Saturday, February 19, 2011

The Doom Effect-Enhancement Powers

Enhancement Powers
Enhancement Powers are Quantum Powers based on Mega-Attribute enhancements. They do not have an associated Mega-Attribute associated with them, and if you later get that Mega-Attribute, you will not be able to use them together. Enhancement Powers should only be taken if you want an enhancement, but the associated Mega-Attribute will not be something your character would ever need.
Enhancement Powers are all Level 1 with a Quantum Minimum of 2. Their effects and durations are all identical to those of their associated enhancements, with the exception that any use of their associated Mega-Attribute (either from a die roll or static rating) is replaced with their Power Rating. They are technically called Enhancement Name + “Power.” The quantum point cost for using these powers is a base of 1 unless the enhancement lists a higher cost, and increases by 1 for each extra the power has (with the exception of the Reduced Quantum Cost extra, of course).
Only enhancements whose abilities are tied to their Mega-Attribute enhancements can be taken this way.
Example: Terran wants a movement power that represents the Earth tossing him through the air and  softly gently receiving him several miles away. He doesn’t want flight and never plans to have any Mega-Strength, but he looks at Mega-Strength’s Quantum Leap enhancement and decides to take Quantum Leap Power. This allows Terran to make a jump roll with a horizontal distance of two kilometers per success multiplied by his dots in Quantum Leap Power. It also allows him to make normal Dodge rolls against area and explosive attacks.
Example: Tam controls sound to make his punches extraordinarily tough and strong. He also wants to move more quietly, but he never really intends to get Mega-Dexterity. He wants to get Catfooted Power, but he can’t because the Catfooted enhancement’s effect isn’t based on the user’s Mega-Dexterity score. The same would apply for Accuracy, Physical Prodigy, and Fast Tasks. Tam chooses to take two dots of Enhanced Movement Power instead, multiplying his walk, run, and sprinting speeds by three (1 + dots in Enhanced Movement Power) whenever he pays 1 Quantum Point.

Friday, February 18, 2011

Penny Reviews: The Disappoint

A side feature that I update whenever possible, Penny Reviews tells you all about a comic in 100 words or less.

Invincible Iron Man #33 - I'm not up to speed on the current Iron Man arc, but organic recaps made that a non-issue. The story centers around physical conflict, but was more than punching something until it was broken. It balances a glut of distinct, unlikable villains with Tony and his supporting cast. Yea: The natural supervillain reveal. Nay: Supervillain team up teaser. If C is what average superhero book should be, Invincible Iron Man #33 was a C. However, Good Morning Tony, the feature story at the back, was a solid B (maybe B+) and my real reason for picking up this month’s issue.

Thor, the Mighty Avenger #8 - Thor's recap isn't that smooth, but you get the point: a magic god of ancient lore is pitted against computers and government in an excellent contrast that nudges the main plot forward. His team-up this week is--who cares? It's the characterization and art that make Thor: The Mighty Avenger fun to read. Thor manages to juggle haughtiness and innocence expertly in a beautiful book. There's even a classic pre-team-up fight, but no one mentions what a cliche it is, subverting the subversion of the cliche, which in-and-of-itself has become a cliche. Overall, looking forward to next month's issue.

...aw.

Action Comics: Lex Luthor # 896 - Just pointless. Fans of the Luthor-as-protagonist Action Comics will probably like the villains-as-protagonist concept of Sinister Six, but I hate crossovers and can’t get Sinister Six, so it's aggressively pointless. It even features the one line motivation of "makes as much sense as anything we do," which is just so. weak. It’s loud, thoughtless filler that keeps the Mr. Mind/Loisbot subplot slowly boiling in the background so you don't notice it. Loisbot dies, but she'll be back because she's part of the main plot. Maybe they're actually writing a book that people who are and aren't paying attention will enjoy.

It's the Magic: Besiegement

New Hotness
Although Mirrodin Beseiged came out two weeks ago, it's not quite old news yet. I just played my first draft with it this week (A Scars-Scars-Beseiged draft with three friends who hadn't been keeping up with the spoilers and previews), and I learned a few things:

Infect is still potent. I don't mean that in that it's a strong offensive tool. It is (I was consistently threatening two of the other three players on the board with my Infect/Proliferate deck), but what I mean by that is that there are certain cards which radically change the way the game is played; bombs. Bombs demand an answer and quickly, pushing players into a strong attack (in this context meaning a counter spell or removal) or into a hunkering defense while they try to draw an answer. Once a player hits seven poison (give or take) anything with infect is, essentially, a bomb. That makes a forty-card deck of three-drop infect rats and proliferate something that demands more than a few answers; it demands you simply kill the source. That's why I died first. Okay, indiscriminate poison counter allocation is why I died first, but the underlying cause is the same; poison changes a game significantly.

Thursday, February 17, 2011

Blog in Exactly 1000 Words: Stewie Jaguar



It's gonna be another day or so until I'm back in my proper form here. Enjoy Stewie as a member of Clan Smoke Jaguar.

Wednesday, February 16, 2011

Tuesday, February 15, 2011

Playing Favorites excerpts, pt 08

Every Tuesday, I post excerpts from my best-selling at not-selling super blog, Playing Favorites.


