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

Wednesday, August 9, 2023

The SHIFTERS Campaign

Circa 2006.

A one on one campaign.

Was supposed to be one on two, but you all know how that goes.

Using my own rules for a gritty-as-fuck, realistic super-hero setting called SHIFTERS. The premise was a dipole reversal, during which a chaotic lightning storm covered the planet. Those in the vicinity of the multihued lighting, if they survived, were "shifted" into super-human status. This was street-level stuff, the strongest could maybe lift 20 tons.

The system, of which I had three editions, was an amalgamation of Cyberpunk 2020, Mutants & Masterminds 2E, and Palladium's Heroes Unlimited. There were no hit points, but a damage track involving Stun/KO/Death checks and negative modifiers, what some refer to as a death spiral. All attacks were opposed rolls.

Hunter, a Wolverine type detective, was the main character, with Crow, an all black teleporter showing up later.

It was set locally, for us Detroit. It was bloody and gritty, involving missing persons, pimps, whores, and sex-trafficking. There was a trans-dimensional succubus brothel, a fundamentalist organization seeking to eliminate SHIFTERS called S.N.O. (The Society for Natural Order), evil SHIFTERS, ninjas, and later, an African Civil War. 

Part One: A missing girl who would never be found, but the search involved taking down sex-traffickers, pimps, drug-dealers, the usual scum of the earth type stuff, with an epic tangent involving a gunfight/melee with an agent of S.N.O. in a raggedy liquor store. Ultimately, a succubus brothel was linked but not responsible. Oh, and an epic showdown with ninjas!

My campaign notes...








Part Two: Civil War in Monrovia, Liberia. Members of the press and civilians in need of rescue. The government reluctantly contracts the SHIFTERS to attempt an extraction, a potential act of war. Heavily inspired by the Sierra Leone Civil War and the movie Blackhawk Down.

Hence: Monrovia Down.






Cobra was killed by Hunter on a rainy rooftop after a brutal hour long fight in an abandoned factory district. Shot in the head. 

Haraka was killed in the final battle of Monrovia Down, being thrown out of an office building window several floors up.


Ruby assisted Hunter and Crow during Monrovia Down.


Vertigo, A European mercenary, nearly ended the heroes, but was also killed in the office building battle.


First page of 16 I drew for another story in the SHIFTERS universe.


The SHIFTERS binder.


Version 3 of the rules, not the rules used in the above adventures. 150 hand-written pages.


Including a section for Fantasy.

Who knows, maybe I'll organize, rewrite and publish someday.

Don't hold your breath.

 

Wednesday, August 22, 2018

Cyan, Magenta, Yellow, and Black




Cyan, Magenta, Yellow, and Black are the four colors that were used to color comic books -- back in the day.  If you've ever heard the phrase "Four Color Comics" or "Four Color Super-Heroes" now you know why.  So, here I present FOUR character sheets for super-hero RPGs.


Mutants & Masterminds 3rd Edition is the newest of this bunch.  It's not a bad game, a little too "point-buy" for my taste.  It's kind of like Marvel (FASERIP) mated with Champions.  Champions was an alright game to play, and I knew people that would spend hours.....no, days..... actually, make that weeks fine tuning their characters, trying to get the most bang for their hero-point bucks.  This might just be where power-gaming started.

The same situation exists with Mutants & Masterminds 3rd Edition, but admittedly, it's nowhere near as bad.  Many gamers love point-buy systems.  Ain't my cup of tea.  My imagination works best when I have to make sense of unrelated fragments.  Now, M&M 3rd does have a meticulously crafted random character generation system that is 100% balanced for their point-buy system.  It's impressive, and whoever designed it deserves credit. I just wish they had it for every level of power in the game.  Not everyone should be "power level 10." I just don't like that amount of balance.  It doesn't exist and never has existed in comics.  Anyway, point-buy is not a flaw, it's a preference one way or the other.

A real nit-pick I have of this system is that it's "condition" heavy.  There are no hit-points, just negative modifiers and conditions, and then more conditions, and then some of those conditions have conditions.  All of these conditions are basically a variation of "stunned."

All in all, it's not a bad game.







When DC Heroes came out I was heavily into Marvel (FASERIP).  As much as DC fascinated me, I never made the switch.  The system is awesome, elegant even, but I hated the fact that you had to build your character.  Might as well play Champions.

No game has ever handled different power-levels as good as DC Heroes.  From Superman to Batman and everyone in between, the rules handle the difference realistically and gracefully.  

Two flaws that stand out to me.  One: In the exponential system that is DC, every number is twice as good as the one before it (4 is twice as good as 3 which is twice as good as 2 which is twice as good as 1.)  However, on the action chart (this could be another flaw--the game was chart heavy, an action and results chart, if you don't mind looking at charts though, they work great) 1-2 is a column, 3-4 is column, 5-6 is a column, etc.  Numbers 5 and 6 have the same value on the action chart, yet 6 is supposed to be twice as good as 5.  Two:  Hero-Points, you're expected to spend them to survive.  You're not really in any danger until you're out of hero-points.  Batman would be knocked out with one punch in this game many times over if he didn't have hero-points to spend to change that fate.  A character should be able to survive and do what they do based on their stats, not the expenditure of hero-points.

