Showing posts with label Superhero. Show all posts
Showing posts with label Superhero. Show all posts

Wednesday, 16 April 2025

The Island of Evil. The DNA Finale.

This is the fourth and final part of my 1980s superhero campaign. In the first episode, our heroes managed to secure the formula of Dr Nichlos Armagus's (DNA) deadly gas. However, at Mission Trail Park, the same heroes failed to stop DNA from exploding his mutation bomb, although they managed to contain the worst of the explosion.

Yet this small victory came at a cost, with Star Phantom, the most potent member of the Aegis team, severely injured. As Star Phantom lies in the Citadel, the rest of the team moves on to the township of Terrasanta, where DNA has erected some booster emitters. The team managed to disable the emitters and drive DNA's minions from the township. Analysing the spoils of their victory, our heroes have finally located DNA's secret hideout on an island called Isla Malvarda.


DNA Hideout - The Island of Malvarda.

The Attack


Star Phantom's stealth powers allowed Knight Eagle, Primor, and Blue Flame to approach the Malvarda undetected. The team entered a huge Cavan filled with storage tanks, generators, and piping. The place had an acrid smell as chemicals seeped through the rocks. Our hero planned to destroy the tie and apprehend DNA and his accomplices.


The Welcome Committee

As expected, DNA and his villains awaited the attack. Deathshot, perched on one of the storage tanks guarding the main entrance to the complex, would be the first into the action. Our hero's plan was for Blue Flame to fly across the cave and block the villains' retreat while the others destroyed the controls for the chemical plant. Star Phantom, the team leader, would try to cover the rest of the team so they could complete their objectives.


DNA's cave Hideout


DNA's Chemical Sanctuary

Therefore, Star Phantom once again crossed swords with Deathshot. Following the villain’s success with his entanglement arrows, he used the same tactics again. Once more, Star Phantom found himself entangled in electronic netting. However, Star Phantom had learned how to quickly escape the tricks of the evil sharpshooter.

Old Scores 

Meanwhile, Knight Eagle had started deactivating the first control units. Blue Flame took a more direct approach. Flying over the chaos below, she headed to secure the exit, blasting another control desk. However, her actions brought her to the attention of both DNA and Emulator. The latter still had the scars of their previous encounter. Both launched attacks on our young alien but with no effect. Blue Flame alien neurology seems less susceptible to DNA’s mind-control abilities than the other team members.


Primor and Deathshot Fight it Out


Blue Flame unleashed a devastating blast at Emulator, propelling her backwards and reopening her old wounds; her right arm was rendered useless. Known for her temper, Emulator charged at the young alien, unleashing her full power. The pain was evident on Blue Flame's face as she crashed into one of the massive storage tanks. At that moment, DNA seized his opportunity. The alien had resisted his charms, so DNA used his mind control powers on Star Phantom's instead. Soon, the unfortunate hero, now a puppet of the evil scientist, struck his teammate with his Phantom blast. Blue Flame collapsed and was out of the game.


The Eagle Attacks

Despite the setback, the Aegis team maintained the initiative. Knight Eagle leapt toward another control panel, only to find himself blocked by Mayhem, whom he quickly dispatched. Emulator followed soon after. Laughing at her success, she overlooked the rapidly approaching Star Phantom. Angered by his role in Blue Flame’s knockout, he attacked her with an energy blast. Another member of DNA’s entourage would play no further part in the evil scientist's plans.


DNA realised the game was up, and it was time to save himself. Aiming a mental blast at Star Phantom, he ran towards the giant blast doors at the back of the cave. Meanwhile, Knight Eagle used the Eagle Claw to swing to the top of the silo to assist Primor, hitting Deathshot in the stomach and knocking him off the silo. The last of DNA’s henchmen was now down.


The Escape

Now, the only task left was to apprehend DNA himself, but the giant doors were already beginning to close. When Star Phantom was pushed backwards by another mental attack, the last chance to capture the scientist had been lost.


What Next

Team Aegis will soon embark on another adventure. However, my next superhero journey is set in an alternative London in 1880. This is a world of towering chimneys and gleaming brass, where the roar of steam engines mingles with whispers of ancient sorcery.  The Queen's Empire is protected by the Circle, disguised as a London Club in trendy Pall Mall. 


