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

Friday, September 3, 2010

Zenith Universe Update!

Hey all, sorry I haven't posted in a while, but work has been ramping up on the Zenith Universe and related product.  Without further ado, here is what happening in the Zenith Universe.

First off Zenith Comics Presents: The Role-Playing Game has been pushed to the back burner for now.  The reason for this is two fold, one Jim Stoner (my game design partner and stat-block wizard extraordinaire) and I want to make sure this game is as good as it can be, so we are taking the design slow and play-testing thoroughly (stay tuned for the beta-playtest announcement to get your chance to be part of it) before we consider letting this game escape... er... I mean release.

Secondly Anthony Green (the outstanding Zenith Comics line-artist) and I have been keeping up with our meetings and the decision has been made by both of us to keep expanding the Zenith Universe through roster books and now setting books as well!  So as Zenith Comics Presents: Public Enemies Volume 1 nears release (we are in layouts as we speak and then we launch!) we have mapped out the future of the Zenith Comics line.

For the roster books we have;

Zenith Comics Presents: Public Enemies Volume 2 - Probe, Glamazon and Dr.Power are just some of the names you will encounter in this volume of fully developed original villains.

Zenith Comics Presents: Dastardly Duos & Terrible Trios - What do a speedster, stretcher, three military mecha, two Irish terrorists and three astronauts have in common?  They are the villains you will find in this roster book from Zenith Comics.

Zenith Comics Presents: Public Enemies Volume 3 - Icefire, Psiren and Galatea stand deviously along side 7 other villains in next volume of the Zenith Comics villain roster series.

Zenith Comics Presents: Mayhem Inc./Ravage V - Two teams of five villains each that work together like well oiled machines, with which to challenge your heroes or teach them some humility through defeat.

Zenith Comics Presents: Public Enemies Volume 4 - Black Swan, Gargantuan and Sir Blood lead the pack for 10 more vile super villains from the Zenith Universe.

Zenith Comics Presents: Mercenaries & Masterminds - This book covers two concepts, those who want to rule the world and those who they hire to help with the task.  Only in the early stages of this one, but it is looking pretty sweet so far.

While they will release in no particular order, the next one up I can tell you is Dastardly Duos & Terrible Trios and the art samples are already coming in!

"But wait..." you say, "How can I play in a Zenith Universe campaign with only roster books at my disposal?"  Good question and Zenith Comics has you covered!  Introducing the Zenith Comics Presents setting line of supplements;

Zenith Comics Presents: A.S.G.A.R.D. - The American Specialized Government Action Response Department are responsible for providing the firepower and resources when it becomes time to take down terrorists organizations or rampaging super villains (or heroes).  From their hidden base called Valhalla, Viking power troopers, backed by Valkyrie medics take the field and keep the peace.

Zenith Comics Presents: The Citadel - The number one threat to world-peace this organization, lead by the tyrannical Lord Sovereign, has vowed to rule the world!  Using paramilitary shock troops and super powered agents, they are challenged by A.S.G.A.R.D. at every turn as well as heroes of all stripe.

Zenith Comics Presents: Capitol City - This is where it all happens, the premiere super city of the Zenith Universe.  From the Titan Observatory on Citadel Hill to the back alleys of Boxtown, welcome to a fully realized city and surrounding environ that is ready to have your heroes take to the streets.  This setting has been developed through actual play and expansion for the past 20 years.  Now I have taken all that information and begun editing and expanding to turn it into an exciting place for your heroes to call home.

Zenith Comics Presents: The Golden Age - Those who know me know that it is no secret I love the "All-Star Squadron", "the Invaders" and "Pre-Crisis Earth 2".  There is something about that time that just sings to me and in this setting book I will explore the Golden Age of the Zenith Universe.  Meet the heroes that started it all and the villains that they built their reputations on.

And once all those settings are in your hands, there is a special project I am really excited about;

Zenith Comics Presents: The Ultimus Invasion - Along the lines of the adventure path concept meets the 12 issues crossover event in comics, The Ultimus Invasion is a 12 part adventure story that can be played as a solid pre-made campaign set in the Zenith Universe that will be for all the marbles.  Your heroes will make the journey from nobodies to being the world's only hope as they travel to the four corners of the Zenith Universe and fight alongside its legends against the greatest threat they have ever known, the return of Ultimus!

As always these products will be stated out for use with BASH UE, ICONS, V&V2.1 and M&M3e.

Cheers!

The characters and concepts presented are the intellectual property of Zenith Comics


Thursday, July 1, 2010

The Announcement

Happy Canada Day all!

As promised it is the 1st of July and I have an announcement to make!

I am making my own superhero role-playing game.

That's right.

Staring my 40th birthday (July 3rd) in the face I knew this was my year to move.  The recent boom of superheroes once again also let me know the time was right.

