Thursday, June 14, 2018

What has survived the purges?

I got curious about this. What has survived the purges over the years? What do I think I have that I actually don't?

So here's what's on the shelves in dead tree form. I have other stuff in PDF but I'm not mentioning it here.

  • ICONS:
    • ICONS Assembled
    • ICONS Origins
    • ICONS (first edition)
    • Villainomicon
    • Stark City
  • Supers! Revised
  • Mutants & Masterminds
    • Heroes Handbook
    • Emerald City
    • Power Profiles
    • All four of the DC Adventures books
    • A bunch of 2nd edition stuff: Iron Age, Silver Age, Books of Magic
  • Call of Cthulhu 5th edition
  • The Laundry
  • Sorcerer and the sword & sorcery supplement
  • Jaws of the Seven Serpents
  • Savage Worlds (Explorers Edition)
  • 13th Age
  • D&D Monster Manual (5th edition)
  • Champions (4th edition: big blue book)
  • CORPS (and Guns! Guns! Guns!)
  • Marvel Heroic Roleplaying
  • DC Heroes
  • Iron Gauntlets
  • 4C
  • Reign
I think that's it. In PDF, of course, more: BASH and Barbarians of Lemuria and Wild Talents and EABA and ... I thought I still had more DC Heroes stuff; I have a couple of GURPS sourcebooks (like GURPS Traveller) but no copy of GURPS itself.

Basically, if you ask me to comment on any other game, I might not be able to, and if I am, well, my information might be out of date or misremembered.

Wednesday, June 13, 2018

Five Slightly Different Short Superhero Campaigns

SYSTEM: ICONS

Bored with a four-colour campaign? Start with one of these ideas, guaranteed to be...well, actually, there's no guarantee.

None of these are unique, but they are seen less often.

  1. We know we're in the Matrix All the superheroics take place in a virtual reality: the Pod...which might as well be real. That's where people earn their money and their rep. The players have super-powers in the setting; not everyone does. But something happens, and players have to investigate both in the Pod and outside it (as sort of "secret identity" stuff).
  2. I'll catch that crook, right after a word from this sponsor Why do people do anything? For money. And corporations pay superfolk to be their representatives. Maybe there's an opening because Captain Cuddle was found with an underage leather-clad sub and a whip in his hand; maybe it's just competition between two insurance companies. Or maybe for some reason nobody wants Nerdgasm as their representative, so Nerdgasm has to struggle on its own with other misfits.
  3. We're trying to go wrong After five years of trying to be a group of heroes, the Wonder Four have decided that crime could pay. But if you've been beating up the bad guys for half a decade, you might have trouble convincing them that your change of heart is legit. And maybe it's not...
  4. Sharper than a serpent's tooth You're all mutants sharing the (low-rent) apartment. It doesn't help that some of you are good and some are bad, but at the end of the month, you have to have the rent money...and can you really arrest your cousin? How will you explain that to Dad and to Aunt Jennifer?
  5. Smalltown Trouble It's tough being a country kid with city powers, even in a tourist beach town. Thank goodness you have a couple of friends who want to be heroes...much more than you do. Between dealing with the Rudnoski brothers, gym class, and prom, there's also the fact that you think you recognize the guy who just moved into the McIlvray's rented cottage. That chin, that voice: he might be Dr. Deprivation, planning his next big crime.

Tuesday, June 12, 2018

Justice League: old foes (Starro, Despero, Amazo)

Icons

These are Justice League foes, converted from the pages of the DC Heroes Justice League sourcebook. As Justice League foes, you should recognize the following:
  • They have more powers than you can shake a stick at (example: Amazo).
  • They often have a weakness that seems totally absurd and exploitable...and it is.

With that in mind, ICONS does give us a couple of omnibus powers to work with, so the power lists aren't totally unworkable...just a little bulky.

