Monday, September 10, 2018

My Biggest References For Superhero Comics

My Biggest References For Superhero Comics* (And The Biggest Influences To The Amazing Avengers Campaign):
1. The back-up story in Captain America #221
2. Avengers Annual #10
3. Crisis on Infinite Earths
4. The original Secret Wars
5. Byrne’s Man of Steel (especially #3)
6. [REDACTED to not give away a future adventure plan]
7. Legends
8. Marshal Law
9. Gruenwald's Captain America (especially pre-#350)
10. Ostrander’s Suicide Squad
11. Giffen & DeMatteis’ Justice League (up to the Hughes issues)
12. Byrne’s West Coast Avengers
(* There are other comics I may hold in greater esteem (Dark Knight Returns, Watchmen, “Kraven’s Last Hunt”, Preacher, Sandman) but this is just for pure superhero-ness)

Datafile: Doombots/AA #2 notes

The second adventure of the campaign had to do with provoking the Latverian embassy, and thereby Dr. Doom, who then sent out an army of Doombots to vanquish the heroes. It’s usually my intention to create a modular antagonistic element that can be modified as we go along and can be added to in case new heroes drop into the adventure. There are usually enough heroes starting any adventure to accommodate at least the suggestion of an army, and from there you can expand the number as the challenge to the heroes is needed. For this one there were groups of Doombots, with one or more (designated as "prime," and randomly named by a number/letter combination from a site for creating California license plates) singled out to represent the rest for speaking or leading, then one or more Mobs for the rest. They started at something like a 3d8 then a mechanic applied where 1 would be added for each Opportunity rolled against them. In the first adventure there was a mechanic for Mobs of novice Hydra agents, with a d6-2 number added to the Mob at the beginning of each of their turns. That one relied on a roll for adding to the army rather than the players’ luck, and eventually got overly bloated. Of course, it was much simpler to take out the Hydra Mob, with a d8 Effect, and often a little too easy (though they still took down Hercules (on a lucky/unlucky roll)). Taking out the Doombots with a d10 was consdierably more difficult, and the players generally concentrated on the prime Doombots in the lead. Havok, with his wild Area Attack power, could have made a difference (and the adventure was originally designed with him participating in mind). The Doombot groups split off and there were a number of them but actually multiplied more from dice from the Doom Pool rather than due to the players’ Opportunities. There could have been a way to deactivate them all by using a scheme but there could have also been enough to cleave through with sheer brute force if it were going to be a dice-roll slug-fest.

Of course the adventure climaxed in a showdown with Dr. Doom, whose stats I modified. This may or may not have been the real Dr. Doom (the possibility of being a fake one should always be a consideration whenever confronting him) so I left out his mystic abilities (though one of my favorite elements about him), but it was more a psychological confrontation and his physical stats didn’t come into play. The Mechanical Minions of Doom power set was intended to be used only if the plan for the Doombots didn't work, since it was redundant from the start.

The stats for the Wrecking Crew, the original elements of provocation of the adventure, were modified only slightly for the adventure. (I'd started using ones I looked up and modified on my own only to find the official builds after we'd started but I (mostly) stuck with what I had.) Invulnerability always seems like an impenetrable power to fight, but the Wrecking Crew fold like paper if they're attacked any way but physically. Out-witting them is how they're defeated every single time in the comics.

The Doombots could come back in the future but they were a pain for the players so it might be a while until anyone wants to see them again (at least until the seeds of that adventure grow later on).


DOOMBOT (prime)

Affiliations
Solo    d6
Buddy    d4
Team    d8

Distinctions
Built To Defend Latveria’s Interests    d8
Constructed by Emperor Doom    d8
Leading Coordinated Attack    d8

Power Sets
LATVERIAN SUPERTECH
Enhanced Reflexes    d8
Enhanced Speed    d8
Enhanced Strength    d8
Sensors    d8
Subsonic Flight    d8
Super-heavy Plating    d10
Broadcast Terror. As part of a surprise attack once per scene, make an emotional attack using Area Attack.
SFX: Emotionless: Spend a die from Doom Pool to ignore emotional stress.
Limit: System Failure. Shut down a Latverian Supertech power to step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover that power.

WEAPONS PLATFORM
Energy Blast    d8
Missiles    d8
SFX: Area Attack. Target multiple opponents. For every additional target, add a d6 to your pool and keep an additional effect die.
SFX: Concentrated Fire. Against a single target, use Energy Blast or Missiles. Remove the highest rolling die and add use three dice for your total.
Limit: Charged System. Shut down a Weapons Platform power to gain step up the lowest die in the doom pool or add a D6 doom die. Recover by activating an opportunity, or during a transition scene.

