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Monday, May 19, 2014

Miniatures Finished: Doombots

A couple more minis completed last night: 


Doom has to be one of my favorite characters in the Marvel Universe, so I can never get enough Doombots. I hoping Knight Models won't hold off too long on a Doom, I may just be tempted by it. Both of these are repainted Heroclix.

Sunday, May 11, 2014

Super Teams: The Equalisers

The first Super Team to appear in the wake of the Tempest Attack, The Equalisers were originally assembled and funded directly by the Australian Defence Force, under the auspices of ARMOUR (Australia and Region Metahuman Organised Unilateral Response) to defend the country from Super threats. The initial team was made up of civilians that had acquired their powers through misadventure. After a couple of international incidents, an attempt to arrest the Equalisers under international law was made by Pendragon Security and the resulting damage to Melbourne forced the ADF to cut the team loose. 
Not wanting to lose their premier Metahuman Defence Force under the Metahuman Soldier Treaty, the Australian Government hastily introduced laws enabling The Equalisers to operate inside Australian borders. The team is now privately funded and remains a major Metahuman force in the world, with a large rotating roster and increasing goodwill. 



Back Row: Wildcat, The Scarlet Blade, Mindstorm
Front Row: The Anachronism, The Machiavellian, Colonel Quantum 


The Scarlet Blade (Ruben Flynn): An internationally famous actor before he acquired powers, Flynn had a reputation for performing his own stunts in the increasingly fantastic and action-packed “Scarlet Blade” series of swashbuckling films. An accident on set forced Flynn into a lengthy and painful recovery that looked set to kill his career. Flynn spent years burning through his private fortune as he sought a method of recovery from increasingly larcenous sources. Out of desperation, Flynn underwent an experimental and illegal process designed to create superhumans, which granted him increased agility, speed and almost supernatural luck. Flynn was quickly arrested and offered clemency by participating in the Equalisers. Having long since commuted his sentence, Flynn has remained with the team, finding it more exciting than any film.

Mindstorm (Doctor Paul York): Dr York was working on a project for Averie Labs that was attempting to find a biochemical means for awakening latent psychic talents in humans. York was shocked to find that once he had a viable serum, his employers attempted to assassinate him. Taking his own serum, York used his new telekinetic abilities to escape and ran straight to ARMOUR for help. 

As Mindstorm, York was the nominal leader of the Equalisers for years, until Wildcat’s ousting allowed York to semi-retire from hero work. These days, York only suits up when the situation is truly dire, or to put new recruits through their paces. 




Wildcat (Edward Caan): Caan flirted with heroics long before he became a public member of the Equalisers; as a member of the ill-fated first incarnation of Next-Gen, a teenaged Caan learned the value of anonymity and training. Caan spent most of his adult life in the Australian Army, keeping his mutant abilities secret until during the Timor Conflict in 1998, when he used his powers to save the life of another soldier. ARMOUR was created around Caan and a squad slowly built from newfound recruits. 

Following the Tempest Attack on Melbourne, and the resulting deaths of half of Cann’s team, Caan was moved to a liaison position and placed in command of the Equalisers, operating behind the scenes until he was ousted as a mutant by then Next-Gen leader, Athena. When the Equalisers became a private entity, Caan stayed on to lead the team. As Wildcat, Caan is a controversial figure, his history of black ops soldiering and his occasional murder of dangerous Methumans make him a target for public scrutiny. Despite this, Caan has made the Equalisers
one of the most feared Superhuman teams on the planet.

The Anachronism (Sir John Falstaff): Falstaff claims to have been one of King Arthur’s knights, sent on a crusade to recover the Holy Grail. After drinking from the Grail and being granted eternal life, Falstaff claims to have been ensorcelled by Morgaine Le Fey and sealed in a sarcophagus. The only real evidence that supports Falstaff’s contentions is that he was
found, perfectly alive and well, though sleeping, in a stone sarcophagus that had been sealed for centuries. Falstaff was unable to cope with the 21st Century until he was offered a chance to “battle evil” with the Equalisers. 

Falstaff is not fond of the Modern World and its secular ways, he copes by focusing on his hero duties, even taking up the position of Richard the Lionheart in the EUSS when the original was killed. As well as immortality, Falstaff is able to regenerate from any injury and
is an expert in hand-to-hand combat. 




