This little game keeps surprising me with what it is capable of... it might be time to start on the Stalwart Companion 2.
This little game keeps surprising me with what it is capable of... it might be time to start on the Stalwart Companion 2.
1. Somehow, I'm in a groove here. I have found a place where my art and the vibe of the game world align almost perfectly. I really like the character designs I'm coming up with. For example, I knocked out the Keeper of the Mystic Veil in about ten minutes, and I could not be happier with how he turned out. I could spend a few hours on this and I wouldn't be able to get it any better than this. Several of the designs have ended up feeling very iconic - they 'feel' to me like the Bruce Timm DC Universe without copying his style. The character designs he created for those shows were so simple and clean, and I've got some of that energy going, even though my style is very little like his.
2. I have detailed about 20% of the Doc Stalwart Comics catalog at this point; I'm starting to see the scope of the series over 25 years taking shape. I'm seeing the larger trends and stories, and how they sort of fit together in this huge narrative. The process is very much one of discovery. I remember that somehow as a teen I had copies of GI Joe 1 and 2, then had 5, then had 8 onward. I missed issues 3, 4, 6, and 7 when they first came out, and it was several months later when I was able to start tracking them down at flea markets, conventions, and comic books stores. I knew they were out there, and my imagination had started to fill in what they must be about. By the time I actually got to read them, they had earned almost a mythic significance in my imagination. Somehow, 'disovering' what happened in a Doc issue from the 60s, 70s, or 80s is very much like this; I know that they already exist 'somewhere', and I'm going through back issue bins in my imagination, pulling them out of the box, and carefully pulling back the scotch tape holding the bag closed. It's a surreal experience, but one that I'm finding strangely rewarding.
3. I've written before about how I always wanted to publish this huge, extended comic book over years. I wanted on a level I can't quite explain to undertake a legendary run on a book like Lee and Kirby on FF, or Byrne on FF, or Chris Claremont on X-Men... you get the idea. Doc allows me to do that in some way.
4. Doc has ended up being the perfect central character to pull the whole thing together. Having his comic book be THE story of this game world has made it small enough that I can build the whole thing (eventually), but big enough that it's a fully-developed superhero universe. It doesn't have the massive cast of characters of Marvel or DC, but it's got a fully-realized superhero world. I believe that by the time I'm done, this will be the most well-documented and fully-realized superhero game world ever created outside of actual comic books. It cannot imagine how it won't end up being the most well-realized superhero RPG world. It's very organic, because I've rooted it in an alternate history where the comics were 'actually' published, with all of the messiness that entails. Creating 'clean' superhero game worlds doesn't actually make sense in the context of the history of how comics have really developed.
Kira Keller, Curator of the Grand National
Museum in Gap City |
First Appearance: The Mighty Doc Stalwart
#207 |
Conversely, I just keep adding villains. They outnumber the heroes significantly. There are lots of villains doing lots of villainous things, and there are just not that many heroes to do much about it. The peeps we have are all stretched pretty thin.
Sounds like a good place to set a supers game, if you ask me.
By the way, I'm going back through everything I've published for supers and adapting it. While I had set Stalwart Age 25 years before Sentinels of Echo City, I'm sort of hand waving some of my canon and grabbing things from there to add to Stalwart. If I ever go forward far enough into that world, I'll deal with it then (and this is the same timeline as Stalwart - so I have things that are linked in there; for example, in Sentinels the Citadel of Tomorrow is in ruins, having been destroyed from within... so you kind of know where that is ultimately heading I guess - spoiler alert after the fact). Meridian has been destroyed by an alien invasion. I've already retro-fied Emissary (he was originally sent by the Messari from another planet - now he was sent 25 years earlier by Null from the Null Zone - same purpose). I figure that Sentinels takes place in an alternate future of the current game (or something), but the larger point is that I'll be adapting some of my favorite things from that book to this timeline. I have a lot of characters I have created that I haven't touched on in a while, so there's quite of bit of room for the World of Stalwart to grow.
But it will probably be mostly more villains.
I've also been tinkering away at the World of Stalwart, and my favorite addition of the day is the organization TENDRIL...
