Showing posts with label Champions. Show all posts
Showing posts with label Champions. Show all posts

Sunday, February 18, 2018

"The Vigilante Hack" Character Sheets! Part 1

This is just one of over 50!

I love character silhouettes/poses for Superhero RPG's. "Champions" was my first Supers RPG (and still one of my favorites), which included a whole set of them on its character sheets (such as the one seen above). I could always draw my own characters okay, but having ready made poses is a much more convenient time saving option.

Since then I've been a bit of a horder for poses. I've done many custom sheets for "Champions" and "Marvel Super Heroes" over the years. With my recent love of "The Vigilante Hack" I decided to go ahead and make a bunch for it as well, and share them with the community-at-large.

You will find 59 PDF character sheets in a variety of poses, male and female, that I've collected from a number of sources over the years HERE. Note that there are several "Non-Vigilante Hack" themed poses included. I did this just in case anyone would like to use them for OTHER Supers games of their own.

I hope everyone enjoys drawing up their own characters! In part 2 I will be posting all of my Bruce Timm-style sheets, for those that prefer a more "Animated Series" style.

Saturday, April 15, 2017

Spring-ing Back Into (Superhero) Action!

My new crush
It's been a rough year for this Blarg-edy Blarg'er. Work upheaval & some (minor) poor health throughout the year didn't leave me with a lot of time. Or desire to "blarg" about gaming, or much of anything else. For a long while I didn't do, or even think about, anything gaming related.

BUT, as situations improved, I started thinking, then tinkering, & finally, feeling the urge to share my thoughts again! SO, here we are!

Oddly enough, it was just a little over a year ago that I made my LAST post here at the Blarg, on the same subject I'm tackling again: Superhero RPG'ing

One of the issues I'd been struggling with a bit in the past while working on the Super Hero Open World Sandbox Hexcrawl series of posts was which rule set to use. As I'd covered in a previous post I was a "Champions" man first, and then a "Marvel Superheroes" guy later. While I would be fine with running either, at the same time I still had issues with both. Still, my love for both REALLY made it difficult to entertain the thought of a new system.

But in this latest bout of spring-fueled mania, I decided to take the plunge. But which one? "Icons" , "Supers" , Capes, Cowls, and Villains Foul were among those that had my interest.



The Contenders

"Icons" in particular I'd looked over, and had things that left me cool towards it, despite the fact it seems to be the most popular of the new breed Supers RPG's of the rules lite variety. (Something about the "FATE" system just doesn't seem to click with me I think).

After reading up on all of them, I ended up settling on "BASH!" (as I'm sure you already figured out from the lead-in image at the beginning of this post...)

I'm still in the process of reading it, but so far my thoughts are: "Holy procrastination, Batman! Why did I wait so long?!?"

It's been out long enough that there are plenty of reviews that can do it better justice than I, (especially since, as I said, I'm still reading it), but I'll happily share what I'm digging about it thus far:
  • Seems to nicely straddle the line between "Champions" and "MSH" in terms of rules, mechanics, and character creation, while addressing the issues I have with both.
  • Has a really nice, simple universal task resolution mechanic, that still has enough crunch for me.
  • The simplicity of character building should make modding or porting characters over a breeze, but again, with enough detail to satisfy. 
  • Has a really nice mechanic for handling the power progression from Mook to Cosmic level, on such a small (mechanical) scale no less. It's not unlike the old "DC Heroes" RPG, but not as crunchy.
  • VERY nice mechanics for making sure that all characters don't have to be built on the same point totals, yet characters of varying power levels are still "balanced out", which also eliminates the need to "make sure all the points are spent", and provides for cases when uneven/unspent point totals do occur.
  • Nice and concise. 146 pages total, Rules and Powers covered in just 60 pages, the rest devoted to the GM's section, Settings, Example Characters aplenty, Alternate Rules, & the Index. This is a biggie for me, as I'm a big fan of the brevity of old-school rules like the original "Champions" or "B/X D&D".
  • Speaking of Example Characters, they've got TONS of "comic book characters with the serial numbers filed off" stat'ed up in a sort of "blank template" format, so that you can either use them as those characters (if you chose to do so), as a starting point to mod that hero more to your liking, or especially as the starting point for your OWN character. Want to play a character "like" Spider-Man? Grab the "Swing-Line Skulk" template & then mod to your tastes!
    Why didn't somebody tell me he had one a' those, those...THINGS?!
  • Finally,and this one was another big selling point for me, some REALLY nice Random Tables for Adventure Creation &/or Going on Patrol.  Like the rules themselves, brief, but detailed. You generate by Neighborhood (Slum, Downtown/Midtown, or Uptown/Suburbs) to get a Crime Type, then get a Specific Crime by that Type (Violent Crime, "regular" Crime, or "Routine Business". I'm a sucker for Random Tables, and HAVE a lot, but can always use more, and these weld together a couple of different approaches in a way I haven't exactly seen before, and like quite a bit.
If I had any one "complaint" it might be that I really wanted something that had BOTH Random AND Point-Buy Character Building. HOWEVER, as easy as character building IS in this game, it should be a SNAP to randomly generate characters in, say, Marvel for example, and then port them over!

