Monday, July 1, 2013

Action Scene: Hydra Attacks in Washington D.C.

As promised, here was the second of three lead-up Action Scenes for our Act I. In this scene, the escaped Mentallo leads a force to attack the Federal Reserve HQ in Wash. D.C. As you'll see, it doesn't turn out the way he had planned, but things get out of hand quickly. The stats for Mentallo can be found on BR43. The SHIELD Operatives' stats are included below.
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Act I of Civil War: Furious Avengers
Action Scene: Hydra Attacks the Federal Reserve

On a late Friday afternoon, a group of Hydra troopers are dropped off along Henry Bacon Dr. in WDC. Lastly, a figure in a red jump suit with tinted head gear--Mentallo--also steps out of the back of the van. Moving quickly across the well-kept lawn, the cadre moves along a side-street towards 21st St, towards a side door of the Federal Reserve Board of Governors building. As they approach, three men unload a delivery truck of paper and office supplies. Mentallo motions for two of his hydra agents to move eliminate the bystanders. With gun-shots in the background of the next panel, Mentallo motions for his last troopers to unlock the entrance door, and sneak into the reserve to set the bomb packs strapped to their backs. They unlock the door, then shoot the security guards inside with their silenced rifles.

Suddenly, gun-shots ring out, laying down the four hydra troopers on the ground. Turning around, Mentallo, now sees the unloaders are really SHIELD agents. Thinking on his feet, Mentallo uses his mental abilities to deceive the agents into believing he has already rushed inside the building. Sprinting inside at breakneck speed, the agents don't have time to notice, Mentallo has actually remained behind to pick up a bomb-pack, proceeding to follow the last of the three into the vacant halls of the FR.

When the heroes make their way into the building, Mentallo has mind controlled two of the agents. The third lays unconscious--possibly dead--at an intersection in the hallway.

Controlled SHIELD Operative
Solo d8 Buddy d66 Team d4
Crack-Trained Agent of SHIELD Mind Controlled
SHIELD issued Agent Gear
Pistol Firearm d6 Body Armor d6 Disguises d6
SFX: Double-Tap: Step up or double Firearm die against a single target. Remove the highest rolling die and add 3 dice for your total.
Limit: Gear, add a d6 or step an doom die to shutdown SHIELD issued Agent gear.
Combat Expert d8 Tech Expert d8 Vehicle Expert d8
Complication: d12 Mind Control (Persistent).

Players can be incorporated much in the same way as the first lead in scene. Prompting the heroes with, "Why are you in Washington DC? Who are you visiting? What villain plot are you foiling? Which big-wig invited you to DC in anticipation of the SHRA?" From there, the Watcher can help get them to the exterior of the building and on scene.

The hallways are eerily silent inside the reserve. When the heroes eventually find Mentallo and his brain-washed Operative body-guards, he is setting the timer on the bomb which he has placed on the directors' table in the board room. One of the operatives stands watch while the other uses furniture to barricade all but one set of double doors. Depending on the Watcher's preference, the board could be in session or empty.

Distinctions on the Floor:
Overturned Board Room Chairs      American Flags      Colossal Board Table

Tactics: Mentallo will try to ditch in the chance that either the bomb is set to blow within two rounds, or if both of his SHIELD captives have been incapacitated. It takes 1 full action to set the bomb--although he does not need to roll against anything. His get-away plan was to sneak quietly into a manhole cover outside the building. If this exit strategy is covered, he will try to utilize a jet-pak (Flight d6) to fly towards the coast and the ocean where a hydra sub awaits. He has little concern for the well-being of the SHIELD operatives. 

Saturday, June 29, 2013

House Rules

A quick list of a few house rules we've been using for our Marvel Heroic campaign:
Using Two Distinctions:
     - A player can use both a character distinction and a scene distinction if they both narratively work. One must be used as a d8 and the other as d4.

Scene Complications:
     - At the set up or anytime during the scene, the Watcher can spend a Doom Die to create a complication assigned to the scene equal to the spent Doom Die. This is an expansion on the CW suggested rule. 

Ascending/Descending Assets and Complications:
     - In certain circumstances, it does not make sense for an asset or complication to last until the end of the scene, though players would like it to last longer than one use (e.g. "Frozen Feet" complication, "Tranquilizer Dart" complication). Ascending Assets are rather rare and most likely occur with elemental control powers. Descending Assets and Complications only cost 1 PP or 1 Doom Die of equal value. To make them ascending, the player must spend 2 PP or 1 Doom Die of equal size to the original trait and a d6 from the Doom Pool.

