Horn of Valhalla

Later this month at my new school, I’m almost certainly going to revive Ludi Fabularum, the after-school story game club that I’ve facilitated before. I’m leaning heavily toward starting participants out with M&M‘s third edition. (Nota Bene: That’s an affiliate link.) If I do, I’m likely to use some variation on the Marvel Universe. I figure most if not all of the participants will have seen the MCU movies at a minimum.

The Horn of Valhalla’s echoing note opens a portal to Asgard and calls forth up to four average Asgardians. It is rumored that more powerful Horns of Valhalla summon Asgardian warriors, Valkyries, fire giants, and so forth. The most powerful Horn of Valhalla, held by Heimdall, reportedly summons an entire army of Asgardians.

Horn of Valhalla: Summon 5 (Extras: Active, Horde, Multiple Minions 2 [4 Average Asgardians]; Flaw: Easily Removable) [Cost: 8/rank, 29 points]

Average Asgardian (PL 6 Minion)
Strength 6, Stamina 2, Agility 1, Dexterity 0, Fighting 3, Intellect 1, Awareness 1, Presence 1

Powers

Asgardian
Enhanced Strength 2 (Flaw: Lifting Only) [Cost: 0.5/rank, 1 point]
Immunity 2 (Aging, Disease) [Cost: 1/rank, 2 points]
Protection 4 (Extra: Impervious) [Cost: 2/rank, 8 points]
Regeneration 2 [Cost: 1/rank, 2 points]
Speed 2 (8 MPH) [Cost: 1/rank, 2 points]

Advantages: Diehard, Equipment 3, Great Endurance, Improved Initiative, Power Attack

Skills: Athletics 6 (+12), Perception 4 (+5)

Offense
Initiative: +5
Weapon +3 (Close, Damage 9, Crit 19-20)

Defense
Dodge 6 (3 without Large Shield)
Parry 6 (3 without Large Shield)
Fortitude 8
Toughness 6
Will 4

Power Point Totals: Abilities 30 + Powers 15 + Advantages 7 + Skills 5 + Defenses 9 = 66

September 3rd, 2019  in RPG No Comments »

More MSH Mulling

In TSR’s excellent Marvel Super Heroes game, movement is abstracted into units called areas, with each area being “about half a city block, or 44 yards” for game purposes. A character with Feeble movement moves one area per round, or about 132 feet in 6 seconds. This has Aunt May (Feeble Endurance) running a four minute mile. Mister Fantastic hits a mile in about two minutes. Kingpin (with his Incredible Endurance) would be even faster.

In MSH, Kingpin runs at 45 miles per hour, and Aunt May would qualify for the Olympics.

In fairness, for the years that I played MSH, this was never an issue. We just counted out areas on the map. I don’t recall anyone ever wondering why Aunt May could sprint half a city block in six seconds. I’m certainly not going to complain about a lack of realism in game that includes superheroes.

But, still, really?

Turning over to the third edition of Mutants & Masterminds, I see that an elderly person would likely have a -2 Constitution rank. If that translated to movement (which it doesn’t in M&M) that’d be one-fifth normal speed, which seems a bit slow. Half speed, or 15 feet per round, seems better for Aunt May. That’d put Aunt May at about 15 minutes to hustle a mile.

If I expand on this idea, here’s what I get for ground speeds based on Endurance in MSH:

Feeble Endurance: 5 yards/round (or Feeble speed)
Poor to Excellent Endurance: 10 yards/round (or Poor speed)
Remarkable or Higher Endurance: 15 yards/round (or Typical speed)

Continuing the table with ground speeds for characters with enhanced movement powers based on this progression puts Unearthly running speed at a decent 50 yards/round. While fifty yards in six seconds is pretty quick, but it’s not Quicksilver quick. Powers need to have their own scale, and I think MSH has the right idea here.

A character with even Feeble Lightning Speed should be faster than pretty much anyone without superhuman powers. Using the normal values in MSH accomplishes this goal. A Feeble Lightning Speed speedster hits a mile in about four minutes, which would be about three times faster than the fastest person without movement powers. With Good Lightning Speed, he’s clocking a mile a minute. In keeping with MSH, air speed is even faster.