So, overall I'm REALLY pleased thus far. Maybe now I can put all that prep last year to use!

YES!!!

Wednesday, October 28, 2015

Superhero Open World Sandbox Hexcrawl!

Let's play!

So this post may be a bit all over the place and random, as my thoughts are a bit scattered on the subject, but I will at least try to cram as much stuff in as I can that I have located on the subject of, and that I'd like to use for, a Superhero Open World Sandbox Hexcrawl, along with my ramblings on the subject.

First, I had a bit of a revelation in the past couple weeks thinking on my beloved Champions. I have a suspicion that one of the great unsung heroes of Champions game design could end up being a crucial piece of the type of game I'm looking to play. I'm talking about Disadvantages.

If you're not familiar with Hero System games, character creation is a point buy system. You're given a starting number of points for free, but in order to have enough to build an average character you have to make up the balance with Disadvantages. It's a neat system that helps build a background for your character while handing the GM juicy plot hooks.

There are a couple of types among the various Disadvantages that I have in mind in particular. These are Hunted's and Dependent NPC's 

Hunted's are individuals or organizations that are actively pursuing your character. Dependent NPC's are those regular folks who rely on the hero for their care and well being. There are a few different criteria that determine how many points you earn for both (how weak or capable they are, and so on), but the one I have in mind is FREQUENCY. Both of them have a chance of showing up each session (8, 11, & 14 or less on 3d6), rolled by the GM. An appearance need not mean combat or endangerment, just that person(s) will figure into the session somehow.

I always thought this was one of the areas Champions outshone the competition, and always felt like games like Marvel Superheros could have used it. ( Aunt May, Dependent NPC: Amazing (50). Red roll? Uh-Oh, Aunt May is going to be in danger! Maybe Green is a phone call, Yellow a personal appearance, that sort of thing).

If I end up playing Champions this isn't a problem, but regardless of system, I want to front load my sessions with a chance of Hunted's, Dependent NPC's, and the like. These could then be worked in when relevant results show up on your Random Encounter Tables (see below), or when your Game Master Emulator of choice (like Mythic GME) throws you a Random Event or an Altered/Interrupted Scene, and so on.

(This may not be much of a "revelation" for most, but it was for me, in that as kids we never really used ALL the rules from Champions (Endurance, I'm looking at you!). We were pretty lazy about Hunted's, Dependent NPC's and so on. If we were running an adventure with Genocide, and you're HUNTED by them, well, they're going to target YOU. Otherwise, we just ignored them. We we kids...)

***

Next, I'll address a question that seems to come up a lot in various online discussions I've Googled up on the subject, which is: why does a Supers game NEED a hexcrawl in the first place? It's not a bad question.

For me at least, it all goes back to subjects I've discussed in previous posts: Immersion, realism, simulation, verisimilitude. I want the world to feel REAL. INTERACTIVE. Not only do I want a GAME MASTER EMULATOR for solo play, I want a WORLD emulator as well.

It would be pretty easy to just plunk the hero down in the city and roll up a random encounter. But I want more of a city that feels like it has all these things going on around me.

SO...that said, simple random encounter tables aren't enough for me. As I'm patrolling different parts of the city, I want greater or lesser chances of encounters, types of crimes, that sort of thing. IMO this will help make the city feel REAL and ALIVE.