Still, a beautiful system.  






Marvel Super Heroes (now referred to as FASERIP) was my go-to game other than D&D.  I played this game so much that it ruined percentile-dice systems for me for years.  I knew the stats to every Marvel character thanks to all the source books they produced and I still, to this day, mentally rank super-heroes according to the FASERIP system.

I loved the quick and random character generation in this game and it forced you to get creative because, damn, you would roll some weird combos.  Not like we never re-rolled though ("Feeble" Plant Control, I don't think so.)  

Like DC, Marvel was dependent on a chart (charts really were a thing in the 80's), but some people over the years have come up with creative ways not to use the chart (actually called, the Universal Table).  The main flaw of this game is that the powers sometimes aren't well explained.  Also, characters weren't always as strong or weak as their comic book counterparts.  But that's role-playing.  RPGs aren't movies, aren't novels, aren't comics.  RPGs are their own beast.  I think the biggest flaw in FASERIP was OUR inability to use the system to its maximum affect.  

If I was allowed to redesign this game........

A note about the sheet....I added Infamy to oppose Popularity.  You can use Infamy to represent villain popularity or simply to represent negative popularity.  Or you can ignore it.







Heroes Unlimited.  I know, the character sheet below says Rifts.  That's because this Rifts character sheet is usable for any Palladium Books game from Rifts to Nightbane and Heroes Unlimited to Beyond the Supernatural and Splicers to Palladium Fantasy, you get the point.

Where do I start?  This game is a random character generation paradise, but sometimes it will give you too many powers.  See, powers in this game are so well thought out, that often 1 power is like having 3 or 5 or 10!  And you might roll 4 or 5 powers.....get ready to transcribe! Often, one or two powers is plenty.

No super-hero game does gritty hand-to-hand combat better than Heroes Unlimited. Strike, Parry, Dodge, Roll With Punch, Leap Kick, Body-Block Throw, etc., it's all there.  Throw in powers and magic and you've got the most dynamic comic book action you've ever seen.

You won't be playing Superman or Thor in this game.  The power level is more attuned for street to mid-level play--which is perfect.  As of right now, Heroes Unlimited would be my go-to super-hero game.

Now, Palladium's games aren't without their flaws.  Most critics will cry about contradictory rules being scattered across books and how the system is unbalanced.  I just don't view those things as problems.  When you like a toolbox, you like it.  For me the biggest flaw in Palladium Games is M.D.C. (Mega Damage Capacity).  I simply change everything to S.D.C./Hit Points. Game on.

Physically, Palladium books are probably my favorite format for an RPG.  I love the way a perfectly-bound paperback feels.  I love the gritty black and white interior art and Palladium has some of the BEST COVER ART in gaming.

And to think, I ignored Palladium Books for years.  I currently own over thirty of them and periodically feel compelled to buy more. 

Character Sheet note:  Speed doesn't do much in this game, so I added the OPTION for Speed to give an Initiative Bonus.  Just use the same bonuses that are given for P.P.




Will have to do some posts focused only on Palladium....


Sunday, July 1, 2018

First Post: D&D 5th Edition Character Sheets

I've spent years designing character sheets for various RPG's that only a handful of people have ever seen or used.  It is time to share them.  I also love drawing character sketches and have drawn HUNDREDS and HUNDREDS.  It's time to share some of them too.  This is an experiment, as I have never blogged before, so please bare with...

Nothing is more fundamental to a Role-Playing Game than the character sheet.  Very rarely, if ever, do I see a character sheet for a published game and not want to tweak or completely redesign it.  I know hard work was put into many of them, and some are beautiful, but how many are practical and user friendly?  Subjective I suppose.  For me a character sheet must be eye-catching, practical, and atmospheric.

Over the course of time I will be posting Character Sheets for the following games:  D&D 5E, Pathfinder 1E, Dark Heresy, Mongoose Traveller 1E and 2E, Cyberpunk 2020, Symbaroum, Numemera, Savage Worlds, Palladium Games, Mutants & Masterminds, Anima, Iron Kingdoms, Lamentations of the Flame Princess,  and others.  Many of these have multiple versions (especially Traveller -- at least a dozen.)

Let's start with the most popular game out there...

This is my standard version for Dungeons & Dragons 5th Edition.






Below is the Spell Sheet.







Here is a link to both files combined.




And here's one of my character sketches.




That does it for now.









Marvel Multiverse RPG Random Character Generation

After spending the last couple of months exploring deeply through the Palladium Wilderness, our main protagonist side-trekked once again to ...