Amazo


Amazo
PRWCRDSTRINTAWRWILDETSTA
659568*17
PowersSpecialties
  • Supreme (10) Power Mimicry
    • Extras: Mechanical, Specialties, Rangeless, Visual (Amazo can duplicate any power it knows of, but it has to have met the subject in combat)
  • Amazing (8) Damage Resistance
  • Supreme (10) Life Support
  • Power use (Mimicry) (+1)
Qualities
  • Programmed to destroy the Justice League
  • Tabula Rasa
  • Keeps coming back

For gaming purposes, you may want to assume that Amazo has already met some set of heroes and has those powers on tap, as it were; that's handled by Rangeless and Visual. Mechanical is evident in the fact that it duplicates the power ring (which is a Fantastic (9) Force Manipulation). For your convenience, I might come back and edit this with a list of Justice Leaguers' powers, because when you're playing you'll want that. Substitute your players' characters if you're dealing with some other group.

Some Leaguers' powers and not listing all of them but just some notable ones:
  • Superman: Supreme (10) Flight, Amazing (8) Damage Resistance, Fantastic (9) Strength, Fantastic (9) Blast (heat vision)
  • Flash: Supreme (10) Super-speed and pretty much any extra you can come up with for that
  • Green Lantern: The Power Ring is Fantastic (9) Force Manipulation, but ineffective against yellow
  • Batman: Give him 6 in all attributes, Expert or Mastery in all Specialties, and 6 Gadgets
  • Atom: Supreme (10) Shrinking
  • Red Tornado: Artificial, Strength probably 7, and Amazing (8) Air Control
  • Aquaman, Elongated Man, Zatanna, Martian Manhunter: I did recently

Despero


Which Despero to do? After this sourcebook, Despero becomes a bodiless spirit, hopping from host to host. In his early years, he's a straight-up mentalist with gadgets. Instead, I'm going to present the behemoth version of Despero, after the Flame but before he gets deus-ex-machina'd locked in the holodeck of his own mind.
Despero
PRWCRDSTRINTAWRWILDETSTA
557957*14
PowersSpecialties
  • Fantastic (9) Telepathy
  • Amazing (8) Mind Control
    • Extra: Illusions
    • Extra: Mental Blast
    • Damage Resistance
  • Great (6) Regeneration
  • Amazing (8) Gadgets
  • Military Expert (+2)
Qualities
  • His hatred of the JLA transcends death
  • Yet another alien conqueror
  • A creature of the mind

Later he becomes an entity that moves between bodies, but for now, even though he has this massively upgraded body, he relies on mental abilities first.


Starro the Conqueror








Starro the Conqueror
PRWCRDSTRINTAWRWILDETSTA
443557410
PowersSpecialties
  • Amazing (8) Mind Control
    • Limit: Only Fair (4) when at range, but full power when in contact with Starro or a subordinate starfish.
    • Extra: Telepathy
    • Extra: Burst
    • Extra: Energy Absorption Extra: Energy
  • Good (5) Flight
    • Extra: Growth Limit: Constant
  • Amazing (8) Blast
  • Weak (1) Regeneration
  • Fantastic (9) Life Support (all but cold)
 
Qualities
  • Alien conqueror
  • Vulnerable to cold and to garden lime
  • "Arms" are expendable

The DCH gave Starro the Split power at 15 APs, which would mean 15 extra Starros at most, but in at least one comic (possibly after this sourcebook's time) he controls a whole town. So instead, I regard the smaller mind-control starfish as a special effect: there can be an arbitrary number of them.

Sunday, June 10, 2018

Today's D&D

SYSTEM: D&D 5E

Because several people couldn't make it, I invented some NPCs for them to rescue and help them. It was spur-of-the-moment, so I don't actually have character sheets; I just have some notes about damage they did. I suspect they aren't legal.

Today we rescued:

  • Ulrich the sardonic human ranger (even though I haven't seen it in the rules, I'm tempted to make his preferred terrain "city")
  • Theophilus the half-elf bard whose preferred instrument is the harmonica
  • Sally the half-orc thief who is not having any of your standard race tropes define them (uh...I think str 15 dex 15 con 15 int 10 wis 12 cha 8)

Oh, yeah, the bad guys....

SYSTEM: ICONS

I just realized that I am as guilty as everyone else in producing/converting heroes rather than villains. Your players probably have heroes, either converted to their satisfaction or home-grown; what they need is opposition.