As shown on the table below, considerations related to tactical movement quickly become sort of irrelevant when dealing with movement powers. The Human Torch (Excellent Flight) covers 1,200 feet in one round. This is a shade slower in terms of areas (9 rather than 10) if using the area system of movement.

When it comes to hitting a moving target with a ranged attack, a -1CS applies against targets moving up to 600 feet/round, a -2CS against those moving up to 1200 feet/round, and -4CS against anything faster (assuming in all cases the target is charging straight at the shooter).

September 2nd, 2019  in RPG No Comments »

The Drukkin

Whew!

I started back up as a full-time teacher this month. I’m at a Catholic boys school about eight minutes from the house. So far, I’m enjoying the new gig. It’s certainly a huge improvement over my last full-time teaching position.

Anyway, on 7 August, Terry, a friend and fellow gamer, suggested I stat up the Greenland shark as a monster. I did a bit of reading about Greenland sharks. They are one more confirmation that nature hates us and will eat us given the chance. Seriously scary animal. Don’t let its goofy smile fool you. It’s hungry, and you’re lunch.

And so, here’s my take on the Greenland shark as a amphibious horror for use with Savage Worlds Deluxe Explorer’s Edition. (N.B. That’s an affiliate link also.)

Drukkin

We saw the blunt dorsal fin break the surface a dozen or so yards from the edge of the ice shelf. The seals must have seen it too. Those in the water flopped up onto the ice, and all of them moved away from the edge. None of could identify the shark, and we became a bit excited at the thought of stumbling onto a new species.

“Um, it’s picking up speed,” Roberts said.

He was right. The shark surged through the water, straight toward the ice shelf’s edge. Just as it was about to hit, rather than veering or diving, it burst from the water, it’s eyes flashing with an unearthly green light. Before it hit the ice, its pectoral fins changed, lengthened, became segmented. Monstrous three-toed paws with yard-long talons burst from the end of each limb.

“Run!”

We ran, desperately trying to avoid the panicked seals as well as escape the horrid fish. When I heard Roberts’s scream end abruptly, I knew it was gaining on us….

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d12, Shooting d8, Swimming d10
Pace: 8; Parry: 7; Toughness 12

Special Abilities
Aquatic: Pace 10.
Bite: STR+d6.
Eye Bolts: Range: 30/60/120. Damage: 1-3d6, based on range. Rate of Fire: 1 or 2. The drukkin can fire bolts of burning energy from its eyes. After using its eye bolts, the drukkin is -2 on Notice checks until the end of its next turn.
Fear: -2. The drukkin inspires fear when it attacks or transforms.
Hardy: The drukkin does not suffer a wound from being Shaken twice.
Large: Attackers add +2 to their attack rolls when attacking the drukkin due to its large size.
Size: +4. The drukkin can grow up to 25 feet in length.
Transformation: As an action, the drukkin can transform so that it can function on land or revert back to its aquatic form.

August 28th, 2019  in RPG No Comments »

Shaolin Beaver Returns

A bit more than six years ago, I presented Shaolin Beaver, illustrated by the phenomenal Darren Calvert, as a hero for the second edition of Mutants & Masterminds. You check him out at this link. Here’s the short version: Edward is a humanoid beaver with remarkable kung fu skills. He’s not sure if he’s the last of his people, and so he travels the land, doing good deeds and searching for others of his kind, all the while trying to avoid the xenocollectors.

Here’s Shaolin Beaver for M&M‘s third edition. (Nota Bene: That’s an affiliate link.)

Shaolin Beaver
Strength 1, Stamina 3, Agility 5, Dexterity 5, Fighting 11, Intellect 0, Awareness 5, Presence 0

Powers

Humanoid Beaver
Shrinking 4 (Extras: Continuous, Innate; Flaw: Permanent) [Cost: 2/rank, 9 points]
Speed 1 (Array, 4 MPH) [Cost: 1/rank, 3 points]; Swimming 3 (Alternate Effect; 4 MPH) [Cost: 1 point]

Shaolin Strike
Strength-Based Damage 4 [Cost: 1/rank, 4 points]

Advantages: Agile Feint, Contacts, Defensive Attack, Defensive Roll 4, Evasion 2, Favored Environment (Aquatic), Improved Critical (Unarmed), Improved Initiative, Languages (English and Mandarin), Power Attack, Set-Up, Skill Mastery (Acrobatics), Takedown 2, Uncanny Dodge, Well-Informed