Once upon a time the Hulk destroyed a small town and then some punk kid superjerks called The New Warriors fought a guy called Nitro and a school blew up. Two seconds later, the government passed a bill to make superpeople register with the government, but in a way that wasn’t the same as the Mutant Registration Bill which has been kicking its way around congress since some time around the early seventies. In order to make these super-folks accountable for their actions, they were trained in ethics, physical fitness, public relations, and (of course) combat for their inevitable roles as super-soldiers and super-heroes. The prime training facility was in Camp Hammond (named after the original, android Human Torch who fought alongside Captain America in World War II) as part of a program called The Initiative. ‘The Initiative’ as a comic book was about young, new superkids learning their powers and drama-ing it up in a pseudo-bootcamp run by world champion loser Hank Pym, Marvel’s answer to the insane, paranoid racist telepath Maxwell Lord in Henry Peter Gyrich, and a Nazi in a wheelchair (the only guy to have an honest description because he was a literal Nazi in a literal wheelchair).

Believe it or not, this series was the bomb. B-list characters, C-list characters, and Hank Pym (and this is probably the nicest way I’ve ever referred to him) populated the cast, which let it have good stories with consequences and actions that have effects. The main cast (consisting of the second batch of cadets to arrive at the school), weren’t at ease in the world of super-heroics and most of them were bitter or at the very least reluctant about being forced to join up. There were plenty of mistakes made by both the trainers and the students and most of them (this still being comics) had irrationally harsh consequences. Before the end, you do even feel a little bad for the Nazi in a wheelchair (okay, it happens once).

But as much as I like the narrative quality afforded by being at the periphery of massive crossover events (“World War Hulk” and “Secret Invasion,” not to mention being birthed by “Civil War”) with largely unimportant peripheral characters, The Initiative had one character with a good arc that showed development and depth, and a lot of characters who were fun to watch interact with one another and whose further improvement would (unbelievably) be best explored with exposure to the mainstream Marvel Universe. Don’t get me wrong, Hardball will probably become a wishy-washy Hyrda double-agent. Komodo can get some Spider-Man team-ups and angst points versus The New and Improved (TM) Lizard. I think everyone else did go mainstream and joined up with the New Warriors, so fuck those guys.

Except Crusader. He’s dead. Crusader might actually get one of these spots. Now, I haven’t read the comic that he’s introduced in, so all I know is his brief, albeit memorable, appearances in ‘The Initiative’ just before and during “Secret Invasion.” I do nitpick that he should have been a veteran of more than a few Skrull Invasions to flesh out his background and ‘grizzled veteran’ status, but for a Skrull warrior who was sent undercover to Earth to infiltrate the Avengers just before they were destroyed even though The Skrull Queen herself was doing that very same thing and no one bothered to follow up with him so he ended up learning everything he could about The Avengers and becoming a fanboy until he eventually met Freedom Ring and trained him and Freedom Ring died and he took the ring that was a fragment of a cosmic cube and joined The Initiative as part of his (very recent) lifelong dream to become an Avenger only to get his wish and find himself pitted against his own people in their last grasp at their destiny before becoming a people with no home lost amongst the cosmos because of something that happened in some cosmic miniseries that I didn’t read because, c’mon, I tried that “Emperor Vulcan” thing where a Summer’s spawn ends up running the Shi’ar and fucking everything in space up forever, which I feel that I can only blame on the overall terribleness of recent X-books…

So Crusader chooses Earth (spoiler alert) and fights for his new home, red licorice, and Nick Fury (because who wouldn’t fight for Nick Fury, except for the soldiers hungry for the kind of leadership only a Nick Fury made of red licorice can provide.) and the Earthmen win the day and the Skrulls…well, I guess they’re boned, but no one is much focusing on it and Crusader’s dead, so fuck that too.

Ultimately, Crusader has tried, failed, and then redeemed himself and found focus in his life. He’s given up a lot for something he believes in (I’d like to think it was more than Avengers cartoons, red vines, dudes with one eye, and the prospect of boning not a single, amorphous Skrull sex, but boning humans with their amazing two sets of genitals to choose from. Maybe there was something off screen that really compelled him to stick it out with Team Homo Sapiens.). However shaky his motivations, his (admittedly short) story packs a punch and does a good job of showing how he hardens from an unsure traitor to a confident loyalist.

Tentatively, Crusader’s up.

It should be mentioned here that the Dark Avengers, from Victoria Hand to Bullseye-as-Hawkeye was an awesome read that took ‘dysfunctional team’ to new levels. It was a pity that it was short-lived, but then the series would’ve started looking pretty toothless when all eight deadly assholes kept living after pissing off the other seven assholes on the team. No matter how great a series it was, the only remotely heroic character was Victoria Hand, who was making some moral compromises because she believed in Norman Osborne. Even in the end, she was smart enough to realize that she’d backed the wrong horse. That she’s a good person who’s trying to get something done instead of repeating the asinine, run-in-place games of Nick Fury and the Avengers makes her a damned compelling hero, but until she gets superpowers and puts on a mask, she and her Hot-Topic dye job and lipstick lesbianism fall far short of superheroism.

I guess that covers all of the teams. Unless I somehow mistakenly left you with the impression that any of the X-Men were serious contenders for this list because I just want to assure that that was never even remotely close to the case.

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Monday, February 14, 2011

The Game's the Thing: Three Campaigns, Part One: The Ghost

With the renaissance my friends and I have experienced in roleplaying games lately, I thought that it might be wise for me to reflect on some of our recent campaigns before I start my new campaign, The Doom Effect.

New Port City was originally Terry's campaign. When he lost interest, I was eager to pick it up; I'd had some luck with superhero games in the past, and as a comics fan, it's something I'm always interested. The most legendary games I ever ran were started by Terry before I picked them up, and I was hoping that with a versatile power system and some good inspiration, I could make that magic happen again. You've seen Runaway Bride, right?