So I'll look through the two or three DC Heroes sourcebooks I have left (I'd have to look; I know that Justice League and Magic are there, and I might still have Teen Titans; the others, alas, went in purges years ago. (Nope, just checked: I thought maybe I'd kept the Teen Titans sourcebook and the Atlas of the DC Universe, but they went. Leaves me with two sourcebooks and the Swamp thing module might be in a box somewhere. Probably not.)

Man, what a weird collection of RPGs I have left: the ones that impressed me and the ones that are hard to find again. So I have DCH, the Laundry@ Iron Gauntlets and JotSS and the fifth edition Monster Manual and some third edition Mutants & Masterminds stuff. I digress.

Anyway, look forward to conversions of the DCH versions of Amazo, Despero, Starro the Conqueror, the Royal Flush gang, Eclipso, and maybe one or two others.

Then maybe I'll flip through DC Adventures and see if there are some other villains I can convert.

Because your heroes need someone to fight.

Friday, June 8, 2018

Justice League...Detroit (3)

Icons

Zatanna Anazapta ("Anna Zapier")


In the comics of the time, she used sleight of hand as often as magic; I'd allow the Performance ("stage magician") to add to her Coordination for any sleight tricks. She usually has the page of preparation, but keeps a point of determination handy in case she has to whip something up instantly. (From a design point of view, the Limit goes to an extra point of Determination.)

By the way, "anazapta" is one of those magic words, like "abracadabra," that was inscribed on talismans and worn to protect people from things.
Anazapta
PRWCRDSTRINTAWRWILDETSTA
443557410
PowersSpecialties
  • Incredible (7) Magic
    • Limit: Performance (must speak backwards
    • Extra: Burst
  • Occult Expert (+2)
  • Performance Expert (stage magician, +2)
Qualities
  • Hiding in plain sight
  • Loves her father
  • Doing right

Martian Manhunter Space Sleuth


Okay, here's the one I dreaded. Martian Manhunter has shown so many powers over the years, but I'm going to present only a few (Flight, Phasing, super-strength, shape-changing, telepathy) and assume that invisibility, density increase, stretching, Martian vision, mental blast, and on, and on) were all stunts.
Space Sleuth (D'onn D'ohh)
PRWCRDSTRINTAWRWILDETSTA
559945716
PowersSpecialties
  • Body Control: Amazing (8) Transformation (animals)
    • Extra: Phasing
    • Extra: Flight
  • Mental Powers: Amazing (8) Telepathy
  • Leadership (+1)
Qualities
  • An exiled alien
  • Fire! My only weakness!
  • No, really, there are more powers

As I recall, this is before Oreos and before the "true" alien shape.

Steel Alloy


Alloy (Henry Hemphill)
PRWCRDSTRINTAWRWILDETSTA
558354112
PowersSpecialties
  • Fair (4) Damage Resistance
  • Weak (1) Density (stats figured in)
    • Limit: Constant
  • Fair (4) Super-senses (Thermal imaging, +2 Extended Hearing, +1 Enhanced Hearing)
  • Martial Arts (+1)
Qualities
  • Resents his rich grandfather
  • Connected with the military and the hero community
  • Trouble with authorities and control

Justice League...Detroit (2)

SYSTEM: ICONS

Now for Vibe and Vixen.

Again, the characters based on the DC Heroes sourcebook, and not what they might have become in the mean time.

Vibe Boom Box




Boom Box
PRWCRDSTRINTAWRWILStaminaDetermination
44344474
Specialties
  • Leadership (+1)
  • Martial Arts Expert (+2)
  • Performance (dance) (+1)
  • Stealth (+1)
  • Technology (+1) (
Powers
  • Good (5) Sound Control (default: Blast)
    • Extra: Burst
Qualities
  • Former gang leader
  • Needs adventure
  • Knows the area at street level

Man, he was a stereotype. The new version of Vibe is much better (I think).

Vixen Wild Virago


You know, the temptation to use the word "bitch" as her name was strong...so strong that even though I didn't, I can't avoid mentioning it here.


