Tuesday, May 7, 2024

Time Traveler's Codex Review

While at Super-Fly Comics & Games for Free Comic Book Day 2024 I picked up the Time Traveler's Codex for Mutants and Masterminds 3e. Like many M&M books this book provides both advice and rules on a subject, as well as relating the topic back to Earth-Prime (the home of Freedom City and Emerald City).

I really enjoyed this book and if you plan on including time travel at all in your game, I recommend this one. I'm also going to say I love that the book discusses eras and places outside of Europe and North America. 

Chapter One discusses including time travel in your campaign (big surprise I know). It also discusses the big ideas behind time travel and tropes associated with it. This is a nice section and even discusses several different types of time paradoxes. It all made me think of the scene in Avengers: End Game in which Bruce explains how time travel works. "So Back to the Future's a bunch of bullshit?" There is some crunch too. New time travel rules, including temporal navigation, temporal drift, temporal mishaps, and other rules related to temporal retcons. The chapter ends with a discussion about "Ugly History." If you want historical accuracy sometimes hard subjects are a part of that. The book gives some good advice to addressing these subjects and making sure your players' are comfortable.

Chapter Two discusses Time Traveling Heroes. It starts off with discussing how time travel will be used. Are you just having the occasional jaunt or going full Doctor Who? More character framework is presented. Suggested power levels and themes are given. The are quite a few character options. Skills are discussed in connection to different eras and cultures. Just because you are an expert in one time doesn't mean you are in another. Along with this are simple rules for tech familiarity. There are several new time travel based Advantages, including a new type: chronal. Three time based powers are given (with how they are built using other powers). The same is done with several pieces of time travel equipment and devices. Of course we get some heroic archetypes. They are:

  • Hyperintelligent Dinosaur (PL 8) - this might be my favorite, it's a super smart raptor 
  • Quantum Alien (PL 12) - basically the Doctor, they even have a quantum spanner, redundant organs, and rejuvenation
  • Temporal Tourist (PL 10) - it's basically Booster Gold and even includes its own Enthusiastic Robot Buddy
  • Time Warden (PL 10) - want to be a Timecop?
  • Time-Lost Teenager (PL 8) - definite Bill and Ted (or even Marty McFly) vibes
  • Warrior From a Grim Future (PL 10) - the art and name definitely shows its inspiration because this one is definitely Cable (or Bishop)
Chapter Three is for Gamemasters. It is a more detailed discussion of many of the things mentioned in Chapter One. We get several hazards that make time travel more dangerous (and interesting). Time Travel and Earth-Prime is given a few pages of discussion. Included in this is stats for counter-culture villain, the Tick-Tock Doc and his Groove Machine. This is followed by several time-travel villain archetypes. They are:
  • Exterminator (PL 12) - Terminator-like robot sent to the past to ensure a certain future
  • Future Perfectionist  (PL 14) - though this isn't Kang (we get that archetype later), there are elements of him in it, the Maker (the evil Ultimate version of Reed Richards) has elements of this, particularly in the recently recreated Ultimate Universe
  • Immortal Conqueror (PL 13) - this one might be my favorite, it's a primitive looking woman in a business suit and is an obvious tribute to Vandal Savage.
  • Living Gateway (PL 10) - this varied villain has the ability to travel through time to play around with things, it reminded me of the DCAU version of Chronos depicted in "The Once and Future Thing" episodes of Justice League. 
  • Temporal Wizard (PL 13) - This magical time travel seems to be inspired by TMNT's Savanti Romero
  • Time-Hopping Tyrant (PL 16) - this is our Kang, though he's also been presented in the Cosmic Handbook's Time Master villain archetype.
Chapter Three ends with ten new minions.