Colonel Quantum (Glenn Sheppard): A former astronaut on an ill-fated Apollo mission, Sheppard was thought to have sacrificed his life manually separating part of the Saturn Rocket that failed during lift-off. What was not known at the time was that Sheppard encountered an alien entity
during his EVA and the two somehow merged. It took years for Sheppard to regain his individuality and return to Earth, discovering, in the process, that the entity enabled him to control light and transform into light. Sheppard sought protection from ARMOUR, who welcomed him into the then-new Equalisers team. With his incredible powers of teleportation, space travel and intangibility, Colonel Quantum was a major asset for the Equalisers until his death battling Argon during the latter’s attempt to destroy the Earth.
Miraculously, Sheppard survived in the form of a being of pure light. Returning to the Equalisers after an absence of over a year, Quantum discarded his human name and began spending more and more time exploring space. Quantum remains a valuable asset for the team, though they are often forced to fend without him.

The Machiavellian (Jennifer Bendis): Bendis first encountered the Equalisers as an enemy, when she was a member of Athena’s Next-Gen. When Bendis learned that Athena was intent on global mutant domination, she turned against her former leader. Later, Bendis started the 3rd iteration of Next-Gen with fellow former member, Thermo. During the Mutant Scion’s campaign, Bendis was headhunted by ARMOUR and asked to join a new Equalisers team that was being assembled to stop the Scion. Since the Scion’s defeat, Bendis has remained a member of the Equalisers.
Bendis’ unique mutant brain enables her to read, broadcast and relay thoughts, turning her into the world’s most secure channel of communication. Far from being a glorified piece of equipment, Bendis is a keen strategist and more than capable of holding her own in a fight; even being able to “broadcast” thoughts in a torrent that can overwhelm foes.


 

Sunday, April 27, 2014

Taking it to the next level!

Bit more of a rules and theory post tonight; for a while I've been considering the idea of introducing a mechanic into my games of SuperSystem to enable characters to "Power Up" during a game. Heroes and villains alike provide more than a few examples of a mid-battle power-up, some obvious ones are; 

Goku turns "Super Saiyan" battling Frieza. 
Lex Luthor drinks an elixir to assume Kryptonian powers. 
Tony Stark activates "Iron Man 6".
Bane injects Venom to bolster his strength. 

 
Heroclix and Malifaux both feature a "Level Up" mechanic, I don't know much about Malifaux, but the 10th Anniversary Heroclix sets had some neat ideas. Each character that could power up had two separate Clix in the vein of Marvel Girl and Dark Phoenix, Weapon X and The Wolverine, Grey Hulk and Worldbreaker, and so on. The "weaker" character and be swapped out for the "stronger" when specific conditions are met, which differ with each character. In a game like Heroclix, I am inclined to call this just another tactic to be used to win games, or cheat expensive characters onto the table, however, for something like SuperSystem, it could be a bit of fun. 

For those familiar with my Narrative Campaign (http://www.lead-adventure.de/index.php?topic=32726.0), because I am modifying the [SS3] rules drastically, creating characters that "Level Up" is reasonably straightforward. I've already attempted drafts of the above Goku and All-Star Lex Luthor characters that I'm waiting to playtest. (For those curious, Goku can transform at will, but Lex must be losing to play his trump card.) 

The SuperSystem "Alternate Form" power looks like a tempting option, especially when one is considering an actual transformation (Super Saiyan, Hulk, etc.), but my reading of the power, coupled with how Scott P has written about it makes me believe that it represents staying on par more so than getting bigger and stronger. To put it in SS3 terms, what I'm thinking of is having the opportunity for an 85BP hero to become a 100BP character during the course of the average game. Not every character, perhaps as many and one per team of five, and certainly not in every game, but in a campaign, it could spice things up a bit. 

I have a few ideas on how something like this could work, I'd like to hear what other players think: 

1. Item-Based 
The [disappointing] Super Smash Brothers Brawl introduced the Smash Ball, an item which can turn any character into an unstoppable killing machine for a brief period. Whilst this makes the game awful to play, the idea of an item allowing such a power-up isn't necessarily terrible. In comic turns, something like a Cosmic Cube, an Infinity Gem or even a Super Soldier Serum could give a character an advantage immediately. The primary problem I see with this option is that it gives movement-based characters too much of an advantage. 


Three seconds before someone throws a controller through the screen.
2. Boxcars 
An idea that may be a little more fair, what if a hero can roll themselves bigger and better? It may have to be different for each hero, but say, for example, a goal-only roll (no 1s, 2s or 3s) could cause a level-up.The idea behind this option is that a Hero is doing so well, that they become essentially unstoppable. The problem with this option is that more than one of my regular opponents roll terribly, so they would see this as unfair. 