Tuesday, June 18, 2013

For the past few months, I have started a Marvel Heroic campaign. After playing a session with a friend, I enjoyed enough to purchase the operations manual and Civil War event book. We started off with some custom characters using the Margaret Weiss' random char. generator: http://www.margaretweis.com/component/content/article/17-downloads/36-bonus-content-updated.

From there, we dived into the Civil War event book: 

This event book provides great scene ideas while also giving options as jumping off points for all original scenes. Here is one of our opening scenes to get the people of the United States thinking about registration. (Disclaimer: we decided not to worry about continuity too heavily).

Act I of Civil War: Furious Avengers
Action Scene: The Hulk's Night Out in NYC
The throw-down of this scene finds Bruce Banner stuck in traffic at Times Square. After a Broadway play with his new lab assistant, Dr. Ashley Rutgers, Banner's limo becomes the target of paid assassin Bullseye's M-16. Bullseye has been paid by a foreign terrorist group to force the Hulk into rampage ending at the UN building a few blocks away. In the intro of the scene, Bullseye targets the car, badly wounding Dr. Rutgers who is now bleeding out. Bullseye then jumps onto his motorcycle that was hidden behind a fake Times Square sidewalk show. Enter our heroes. Banner "Hulk's" out and gives chase, all the while carrying Dr. Rutgers King Kong style.


THE HULK
Solo D10     Buddy D8     Team D6     
Man or Monster?     Engine of Destruction     Green Goliath

GAMMA-CHARGED GENETICS
Enhanced Reflexes: D8      Godlike Durability: D12     Godlike Stamina: D12      Godlike Strength: D12
Leaping: D10     Mystic Sense: D6

SFX: Area Attack: Against multiple targets, for each additional target add a d6 and keep an additional effect die.
Rage-Fueled Might: Spend a die equal to your emotional stress to the doom pool to include your emotional stress in your next action. If your opponent includes your emotional stress in a reaction dice pool, step it up.
Healing Factor: Spend D8 to recover your physical stress and step back physical trauma.
Hulk Smash!: Against a single opponent, double a Gamma-Charged Genetics die. Remove the highest-rolling die and add another die to your total.
Strongest There Is: In a reaction against an opponent using a Strength power trait, spend D6 from the DoomPool or step up your emotional stress to add a die equal to the opponent's Strength to your dice pool.

Limit: Growing Dread: If a pool includes a GAMMA-CHARGED GENETICS power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from being used for totals or effect dice."
Puny Banner: When you recover all of your emotional stress and trauma, shudown Gamma-Charged Genetics and revert to Banner. Take emotional stress to recover Gamma-Charged Genetics.
     BRUCE BANNER
     Solo: D10    Buddy: D8     Team: D6
     Don't Make Me Angry     Sarcastic Genius
     Specialties: Cosmic Expert: D8     Covert Expert: D8     Medical Master: D10     Science Master: D10
     Tech Master: D10
Specialties: Combat Expert: D8     Menace Master: D10



The Run-Down
Broken down into five rounds, this scene should take 45-60 minutes to run. PC's are assumed to be somewhere near Times Square when they either see or hear the gunshots ring out. Perhaps they see it happen? The most effective tact for this scene is asking the player, "It's a fall Friday night in downtown NYC. Why is your hero there, and what is he/she doing?" Possible answers: patrolling in uniform; eating out in a nearby restaurant; working late in my lab/HQ when I hear the alert on my police scanner. Watcher gives the first action to whomever she wishes, and so begins Round 1.

Round 1: Bullseye will goad the Hulk into fighting him atop the UN HQ building. The first portion of the fight happens along 42nd st as Hulk gives chase (while carrying Ashley) with the Heroes in tow, following Bullseye on his motorcycle. During the next few rounds, Bullseye will attack Hulk with emotional stress. (As the Watcher, you don't have to roll Bullseye's attacks, but if you want the chance involved, go for it!). Our heroes on the other hand, if they want to talk Hulk down, would make Emotional attacks on Hulk's emotional stress to reduce it as per healing and recovery rules in the op's manual (include Hulk's Emo. stress die in your DP rolls against the recovery actions). Of course, they could always try their own methods instead.
Distinctions:
Frightened Pedestrians     Swarming Squad Cars     Low Hanging Trees and Bridge

When he arrives at the UN building, Bullseye will carry out his objective, luring the Hulk into destroying the UN HQ during a UN/International Celebrity banquet which is being held in a scenic ballroom with an NYC view on the 12th floor. Guests of the banquet include personalities like Bono, Ted Turner, and Tony Stark.