The Terror Enclave of Nihilists, Dissenters, Radicals and Insurrectionist Liberators is a social and political organization that has infiltrated governments around the world. They seek disorder, chaos, and the fall of the United World Council. They believe that a free world will be one with only local leadership; to them, any leader who cannot shake hands with every one of their constituents is a bad leader. Their figurehead is the masked figure Demagogue the Dark, who may or may not be a shared identity among several leaders.
It's got a Cobra Commander type of leader, which is great for building a campaign around. I also am happy with how the acronym worked out... and the whole idea that it gets its 'tendrils' into everything. It's kind of spot on. I've been trying to add some 'masterminds' to the game, because I think that they increase the scope from 'villain of the week' to telling longer narratives that are interconnected. I also like that the more I add to the game, the less I feel like it's just an echo of DC and/or Marvel. The Amalgam Universe was already a thing - my game doesn't have to be another one.
The more time I spend on this game, the more amazed I am by its simplicity and applicability. I spent 40 years (no hyperbole) trying to write this game. I have entire notebooks filled with dice mechanics and brainstorming and notes and sketches of how to build a dice system that would be flexible enough to apply to any superhero situation, but also simple enough to be able to play without ever looking at the book.
Seriously, once you know the dice (4, 6, 8, 10, 12, 16, 20) and know how to cut those numbers in half (2, 3, 4, 5, 6, 8, 10), and know how to cut THOSE in half again and round down (1, 1, 2, 2, 3, 4, 5), you know everything you need to know. That's the entire game. But, somehow, it still feels like it encompasses the full range of supers, and allows for a lot of nuance within what is a very simple framework.
The other thing that lets me know the design is pretty good is that every time I come up with a new problem, the game already knows how to solve it mechanically. I just added about a dozen gifts to the Stalwart Companion (it's up to 9 pages now), and every weird, unusual gift immediately had the most logical way to solve it in game. Part of the design trusts the GM in setting thresholds for challenge ratings (4, 8, or 12... with a 'default' setting of 6 if you really have no idea). Once you grasp that 4 is kinda challenging, 8 is pretty challenging, and 12 is like super challenging, you can solve anything that comes up. This also should make it really easy for players and GMs to develop custom gifts that are not in the rules. I think I'll add some suggestions to the GM section how to do that.
I've also gotten some feedback, and as a result I have two things I've been added to the companion: the first is point-build (rather than random) character generation. Again, it was an easy add, and I think it makes a lot of sense. I tied the number of gifts you get to your force (your power SV), because characters with higher power are likely to have more powers, and this allows the player to decide how many gifts they can get by allocating the points to power. The character you end up creating with this method is pretty much typical of a character you would get through random generation, so I don't see one as giving you 'better' characters... they're just different ways to solve the same thing.
Second, I'm adding some rules about stabilizing dice results on results (like damage). I like that superpowers have this large range of damage (D20 gives results of 1-20; so that cosmic energy bolt could potentially only deal 1 hit. I'm okay with that). However, for things like a tank cannon, it should deal more consistent damage in a narrower range. I think a reasonable alternative is to shift down 2 dice, but add that die's SV to damage. So, D10 (1-10) becomes D6+3 (4-9); D16 (1-16) becomes D10+5 (6-15). The average gets a little higher, but the range is narrower, and you cannot get the highest possible result. I like that option, and I think that players could choose this alternate damage for their attacks as well, if they so desired. D12 is the only outlier, and the stabilization is always superior to the standard die (since it still gives a 12 option, but the lowest result possible is 5). As I warn in the rules: if you are going to stabilize your dice, your enemies will too! This is another one of those easy fixes that the game had already told me how to solve.
- The Core Rules are now available in pdf.
- The Stalwart Companion includes expanded rules and options. This is available as a google doc or as a PWYW download on DrivethruRPG.
- The World of Stalwart includes setting material, characters, and adventures set in the game's default setting. This is a free resource with regular updates.