Specialties
Combat Expert    d8
Menace Expert    d8
Tech Expert    d8


DOOMBOTS MOB

Affiliations
Team    Xd8 

Distinctions
Built to Defend Latveria’s Interests    d8
Constructed by Emperor Doom    d8
Working In Unison    d8

Power Sets
MOB TRAITS
Swarm    d8
SFX: Area Attack/Collateral Damage: Target multiple opponents. For every additional target, add d6 and keep +1 Effect die. Step back the highest die in the pool then add the highest-rolling die to the Doom Pool before calculating the total.
SFX: Emotionless: Spend a die from Doom Pool to ignore emotional stress.
SFX: Reinforcements. Any Opportunity rolled in a dice pool to affect Doombots Mob activates to add 1 to Team (+1 PP to the acting hero for each Doombot added).
SFX: Divide And Conquer. As a result of a Doombots dice pool with no Opportunities rolled, create another Doombots Mob and divide Team dice between them. New Mob takes first action on next round.
SFX: Decisive Leadership. Spend a d8 from Doom Pool to subtract 1 from Team and create new Doombot (prime). Free action but done before another dice pool is rolled and new Doombot takes first action on next round.
Limit: Mob Cohesion. Defeat Team dice (with d10 or more Stress) to reduce Mob by 1.

LATVERIAN SUPERTECH
Enhanced Reflexes    d8
Enhanced Speed    d8
Enhanced Strength    d8
Sensors    d8
Subsonic Flight    d8
Super-Heavy Plating    d10
Limit: System Failure. Shut down a Latverian Supertech power to gain step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover that power.

WEAPONS PLATFORM
Energy Blast    d8
Missiles    d8
SFX: Concentrated Fire. Against a single target, use Energy Blast and Missiles. Remove the highest rolling die and add use three dice for total. Cannot be used in same dice pool as Area Attack.
Limit: Charged System. Shut down a Weapons Platform power to gain step up the lowest die in the doom pool or add a D6 doom die. Recover by activating an opportunity, or during a transition scene.

Specialties
Combat Expert    d8
Menace Expert    d8
Tech Expert    d8


EMPEROR DOOM

Affiliations
Solo    d10
Buddy    d6
Team    d8

Distinctions
Doom’s Genius Knows No Equals!
Emperor Of Latveria
DOOM

BEHOLD THE GENIUS OF DOOM!
Cybernetic Senses    d8
Energy Blast    d10
Superhuman Durability    d10
Superhuman Strength    d10
SFX: Always Prepared. Spend a doom die to step up a Tech Master stunt or resource and recover mental or emotional stress.
SFX: Multipower. Use more than one Behold The Genius Of Doom! powers in a dice pool. Step back each Behold The Genius of Doom! Power die in that pool once for each die beyond the first.
SFX: Plans Within Plans. When using a Behold The Genius Of Doom! Power to create assets, add a d6 and step up the effect die.
SFX: Versatile. Split Energy Blast into 2d8 or 3d6.
Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a d6 doom die to step up emotional stress from opponents that offend otherwise anger Dr. Doom.

MECHANICAL MINIONS OF DOOM
Energy Blast    d8
Enhanced Speed    d6
Horde    8d8
Superhuman Durability    d10
Superhuman Strength    d10
SFX: Attack In Waves. Using either Superhuman Strength or Blast against multiple targets, for each additional target add a d6 and add an additional effect die.
Limit: Limited Autonomy. Defeat Horde dice (with d10 stress) to reduce Horde. Each Horde die may be treated as a separate target for Area Attack SFX.
Limit: Too Proud For Teamwork. Shutdown Behold The Genius Of Doom! to activate Mechanical Minions Of Doom. Shutdown Mechanical Minions Of Doom to recover Behold The Genius Of Doom! and The Indomitable Will Of Doom. Doom never uses his own powers against his robots’ targets, nor does he accept their help with his.

Business Expert    d8
Combat Expert    d8
Cosmic Expert    d8
Crime Expert    d8
Medical Master    d10
Menace Master    d10
Psych Master    d10
Science Master    d10
Tech Master    d10


WRECKER

Affiliations
Solo    d8
Buddy    d6
Team    d10 

Distinctions
Violent Tendencies
Misogynist
Once Fought Thor and Won

Power Sets
NORN QUEEN'S GIFT
Superhuman Durability    d10
Godlike Strength    d12
Superhuman Stamina    d10
SFX: Collateral Damage: Step back the highest die in the pool to add d6 to an attack action. Add the highest-rolling die to the doom pool before calculating the total.
SFX: Invulnerable: Spend a die from Doom Pool to ignore physical stress or trauma unless caused by mystical attacks.
Limit: Asgardian Magic: Shutdown Norn Queen's Gift when affected by Asgardian Magic, and add d6 to Doom.

ENCHANTED CROWBAR
Godlike Durability    d12
Weapon    d10
SFX: Power Reservoir: Spend a die from Doom to recover Norn Queen's Gift, or the Wrecking Crew power set of any other member of the gang.
Limit: Gear: Shutdown Enchanted Crowbar and add d6 to Doom. Spend a die from Doom to recover.

Specialties
Combat Expert d8
Menace Expert d8
Crime Expert d8


THUNDERBALL

Affiliations
Solo    d4
Buddy    d6
Team    d8

Distinctions
Chip on His Shoulder
Gifted Physicist
Career Criminal

Power Sets
ASGARDIAN MIGHT
Superhuman Durability    d10
Superhuman Stamina    d10
Superhuman Strength    d10
SFX: Collateral Damage: Add a d6 and step up Effect die by +1 when adding to the Doom Pool.
SFX:  Invulnerability. Spend a doom die to ignore physical stress or trauma unless caused by magic.
Limit:  Debt to Asgard. Shutdown Asgardian Might when targeted by Asgardian magic or sorcery to step up the lowest die in the doom pool or add a d6doom die. Spend a doom die to recover Asgardian Might.