Chapter Four discusses different heroic comic eras. The Platinum, Atomic, Bronze, and Copper Ages of comics are given brief discussion  (three paragraphs each) before more popular ones are given a more thorough treatment. Each era discusses life during the time as well as rules considerations. This is followed by PL/theme suggestions and stat blocks. Included in two of these sections are classic comic book items with the serial numbers filed off.  Finally we get a look at one of the Earth-Prime's cities during this time.
  • Golden Age
    • Rules Considerations 
      • Skills
      • Advantages
      • Gear - Alan Scott's ring, the Blue Beetle Scarab, Wonder Woman's Lasso of Truth
      • Rationing Rules
      • Statblocks - Fifth Columnist (PL3), Wonder Dog (PL 3)
      • Golden Age Emerald City - we're presented with several villains and a heroic team, the Victory Squadron (13 stat blocks in total
  • Silver Age
    • Rules Considerations
      • Skills
      • Advantages
      • Gear - Flash's cosmic treadmill, Green Arrow's gimmicked arrows, Captain America's Shield, Spider-Man's web-shooters, Daredevil's Billy Club
      • Statblocks - Plucky Reporter (PL3), Rock & Roll Legend (PL2), Super Spy (PL5)
      • Silver Age Freedom City - Set the Destroyer, the Atom Family, and the Freedom League are all discussed. (there are 11 new stat blocks, we're told to use stat blocks found in other books for some)
  • Iron Age
    • Rules Considerations
      • Lethality
      • Ability Strain
      • Skills
      • Advantages
      • Realistic Powers
      • Statblocks - Detective (PL5), Middle Manager (PL4), Sewer Mutant (PL6)
      • Iron Age New York City - capes were illegal in Freedom City during this age and the only supers in Emerald City kept things quiet, so it makes sense they discuss another city, the primary focus is on the Lower East Side, a few villains are discussed: Riot Shield and Ghengis as well as a heroic female punk band, the Gorgons (Genghis and the Gorgons get statblocks)

Chapter Five discusses other eras of play. Like the previous chapter several eras are touched on briefly (only a paragraph this time). Then other eras are given multiple pages. While they don't get a whole subsection detailing an Earth-Prime city, there are sidebars that discuss these eras in that setting. It should be noted that the Legion of Super-Hero-inspired Freedom City 2525 isn't discussed because it's in the Cosmic Handbook.
  • Jurassic Planet (Circa 175 Million BCE)
    • Rules Considerations
      • Skills/Advantages
      • Equipment
      • Statblocks - Compsoganathus (PL1), Early Hominid (PL3), Megaldon (PL11), Smilodon (PL7), Titanboa (PL9)
  • Old Kingdom Egypt (Circa 2500 BCE)
    • Rules Considerations
      • Advantages
      • Equipment
      • Statblocks - Charioteer (PL4), Priest (PL1), Sphinx (PL8)
  • Imperial Rome (Circa 100 CE)
    • Rules Considerations
      • Skills/Advantages
      • Equipment
      • Statblocks - Champion Gladiator (PL7), Legionary (PL5), Senator (PL3)
  • Islamic Golden Age (Circa 900 CE)
    • Rules Considerations
      • Skills/Advantages
      • Equipment
      • Statblocks - Alchemist (PL3), Jinn (PL7) Royal Guard (PL6)
  • Medieval Europe (Circa 1000 CE)
    • Rules Considerations
      • Advantages
      • Equipment
      • Statblocks - Jester (PL3), Sidhe (PL8),  Shining Knight (PL6)
  • The Great Ming Empire (Circa 1410)
    • Rules Considerations
      • Skills/Advantage
      • Equipment
      • Statblocks - Scholar-Official (PL2), Warrior Monk (PL6), Long (PL12)
  • The Triple Alliance (Circa 1500 CE)
    • Rules Considerations
      • Skills/Advantages
      • Flaws
      • Equipment
      • Statblocks - Ahuizotl (PL9), Engineer (PL2), Jaguar Warrior (PL7)
  • Golden Age of Sail (Circa 1715 CE)
    • Rules Considerations
      • Advantage/New Skill
      • Equipment
      • Statblocks - Buccaneer (PL4), Dread Pirate (PL6), Siren (PL4)
  • The Wild West (Circa 1870 CE)
    • Rules Considerations
    • Advantages
    • Equipment
    • Statblocks - Hidebehind (PL7), Legendary Gunslinger (PL7), Smooth-Talking Huckster (PL2)
  • Cyber Revolution (Circa 2060 CE) 
    • Rules Considerations
      • Advantages
      • Equipment
      • Statblocks - Cyber Ronin (PL7), Hacker (PL2), Information Broker (PL3)
  • Post-Apocalyptic Earth
    • Rules Considerations
      • Power-Immunity - these abilities might cost more or be barred from character creation given the nature of the world
      • Equipment
      • Statblocks - Death Machine (PL10), Giant Roach (PL2), Mutant Survivor (PL5)
The book ends with a very thorough index. 

