If we say that you suffer 1 point for every 10’ fallen, with a maximum damage of 20 points (200’), and you’re allowed a Reflex check for half, that seems reasonable enough (a normal human is felled at 150’ or more even with a successful Reflex check – and probably dies). Supers are going to be felled but not die… because they’re supers. The Reflex check is DT 4, so a normal human suffers zero damage (.5 rounded down) on a successful Reflex check falling 10’, and only 1 point on a successful Reflex check falling 20’ or even 30’.
Wednesday, April 30, 2025
Falling Into Stalwart '85
If we say that you suffer 1 point for every 10’ fallen, with a maximum damage of 20 points (200’), and you’re allowed a Reflex check for half, that seems reasonable enough (a normal human is felled at 150’ or more even with a successful Reflex check – and probably dies). Supers are going to be felled but not die… because they’re supers. The Reflex check is DT 4, so a normal human suffers zero damage (.5 rounded down) on a successful Reflex check falling 10’, and only 1 point on a successful Reflex check falling 20’ or even 30’.
Tuesday, April 22, 2025
Building up that Rogues' Gallery
One of the strengths of the S85 world from a gaming
perspective is that the villains outnumber the heroes, and the heroes aren't
that strong or well organized. The 'problem' of stories set in Superman's
Metropolis is that Superman is there - you don't really need anyone else when
he's around. However, in Doc's Meridian, there are a handful of heroes, and
they aren't very powerful. Doc himself is basically the Thing's power set with
Reed Richards' intellect. He's powerful, yes, but not in the same league as Supes.
That said, as I move forward, I do so wanting to add more villains to the game
but not many heroes. One of the mistakes that I see supers games making is
focusing on the heroes of the game world. In my experience, people want to play
their own supers in the game world, and don't want to necessarily play the
pre-generated superheroes. So, my focus should be on the villains. Players can
focus on the heroes.
Parenthetically, this is one of the problems I’m running
into with the Public Domain – the heroes outnumber the villains, and the
villains are largely forgettable. I’m struggling to find really good villains
to adapt to S85.
I spent a little time reviewing Doc’s rogues’ gallery, and
it’s a really solid assortment of baddies. There weren’t a lot of gaps. I still
have some iconic archetypes to fill in (there’s no ‘hunter’ villain yet, for
instance; there’s no weather controller), but the biggest gap I noticed was in
teams. I have a handful of both super and villain teams, but the comics are
full of teams that are themed to work together, and S85 doesn’t have much of
that. The good news is that the format of the Stalwart Phile is perfect for
this exact need, so I’m going to devote a few Stalwart Philes to adding
supervillain teams to the game. Here are a few examples of what I’m thinking:
- A Russian team that are ‘heroic’ but also 1980s Russians, so it’s complicated. This could be a team you hold your nose and work with, or that you do battle against. Or maybe both.
- An element-themed team.
- A chess-themed team.
- A snake-themed team that works for Vyperion.
Unlike most of the groups I’ve presented thus far, these are groups that always work together; they probably have matching costumes. They’ve got some team maneuvers that they’ve developed, and which can give them some other options in play. From a GM perspective, they are modular - you can design an adventure where the heroes go against a team of Russians, but you can easily sideline some of the members if needed to balance against your supers.
Saturday, April 12, 2025
Stalwart Phile #3 Now Posted
The companion adventures, of which I have done two (one is exclusive to KS backers) is working under similar conditions; these are long enough to represent an individual comic book issue, but short enough that I don't get bogged down in getting halfway through a draft and then giving up. I have a model in place that I can keep building on, and that was important to me to keep the game growing. If all I do is Stalwart Philes and short adventures, there's a solid foundation for the game to grow going forward.
Wednesday, April 9, 2025
Not Your Classic Time-Travel Adventure
Act 1 - Decades ago, on one of their final missions, Freedom's Four defeat Doctor Voltus in his castle by trapping him in a closed cicruit system within his castle; they know it is a temporary fix.
Cut Scene 1 - In the present, the modern-day heroes (or Doc Stalwart if playing solo) meet with the retired older Liberty Lass and Bronze Beacon 2, who recount one of their final battles; we learn that Captain Reicher is up to something, and that something might be bringing back Doctor Voltus. Liberty Lass dons her gear for one last mission...
Act 2 - Travel to Doctor Voltus' old castle; a battle with Captain Reicher and minions. (Modern hero team with Liberty Lass).
Cut Scene 2 - Set up a device that can 'trap' Doctor Voltus; create mechanical keys in play that must trigger to permanently trap him so he can face trial for war crimes.
Act 3 - Final battle with Doctor Voltus with some triggered events built into the battle.
Cut Scene 3 - Funeral for Bronze Beacon 2? Something to finalize the events. Maybe have an event where the wrist bands he carried are donated to the museum his neice works for... set up the future Bronze Beacon? Historical comment about how this event was later ret-conned to include BB 3 even though that was never
Hmm. I solved a lot of this as I was blogging. I know that I spoke about this at some point, but writing is really a thinking process as much as it can be a process of revelation; I talked to my students earlier this year about how I don't use writing to put down the things I already have in my head. Sometimes, I sit down with only the vaguest idea, but the PROCESS of writing it down and getting it out in front of my eyeballs allows me to see how the dots connect. That is exactly what happened here. What I ended up writing down is a lot more than was in my head, and much better organized, than when I started. Writing process for the win!