Wild Virago
PRWCRDSTRINTAWRWILStaminaDetermination
55444593
Specialties
  • Performance (modelling) (+1)
Powers
  • The Totem: Great (6) Animal Mimicry
    • Extra: Any animal (no range)
  • Great (6) Danger Sense
Qualities
  • Attractive
  • Secret ID
  • Afraid that using the totem will release her feral side

Thursday, June 7, 2018

Justice League ... Detroit (1)

SYSTEM: ICONS

I was reading comics when Justice League Detroit happened. In retrospect, some cool stuff (I think trying to get to a more street-level vibe was admirable, even though I think it was misplaced; I liked Gypsy a lot to look at, and I had moved to the grudging respect level on Aquaman and Martian Manhunter) and some not cool stuff (Gypsy's name is racist, and her use of it is a kind of appropriation; Vibe was largely a stereotype and I wasn't actually sorry to see him die).

Still, someone mentioned them over on the Facebook ICONS group recently, and I started thinking about them and then I pulled out my hold DC Heroes Justice League sourcebook. So here are some of them, renamed, and presented as their powersets were in that sourcebook, rather than what they've become.

Aquaman Trident



Trident
PRWCRDSTRINTAWRWILStaminaDetermination
557466133
Specialties
  • Leadership Expert (+2)
  • Underwater Combat Master (+3) (
Powers
  • Amazing (8) Aquatic (Coordination and Awareness 8 underwater)
  • Incredible (7) Mind Control
    • Limit: Only marine life
  • Sees in depths of ocean and can quiz animals (Super-senses 1: see in dark and situational awareness)
Qualities
  • Needs to breathe water every hour
  • Half-breed: Atlantean & human
  • Exiled King of Atlantis

I don't recall that in those days we ever saw him use his telepathy except as an extension of "talking to fish..and Atlanteans". Since it was largely used as a convenience thing, I'd probably allow it in play whenever he's underwater but not use it for things like reading minds. It's a communications device, essentially. In the same sense, I'd rule that Aquatic handles things like the crushing depths of the ocean while not giving him something like Life Support (pressure, cold); let him pay a Determination point or advantage to stunt that if he needs to.

Elongated Man Stretch Mark


Or, if you want to go gender-swapped, Stretch Marg.


Stretch Mark
PRWCRDSTRINTAWRWILStaminaDetermination
55454483
Specialties
  • Investigation Expert (+2)
  • Performance (+1)
  • Technology (+1)
Powers
  • Great (6) Stretching
    • Extra: Transformation: Humanoids
Qualities
  • Needs Gingold every week to keep Stretching
  • Natural detective
  • In it for the adventure

This is the old light-hearted character, created because an editor wanted Plastic Man or someone like him, but didn't realize that DC had the rights to Plastic Man. Though he did use transformation occasionally (impersonating one of Queen Zazzala's putty men, apparently, in Justice League of America 105), we more often saw him as a detective.

Gypsy Homeless


Now, I gather there are phasing powers...or something? But then, there was only illusion and invisibility.




Homeless
PRWCRDSTRINTAWRWILStaminaDetermination
43434595
Specialties
  • Martial Arts (+1)
  • Stealth Expert (+2)
Powers
  • Great (6) camouflage powers (Invisiblity)
    • Extra: Illusions (Limit: Concentration)
Qualities
  • Young (15) runaway, estranged from parents
  • 'Satiable curiosity
  • In it for the adventure

Wednesday, June 6, 2018

RPGs are better than comic books at...what?

There are a number of pieces that talk about what works in comics but not at the table. The first time I saw one was in Aaron Allston's Strike Force where he listed the things that didn't work at the table (implicitly for him):

  • Separating heroes for long stretches
  • Capturing heroes
  • Skipping over long stretches of imprisonment
  • Having NPCs rescue PCs

Essentially these are two different problems:

  1. Leaving most players without something to do (you know, if Kid Cosmic isn't in the room with Imitation Gaymer and Fuzz Lightyear, how does he participate in the conversation? If all three are separated, each can only participate in one-third of the scenes.)
  2. Removing player agency (You want to get from Monday to Thursday, but the players want to try something on each day)

There's a third problem which might be considered a subset of that second one: Writer convenience is not player convenience. Things can happen just because (or for good reasons that we don't get into) but might not work because player characters will poke and prod.