Green Lantern Batman. Because Batman wasn't scary enough. 
3. Last Legs
The final option I came up with was a hero being able to get stronger when only on a few Hits. Something along the lines of a hero putting everything they have into a last punch. Balance wise, it seems to be the best option, as players have to play cagey to get the right amount of damage or just roll with it if it happens. 
 You fool! You only made the Punisher mad! 

So those are my thoughts, keen to hear what other people think.

Tuesday, April 22, 2014

Laying the foundations

Not much of an update this week, I've been working on more road tiles for my city table: 


I'll need another 22 plain, 10 Straight Sections of Roads and 2 crossroads to double my table to a 6'x8'. Now I just need enough fair weather to get more spraying done.

Sunday, April 13, 2014

Alternate Supers: The Z Fighters

I'm a bit of a fan of Akira Toriyama's Dragonball Universe/Anime/Manga, despite, and in some cases, because of, the flaws and over-the-top feel of the stories. What I think turns many people off the franchise is both the serial nature (it needs to suck you in to the next episode) and also a misunderstanding of just how "Pulpy" it is intended to be. 
There is also a problem that the programme evolves over time; Dragonball is an adventure story, rife with mysticism, super-science and magic. DBZ is a Superhero show, plain and simple, with "Earth's Mightiest Heroes" battling Aliens and Robots. DBGT is, primarily a space adventure, with some epic-level hero action at the end. 
Although I'm not a huge fan of Superhero teams that all share the same origin (Fantastic 4 being the exception), I keep coming back to the idea of the Martial Arts Super Team and just how much variation that can be worked into that concept. 


The DBZ Saga that I keep coming back to is the Garlic Jr Saga, probably one of the least favoured by the fanbase, but one of my personal picks. The Saga is short, at only 9 episodes and features primarily the "B-team", as Goku and Vegeta are absent. An ancient evil, Garlic Jr, has harnessed the power of an evil moon that returns every thousand years to break out of a pocket universe where he was imprisoned. Garlic Jr and his henchmen (the Spice Boys) overthrow the Guardian of the planet and turn the entire population evil with a magical mist, leaving only 5 warriors to fight back. 

Now, I still think that's a pretty cool setup, not impossible to see happening in some Silver Age Dr Strange or even (with some names tweaked) in Hellboy. But in a show where everyone screams and hurls balls of light, just how different can this fateful five really be? 

Gohan - The Chosen One 

 
Gohan may just be Jesus. The kid has shown potential in previous sagas, but in Garlic Jr Saga (GJS) he is literally the only person that can defeat the bad guy; his spirit being anathema to Garlic Jr's. I get the feeling that DBZ was more intended to be about Gohan than Goku, as Goku is often absent and the programme takes a definite turn in tone after the Cell Games Saga (in which Gohan surpasses his father to become the new champion of Earth). That said, I enjoy the Great Sayiaman stuff for its goofy charm. In GJS, Gohan is forced to step into his father's shoes and become a hero, with the fate of the world on his shoulders. In this adventure, Gohan is being groomed to be a great hero and it pays off down the track with Cell and the Androids. 

Piccolo - The Redeemed



It is made abundantly clear in GJS that Piccolo and Kami are two halves of the same soul; when one is hurt, the other suffers and when one is weakening, the other falters. The question becomes apparent then, what happens when the evil half (Piccolo) starts to fight for what's good and right? For longtime fans, it's also good to see Piccolo break out some of his old moves, stretching his arms and increasing in size. There's even one of fiction's finest fake-outs, with Piccolo pretending to be overtaken by the evil Blackwater Mist (to the point of beating Gohan to a pulp) just to get close enough to Garlic Jr to set Kami and Popo free. Be it an attempt at redemption or perhaps self-flagellation, Piccolo puts his life on the line constantly in GJS, pushing Gohan to take the lead. 

Krillin - The Friend 


Krillin is often seen as the "weak sister" of the Z Fighters, which is a shame really. No one seems to remember that he was instrumental in defeating Vegeta, or kept the Ginu Force at bay for weeks. In GJS, he's just a lonely guy trying to make some time with a hot girl, and the Earth is in peril. Again? I feel like we just did this last week. Despite being in over his head, Krillin is always there, giving it his all, trying to be like Goku but just never measuring up. I'm particularly fond of Krillin's matching suit and hat in GJS, which just gets wrecked in the fight, reminds me of Luke Cage or Matt Murdock, going in swinging even if the costume isn't at hand. 