London 1880


Monday, 22 July 2024

The Assault on Terrasanta

This is the third part of my superhero campaign. In the first episode, our heroes managed to secure some of Dr Nichlos Armagus's (DNA) via a mutation formula. However, at Mission Trail Park, the same heroes failed to stop DNA from exploding his mutation bomb, although they managed to contain its spread near the National Park. Yet his small victory came at a cost, with Star Phantom, the most potent member of Aegis, severely injured. As Star Phantom lies in the Citadel, the rest of the team moves on to the township of Terrasanta, where DNA has erected some booster emitters.

Blue Flame

In 1982, a meteorite crashed in the Deadlands and was taken to NASA’s California research station, where scientists bombarded the rock with numerous tests. Surprisingly, they found the meteorite hollow, containing a humanoid body in the foetal position. The find was immediately moved to the Mace Institute Department for Aliens and Superbeings. Under their auspices, a young, very blue woman was released from her cocoon. However, the young woman burst into flames after being exposed to Earth's atmosphere. Whilst she suffered no injury, she did manage to burn down a large part of the Mace facility.
Even Star Phantom, with all the knowledge of the Star Corps, could not identify this mysterious woman’s origin, but his database identified the basic syntax of her speech. Over time, Blue Flame, as she was named, adapted to her new environment. She quickly learned dozens of human languages and managed to control her flame form. However, she was still considered too different and dangerous to enter normal society. Confined to the Aegis complex, she began to mingle with the Supers and formed a friendship with Sunwing. Now, two years after her arrival, she officially joins the team and heads to stop DNA's hideous plans.



The Liberation of Terrasanta

Aegis’ team of superheroes approach town at speed, hoping to surprise DNA’s minions. Sunwing was the first to arrive in downtown Terrasanta in partnership with Blue Flame. As they flew above the cityscape, they spotted one of the DNA emitters on top of an apartment roof and landed on the roof to deactivate the die device. Whilst Sunwing struggled, Blue Flame alien intelligence quickly deactivated the device.

A Lethal Team

However, before celebrating their victory, they were hit by blasts that knocked both heroes backwards. The first was one of Deadshot’s explosive arrows that did minor damage. Emmulator’s deadly red energy that pushed out two rooftop heroine damage.

Blue Flame returned the compliment. Unaware of Blue Flames’ powers, Emulator was taken by surprise and thrown backwards into the trees of the nearby park. She fell badly and would take no further part in this skirmish. Sunwing joined the attack. Dropping quickly, she let off her sun blasts at Deadshot, who stumbled but managed to steady himself. Unfortunately for him, before he could reload one of his deadly arrows, Blue Flame hit him with a burst of energy, which he managed to miss by throwing himself behind the water tank. However, this was a short reprieve for the archer, who suffered another combined attack from Sunwing and Blue Flame that sent him flying from the roof. He was out for the count, and the girls became a lethal team.
 
Blue Frame and Sunning



Parking Lot Rukus

Meanwhile, Primo crossed the parking lot and reached the second emitter, only to be met by Mayhem and a horde of DNA’s mutated experiments. Picking up a nearby camper van, Primor swung the vehicle at the advancing group, sending several mutants across the road. The fight ended in an attritional struggle between Mayhem and Primor, and the old rivalry resurfaced.

End Game

After Blue Flame had deactivated the device being protected by Deadshot, our flying heroines took off to aid Primor, who had already gained the assistance of Knight Eagle. The odds were now looking bad for Mayhem, who decided, with the remaining mutants, to make a run for it. Quickly, the last of DNA’s devices had been neutralised. 

The Aftermath

Now that the emitters had been neutralised, the National Guard could enter the area and clean up while Mace scientists started inoculating the local population. Unfortunately, both Emulator and Deadshot, despite their injuries, managed to escape, although the former will be nursing injuries in the next comic.  While events had taken a turn for the worse for our villains, things were looking good for team Aegis. Their reputation had been restored, and Star Phantom had fully recovered and was ready to lead the team again. But, DNA headquarters still alluded them.

Campaigning and Narrative

One of the beauties of linking a series of 'battles together to form the basis of the campaign is the characters become more 3 3-dimensional. Sunwing and Blue Flame have formed a bond of friendship and proved that they are an effective team. Blue Flame alien intelligence will have to be developed. Conversely, Mayhem becomes Primor’s archnemesis, and Emulator shares a similar hatred for Sunwing. Last, the introduction of the Mace Insitute links my super games with my pulp gaming set in the 30s.  Therefore, I am considering developing the Mace Institute’s role in my storylines, building on my hero's backstories.