- The Stalwart Age is a (semi-retired) blog that has significant background set in the world of the game (albeit using the rules for the Stalwart Age RPG). Much of this will eventually be adapted to the Stalwart Companion and the World of Stalwart resources. This blog also has the full text of the Doc Stalwart novel, set in the game world. However, a print edition of that book is also available, for those who prefer that. I also re-released as a PWYW download.
Aldo (a.k.a. Dragonfly) created two character sheets. Thank you!
The single best 'innovation' of Stalwart is the idea of action management. Here it is in a nutshell; you have a number of potential actions each round based on half your tier die, and half that many (rounded down) are available to you at full power.
So, if you are a D8 paragon, you can attempt up to 4 actions per round, but only 2 are at full strength. You can attack twice at d8, or 4 times at d6 (in the simplest application). If a foe is hard to hit, you might want the bigger die. Against large numbers of weak foes, you might take the bonus actions.
The awesomeness of the system comes when you are doing multiple things. Want to travel your full movement? That's one action. You either have one or three left - up to you. You have genuine decisions to make with resource management every round that change how your character operates, and which gives a lot of variety to combat without any additional rules.
Even better, it gets rid of all of the rules for how long things last for; how long is that foe under your mind control? How long does invisibility last? How long can you hold that car up with your telekinesis? Hey, if you want to dedicate an action to it every round, you go right ahead. You can stay invisible for hours if you feel like you want to dedicate one action every round to doing it. There's a genuine cost to maintaining powers over time, and decisions to be made - I now have three enemies under mind control, but I cannot do anything else... do I drop the mind control on one, or just accept I'm taking the -1 shift on anything else I do? Decisions... decisions... decisions. It makes the game a LOT more tactical without ANY additional rules to memorize or numbers to crunch. It's all hard-wired into that one mechanic.
And by the way, hyperspeed just eliminates all of the penalties and gives you the full assortment of actions every round. The flash gets to act 6 times per round, and doesn't take a penalty - and he can travel a mile with one of those actions (or six miles in the full round). He can run a mile to the store, grab something off the shelf, run to the counter, drop $10 on the counter, and run a mile back home in six seconds. It's easy to solve in game within the existing framework.
This eliminates the action creep that made its way into Stalwart Age... characters were getting insane numbers of actions just so I could keep things cinematic and moving. Now, just this minor shift in the application of the rule makes hyperspeed feel like hyperspeed without the numbers increasing at all.
I cannot believe how lucky I am to have this fully realized world that I just get to play around in and make stories for and generate cool stuff to go with. And, now, I have (almost) a game that fully aligns with it. I LOVE Stalwart Age - but Stalwart is better. It's more playable. It's more intuitive. It's cleaner and faster and more internally consistent.
And as I was doing dishes, I realized that, while Stalwart Age was about Doc, this game is really about his daughter. Yes, he's a character in this world still, and probably its most famous one, but the character whose story seems more salient at the moment is his daughter Skye. She belongs on the cover, so I'm putting her there.
I also had this cool comic script pop to mind. I'll just describe it here, but I'll write the issue soon enough. It is after Doc goes on a mission to save his daughter from the Null Zone (I still haven't written these issues - I am waiting for the big piece I'm missing that pulls it all together to emerge. I'm getting closer...).
Anyway, this story takes place six weeks after she is successfully brought home. One of the long-term consquences is that both she and Mikah age dramatically due to exposure to the unstable energies of the Null Zone. So, Doc has just learned he has a daughter and rescued her - and now she is leaving for college.
The whole issue would be the letter she writes to her father about how, even though he needs time with her, she needs time to figure out who she is in this world. It's this somber meditation on fatherhood (because I'm a sucker for that - my daughter is turning 16 in a few weeks, and I'm starting to feel the pull of fate inexorably drawing her into her adult life). So the whole thing is Doc going around, doing maintenance on the Beetle, sewing his costume, and getting his boots ready for the next mission. Meanwhile, Mikah hangs up his costume for the last time and moves into Mr. Silver's old office, which is his now. Meanwhile, the text of the letter underscores everything. The last images are the three setting off into their new roles - Mikah starting a new file, Doc going on his first solo mission in a long time, and Skye hovering over the skyline of the new city she will be living in - San Helios, on the west coast of the Americas.