Kami - The Angry God 


Kami never quite gets back the prestige he had in Dragonball; when everyone was in awe of him and only Piccolo Jr had a chance of defeating him. For a figure that represents absolute authority, in GJS, Kami is willing to break every rule he's spent his life enforcing in order to save the planet. Not having the raw power of Gohan, Piccolo or Krillin, Kami puts his very existence on the line to break the Curse of the Blackwater Mist, even challenging his predecessors to interfere when they would remain silent and let the world crumble to evil. 

Mr Popo - The... what the fuck is Popo anyway? 


Seriously, what is this guy, aside from possibly racist? We know from Dragonball that he can fight a little, though is more reliant on his speed, moving so fast that he can't be seen. In GJS, Popo demonstrates an encyclopaedic knowledge of magical artifacts, uses a magic carpet to fly and can cast some rudimentary spells. Popo seems to be immortal, an eternal indentured servant to the Guardians of Earth who is so dedicated to Kami, he willing goes along with his suicidal plan to save the planet. Another character who never gets explored enough, Popo is mysterious and clever in GJS, helping in ways that don't involve direct fighting. 

Maybe not a traditional hero team, the Z Fighters run through a fair few incarnations and members, there's plenty of variety to be had. Trunks, Tien, Pan and Dende are all worth checking out as well if you get curious. 

Thursday, April 10, 2014

Getting Started in Supers - Part 1

SuperSystem 4th Edition is on its way! The Kickstarter is live (https://www.kickstarter.com/projects/222965736/supersystem-4th-edition-super-miniature-battles?ref=live) and a mere $6USD will get you the rulebook. Pretty cool huh? 
To celebrate, I thought I'd take a look at just how easy it is to get a team together for this fantastic game. To that end, I pulled out 5 miniatures from my collection (almost at random) that I purchased for games other than Supersystem and I'm throwing together some quick fluff for them to be a team. 
Turns out that it's a villain team, not sure what that says about my minis collection... 

Introducing: Crocomanagator, Kaptain Killa, Hug-Bot, Splashback and The Baron. 


Kaptain Killa (Classic 40K Ork Freebooter): A vicious alien pirate from a distant galaxy, KK was shipwrecked on Earth when a team of nosy "Superheroes" prevented him from stealing the Millennium Dome. To exact his revenge on humanity, KK gathered other criminals to aid him in his campaign to destroy every monument and landmark on the face of the planet.

Splashback (D&D Water Elemental): Few people realise that, sometimes, water just goes bad. Not merely stagnant, but occasionally, downright evil. Splashback evaporated into a bad cloud and shortly thereafter started its rain of terror. Despite its hatred of all "solids", Splashback is forced to work with them, because it needs an occasional topping up with a hose. 

The Baron (Eureka Pirate): Born on the Bayou, this former Accountant turned to crime the day he discovered that he could keep the money he stole if he ran a church. A Google search on Voodoo later, the Baron was born. The Baron has no powers to speak of, but is excellent with money, especially hiding it from the Government. 


Hug-Bot (Horrorclix Carnage Bot): Hug-Bot was designed only to love. Programmed by a lonely scientist, Hug-Bot was intended to provide companionship for geeks who couldn't talk to women. Fortunately for Hug-Bot, there was a flaw in its program and it started a killing rampage. Nothing makes Hug-Bot happier than killing, so it got a job as hired muscle for Supervillains; nothing's better than getting paid to do what you love. 

Crocomanagator (Hordes Gatorman): Crocomanagator was hired by The Baron to be his personal bodyguard and dependent (for tax reasons). He is relied upon to do most of the actual crime, which suits him fine. No one is too sure where Crocomanagator came from, but his Facebook profile lists "Twin Peaks" as his hometown and "Sicily, Alaska" as his place of birth. Guess he likes TV. 

There you go, Villain Team origins from random minis in 30mins. Hopefully this may tempt a couple more people into Supersystem. Although I'm pretty sure most of my followers play it already. 
 
 

Thursday, March 20, 2014

Minis Just Finished

Haven't managed to get too much painting done lately, as I've been more focused on assembling miniatures I'll want later in the year. I did get these few done, however: 





Plastic Man, Ultimate Scarlett Witch and Crossbones. I have another Plastic Man in a more "Normal" pose, the idea being the minis can be swapped out when he "hides".