Friday, July 30, 2021
Thinking Out Loud: DC's Music Problem
Tuesday, July 27, 2021
Superhero Media: 52
Friday, July 23, 2021
EDF III Vs Wave III
Tuesday, July 20, 2021
Superhero Media: Ghostbusters II
Friday, July 16, 2021
SS4 AAR: Victor India Papa
After more than a year without a game, I had a chance to get some SuperSystem games in at a club meeting. I missed this game, but I also realised that there is still a lot of work to do on my city table. Ok, so I may never actually "finish" this table, it's the kind of thing that I can just fiddle with for years, adding little touches and improvements. When I get a chance, I'll set the whole thing up and make a list of what needs to be finished, fixed, replaced, improved, etc. Maybe finally get to that stash of pieces to fill out building interiors and those graffiti transfers. Anyway, on with the game; we played the "Rescue" scenario, which I've never been a huge fan of, as I felt the balance was off, especially if the defending team can just move the VIP wherever they want. I want to go back to writing Mission Scripts for SuperSystem, but it always seems to be far down the project stack.
It was a chilly day in Superhero City, the slight breeze doing little to dry the steady and soaking rain. On one street corner, the wind intensified for a moment as a Boom Tube opened and out came The Champions of the Omniverse! For this mission, the inscrutable Eon has sent that Magnanimous Mutant, the Mighty Manzilla! The X-Treme Arachnid, Spider-Strike! Mystical Martial Arts Master San-Te! Beneficent Cyborg The Bi-Centurion! Super Sentai Stalwart Koga! Why are they back? Why are they here? Is this the start of a new adventure for the team? Only time will tell!
Being a tad more sneaky than other Champions, San-Te and Koga approach from the South, using the cars and pedestrian park as cover. Somehow, Koga forgets that he can turn Invisible, so it's up to the former Wu-Tang monk to charge in and pin the villains down.
Coming up from the other side, the remaining Champions, Spider-Strike, Manzilla and Bi-Centurion, are actually a little closer to the kidnappers, but are slower, so they make a direct line for their foes.
San-Te quickly becomes surrounded, but his speed and agility prevents The Bulk from landing a blow, and his hits are telling on the physically weaker Doctor Psycho. Best of all, the distraction of a whirling Kung-Fu monk in their ranks has caused the villains to not keep as close a watch on Sterling as they had been.
Unable to hold back his X-TREME power, Spider-Strike makes a dash for the fray, spotting the VIP, he calls for backup from his teammates. Red Diamond takes to the air, but his energy blasts fail to injure the agile arachnid.
Also leaping into the skies, Manzilla attempts to draw Red Diamond's fire whilst the Bi-Centurion takes cover from Ion's energy blasts. What little plan the Champions have used is working, as the villains are scattered and there is a clear path to Sterling for a rescue.
Finally remembering to use his Invisibility, Koga sneaks forward and grabs Sterling, moving him to the cover of a nearby police car. Finally twigging that they've been had, the villains break away from San-Te and Spider-Strike and give chase.
Attempting to slow down the chasing villains, the Mighty Manzilla swoops in, lining up the cluster of baddies around San-Te and preparing to unleash his secret weapon. A foul and viscous stream of slippery goo erupts forth from Manzilla's snout, covering Doctor Psycho, San-Te and The Bulk and knocking all of them off their feet.
Sliding around in the goo, hero and villains alike find themselves temporarily out of the fight. In the confusion, Koga hands Sterling off to Bi-Centurion and the Champions of the Omniverse make a break for safety.
Due to originally being built as a bodyguard droid, the Bi-Centurion is tough and strong, but not quite as fast as it could be. Making a dash with Sterling, Bi-Centurion gets to the Monorail Station entrance, but finds his path blocked by Red Diamond.
Meanwhile, San-Te has sprung to his feet and is unleashing a brutal assault on Doctor Psycho, keeping the sinister psychic pinned against a wall and unable to use his vile mind powers.
Not letting the heroes get away so easily, Ion charges into the Bi-Centurion, but the two metal warriors clash without damaging each other.
To head off further interference, Manzilla throws himself at The Bulk and the two muscular monstrosities proceed to beat each other senseless. Thankfully neither beast is bright enough to twig to the fact that they are pretty evenly matched and the fight will go nowhere.
With a satisfying snap, one final kick from San-Te lays out Doctor Psycho, causing the only casualty of the entire game. Sometimes SuperSystem is like that, especially with high Toughness characters on the board.
In the chaos, Bi-Centurion is able to slip away with Sterling, and, lacking options, bundles him onto a Monorail carriage, making good their escape. Victory to the Champions of the Omniverse!
This was a pretty fun game, so we played another, but that one didn't go well and we had to wrap up early, so I just did the AAR on the one. I still really like SuperSystem for this kind of game, even if it can get a little complex at times. Hopefully, I can play some more games this year and draw a few new players in with my city table.