Monday, 1 April 2024

The Grimm

Currently, my main superhero gaming is set in the classic the Bronze Age of comics. My latest adventures involve a struggle against DNA and his Rebirth League. The first episode of this mini-series can be found here. However, the longer plans is to develop a Golden Age team in a Weird World War II setting. The first character to add to the Axis rosta is the Grimm. Here is his origins, a picture and his stats cards for Super Mission Force (SMF).

Super Mission Force Front Cover



The Order of the Black Sun. 


Like most of my narrative backgrounds it has it origins in reality. In this case of ‘The Order’, story has a tenuous link to Himmler’s fascination with the occult and the research unit he established at Castle Wewelsburg. Therefore, in this alternative reality the north tower of the castle became the headquarters of the Order.

The Grimm

The Grimm


Grimm, was once a mortal man named Johann Krieger, a brilliant scientist in Bismark’s Germany. A brilliant scientist he studied the power generated between the planes of existence. Krieger was particularly interested in capturing the essence at the time of death. However, his experimentation went awry, and he became trapped between the realms of the living and the dead. Over time, the boundaries between life and death eroded, corrupting The Grimm's essence. His malevolent nature deepened as he existed in this liminal space, with the ethereal energy feeding his dark powers. The once-human side of Johann Krieger faded, replaced by a vengeful spirit.
As a half-man, half-ghost entity, Krieger gained spectral abilities and a sinister appearance. In an attempt to reverse his living death, he offered his services to the Kaiser during the Great War, but he would come into his own with the rise of the Nazi party, whose malevolent ideology gave the Grimm purpose. The Grimm joined Himmler’s occult experiments at Wewelsburg Castle, where he became a founding member of the Order of the Black Sun, known and feared by allies and friends as the Order.

I find it challenging to learn all the power effects - hence the card.

Grimm Card


Thursday, 15 February 2024

Bomb in the Park.

This is the second game in a series that explores the superhero genre. In the first game, our team of heroes managed to acquire some of Dr Nicholas Amargus’s (DNA) deadly psychogenic gas. As the scientists work on an antidote, our team of superheroes find out that DNA and his minions are planning to detonate a chemical bomb in the Mission Trials Park. If successful, the harmful gases would threaten several small suburban towns. Our team of heroes., although missing, several members rush to prevent the Doctor’s heinous plan.

Super Mission Force


The first game in this DNA campaign, the ever-versatile Pulp Alley, used, but for this scenario, Super Mission Force was my rules of choice. As the name suggests, it is a set of rules designed for the genre. Also, the Kitbash miniatures I used came with character cards, so little pre-game planning was involved.

The Line-Ups

Aegis – the Heroes:

Star Phantom: A cosmic enforcer with blaster powers.
Primor: A stalwart defender from the magical realms, wielding a shard of unparalleled power.
Knight Eagle: The team's tactical genius and relentless vigilante.

DNA’s League of Rebirth:

Dr. Nicholas Amargus (DNA): A brilliant yet deranged scientist with enhanced mental prowess.
Emulator: Alien royalty armed with devastating blaster abilities.
Deadshot: A criminal marksman of unparalleled skill.
Mayhem: DNA's unwavering enforcer and protector.


The Battle Begins

DNA and his malevolent league converge around the ominous Weeping Angel statue, a harbinger of impending chaos within the city park.
Aegis, tracking DNA's movements, prepares to thwart his sinister plans, their resolve hardened by previous encounters and the gravity of the impending battle.

Round 1

Star Phantom, the vanguard of Aegis, launches a dazzling energy assault against DNA, but is swiftly ensnared by Deadshot's cunning arrow, plunging him into peril.
Knight Eagle and Primor surge forward, their determination unyielding amidst Emulator's relentless barrages from above.
Primor, channelling the mystic power of his shard, engages Mayhem in a titanic clash of strength and sorcery.


The Fray Intensifies

Knight Eagle, evading Emulator's onslaught, ascends toward the Weeping Angel, only to face a torrent of devastating blasts that leave him reeling.
In a dire turn, Knight Eagle succumbs to the relentless assault, his valiant efforts snuffed out as darkness descends.
Star Phantom, despite his resilience, falls victim to DNA's insidious mind assault and Deadshot's lethal precision, succumbing to the onslaught.