Invulnerable; Leaping; Flight (jet pack 60’)
Brawl (+1); Popularity (+1); Profession (Science +2); Stalwart (+2)
Goonsquad Brawler
Normal Thug (D6/3[1]); Hits 12
Might D6 (3); Mind D4 (2); Power D4 (2); Reflex D6 (3)
Machine Pistol (D8); Kendo Stick (D8)
Gila the Monster
Paragon Villain (D8/4[2]); Hits 18; Move 30’; Villain Points 4
Might D10 (5); Mind D4 (2); Power D6 (3); Reflex D6 (3)
Amphibious; Invulnerable (5); Weapon, Claws (D12)
Brawl (+1); Popularity (+2; lizards/amphibians only); Sneak (+2)
Limitation: -1 shift if he is out of water for more than 24 hours.
I moved Doc up to D16 might - (in Eddie Murphy Gumby voice) because he’s Doc Stalwart, dammit! Also, I want to roll D16s. Because they are my preciousssss….
I decide that the ninjas were not replaced (those are not cheap), but four goonsquad bouncers are now standing watch in the warehouse when Doc arrives. He knocks on the front door, and then rips it off the hinges (I rolled a 2 on the first try, so he breaks the door handle; then I rolled a natural 16). “Guess you all didn’t hear me knocking. No problem. I’ll just let myself in.”
He doesn’t bother rolling initiative. He lets the brawlers each fire their auto pistols at him. Two of them hit, rolling 4 and 1, but all of these bullets just bounce off of his skin. He strolls in among them and starts swinging. He rolls 4, 8, 2, 6, 6, 5. These become 5, 9, 3, 7, 7, 6. He hits six times. He deals (rolling D12 six times): 8, 6, 5, 4, 7, 1. He drops the first with the 8 and 6, drops the second with the 5 and 7. He uses the 4 and 1 on a third, breaking his arm and forcing him to drop the pistol. They both fail their morale check (decided that will be DT 6; added that to the core rules draft).
He descends the stairs (seeing the blood from the ninjas) and enters the sewers. Gila uses 1 action to gather a found weapon (just added those to the rules as well). He has a chunk of concrete and rebar that he smacks against Doc’s back. He hits for 5 damage, but the entire thing just crumbles against Doc’s back. Doc turns and hits him with 3, 11, and 5 (which are 4, 12, and 6 after his brawling bonus). He hits three times, dealing 4, 13, and 9. Gila soaks 5 from each, so suffers 8 and 4, for 12 damage. He’s at 6.
Gila claws twice, (I just realized I was letting Zealot take 5 attacks when his max is 4… oops. Not that it did him much good - he still got thumped good). He hits with a 6 (misses with a 2). However, the claw only deals 6, so Doc is able to soak the whole thing. Doc punches him with a natural 12. I rule that this is critical damage (see below). Doc rolls 16 for damage, and puts Gila 6” into the concrete wall. He then uses an attack action to finish him. He carries Gila’s limp body (not dead, but hurting like crazy) towards the lair of Sudoku. Trouble awaits…
Analysis
Doc barely worked up a sweat; this makes sense. Captain Marvel is not going to have much trouble with Killer Croc; Thor is going to rip through the Lizard. These are not comparable foes, so it makes sense that the fight would be one-sided. I’d hope so. If Doc was taking on the entirety of Zealots’ rogue’s gallery (oooh. Maybe he’ll do that next!) it would be different. We’ll see.
I started thinking about critical hits during the fight. It doesn’t make sense to have a max roll be a critical hit, because a D4 would crit 25% of the time, while a D20 would only crit 5% of the time. That makes no sense. I could see crits happening if your attack exceeds the dice rating of your foe; so Doc would score critical damage (+1 die shift) if he rolls an attack of 9 or better against Gila (since Gila has a D8 dice value). You can’t land crits against foes in the same tier (unless you have a bonus to hit) or higher, and the greater the difference between you and a foe, the more likely you are to crit. This makes a lot of sense.