One of the games I've heard recommended a lot for this style of play is also the FIRST Supers game: Superhero 2044. It incorporates planning sheets for you to block out how your hero spends their time and charts to roll on for patrols and so on. Very simulation-ish. Okay, sounds promising.

I managed to track down a PDF. The results...? Well...I got a headache, and a couple of nifty charts anyway...







I won't go into much detail on how these are used in the game, as I STILL don't quite grok how it works, other than to say it all boils down to a random die roll to see if you stop the crime, make a conviction, and so on, with a bunch of modifiers and mathematical formulas. Snore.






BUT, that chart for determining types of crime by area patrolled is pretty awesome. It reminds me of another one I found at Republic of Replicants from the DC Heroes RPG supplement Night In Gotham:


Add that to this map from IO9 that is keyed with the 24 boroughs on the chart above:




And you're off to a great start on prowling the city looking for crime.

***

Marvel Superheroes has a pretty good one too, in the accessory New York, New York
that you can get for free at Classic Marvel Forever

This one runs more of a gamut, incorporating Daily Life, Miscellaneous Crimes, Robberies, Burglaries, Rampage, Vendetta, Organized Crime, and Catastrophes. It's closer to what I think of as a Random Encounter chart.

Which brings me to Random Encounters. I have nothing against them. Heck, I love them. I think they're just the spice a sandbox needs. So while the ones above and to the right would be good for "hex stocking" tables as you move through the city, I also think a Supers Open World Sandbox Hexcrawl would need true Random Encounters.

In my mind the Random Encounters in this type of game would be more of your "big" encounters. Supervillain attacks, Alien Invasions, and so on.

Fortunately there are several good ones I've scoured up in my  searches of the internet like the DC Heroes RPG one linked to above at Republic of Replicants or here's a good one for sale at Drive Thru RPG...

Worlds of Pulp: Generic Random Event tables for Super Heroes


The thing that makes the Wandering Monster/Random Encounter work in D&D is the simple 1 in 6 on d6 (or 1-2 in some cases). So I'm picturing something like that here. Each "hex" (borough, neighborhood, whatever) you move into or through you would check on your Patrol Encounter Table. No crime in the area? Roll for Random Encounter. If one is generated, roll on Random Encounter Table.

I haven't decided on frequency though. In D&D, for Wilderness you check 3-4 times per day. In a Dungeon it's every other turn for Wandering Monsters. Every other "hex" could be a good metric here?





***

So, overall the basic procedure would look something like:

1. Check for Hunted's, Dep NPC's etc. at beginning of session.
2. Roll on Patrol Encounter table for each "area" moved through/entered.
3. If no Patrol Encounter generated, roll for Random Encounter every other "area".

Between this procedure and all the randomness your GM Emulator of choice (like Mythic) throws at you, plus any and all other oracles you might employ ( like Rory's Story Cubes) SOMETHING has to happen! If not either you're not looking hard enough for trouble, or it just wasn't meant to be. Go back home and go back to bed.

Needless to say, all of this is only if you're just out patrolling the city, on your way to work, whatever. If you have a specific mission or agenda from a previous session or whatever then obviously that would take precedent (unless you WANT to add the chance of added complications. Could be fun!)

***

As a bonus, here is my collection of all the most useful blog posts and downloads that I've gathered on the subject (in addition to the ones already posted above!).


Blog post on Superhero Sandboxes by Jeff Rients

Alien Shores blog posts on Sandbox superhero campaigns (3 parts. Recommended!)

Rogues and Reavers blog: New York, New York inspired Campaign Frames



Random Encounter Tables for GM's by Ty States

Polyhedron Magazine article collection for MSH. (Of note are the articles "Constructing a Solo Campaign" from issue 80 and "Constructing Random Adventures" from issue 91)

CRIME SCENE written by A. Bigwood QUICK SCENARIO GENERATOR FOR CHAMPIONS OR ANY OTHER RPG

Heroes Unlimited Random Encounter Table

Elfmaids & Octopi blog: River city encounters for Marvel Super Heroes

Mutants & Masterminds Random Events (pg 6)

CrimeTable+Toolkit for Icons

*EDIT*

I wasn't even aware when I drafted this list and post, but apparently +John McMullen  was already ON this track before I was, hitting on some of the same thoughts regarding Random Tables and Disadvantages back in JUNE! Check it HERE.

