75, you get four copies of the Player's Guide, whether you're just a group pitching in together, or a retailer. The art at the top of the page is the cover image.


Geared specifically at getting girl gamers to play, Witch Girls has been out for a while and done pretty well for itself. This second edition would blow up the setting, taking it from girl Witches (with Wizard options available for boys) to also encompassing Fae, Immortals, Mortals, Shapeshifters and Vampires. The Kickstarter is promising that the one book will be more than enough for most anything you want to do with the game. Key pledges are $20 for the PDF, $50 for the (autographed) physical book or $60 for the bundle. With a month left to go, they are just over $300 away. Download the freebie Star Creation guide for the first edition to see if you like it.








Thursday, February 16, 2012

Tommy's Take on Rogue Mage Player's Handbook



One of the perks of this gig is that, occasionally, I get my hands on something even before it's made it out to the general public. This, not surprisingly, is one of those times. The Rogue Mage Player's Handbook is an interesting beast, based off of Faith Hunter's series of apocalyptic supernatural novels set on a future earth, and it is based on the Mutants & Masterminds 2nd edition iteration of the d20 rules.

WHAT YOU SHOULD KNOW: Right now, the game is up on Kickstarter, with just over two weeks
left to go and just over $500 until it is funded. You can head here for the full details, but the highlights of the benchmarks are $10 for the Player's Handbook PDF, $20 for PDFs of the Player's Handbook and GM's Guide and $55 for both books in PDF and softcover. I'm working off of a raw PDF, with layout mostly in place (no art).

The rules, as mentioned, are Mutants & Masterminds, with Luck Points in place of Hero Points. I'm not going to swear that they function identically to the M&M rules, as I've gotten quite rusty with them, but all of the basics are there, with Toughness Saves handling damage.

The setting, as noted, is post-apocalyptic: In 2011, the Death Seraph - led by Azrael - came to Earth and began unleashing plagues, wiping out humanity. Then the first Neomages came along, and now we're 105 years later, the Apocalypse in full swing, still awaiting Judgment Day to occur. We get a solid, but brisk, overview of the world in the Apocalypse, like how Canada is under a sheet of ice, the United Kingdom has returned to a powerful monarchy and a being known as Enear has taken control of Afghanistan. Technologu and travel have been knocked back quite a ways, although there is a (slow) mail service, as well as working trains.

In addition to humans, the world has now seen Neomages, The Second Unforeseen (when humans and mages mate), Kylen (the mating of humans and seraphs), Stanhopes (a seraph touched bloodline) and Daywalkers (matings of dark powers and light powers). The Neomages are segregated from humans, living in Enclaves, while Seraphs and their ilk live in Realms of Light and the forces of darkness live in Hellholes.

Character creation is point buy, with the M&M/d20 Ability Scores and modifiers, and a 120 point bank. Races are Templates, with humans not only costing nothing to play as, but gaining and additional 14 character points to spend. Each race is detailed, both mechanically and story-wise, including sections on their relations with other races (Daywalkers get hunted, even as good guys, for instance).

Skills only scale up to 12 ranks, but have jettisoned Attack Bonuses and the like in favor of Combat and Defense skills (like Ranged Weapon and Unarmed Combat or Dodge and Parry). While the skill list is pretty big, limiting ranks to 12 does help simplify it a bit.

Rather than Powers, many races can use Magic. Magic is powered by channeling Creation Energy, and the more mystical the race, the more Creation Energy they can channel. Neomages, for instance, can go a step further and hold that energy in for a while before unleashing it. Magic can be addicting, and can be channeled from multiple sources. For instance, you can channel from within, from Enclaves or Hellholes, and even from The High and The Red Dragon (God and The Devil without explicitly calling them the Judeo-Christian God and The Devil). You can also lose control of the power you are channeling, with results ranging from the power fizzling out to exploding, consuming you. There are a LOT of depth in the magic chapter, and this shouldn't be a surprise given the name of the game. I mean, toss "Mage" in the title and you need a meaty magic system. This is that in spades.

Spells are called Conjures and there are well over a hundred conjures, divided up into a general category and elemental categories (of which there are nine), although I did notice some crossover in categories, so I gave up on an accurate count. A table breaks the list down by category before detailing the conjures themselves in alphabetical order. General Conjures include Magic Lock, Invisibility and Quench Fire. Air Conjures include Choke, Weather Control and Thunder Clap. Earth gives you things like Poison, Cure and Cause Disease. Fire encompasses conjures like Rage, Steam and Heat Exhaustion. Metal touches on things like Magnetize, Sharpen and Shatter. Moon gives you Charm, Madness and Sleep. River covers things like Purify Water, Mist and Freeze. Sea gives you conjures such as Ocean's Fury, Control Current and Torrent. Stone includes Strength of Stone, Entrap and Seismic Shock. Finally, Sun covers conjures like Blinding Flash, Haze and Sunray.