Skills: Acrobatics 10 (+15), Athletics 9 (+10), Close Combat: Unarmed 4 (+15), Expertise: Philosophy 5 (+5), Insight 5 (+10), Perception 10 (+15), Treatment 5 (+5), Stealth 6 (+15)

Offense
Initiative: +9
Unarmed +15 (Close, Damage 5, Crit 19-20)

Defense
Dodge 13
Parry 13
Fortitude 10
Toughness 7 (3 without Defensive Roll)
Will 10

Power Point Totals: Abilities 68 + Powers 17 + Advantages 20 + Skills 27 + Defenses 18 = 150

August 26th, 2019  in RPG No Comments »

Mulling About TSR’s MSH

Back in the day, one of our favorite games was TSR’s Marvel Super Heroes. It was a simple, flexible system that handled heroes and villains of various power levels, from street-level crime fighters like Moon Knight to galactic defenders like Silver Surfer. TSR published several adventures for use the game. Almost all of them were pretty sparse if not closer to horrible, but they featured a variety of comic book characters. Part of the fun of the game was collecting the stats for published characters.

In our games, we never ran published heroes. Instead, we made up our own heroes, who the GM-of-the-Week pitted against a combination of original characters along side Marvel’s plethora of supers. In one fight atop a Manhattan skyscraper, my character, tired of Captain America’s moralizing, grabbed the Star-Spangled Avenger and tossed him off the roof. Another character went to toe to toe with the Rhino in a bare-knuckle brawl that ended in a draw.

And it’s that last point that leads to what I think is the one big flaw in the system. A hero with an Excellent (20) Strength does 20 points of damage with a punch. It’s simple. No dice roll required. Did you hit? 20 points of damage. You might get a Slam or Stun result, but you might not, especially if your foe has too much Body Armor.

Which was the problem in the fight with the Rhino. My character (an early version of the Mighty Jethro) was a nigh invulnerable cello player. He was kind of strong and sort of handy in a fist fight, but he wasn’t superhuman in either regard. Jethro squared off against the Rhino. Jethro couldn’t hit hard enough to hurt Rhino, and Rhino couldn’t hit hard enough to hurt Jethro. There were some clever moves (such as impaling a fire extinguisher on Rhino’s horn to temporarily blind him), and Rhino knocked Jethro through more than one wall, but, when all was said and done, neither character had inflicted a single point of damage on the other.

To an extant, this fits the genre. In a fist fight, no matter how hard he tries, Daredevil isn’t going to put a scratch on the likes of, say, Annihilus. Some villains are just too tough for some heroes to face head-on. That’s why the Avengers have relative light-weights like Black Widow fighting shoulder-to-shoulder with folks like Thor and Iron Man. Those two deal with the major threats, leaving Black Widow free to mop the floor with mooks and put her espionage skills into play.

In MSH, a d100 roll determines success or failure. The higher the number the better. I’ve been mulling over a way to add some variety to MSH’s static damage (and defense) values without adding more dice or dice rolls to the game. Here’s my initial idea:

Roll the d100. Determine success. Subtract the one’s digit from the ten’s digit. The difference modifies the acting character’s static value.

For example, the Mighty Jethro has an Excellent (20) Strength. He swings and hits with an 84. 8 – 4 = 4, and so Jethro’s punch does 24 points of damage. He throws another punch, and gets a 59. Still a hit, let’s say, but 5 – 9 = -4, and so his punch does 16 points of damage. Then, on the third round, he really connects with a 100. 10 – 0 = 10, and his punch does 30 points of damage.

I think this is a pretty solid idea. I’m also toying with the idea that the color result on the FEAT table would further modify the value. A white would still be a failure. A green would be no modifier, whereas yellow would equal +X and red would equal +X+Y. I’m not sure what X and Y would equal. Probably +5 and +10, respectively, just to keep the math a bit easier to mentally calculate.

Thus, with that 100 dice roll, Jethro would score a red result with his punch, adding 20 points to his Strength damage. For that one punch, he’d hit as hard as Spider-Man does with an average result.

August 23rd, 2019  in RPG No Comments »