Now there may be some who feel I am jumping on a bandwagon, but those who know me know that this has been coming for the past 20 years.

I have assembled a dynamic team of contributors/consultants who are helping me develop the system, including James O'Rance proposing a fantastic dice mechanic that just sings to me!

The name of the game, for now, is "Zenith Comics Presents: The Role-Playing Game!"  Now this could stay as the title or just be a working title.  Only time will tell, though to be sure it's hard to get a name that hasn't already been taken by one of the numerous amazing superhero rpgs already on the market... but I digress.

I have also assembled (notice a theme of assembling here?) a team of outstanding artists.  Some published, others on their way to being published, to design and create the "look" of the art.  These dudes know their stuff and I am very excited to see how it will all turn out!

And last (never start a sentence with "and"), but by no means least, I have a publishing partner which means this will see actual dead-tree status!  Right now we are talking digest sized and... wait for it.... BOXED SET!  Oh hell yeah!

Of course any of the above information could change at a moments notice, so don't hold my feet to the flames on any of it.  We shall do our best and try our hardest to bring you this fantastic (at least in our opinion) game!

What does this mean for Zenith Comics other project, Public Enemies?

Public Enemies continues on track and will be released towards the end of the summer for BASH (the hopefully ICONS and M&M3rd Edition... also once again trying to secure permission to make a V&V 2.1 version) and based on sales and demand, there may be more issues.

Though that said, every copy of "Zenith Comics Presents: Public Enemies" that is sold will add to the coffers for the role-playing game's production (a.k.a. art costs) so if you are inclined, feel free to pick up a copy and support this project!

Keep watching this space for news and updates as the project continues and I won't be so arrogant as to give a release date, since we all know those are slipperier than ... well... something really slippery!

Cheers!

Thursday, February 25, 2010

Mighty Super Heroes Are Go!

Hey there,

So I am getting back on the horse. I want to take this moment to thank everyone once again for their kind support and their warm humanity with my recent batch of troubled times. It was very very appreciated.

Now as to what is this "Might Super Heroes" thing all about?

As you may notice to the right hand under the "What I am playing" section there is a mock-cover for the not really real Mighty Super Heroes RPG. What happend to BASH! UE? What's going on? Has the world gone crazy?

Well a note about BASH! UE. I still think it is a tremendous game and the first ever power builder I actually enjoyed. I will continue to move forward with my plans to publish roster books for it (and M&M and ICONS, but not HERO since they want a cut of sales for the privilege and the pie will already be super small after the online distributors take their slice) but I won't be running it at my table. Nothing against the game, I just can't fight my Marvel Super Heroes RPG roots. They go over 20 years deep and I just don't feel comfortable running my style of game in another system.

That said MSH (get it?) has a lot of problems, or old mentalities. So one of the things I am doing is updating the FASERIP engine to be more modern. This actually has a lot to do with other super hero games.

For example I am adding the "Callings" from the Marvel Super Heroes Adventure Game (SAGA), the "Mental Malfunction" of BASH!, the "Wound Track" from Mutants & Masterminds and other things, some even my ideas too!

Not sure if you guys want to see this here yourselves, but I may post about it and will certainly put up characters with the stats from it.

I will not publish it ever. I might make up a pdf of it but only as a free download and never for cash. Might Super Heroes isn't about that, it is merely about the game I have loved for 20+ years getting a bit of a pimping.

Face front true believers, this is gonna be fun!

*The art used for the cover was taken from the internet and is used without permission. No offense intended.

Saturday, January 2, 2010

Campaigns of 2010

As the new year is upon us and on the 16th of January the Ultimate Session of Book 1 of the New Dawn of the West (wow that's a mouthful) will be occurring, I have to think about what 2010 will mean roleplaying wise.

For certain I have Ultimate Guardians on the plate, as well as my ongoing Final Age playtest group. The main thing though is that the Fortknights, the group that has been playing New Dawn of the West, are my oldest and primary group. One player has been gaming with me since grade 9!

So Ultimate Guardians for sure. Superheroes is how this group came together, and super heroes is still their favorite game.

I am also thinking of a Star Trek campaign, but I can't decide what flavour yet. I know for sure I will make a SAGA version of Star Trek though, using cards and such. It just seems like a natural mix to me.

I like TOS, but my "Trek Sweet Spot" is Star Trek 2 - 4 with cherry pickings from everything after. Wrath of Khan, Search for Spock and Voyage Home are the sweetest Trek trilogy ever and frankly my view of what Star Trek should be. Very FASA Trek I know.

That said there was a lot I liked about the new Star Trek (Abrams-Trek) and a lot I really really didn't. It is funny how when I walked out of the theatre I was simply blown away by that movie. Every subsequent review I have disliked it more and more. I find giant plots holes or logic-fails in the story (1 super nova is going to destroy the whole galaxy? WTF?) and like it less and less. I really hated the bridge and the "utility" look of the engineering. Arrgggh! I just reminded myself of more stuff I didn't like! Peh! Enough of that.