Talents are broken up into three types of talents: Standard, Special and Supernatural, costing 1, 2 and 4 points respectively and broken up into categories like Combat, Faith, Fortune, General, Power, Racial, Skill and Supernatural. These are a lot like Feats, and d20 players will see a lot of familiar Talents here. Combat Talents include things like Chokehold, Improved Disarm and Elusive Target. Faith Talents include some goodies like Grace (opponents who fail a save cannot harm you), Conjure Blasphemy (letting you twist conjures in a dark way) and Battle Scripture (using scripture to stun bad guys). Fortune Talents include Leadership, Ultimate Effort and Inspire. General Talents are talents like Ambidexterity, Bully (allowing you to use Strength instead of Charisma for intimidation) and Partner (granting you a second character for back-up). Power Talents are things like Low-Light Vision, Savage Blade Focus (letting you spend Creation Energy to boost blade damage) and Vessels of Light or Darkness, which boost your Creation Energy depending on your ascent or descent into light or darkness. Racial Talents include Darkvision, Mage Speed (spending Creation Energy to move faster) and vampirism. Skill talents cover things like Attractive, Jack-Of-All-Trades and Taunt. Supernatural Talents include Caustic Blood (yes, you can spit your blood and inflict damage), False Aura (shielding you from magical detection) and Regeneration. Unfortunately, a lot of the Supernatural Talents are NPC-only.

I mentioned that ascension or descension a bit ago, and that comes into play with Virtue and Taint, a kind of morality system that can affect multiple things in play. One thing I particularly like is that you gain Virtue by succeeding in saving throws, while you gain Taint by failing Saving Throws. Very effective way of using the mechanics to convey the point. High Virtue can allow you to fend off evil effects and high Taint can ultimately force you into NPC status.

This is also backed by the Allegiance System, with three choices (Light, Dark and Neutral), although reaching the extremes of Virtue or Taint can force an Allegiance change.

Wealth is abstracted into a Wealth score, and Luck Points function a lot like Hero Points from Mutants & Masterminds, allowing you to do things like remove debilitating effects, pick up a talent in a pinch for one use, defend against hostile magic, re-roll dice and more.

The chapter on finishing out your character provides more background information on the different races and where they come from in the world, as well as optional scaling rules for playing characters of different ages (if someone really wants to play a 12 year old and your group doesn't want them having the same number of points to spend as their grown-ups).

The equipment chapter covers everything from tanks to swords to binoculars, but it also covers magical items, including character point costs and purchase target numbers for making Wealth rolls. There is also Mage Metal, which is a magical metal that can be used for a number of weapons, giving mortal types some kind of even footing against Seraphs and demons.

I'm not going to cover combat much. It's d20 combat and it doesn't look like there's a lot of surprises. If you're reading this, you PROBABLY know whether or not you like d20 combat or not, but the gist of it is you roll d20s for everything, with Toughness Saves rather than hit points.

Fiction is interspersed throughout the book, with a full short story in the back called Trading Debts. Since this is the Player's Guide and there is no in-depth discussion of the setting (though there is a lot of information, in various parts), it does a nice job setting the stage, as well as probably giving you some idea as to whether or not Rogue Mage novels would interest you.

WHAT WORKS: Here's the thing - I am not a big d20 fan. However, there have been some games that tweak it really, really well. I thought Know Your Role/Wild World Wrestling did and I thought Star Wars Saga Edition did. Rogue Mage does a very fine job of focusing the Mutants & Masterminds version on a specific power level, capping the skills to keep them from exploding into wild ranges and so on. The magic system has a lot of bells and whistles, but I mean that in a good way, given the setting. I like abstracted Wealth as I hate bean counting, so that's a plus, and the Virtue and Taint system is handled very well.

WHAT DOESN'T WORK: My biggest gripes are organization and capitalization. Now, it may be a stylistic thing, but it sure would help me if the racial names were capitalized in the text. Also, I would have preferred the Talents section coming before the Magic section...seems like an odd organizational choice to me. Personally, I would probably have also combined the Secondary Touches chapter with Chapter One, but most of that is just nit-picky.