Monday, May 6, 2024

Butterfly In The Sky (Peacemaker Spoilers)

During the A-Z challenge this year I mentioned Peacemaker's butterflies. A noble butterfly, Murn was a member of Peacemaker's team is discussed in the Support Staff post. The aliens hadn't appeared in DC before the series, though they do kind of remind me of Lovecraft's Mi-go.  

The Butterflies came to Earth when their planet became inhabitable. They quickly noticed how flawed humans were and decided for the species' and the planet's best interest they would take control of the most powerful humans to course correct Earth's inevitable destruction. 

These stats were inspired by the Monster Manual's Intellect Devourer.

Butterfly

Tiny Monstrosity, Any

Armor Class: 15 (Dex, Size)
Hit Points:  14 (6d4)
Speed: 20 ft., Fly 40 ft.
Challenge: 2 (450 XP)

Str 2 (-4) Dex 18 (+4) Con 11 (+0) Int 16 (+3) Wis 16 (+3) Cha 10 (+0)

Saving Throws: Dex +6
Skills: Perception +4, Stealth +6
Senses: Darkvision 60 ft., passive Perception 14
Languages: Butterfly

Trait
Butterfly Burrow: When making a grapple check the butterfly can use its Dexterity instead of Strength.

Actions
Claw: Melee Weapon Attack. +6  to hit, reach 5 ft., one target. Hit: 1 slashing.
Possess Creature: The butterfly tries to burrow into the brain of an incapacitated humanoid. The creature makes a Constitution saving throw (DC 15). If successful nothing happens and the butterfly can be removed without harming the host. If the saving throw is not successful the butterfly burrows in the creature's brain. This technically kills the creature, the the body does not die. The butterfly is now in full control of the creature. The butterfly retains its Intelligence, Wisdom, and Charisma, as well as proficiencies. It otherwise takes on its host's stats (with some enhancements). The hosts Strength, Dexterity, and Constitution scores increase by 4. It's movement score increases by 10 ft. It also gains Damage Resistance: Bludgeoning from Non-Magical Sources. Finally they gain a proboscis that is used to feed on nectar-like fluid.

If the host body drops to 0 hit points, the butterfly must leave. By spending 5 feet of its movement, the butterfly can voluntarily leave the body. The body then dies, unless its brain is restored within 1 round.

Music Monday - Wrong Side of the River

I was definitely not expecting JTMusic to make a track about The Mummy, but I’m so glad they did. It’s short, but great. 

Saturday, May 4, 2024

Rebel Yell

Enjoy this fun bezerkartwerk for Star Wars Day.

Free Comic Book Day 2024

It's the first Saturday in may which means that in addition to be Derby Day, it's Free Comic Book Day! If you'd like to find a  participating shop near you check out this link. I’ll be heading out later with my friend John.


I'd also like to point you to the 5e Fantomah pdf I dropped for Free Comic Book Day 2022. Maybe I can come up with something for next year.