One thing that works in a story but not necessarily at the table (my bete noir), is complicated plotting. (You'll get to hear me be overcomplicated if we ever finish this actual play for BAMF.) It falls out from the fact that if the players don't see it, it didn't necessarily happen, and I generate an awful lot of "Well, A means B, and C will be upset, so C tries this and the players find out when D approaches them..." kind of storylines.

It might be that the problem there is that I don't have a fine enough hand at exposing villain motivation.

All of which is prelude, because what I really want to think about and ask is, "What works at the table that doesn't necessarily work in a comic?"

A couple of things come to mind.

  • Because you never re-experience the game session (okay, not true if an actual play is recorded, but generally), you can be looser about tight story logic. You don't necessarily need A leads to B leads to C leads to D; if it plays out in the order ACBFD, where F is something you had to invent on the fly, hey, that's okay, if you all had fun.
  • Roleplaying is much more improvisational, so you can go off in a totally different direction.
  • Character empathy is a lot higher because the players are being the characters. This means that you can (on purpose) have the characters doing less admirable things without losing your audience of less-than-ten.
  • You can use props. I don't do this, but you can: you can enrich the experience with all sorts of things that wouldn't be possible in a book. Call of Cthulhu is great at presenting handouts and props, but thinking of them is a skill that I don't have. Anybody who uses a handout or a newspaper that presents in-world material does this.

I'm going to ignore the whole breaking-the-fourth-wall thing because I think the real point is less can you break the fourth wall (you can in both forms) and more doing it well.

Any other ideas for things that work easily in roleplaying but not so easily in comics?

Monday, June 4, 2018

Automatic fights in ICONS

SYSTEM: ICONS

This is going to be boring programming talk, related to ICONS. Feel free to read and say, "Wow, that feature's absence is a deal-breaker for me" or "Really? Why do you think it's important, because I'd never use it."


For a couple of years I have been working desultorily on a project to produce a simple ICONS fight emulator in PDF on my phone.


All sorts of things that I figured the computer could handle have been moved to the person as I discovered that my programming isn't up to the task. :)


Digression


I know, you're saying, "In PDF?"

Also, "on your phone?"

I am sufficiently aware of the idiocies involved. Still, here's why:


  1. "On my phone" is the key part. This is something I want to do when I'm riding in the back of a car or on a train. The iPhone (and I have an iPhone) being what it is, just writing a website and making it available probably isn't going to cut it. I have to connect, I have to get the current version of the emulator, and probably use data as I do it. Because the iPhone doesn't allow a straight programming interpreter, I have to get creative. Hence the PDF, which includes a JavaScript interpreter.
  2. Doesn't hurt me to actually use JavaScript. I'm still weak on exception handling, but at least this project has brought me up to speed on a number of idioms and referring to objects and functions by reference. I still won't pass a "How well do you understand JavaScript scopes" test, but it does actually help me at work.
  3. The JavaScript interpreter in PDF is old (about ECMAScript 3) so I don't get to use fancy things like keys. Still, it's there and I have a cheap PDF editor that lets me create JavaScript, though not without its own limitations. (I no longer have access to Acrobat Pro, though debugging there is much much easier...without the console, it's a pain.)


My first thought was to write it in Java, but the iPhone isn't going to support Java in my phone's lifetime. I've been meaning to learn Java, but this isn't the excuse. Doing it in JavaScript gives me the phone thing...as my kids (hah! the youngest is 18) slowly take over my home hardware, this is important.


Could I make this work as a web page? Probably. It would do me good to learn the web page DOM. But I didn't.


Second Digression: PDF?


Doing it in PDF imposes certain constraints as well.


First, there is a size constraint, though I think that's imposed by the tool.


Second, the PDF security restrictions impose on me as well.

  • I don't have a generic way to save or export stuff from the PDF form, which places another limitation on it. In answer to that, I created a way to turn the characters to and from text, so you can at least export and import characters between versions of the PDF form without re-creating the whole thing.
  • Also security restrictions: no pictures loaded dynamically. You can't pick what your characters look like, except in the very limited case where I insert some number of images and you choose them.
  • The tool that I'm using limits the size of the actual code, so when I hit the limit, I say, "Okay." Sometimes that means using shorter and largely incomprehensible variable names; sometimes that means abandoning an idea.
  • As an example of an abandoned idea, I wanted to have some kind of graphic way to represent levels, maybe a level bar, maybe a dot of a particular size or a circle partially filled in, maybe a size of triangle. Drawing it on the fly, while generically possible in PDF, does not seem possible here. Oh, I could make each level a field and diddle with the length and colour, but there are other things to do instead. Make it work first, make it pretty second.