CONCLUSION: If anything, I just wanted More...which makes sense, as I am primarily a GM and this is the Player's Handbook. It also speaks well of the information in the book that I am genuinely interested as to what's in the GM's book. I can't say I wouldn't be more excited if this used a different system than a modified version of the Mutants & Masterminds iteration of d20, but they have done a really good job of modifying the system to fit what they are trying to emulate rather than just bolting it onto the existing framework. That's something I can certainly appreciate and I would be willing to give this version of d20 a shot as written. In my opinion, Rogue Mage is shaping up to be a very fine project with a lot of time and care going into it (and with the first credited playtest noted in the book as being in 2008, I should hope there has been). There's lots to like here, and Mutants & Masterminds has a track record of being particularly smooth among the d20 family, so the base is strong and tested even before the Rogue Mage team got to it.

Wednesday, August 3, 2011

Tommy's Take on Day of Deeds, The Big House and ICONS Hero Pack 1




DAY OF DEEDS

WHAT YOU NEED TO KNOW: Day of Deeds is an adventure module for Mutants & Masterminds 2nd Edition, released by Action Games. It is a very interesting concept, a whole lot of Bad Stuff happens all at once, and the PCs have to try to get to the bottom of it before the city falls completely into chaos. The set-up is right up my alley: For each of the 24 locations, you can randomly roll a victim, an antagonist and a Wildcard situation. The chaos isn't completely random, there is a connection to it all.

WHAT WORKS: Though stats for the antagonists are provided, anyone familiar with their favorite supers system can use Day of Deeds with something other than Mutants & Masterminds. Myself, I would probably feel comfortable enough using it with Marvel SAGA, Marvel FASERIP, BASH Ultimate Edition, Savage Worlds Supers or ICONS. Also, anyone that pays attention too my reviews knows that I love random roll charts.

WHAT DOESN'T WORK: The bookend segments are written pretty weakly. Basically, it's an excuse to get to random chaotic action. Really, even at the PDF price of $7.50, it's a tad overpriced for what amounts to a big random encounter generator.

CONCLUSION: I love the concept. However, neither the writing nor the production values fully justify the price tag. I can't comment on the stat blocks in the back as I'm not a Mutants & Masterminds guy, but I can say that if the concept appeals to you, most of the encounters are certainly easy enough to state up in your favorite supers system.

THE BIG HOUSE

WHAT YOU NEED TO KNOW: The Big House is a generic supplement by Scaldcrow Games that you can use as a superpowered prison for any supers RPG. It is 48 pages and stat-free, although it does have a system of icons to help you gauge how a given NPC should compare to your PCs experience-wise, as well as the level of threat they should pose. Similarly, important skills for each NPC are given on a 1-10 scale that you can use to judge where it would fall in your system of choice. A full map of the prison is included, with staff, security measures and so on, plus a handful of adventure seeds and a big worksheet of the cellblocks so you can track who is locked up where.

WHAT WORKS: I love the system for generically statting up NPCs and such, with a clearly defined scale that you can use to compare to your system of choice. If you're not a map-guy, and I'm not, ready made maps are even better.

WHAT DOESN'T WORK: There are a lot of "see page. XXX" placeholders in the version I reviewed, and if you're fairly new to your system of choice, this is going to of limited usefulness to you, as the appropriate scaling may not be readily apparent.

CONCLUSION: Perfect for a GM that knows their system well but doesn't want to put the time in to detail every last aspect of a prison for their setting. I can't call it a must-buy because a) most existing settings already include a super prison and b) it certainly isn't the most helpful for beginning GMs, but it is still a very well-done product.

ICONS HERO PACK 1

WHAT YOU NEED TO KNOW: 120 heroes and villains in one PDF, retailing for $9.95. Every character has game stats and art by Dan Houser. This was part of a promotion where people purchased slots for their characters, Mr. Houser drew them in the style associated with the ICONS rulebook and game stats were published for them. In addition, several of the ICONS characters from the corebook are also provided, such as The Whisper, The Hangman, All-Star and All American Girl. A whole slew of standees are also present, which should cover every character in the book as well as some blanks.

WHAT WORKS: If you're a fan of cardboard style standees in your game, having a bunch of new ones to play around with is always fun. Some of Mr. Houser's character designs are really great, providing some very interesting character images.

WHAT DOESN'T WORK: Backgrounds are not present for any of the characters. Vital statistics such as height and weight are likely inaccurate as well, as a particular height and weight shows up a LOT (5'6" and 140 lbs) even when it seemingly makes no sense at all in context of the picture . Many of the Aspects are not defined (with only Epithet, Catchphrase, Social, etc.) listed, making the lack of background for several of the characters even worse.

CONCLUSION: While not a bad idea, the execution is flawed. You don't really get 120 ready to use Heroes and Villains, instead getting a few mostly ready to use Heroes and Villains and a bunch of guys you still have to use a little creative work on to make table-ready. While the standees, character images and what you can glean from the concepts aren't bad at all, be warned that this is not an "out of the box" product.