The Aftermath

With two of their own incapacitated, Primor valiantly attempts to stave off DNA's impending catastrophe, but the UN Chemical Unit arrives too late to prevent the release of DNA's toxic concoction.
As the dust settles, Knight Eagle, fuelled by determination and righteous fury, vows to bring DNA and his cabal to justice, while Star Phantom remains in a precarious coma, the team's beacon of hope hanging in the balance.
Aegis faces a dual dilemma: containing the spread of DNA's chemical calamity and unearthing the mad scientist's hidden lair before his next malevolent scheme unfurls.


To Be Continued...










Sunday, 14 January 2024

Workbench 2024

This blog is always self-indulgent because it aims to set out my projects and ambitions for the forthcoming year. A similar bit of self-indulgence occurred last year, although personal circumstances made many of my ambitions attainable. However, it would be wrong to blame the vagaries of life on my failure to deliver all my projects last year. The most crucial factor was that I was too ambitious, a common trait with wargamers. Therefore, this year, I have been more constrained in my aims; although the project list is still as long, some will not see the light of day during 2024.

Workbench Graphic

Campaigns


Last year, I had two campaigns that I planned to play during the year. The first was a fantasy campaign, the Second Shadow Wars, using the rules of the Fantastic Battles. This campaign saw little action since the early months of 2023. First, the campaign took an unusual turn when Umbarji Khan ( my Orcs ) suddenly died, leading to a succession crisis. I had not drawn up the maps for all the Umbarji realms, nor did I have detailed biographies of the various brothers and sons that would contest the Blood Throne. Finally, I needed rules to cover these surprise developments. 

I have learnt from this campaign to stop trying to develop everything myself and take some of the work the other enthusiasts have placed on the web. Therefore, I plan to play the Umbarji Civil War by adapting some one-page campaign rules and personality-driven mechanics in Henry Hyde's 'Wargaming Campaigns'.

In the meantime, the original campaign centred on the Wilderness Steppes will concentrate on the struggle for the Lakeside towns. Due to his father's death, Ozbeg has been drawn into the struggles with his family and has left the Wilderness campaign to one of the leading generals, Doba Skullcrusher, to conduct the war on his southern border. Again, this will involve looking at off-the-shelf campaign roles, using a hex system, or even returning to such old favourites as Mighty Empires

The Tomb of the Serpent

The second campaign used the Pulp Alley and their Tomb of the Serpent campaign.  This is now halfway through, and I plan to complete this during the year. Slade Horton and his companions from the Mace Institute are now crossing the desert in search of the Serpent’s tomb, where they will come face-to-face with the Egyptian God of chaos, Apophis. I have fallen in love with this band of adventures and plan to translate them to other game systems, so expect to see the Mace Institute appear in alternative World War II adventures. 

Mace Institute

Recreating Battles.

I have two recreations near completion in painting and research, and they will hit the table in the first quarter of 2024. The first is the Battle of Crediton in 1643, where I'll reenact the battle using the Twilight of Divine Right rules, and maybe another replay, using For King and Parliament. 

Marius and the German Invasion

The next set of battles re-fight the battles between Marius and the Germans, Aquae Sextiae (102BC) and  Vercellae (101BC). These will be played using Strength and Honour rules. However, these battles are essentially holding games whilst I start to work on the big projects of 2024, Hellenistic World and Rome's Expansion. Why start this new development? 

Partly anticipating Mark Backhouse's supplement to cover this early period; it is my favourite era of Ancient History.  The main difference is this era will be played using 6mm figures rather than 2mm because I have a box of painted minis that have been unloved for several years. Rebasing and some in-filling of figures will be required, but hopefully, this will not be too burdensome. Unsure of the first battle, try to get to the table, but the following are on the list: Paraitatiene (317 BC), Ilipa (206 BC) and Pynda (168 BC).

Wellington in the Peninsula 

This project was on the list last year and is slowly progressing in 2 mm. 2mm is ideal for this era because it gives the authentic flavour of the mass movement of large bodies of men across the battle field. Once the painting is completed for the Battle of Vimero (1808), moving on to the other conflicts of the Peninsula campaign will be easy. 


Lion Rampart, Saga and Midgard 

The one campaign I completed last year was my Feud campaign set in the period before the Magna Carta. I plan to turn my interests to the Early Medieval period, where I will experiment with several rules, including Lion Rampart, Saga and yet-to-be-released Midgard. All three games have the potential to play a Fantasy version, so I may dig out some old 28mm Citadel miniatures to set up some small-scale fantasy battles. I plan to have some extra stuff painted by the excellent Matt Slade to give some of my old armies a new flavour. Ultimately, I may extend these one-off battles into some form of campaign. I'm interested in doing an alternative breakdown of Roman authority in Britain. Where the invaders may have been dwarves and their allies. 