The UI part of it is useful, too. Learning how to put things in a small amount of real estate and trading off between cluttered in space and cluttered in motions has been eye-opening.


So what is there?


Well, I've got:

  • Random character creator
  • Space for two characters: a protagonist and an antagonist
  • There's an object constructor for a character; when you generate a person, it creates the object and fills it in. You can edit the fields and then update the object and save it.
  • Tests based on the attributes of the characters. Though you have to roll for each character separately, when using Prowess or Coordination, it does pre-set the attribute, so Prowess versus Prowess is relatively easy; you just have to change characters and possibly mods and press "go"
  • If you need to roll on a power, you can specify "no attribute" and set a higher modifier (power level and possible modifier), so the modifiers list goes from -5 to +16 (Supreme Master plus and additional +3).

Currently it gets used as such:

  1. Generate a character:
    1. Hit "Make"
    2. Edit the fields.
    3. Mark the character as done; it gets saved as-is.
  2. Switch acting characters.
  3. Repeat first three steps for opponent.
  4. Roll a test:
    1. Pick a character to start
    2. Set attribute to test.
    3. Set modifiers.
    4. Roll "Test!"
  5. Change characters.
    1. Attribute is probably set.
    2. Set character modifiers.
    3. Roll "Test!"
  6. Compare the numbers (a big '<', '>', or '=' appears to help)

  7. If necessary, change appropriate stamina. You have to mentally apply armor and such-like yourself.

So you can see that at this point, there's a lot of set-up involved to roll even a simple combat exchange.

Wish list (a generic to do)

What I want...

  • Combat exchanges should be easier. It should remember the last setting for that character, though that might necessitate differentiating the "attack" and "defense" rolls, because they can have different settings.
  • An easy way to adjust stamina and determination; though some present themselves, I dislike them because I'm hampered by screen size. The PDF listbox is kind of ugly and the phone implementation on PDF Expert is a little wonky; I might use comboboxes with 0-20 and 0-10 lists pre-populated.
  • To handle both minions and non-minions. Right now it does just non-minions, but you should be able to say that there are, oh, six minions and use, I dunno, checkmarks instead of Stamina.
  • An automatic way to adjust for the powers that have second rolls or continuing rolls, such as Affliction or Slam or Stun rolls. I thought about it, but it's part of making powers very complex: does a power require a second roll, does the power aid or replace an existing attribute? Does the power have extras? Are there limits that apply to the actual environment we're testing? Right now, all that kind of stuff happens in the user's mind because I can't find an easy way to represent it.
  • I'd love to be able to export and import characters as files but that's impossible beyond my own heavily-modified and probably insecure system.
  • A way to import pictures for characters; for security reasons, I don't believe I'll ever have that.
  • Automatic combat task resolution (if you pick Prowess or Coordination, it remembers the previous levels set for the opponent and rolls the test automatically; if you wanted to change values, you still can and re-roll for the opponent).
  • It should remember the characters you created (or at least the last five or so) so that you can go back to characters in a sequence. Then you could use it for things like solo roleplaying.

I have considered making the modifiers list being a set of maneuvers, and you can select multiple events (that is, the maneuver is -2 because it's a grab, +1 because you have Matrial Arts, and another +1 because you're doing it underwater and you have Underwater Combat) except:

  • I think multiple selections only works with listboxes, and see previous comment on PDF listboxes
  • I'd have to build the list of modifiers on the fly, depending on the character, to account for specialties

Off-hand, I suspect I could fix all the security problems by setting up a security certificate that was available on the web...but at this stage, that's far too much hassle. I'm not even testing this, let alone selling it.

The random character generator itself might be worthwhile, attached to a character sheet. It does only the Assembled edition (not Great Power), though of course you can type in things from Great Power. I want it to be a little prettier graphically and perfect the import/export stuff so that people can at least upgrade the character sheet. Also, if I were selling it, I'd probably want to obfuscate the code somehow.