Round 2: Depending on what the heroes have done previously, Bullseye arrives at the UN building on this round. Approaching the building he revs up full speed, driving head on at its front wall, driving the motorcycle up the wall about 20ft until it stalls. Then lifting off the motorcycle, he runs a few steps up and begins to climb up the outer wall towards the top. Close behind, the Hulk leaps into an intersection, getting hit by a car. He takes a moment to smack the car off of him, dropping Dr. Rutgers into the intersection, and heads back towards Bullseye bounding off to the UN building as well. At any point in the fight, the Hulk may retaliate against attacking heroes, but Bullseye must make sure the Green monster does not remain distracted for long--whatever it takes.

Round 3: On the Watcher's turn, Bullseye pulls himself up onto the roof, only to be confronted by the Hulk who has jumped onto the roof. Shooting open the roof access door, Bullseye taunts the Hulk into following him down into the UN building. The Hulk Jumps up into the air crashing down into the ballroom where Bullseye crashes through a door a moment later. There Bullseye shoots and fights the Hulk into an even greater rage.
New Distinctions:
Black-Tie Diplomats     Dining Room Tables     Chandelier Lighting
Round 4: By now all our heroes should have caught up and have started bringing the pain. If the Hulk has already been dispatched, Bullseye might try to take a hostage or set off a previously planted device within the building infrastructure--giving the heroes time to save the UN building, of course.

Round 5: Tony Stark has become conspicuously absent, and if the heroes have not yet finished off either foe, Iron Man shows up (CW Event Book p188) and helps the heroes clean up.

Next time, we lead into another build-up action scene in Washington D.C...

Thursday, January 26, 2012

Darth Machis

This is an NPC from the codenamed Darth Mandalore: SW Saga campaign guide.

Darth Machis The Liberator

It has been said by the nobles of the galaxy that a leader is born, not made. Obviously, the nobility would prefer to close the doors to their ranks. Oppositely, one could say a Sith is made, not born. Through crucibles of passion and rage, truly awful Sith are shaped and pushed by the people, circumstances, and conflicts around them. The formation of a Sith is a kind of philosophical alchemy in which all the parts and members of a force user are sacrificed so that a new being, fearful and powerful, arises wholly different from what he once was in both disposition and appearance. This is no different for the person of history known as Darth Machis: “The Liberator”.

Born into the royal family on the planet Cordo, Elding Ruko rarely worked manual labor. This was particularly notable, mainly because Cordo is rich with a certain isotope of carbon (C15) used in durasteel alloy that is somewhat uncommon in the galaxy. The majority of the populace worked for their entire lives either stripping or processing the carbon deposits within Cordo’s crust. Often Elding would wonder why he was different than the less fortunate citizens of Cordo. He was reprimanded many times for asking these questions and was always told that the royalty had to “protect the citizens of Cordo.” Elding eventually listened, and as he showed much ingenuity, he was encouraged to devote himself to discovery, science, and inventing.

During Elding’s childhood, the Republic’s corporations eyed Cordo hungrily. A number of corporations tried to illegally land troops on Cordo’s surface and hastily declare it a colony before any agency was the wiser. With riches to spare, Cordo’s King took great pains to lobby those Senators and Sectors which benefited most from his planets’ resources. Due to economic factors, import tariffs, and some not so subtle hints, a group of Senators realized they could get their Carbon 15 cheaper if Cordo was a part of the Republic. Cordo was nominated for colonization, assigned to a committee, and approved in no more than 6 days. In 7, the Cordo ruling family had been captured and put to work in the C15 fields. The King had met with an accidental, but rather timely demise a few months after Cordo’s colonization.

On the C15 farms, Elding saw the disregard with which the corporations divvied up his homeworld. Cordo’s citizenry was treated as indentured servants and savages. His anger grew within him like a young sapling and flourished over the years. Yet, in spite of this, Elding was unable to meet his holders with any resistance. Never athletic or the warrior, Elding had excelled at intellectual pursuits. Once he had attempted an escape with other nobles, but at the last moment, an alarm was sounded, and he was betrayed and left behind. After this he was put into solitary confinement by the guards. In the rest of the Republic, the Sith War had taken shape, and the Sith had begun their incursion into Republic space.