Skirmish Games and Roleplay

Besides using Pulp Alley for the Tomb of the Serpent campaign. I have employed 7TV to bring the swashbuckling character of the Leopard to life as he fights his way through politics in war and the time of the English Civil War. I plan to join these adventures together and publish them as a set of scenarios. 7TV system is also being used for my Sword and Sandles project where a Greek demi-god will take on numerous quests, a mixture of Xena, Sinbad and Jason and the Argonauts. However, this idea is still in its early days.  

Superhero Genre

The last area skirmish is superheroes. In 2023, I played the first part of my mini-campaign when the evil Dr Nicholas Amargus (DNA) attempted to brainwash San Diego with his mind-bending gases. I adapted Pulp Alley for this first game, but for the second instalment, I will use Super Mission Force, which is designed for the genre using the gaol system. While these adventures are going on, I am building two teams of superheroes from the Golden Age who will fight Hitler's minions. 

Dungeon and Dragons

Connected to the skirmish games is my renewed interest in role-play, where the character develops even more. A magazine I found in the supermarkets made me to re-look at Dungeons & Dragons. I have found that since I last role-played – in the 1980s- enthusiasts have done much work on playing solo adventures. I plan to use these ideas and employ AI as a tool to help the game master.  I hope to post a blog on my thinking behind this and how it can generally impact wargaming. 


Naval 

I am planning a small Kiss Me Hardy game based on the scenario in one of the Lardies' magazines that is set off the island of Corsica. I am still struggling to find a set of ancient naval roles that reflect the era's sea battles. At the moment, I'm tempted to take up one of the ideas that came out of a discussion between Henry Hyde and Simon Miller of using To the Strongest mechanism for naval engagements. This could be a large project if I decide to undertake this challenge. Whatever, nothing is likely to appear next year. 

 

Some Final Thoughts

No doubt, as a wargaming magpie, some other distraction will draw me off in an unforeseen direction. Games Workshop has re-hacked the old Epic 40,000 as Legion Imperialis. A reminder of time playing Warhammer, so I am likely to give the game a try. No doubt there will be others.

I also hope to attend a couple of shows and a 'Lardie Day'. Whilst, I remain mainly a solo warmer, the hobby has a fantastic community that always gives me a boost. However, these events often provide the seeds for another project. Chain of Command has lingered in the back of my mind since my outing to Nottingham last year.


Wednesday, 9 August 2023

Superheroes and Pulp Alley


I’ve always loved American comics and their superheroes. Even before they became popular in the UK, I remember in the 60s, Mum made me a Batman outfit for a fancy dress competition. An entry that would have been common today but before the advent of the Marvel franchise, something unusual. I came second as a frogman! However, the desire to play a superhero game as a skirmish game has continued, with many failed attempts.

Superhero Skirmishes - Unique Problems

Playing the superhero genre produces its own unique problems. How to get the epic feel in such a small space when a speedster hero can circle the earth in minutes. The most popular set of superhero rules, currently is Marvel Crisis Protocol (MCP). A spin-off from the famous Marvel franchise, the figures are of a high standard, and the rules are simple, with the character cards providing the nuances for a character. Having played several games, I decided the MCP was for someone else. Card-heavy games have never appealed. Secondly, MCP focuses on competition games and lacks a narrative storyline.

Rules

If you read any of my blogs, you will soon discover that the storyline is very important for my gaming experience. So, I set out to find another solution to play superhero games. Here are my requirements,
  • a good narrative element to the games that can be expended into a campaign,
  • scenarios, and campaigns are available commercially or can be easy to put together.
  • solo rules or the mechanism support the solo play,
  • good community on the forums
  • comic agnostic, so I can switch between comic houses and my own homemade heroes.
The starting point are the excellent rules by Four Color Studios which have several versions using different dice mechanism. Most have a solo option and some of the rules have been designed particularly for solo and cooperative play. Finally, the support from the designers are excellent. However, I am currently trying to reduce the number of rules sets I use. This gave me the idea that why not try to adapt Pulp Alley for the superhero genre. Superhero comics have their origins in the Pulp comic and the rules already have several low power ‘Shadow’, like heroes. However, some house rules would be needed to extend the rules, to better reflect this comic genre.

Pulp Alley and House Rules.