Might D8 (4); Mind D8 (4); Power D4 (2); Reflex D10 (5)
Armor (4); Jump (swingline 120’) Melee Weapon (battle staves D10)
Brawl (+2); Infiltration (+1); Stealth (+1)
Paragon Villain (D8/4[2]); Hits 18; Move 30’; Villain Points 4
Might D10 (5); Mind D4 (2); Power D6 (3); Reflex D6 (3)
Amphibious; Invulnerable (5); Weapon, Claws (D12)
Brawl (+1); Popularity (+2; lizards/amphibians only); Sneak (+2)
Limitation: -1 shift if he is out of water for more than 24 hours.I reworked the stat blocks for Zealot and Gila a little bit (just tweaks here and there), and changed the picture for Gila (mirror imaging it) so that he and Zealot aren’t in the same pose. I must really like that pose - I used it twice without realizing it. At least they now look like they’re going at each other.
I’m on a kick at the moment of building street-level villains for Zealot, so I’ll just keep doing that and build a little Rogue’s Gallery for him. I’ve already decided how Sudoku fits in to his ‘story’ a bit, so putting together a few more Batman-level foes (i.e. directly swiped from Batman the Animated Series) is on the priority list.
Anyway, Zealot has defeated three goons and two ninjas, and now is on to the basement. An open sewer grate in the boiler room has muddy tracks leading towards it, with clear claw marks. Zealot recognizes it immediately as Gila the Monster. He drops into the sewer tunnel and calls out for Gila, who emerges from the shadows. “Been waiting for this a long time, Zealot”. He cracks his knuckles and charges…
Round 1: Gila wins (8 vs. 1) and attempts two claw attacks. He misses with a 1 and 3. He spends 1 villain point to bump that 3 (+1 from brawling, +1 from villain point) to a 5. He hits and swipes at Zealot’s head. He deals 12 damage (dang!). Zealot’s armor soaks 4, and this leaves Zealot at -2. He is felled. His head smacks against a pipe, and he crumbles into the thick water. He spits out blood.
Round 2: Zealot rolls a 5, and stands back up, now at 8 hits and on his first recovery. He clicks his sticks together. “You’ve been practicing.” Gila wins initiative again, and hits with a 6+1=7. He deals 6 damage, and Zealot’s armor soaks 4, leaving him at 2. Zealot attacks with a flurry of five attacks, getting 6, 6, 5, 4, 2. With his bonus, these are 8, 8, 7, 6, 4. These all hit. Gila has such low reflex that it still makes sense to go for the extras (since he will hit with a roll of 2 or better). We’ll see about damage… he rolls five times for damage, and gets VERY lucky… 8, 8, 8, 7, 1. The one gets totally soaked, but after invulnerability he deals 3, 3, 3, 2 - so 11 points. Gila is at 7.
Round 3: Gila hits twice (8+1=9 and 4+1=5). These deal 5 and 6 damage respectively. This drops Zealot for a second time. He tries to stand back up, but rolls a 1. He collapses in the water. Gila laughs as he drags the fallen hero into the lair of the one paying him all that money - Sudoku.
Analysis:
Well, Zealot lost. I’m not entirely surprised. This would be a tough fight for him at full strength, and he walked into the battle already licking his wounds. It’s okay, because my D16’s just arrived (yay!) so now I’m going to playtest Doc Stalwart. That should be fun. This gives reason for Doc to go in search of Zealot, since Sudoku will now have him in a classic deathtrap. That’s fun.
I like the synergy between evade and invulnerability. Some foes are easy to hit and hard to damage; others are hard to hit and hard to damage. I think that heroes will need either high evade or high invulnerability for optimal survival. Spidey and Flash will be okay because they have such high reflex. The Thing and Power Man are okay because they have the high invulnerability. Captain America has solid but unremarkable ratings in both, so he can manage. Characters like Magneto and the Invisible Woman are going to need to project force fields to offset the fact that they have no other way to evade or reduce damage. This also feels comic-accurate.
After drawing Gila the Monster, I decided that was how I wanted character profiles to appear - waist up action poses. I feel like that better represented the character... so I gave Zealot that treatment, too, and I like this drawing better. Okay... back to work on my game now.