When the Sith came to Cordo, they were brutal, shredding Republic soldiers without remorse. When their leader met Elding on one incursion into Republic territory, the Sith Lord took pity on him and rescued him from the pits. He could sense the Cordo's subtle touch with the force and taught him many fundamental skills and abilities.

Without warning, however, the Lord pressed back at the enemy lines and penetrated once more the Republic's mining pits. There, the Sith stunned Elding and left him in the mines, promptly retreating back to their previous front line. There, the Sith waited for Elding to claim his training and overthrow the Republic ranks from within.

Name: Darth Machis

Species: Human Offshoot (using Near-Human Species rules)

Class: Noble/Jedi/Sith Apprentice/

Lvl: 3/4/3

Abilities:

Dex 12+1 Str 12+1 Con 14+2 Int 14+2 Wis 18+4 Cha 19+4

HP: 103

Def: Ref +2+1+1+10+10= Fort +1+2+1++2+10+10= Will +2+3+2+10+10=

BA: +2+4+3

Feats: Linguist, Prof (pistols, simple, lightsaber), Force Sensitive, Focus (Perception, Use the Force), Force Training x4, Force Readiness (KOTOR), Unstoppable Force (FU)

Skills: Deception +3+5+5, Initiative +1+5+5, Perception +3+5+5+5, Persuasion +3+5+5, Treat Injury +3+5+5, Knowledge [Galactic Lore +2+5+5], Use the Force +3+5+5+5

Talents: Noble Fencing (KOTOR), Lead by Example (FU), Advanced Lore (JATM), Known Weakness (JATM), Affliction (KOTOR), Dark Side Adept

Force Powers: [T] Force Grip, [T] Force Slam, Farseeing, [M] Mind Trick, Drain Energy (JATM), Negate Energy, [D] Force Lightning x3, [T] Repulse (FU), Cryokinesis (JATM), [D] Lightning Burst (LE), Rebuke, [M] Obscure (LE), [T] Ballistakinesis (LE), Combustion.

Force Techniques: Force Power Mastery (Force Lightning)

Thursday, July 22, 2010

Current Projects

Currently I am working on two projects. The first is a campaign for the Star Wars Saga RPG. With the development title, Darth Mandalore this "ready-made" campaign will include a complete story plot with encounters and NPC's and will take the players from lvl 1 all the way up to 20.

The Second project is a completely original work. The end goal is to have stand alone rules and game mechanics to create a Nano-Tech RPG. Characters will utilize their social awareness, athletic prowess, and mental fortitudes to function in a future Earth where humans accomplish colossal deeds utilizing the smallest of machines.

More will be revealed, but for now, here is the opening crawl for the Saga Campaign.

Opening Crawl:

Ten years after the end of the Mandalorian War and the Sith Wars, conflict continues as consistent skirmishes expose the embers of war. Meanwhile, the peoples of the galaxy try to find stability and live peacefully among each other. The Republic, under the guidance of the Jedi, relentlessly chase the Sith back to their core systems. Sith forces, after years of retreat and skirmishes, refuse to leave quietly and continues to harass and engage the Republic’s military and its citizens. The exhaustion of conflict has set into the once serene Galactic Republic, and the populaces of both
Sith and Republic sense the growing resentment of certain citizens within their systems. A few have begun to chafe under the rule of the Republic and the Sith, and have started expressing their malcontent through unconventional acts.

Beyond the explored borders of either the Galactic Republic or the Sith Empire a clan of Mandalorians, rejected by their own people, ekes out an existence as soldiers for hire among the strange and mysterious worlds of the Unknown Regions.
Surviving through the cunning which had once held the galaxy in awe, they made their way to Giaca, the only world that has received them.
(C) Jeff Anglin, 2010

Sunday, July 18, 2010

Ribbon Cutting

Welcome to the RPG Factory. This page is going to be an attempt at pseudo-publishing Role Playing Material. Some posts will utilize rpg literature and sourcebooks already in print. Other posts will be written without any ties to previously written rpg materials. Every post will be original.

My hope is that, as the title of this page suggests, this will be a factory in which whole worlds of rpg are constructed and prepared. My other hope is that these writings and ideas would be shared with others to inspire, excite and entertain. Any comments are welcome. Any ideas are welcome. Expect solid works of literature, and when you have a critique, question, or suggestion that comes to mind, add it to the comments section. So let's cut the ribbon. Pull the levers, press the buttons, and start the machines. This factory is open.

(Also, if anyone knows of a good resource for background pictures and graphics for blogs--or any easy ways to make my own--could you let me know).