Tuesday, July 13, 2021
Superhero Media: Justice League The New Frontier
Friday, July 9, 2021
Miniatures Finished: EDF II
Tuesday, July 6, 2021
Superhero Media: Blade Trinity
When a pack of uninteresting vampires is about to kill Blade, he is suddenly rescued by Whistler's illegitimate and never before mentioned daughter and Ryan Reynolds. I know Reynolds is meant to be playing obscure Marvel character Hannibal King, but this is really one of his roles where he's just playing Ryan Reynolds in an odd circumstance; not that I didn't enjoy it or anything. Much like Typhoid Mary in Elektra, Hannibal King is an obscure character I have some fondness for and was shocked to see on the big screen before Iron Man and Thor got there. I feel that King's identity apart from the Reynolds interpretation would be interesting enough to bring to the screen again, should there be a place for vampires in the MCU in the future. For those who are looking for the origins of the Reynolds Deadpool, look no further than Blade Trinity, as soon as this film was finished, the process of getting the Merc with a Mouth to the screen began; it would take more than a decade. No, we're not counting X-Men Origins Wolverine, why even ask that? The casting on this film is nuts, Jessica Biel, Parker Poesy, Triple H and Patton Oswalt are all in there, not to mention that Dracula is played by Dominic Purcell, of all people.
Dracula, or "Drake", is probably the weakest point of the film, Purcell is just a terrible cast, not really making sense in the role, and the presence of the character is baffling. Drake is reawakened because of Blade's continued success as a vampire-slayer, but I thought the plan was to get him arrested? Also, the Nightstalkers are out there too, so is the idea that there are too many Vampire hunters out there emboldened by Blade? None of this is clear and I'm probably just reading into it too much. The film ends with Blade almost dying to a designer virus made to wipe out Vampires, but resurrecting on the autopsy table and running off into the night. The voice-over from Hannibal implies that Blade started a new generation of vampires and the hunt began again, but this too, is not clear. This film is a mess, and I honestly can't recommend it beyond the need for completion or as ideas for an alternate Vampire: The Masquerade game. A poor end to what was a great series for a couple of films.
Friday, July 2, 2021
Ultimate Alliance Rulebook - Part II
Initiative
The first part of every turn is to decide on Initiative order. As SSUA will often feature more than one villain and hero team, one character must be nominated from each team to roll Initiative; any character that is not Henchmen can make the roll using either Mind or Agility (player's choice), but keep in mind that some Powers/Abilities will affect Initiative, most commonly as a re-roll, so the highest number may not always be the best. I'll also mention that sometimes it can be more fun to choose a character who makes more "sense" as the leader, such as Cyclops being a more sensible leader for a team of X-Men than Wolverine, despite Logan having a better Agility.
Take your dice pool, roll it and count up the goals, whoever has the most gets to Activate a member of their team first. Play follows Clockwise around the table from there, with each team Activating a character in sequence until all characters have Activated. Note that play ALWAYS flows clockwise from the team that won Initiative, so coming second in Initiative is meaningless, no bouncing around the table!
Activation
Each character can only Activate once per turn, though can do so whenever the player chooses, meaning Booster Gold can Activate last on turn 1, but first on turn 2, assuming the Initiative falls that way. As always, some characters will have Powers/Abilities that may override this, so make sure to read the card.
If there is a character on your team that you don't want to activate, you may "Pass". Play moves on clockwise as normal.
Each character will have a pool of Action Points "AP" marked on their card. A character may spend these points to perform actions until they run out. AP are restored at the start of each Turn. A character is under no obligation to spend all of their AP. Sorry if this seems a little too much like repetition of the SS3/4 rulebook, but there is method to my madness.
Most of the AP costs remain the same from SS4, 1 AP= 1" move (unless charging), but rather than tell you all of the exceptions, here is a (fairly) comprehensive list of AP costs. Please keep in mind that some characters will have different AP costs because of their Powers/Abilities; for example, The Flash doubles the AP value when Moving, i.e. he moves 2" per 1 AP and charges 4" per 1 AP.
Movement: 1 AP per 1", may charge 2" per 1 AP. After completing a Charge move, a model may only make a Melee Attack, though may do so without spending AP.
Flying: 2 AP to take off or land, can move 2" per 1AP whilst flying. All flying models are assumed to be 18" in the air when measuring range from models on the ground. When flying, models ignore terrain when measuring distance (even if terrain is over 18" tall) and a flying model can always attack another flying model in melee combat.
Swimming: This should be rare, but models spend 2AP to move 1" when in (or under) water.
Attacking: All attacks (both melee and ranged) cost 3AP unless otherwise stated. A model may only attack once each turn. Melee attacks at the end of a charge move are free.
Interacting with a tabletop object costs 2AP per attempt. This can be anything like speaking to a witness, pressing a button, hacking a computer, picking a lock and many more. Basically anything a character needs to do that isn't covered specifically will typically cost 2AP.
Picking up an object (to carry, throw or use as a club) costs 2AP.