Levels and Team Formation

I decided to make the average superhero level 3, this allowed for the Superman types to fill the level 4 spot. Whilst the Epic Character was reserved for Galactic heroes and villains (Thanos types). Lesser heroes filled the level 2 slot, whilst level 1 was reserved for low powered henchmen men and street fighters in whatever form. The gangs rules remained unaltered

Abilities

To give a better superhero feel, I increased the number of abilities available by 1.

Some abilities I renamed to reflect the genre. For example, Shock (level 2) became Sunwing’s Sunburst power. For this trial it was not necessary to add any new abilities. However, I thought that to encompass all the possible variations found in the superhero genre would require adding numerous additional abilities. 

I also made two additions to the rules to replicate comic book skirmishes.

Knockback

In superhero comic book a blow or blast from a super can send their opponent flying. Enter the knockback rule. For every success not blocked or dodged (both brawl and in shooting), the opponent (prior any Health Check) character is driven back 1 inch. Threat this as an involuntary move, p. 43, so follow these rules if the losing character collides with either another character or building.

The victor can follow up if they want.

Throwing Objects

Another feature of superhero combat is picking up large objects and throwing them at the enemy. The active player who is trying to throw the object makes an opposed roll using his Might (this covers both physical and mental strength) versus the object’s size.
  • Size 1 Street items, Car, dumpsters large crates 2d6
  • Size 2 Kiosks, vans 2d8
  • Size 3 Large trucks and buildings 3d8
  • Size 4 Large buildings 3d10
If the test failed, the item is dropped or cannot be lifted. Any success not cancelled out by the size throw means the object can be thrown 3 inches. Once the final position of the thrown item is determined, draw a path the same width as the item (like the path for movement and line of sight), every character in the path starting from the start to end point draws a peril card, in essence the path become perilous terrain. The object is then destroyed and removed from the game.

The Game - "Rumble at the Docks"

Using the some figures from Kitbash Games', Super Unlimited range plus some old fantasy figures, I set up a game in 1980s San Diego. The plot is very simple, an evil biochemist, Dr Nicholas Amargus (DNA) has been conducting his evil experiments on the people of the city. Every day a red mist floats in from the sea, and when it makes contacts with citizens of the city, they undergo some severe mental disturbances.

Red Mist, Traitor and Drones

However, one of Amargus's lab technician had turned state evidence and crashed a lorry carry Amargus' work near the port. The UN has dispatched an Aegis Team (Star Phantom, Sunwing, Night Eagle and Primor) to recover the samples. Amargus, however has uncovered the plot and leads a group of his associates (Troll, Immulator and Mayhem) to recover the hideous cargo. The game is based on Charlie Stout III's scenario Dark Secrets, with the humans being being replaced by drones. The drones and the red mist being controlled by random throws.

The game developed into two distinct actions, with an areal combat between where Star Phantom and Sunwing took on Immulator. On the ground Troll provided ground support before coming to blows Night Eagle. On the ground, a fight developed around the overturned lorry between Mayhem and Primor. The former being outclassed by the Demi-god form an alternative universe. Throughout DNA concentrated on recovering his lethal samples, throwing the occasional vehicle or lamp post with his mental power. Throughout the our heroes and villians had to be mindful of the growing red cloud that had slowly drifted in from the sea.

Immulator and Troll

Sky Battle

Night Eagle retrieves a vial of DNA's virus



In the end the game ended in a draw. Whilst Dr Amargus recovers two of the samples, Night Eagle managed to gain a sample, giving Aegis and its associates a chance of analysing the compound for an antidote.

Conclusions and Thoughts

Here are a couple of photos from the game, which was enjoyable and for me generally captured the superhero genre. However, I thought it missed something, probably because the powers were not distinctive enough, a blaster and melee game. Here are some other thoughts
  • The investment in some flight stands helped the appearance of the game. As both teams had a couple of members who had the flight ability the game was a one of quick manoeuvre, with shots coming from the sky. In the future I will add a penalty of 3 inches to change levels.
  • The Knockback rule work well so no changes.
  • Throwing objects need some fine tuning, so if anyone has any suggestion they are welcome.
  • I need to add more powers to the abilities lists, and maybe rewrite these tables to better reflect the genre.  

Next Steps

The next steps is another games in my DNA campaign and to assemble a WWII era Justice Society of America. However, that is another story/blog.



Enter the Leopard – Swashbuckling in the English Civil War

Meet Edward Clement, better known as the Leopard – spy, adventurer, diplomat… and perhaps a forgotten pretender to the English crown. He is ...