Finally, I thought I'd ask everyone what their favorite supers rpg is? Why do you like it so much?

Friday, May 3, 2024

Madame Web (2024)

There are spoilers and stats below.


Plot
Cassandra Webb is an EMT in NYC who begins developing clairvoyance. Soon she finds herself entangled in a web of mystery tied to her past. She must protect three young women with important destinies from Ezekiel Sims, an evil Spider-Man.

Review
You will notice that most of my reviews on here are positive. That's because most of the time, I'd rather just not talk about something I don't like. I'm going to make an exception today. Though it looked weird, I was interested in the movie when it was announced and the first trailer dropped. The villain, Ezekiel Sims was a decisive but interesting addition to Spider-Man lore. He introduced the idea of the Spider-Totems, Morlun, and the Inheritors to the mythos (and by proxy the concept of the Spider-Verse). 

Unfortunately none of this is mentioned in the movie and this one really might be as bad as the critics said. I'll start by talking about the good points. The idea that not every person gets the same spider powers is an interesting one. Ezekiel's costume looks like a cool dark version of Spider-Man without the spider symbol. Spider-Woman II/Arachne, Araña/Spider-Girl III, and Spider-Woman III all have cool costumes and their action scenes are cool. This leads me to my first complaint, we only see the Spider-Ladies in action in a brief nightmare/vision Ezekiel has and posing in vision Madam Web has at the end. The film's dialogue is flat and the delivery is just bad. Dakota Johnson seems bored and confused the whole time. Her delivery is awkward and off-putting. Ezekiel's dialogue just doesn't sound natural, like there is some sort of dubbing thing. Adam Scott plays Ben Parker and Emma Roberts is Mary Parker. Both characters are wasted though. Though he's not named, Peter Parker is born in the film. There's some weird product placement with Pepsi (who are involved with Ezekiel's death). Finally the introduction of Las Arañas was just kind of meh. They could have been cool, like most of the film just kind of fell flat.

I'm not saying don't watch it, but definitely don't pay to watch it.

What I Would Have Done
I don't normally do this but I'm going to talk about what I would have done differently. I would have definitely introduced the idea of Morlun and the Inheritors. Instead of just being selfish and wanting power, I would have had Ezekiel offing Spider-People to keep the Inheritors from focusing on his Earth. He could have even went full Terminator and went after Mary to stop the birth of Peter. Also while they could have kept the spiders that give them their powers, I would have dropped the super powered Las Arañas tribe as a whole. Or kept them, but made them guardians of the spiders, rather than having them powered by the spiders.

In Your Game 
Ezekiel doesn't have the full suite of Spider-Man powers. He has enhanced strength/dexterity/constitution, a neurotoxin touch, and visions of the future. I'm also giving him resistance to bludgeoning damage because he gets hit by vehicles twice in the movie and keeps going.

Real Name: Ezekiel Sims

Medium Humanoid (Spider-Person), Neutral Evil 

Armor Class: 16 (Dex)
Hit Points: 112 (12d8+60)
Speed: 30 ft., Climbing 30 ft
Challenge: 5 (1,800 XP)

Str 22 (+6) Dex 22 (+6) Con 20 (+5) Int 15 (+2) Wis 14 (+2) Cha 12 (+1)

Saving Throws: Dex +9, Con +8
Skills: Acrobatics +9, Athletics +9, Deception +4, Perception +5, Stealth +9 
Damage Resistance: Bludgeoning
Senses: passive Perception 12
Languages: Spanish, English

Unique Traits
Evasion: Ezekiel can dodge out of the way of area of effect spells and attacks. When subjected to one that allows him to make a Dexterity saving throw to take only half damage, he takes no damage  instead if he succeeds and only half if he fails.
Spider-Climb: Ezekiel can climb difficult surfaces, including upside down on ceilings without having to make an ability check.
Spider-Sense: Ezekiel adds +4 to his Initiative checks and can't be surprised while he is conscious. Creatures that gain Advantage to attacks against him because of invisibility or stealth lose Advantage on those attacks. He loses all perks of this trait other than initiative against a foe that also has Spider-Sense.