+StevenLincoln also gave me a tip to a great City Blocks Generator, that while intended for Sci-Fi/Cyberpunk, could work great in this context with minimum tweaking.



Look! Up In The Sky! It's...wait, who's THAT guy?!? (What I'd Like to Play pt.4)

The two greatest Super Hero RPG's ever IMO.

After a slight pause due to a mild manic episode followed by a more severe depression, I'm back (for now). I decided to skip the next game I planned on talking about (Ghostbusters) as the mood has passed. Instead I’m following my passion and talking about a couple of games I actually DO feel like playing.

When I was first starting out as a RPG’er back in ’82, after my intro via B/X D&D, my first true love was Champions. After being introduced by a classmate at school it was love at first sight. I had been a big comic fan as a kid, and the chance to make my OWN heroes as playable characters in my favorite genre was mind boggling to 12 year old me.

That Christmas my parents and I rode a bus across town to the Drowsy Dragon (RIP) to get my own copy (same edition as seen above left) as my present that year. One of the greatest presents I ever got. (Right up there with the Mego “Batman & Robin” action figures I got when I was 5 & the “Six Million Dollar Man” action figure when I was 6 or 7).

Supers was my genre of choice, & Champions my game of choice (though TBH in those days there wasn’t a huge amount of competition. Villains & Vigilantes, Superworld, & Heroes Incorporated were the only ones that I was aware of, but I had no desire to try them. Champions was the 800lb gorilla on the block of Supers gaming, and I was perfectly happy with it.

Until 1984. Imagine my shock when I walked into one of the local hobby stores and there was that bright, shiny box (as seen above right) for Marvel Super Heroes. It was from the legendary TSR. It had “official” stats for “real” characters. (Which tied in nicely to the “Official Handbook of the Marvel Universe” that had just come out, and was hot stuff in my world.)

Champions got dropped like a bad habit, and thus began a brief, intense affair with MSH, running through every module TSR released and writing a fair number of our own. Eventually the novelty of running someone ELSES characters wore off, and back to Champions we went, moving up to the 4th edition hardcover when it came out.

Gerorge Perez cover FTW


Over the course of time, I’ve drifted away from Supers in general (as the cost of comics rose so blasted high, and they moved from local stores, gas stations, and so on, into specialty only stores), which also included gaming. But the genre and characters have always held a special place in my heart, and I’ve never given up on them entirely.

As I’d started evaluating other games that I might like to play besides my solo D&D hexcrawl, MSH was one of the first to get unpacked. Not for playing MARVEL characters mind you, but purely for the ease of play and character creation (one of the few downsides of Champions is both how long it takes to run large battles AND character creation, though I’m quite proficient with both, so not TOO big a deal).

One of the things I’ve waffled over is campaign setting (as always). Most of me is STRONGLY torn to do my own world. My own characters. My own background. A lot of work if you try to do it all from the beginning. I’ve been really tempted to just let it all emerge from play. But then I’m torn again.

ANOTHER part of me is tempted to drop my own characters into a “it’s always 1984-ish” MSH campaign. Focus MOSTLY on my own heroes and villains, with occasional guest stars. This temptation comes from using a system with all those characters nice and statted up. Plus it DOES have the advantage of a comfortable, familiar backdrop. Just less room to world build.

Which leads me back to Champions. Lots of looking at old stuff, seeing pics online, etc has made me majorly nostalgic for it. I’ve gotten over SOME of my reservations about difficulty (if not character creation, ESPECIALLY when considering creating new villains on the fly!). Running an original (ie not LICENCED) game like Champions opens me up more to doing my own thing, and less “playing in someone else’s sandbox”.

In ANY case, what I’d LIKE to do with EITHER game is an Superhero version of an open world, sandbox, hexcrawl. I want to play as a superhero and go out and patrol the city, fight crime, rescue people from burning buildings, almost have my secret identity discovered by my girlfriend, get yelled at by my editor-in-chief, all that good stuff. The full superhero experience.

As I’ve already gone on quite a bit as it IS, I’ll save my thoughts on THAT subject for the NEXT post. :)