BALL & CHAIN
Godlike Durability    d12
Weapon    d8
SFX:  Whirl & Hurl. Step up or double Weapon die for an attack action. If that action fails, shutdown Ball & Chain. Spend a doom die to recover.
Limit:  Gear. Shutdown Ball & Chain to step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover.

Specialties
Combat Expert    d8
Science Master    d10
Tech Master    d10


PILEDRIVER

Affiliations
Solo    d4
Buddy    d6
Team    d8 

Distinctions
Good Ol' Farmboy
Loyal to the Wrecking Crew
Self-Styled Ladies' Man

Power Sets
ASGARDIAN MIGHT
Superhuman Durability    d10
Superhuman Strength    d10
Superhuman Stamina    d10
SFX: Collateral Damage: Add a d6 and step up Effect die by +1 when adding to the Doom Pool.
SFX: Massive Fists: Spend a die from Doom to Step Up or Double Superhuman Strength for one action.
SFX: Invulnerable: Spend a die from Doom to ignore physical stress or trauma unless caused by mystical attacks.
Limit: Asgardian Magic: Shutdown Wrecking Crew when affected by Asgardian Magic, and add d6 to Doom.

Specialties
Combat Expert    d8
Crime Expert    d8


BULLDOZER

Affiliations
Solo    d4
Buddy    d6
Team    d8

Distinctions
Ex-Army
Hard-Headed
Steadfast Loyalty

Power Sets
ASGARDIAN MIGHT
Superhuman Durability    d10
Superhuman Strength     d10
Superhuman Stamina     d10
SFX: Collateral Damage: Step back the highest die in the pool to add d6 to an attack action. Add the highest-rolling die to the doom pool before calculating the total.
SFX: Mighty Charge. Step back the highest die in an attack action pool to add a d6 and step up the effect die.
SFX: Invulnerability. Spend a die from Doom to ignore physical stress or trauma unless caused by mystical attacks.
Limit: Debt to Asgard. Shutdown Asgardian Might when targeted by Asgardian magic or sorcery to step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover Asgardian Might.

Specialties
Combat Expert    d8
Menace Expert    d8

Monday, April 16, 2018

Datafile: Havok

One of my players is a big Havok fan, more for the X-Factor days than the X-Men-adjacent ones, so it was his first choice of hoer to use.  I looked up some unofficial builds and found two:
https://marvelplotpoints.com/2012/07/12/hero-datafile-havok/
And
http://marvelheroicrp.wikia.com/wiki/Havok_Earth-616
They’re good, but not great, and neither exactly what we wanted.  These rely on Havok’s relation to Cyclops, as if he couldn’t stand on his own.  Especially in X-Factor and in Uncanny Avengers, he wasn’t defined by his relationship to his brother (which has been done to death anyway).  So I put the better stuff from each into one, dropping any ties to Cyclops entirely, especially since I also didn’t have plans for the X-Men or their leader (at the time).  We also dropped any reliance on a suit, since it wasn’t important enough to the character that I ever remembered it being an issue in a story, though I gave my player the option to work on something like it in between adventures, as well as helping to build a relationship with Tony Stark (who my player was also playing).

HAVOK
Alex Summers

Affiliations
Solo    d6
Buddy   d8
Team   d10

Distinctions
Reluctant Leader
Something to Prove
Uncontrollable Power

Power Sets
AMBIENT ENERGY CONVERSION
Plasma Emanation: D10
Energy Resistance: D8
SFX: Area Attack. Target multiple opponents. For every additional target, add D6 and keep +1 effect die.
SFX: Raw Power. Double or step up PLASMA EMANATION die for an action and shutdown PLASMA EMANATION. If the action fails, step up emotional stress by +1. Recover power during a Transition Scene.
Limit: Get Away, Now! Both 1 and 2 on your dice count as opportunities when using AMBIENT ENERGY CONVERSION, but only 1s are excluded from being used for totals or effect dice.
Limit: Out of Control. Step up physical stress of all allies in your scene when using both AREA ATTACK and RAW POWER in the same action.
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.

Specialties
Combat Expert    d8
Cosmic Expert    d8
Science Expert    d8
Vehicle Expert    d8

Milestones
FEAR HIM, FEAR FOR HIM
1 XP when you use your PLASMA EMANATION specifically to protect an ally or innocent from harm.
3 XP when you take emotional Trauma in order to save an ally or innocent.
10 XP when you are the last hero standing and must sacrifice yourself to protect your fallen allies.

A LEADER AND A REBEL
1 XP when you convince someone to follow your lead.
3 XP when you convince your team to tackle a seemingly impossible challenge.

10 XP when you lead your team to a triumphant victory over overwhelming odds, or abandon them, dooming them to failure.