Actions
Mutliattack: Ezekiel can make three slam attacks.
Neurotoxin: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (2d4+5) poison damage.  The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. If the target already has the poisoned condition they gain a level of exhaustion.
Slam: Melee Weapon Attack +9 to hit, reach 5 ft., (one target), Hit: 10 (1d8+6) bludgeoning damage.

Fuccubus Friday - Raphael

Raphael is a seductive and silver-tongued antoginist from Baldur's Gate 3. He's the cambion son of Mephistopheles. He's also a full on Disney villain because he has a big musical number during your (potential) boss fight with him. I've posted a metal cover of it here.

Wednesday, May 1, 2024

Add Some Brutality To Your Action Figure Collection

The first item from Severed Toys is live on Kickstarter. In a partnership with Johan and Pelle of Stockholm Kartell, they're releasing an action figure based on the cover of Mork Borg. There are four different versions: Dread Risen (pictured below),  Blood Drenched, Glow in the Dark, and Cursed. The figures are 1/12 scale, which means they'll look great alongside my Marvel Legends figures. I will probably only be able to get one and I'm still deciding which one. I'm leaning towards blood drenched. The zine (written by Mork Borg's creators) will let you summon your own undead in the game.  The project has already funded funded and three stretch goals have been met. If you think you're going to want it you should back now. If you do so before 11 am EST on May 2 you can get the Flanged Mace add-on for free. Back it here.

As an aside this is really cool for me. Before I rolled dice, my friend Chad and I would "play D&D" with our action figures. This won't be the first action figure I've got based on a rpg, but every time I add another to my collection it makes me smile.

Tuesday, April 30, 2024

Z is for Zebra-Man

Their have been at least four characters to use the name Zebra-Man. The original has an ability called Diamagnetism, which allows him to repel and attract anything but metal. The original was a Batman villain. While fighting Zebra-Man, Batman was bombarded with the same radiation that gave the villain his power. Later the villainous corporation Kobra creates their own Zebra-Man to gain control of Stagg Enterprises. This one also used Diamagnetism. The New 52 introduced another version who ends up taking the moniker Vortex. This version also had super strength.  

I'm going to talk about the latest Zebra-Man, though to be honest there isn't much to say. At one point he was a member of Cheetah's animal-themed team of villains, the Menagerie (which also included Weasel). After that he joined the anti-Task Force X group, the Revolutionaries. This group was seen as terrorists by some and revolutionaries by others. He was later brought in as a member of the Suicide Squad, where he served as the body guard to Amanda Waller's replacement Lok. He was an odd character, but kind of interesting.


Code Name: Zebra-Man
Real Name: Unknown
Team Affiliations: Task Force X, Revolutionaries, Menagerie 

Medium Humanoid, Neutral Evil 

Armor Class: 12 (Dex)
Hit Points: 52 (8d8+16)
Speed: 30 ft.
Challenge: 3 (700 XP)

Str 16 (+3) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 16 (+3) Cha 10 (+0)

Saving Throws: Dex +4
Skills: Perception +2, Survival +2
Senses: Darkvision 60 ft., passive Perception 12
Languages: Understands but can't speak English

Trait
Diamagnetism: Zebra-Man has can magnetically manipulate items other than metal and create a forcefield around himself and others in a manner similar to innate magic. His ability for this is Wisdom (save DC 13) He can using the following spell, requiring no material components:

At will: Mage Hand (Only affects non-metal things), Thunderwave, Sanctuary 
3/day: Telekinesis (Only affects non-metal things), Globe of Invulnerability (Only affects non-metal things)

Actions
Multiattack: Zebra-Man makes two unarmed attacks.
Unarmed: Melee Weapon Attack. +5  to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.