And don't even get me started on TNG.

So yeah TOS or Movie Gen? That is the question.

After Trek I need a third choice. One that works with a group of 6 players. Cyberpunk, while fun as hell, is not realy good longterm stuff for me. I kill characters far too easily and often for that to happen.

Horror rpging has never gone well with my groups. Smaller ones yes, but big groups no.

Western Horror might be fun though, some seriously toned down Deadlands could be a hoot.

Any suggestions?

Monday, December 28, 2009

Zenith Comics Presents: Ultimate Guardians

Well the die is cast and I am underway working on my Ultimate Guardians campaign. There has been a lot of enjoyment in my mind of working out various things and such.

The question of system is still up for debate (my declaration of BASH as a winner earlier may have been a bit premature) and it seems the old FASERIPer is in the running, but maybe as 4C. I will know as soon as I start to write stats down.

I have also teamed up with my buddy Longbow from the Super Buddies forums and he has started doing some art for me in the Bruce Timm style from the DCAU.

The first piece up is my old favourite, Lady America;

This is an old costume of hers and not her final look for sure, but it was nice to see her come to life in the first costume I ever designed for her!

While she isn't a Guardian at the start of the campaign, she will be an ally of them team.

The characters (no art yet) are as follows;

Galvanos - A Japanese Robot in the Shogun Warrior style controlled by a handicapped Japanese youth.

Max Plastic - A smart mouthed former-crook-turned-hero who can stretch and shape himself into almost anything.

Kestrel - An angry young mutant with the looks of an angel. His temper is legendary.

Traxx - A speedster who embraces all the traditional stereotypes about speedsters.

Zero-G - An ex astronaut turned superhero with power over gravity itself. A southern gentleman.

Arrow - A soldier/archery expert with hand-to-hand skills to match. He is secretive about his past.

Cascade - A mutant aquatic woman form Australia who studies marine biology and is at best a relunctant hero.

Now the game will be set in Capitol City, which I am going to do an big overhaul of. I am going to make it sort of a Chicago of the East, more on that later.

The big trick to the game is this. All the characters are from the older campaigns I have run, but this time it won't be the player who made them playing it. For example, Galvanos' player won't be playing Galvanos, etc... Really shaking it up.

More as it develops

Wednesday, December 23, 2009

Hold The Presses!

I've always wanted to shout that at the top of my lungs.

I just did... in an empty house... highly overrated... moving on.

"Who knows where thoughts come from? They just appear."

That quote from Empire Records has always been one of my favorites as it is pretty much spot on for how my creativity works on a fairly regular basis.

Well inspiration has struck once again and I now know what my new superhero campaign will be!

The problem is that I have done every kinda of campaign you can imagine, from Golden Age to actually playing in the late Silver/early Bronze Ages.

I have done Marvel campaigns, DC campaigns and fusion Marvel/DC/Whatever campaigns.

But none of it... not one moment of it has ever compared to the original Guardians campaign from back in 89 - 91. That campaign was magical and so fresh. It started with V&V and ended with MSH. It was the original line up to!

Doc - The mad scientist with the cybernetic arm, that he himself chopped off his perfectly good arm to add. What a dude! He had force fields, which would eventually be the end of him. He was a strange character played by a guy who wasn't into supers, but made the most of it.

Galvanos - The walking-talking Japanese Robo-Samurai. He was originally in the model of Goldorak but once the player saw the Ingram from Patlabor his look changed and never went back. For my money I prefer the original, though the player still doesn't.

The Osprey - The first character that this player ever played with me and frankly one of his best. A strange birdpowered man who was the comic relief of the team, in the vien of the Blue Beetle/Booster Gold hillarity of the JLI.

Cyberknight - A techno swordsman who was played by a friend who soon went off to the armed forces, but he played long enough to cut the power cables on Frostbite's icepack and set off one of the most oft repeated moments in any campagin thereafter.

Then there were two NPCs, Gyro and Cascade.

Gyro was my character in my buddy's V&V campaign in High School and I brought him into this game, warts and all. In modern vernacular he would be called a GMPC, but let me tell you when I killed him in the 3rd session, everyplayer confessed that's when they knew it was for real.

Cascade was from some GURPS Supers supplement, Super Scum I think, and was essentially an aquatic heroine. Truely the only thing that made her stand out as a character was her gentle nature and Australian accent.

That campaign world, Earth Alpha (which grew out of the aformentioned friend's V&V campaign which I inherited) would go on for 3 years and have some truely memorable moments. Characters would die, new ones take their place, other reborn... it was heady stuff for us in our late teens/early twenties.

And I have spent every campaign since then trying to recapture it.

Trying and failing of course. The only campaign that ever came even close was the PONY (Protectors of New York) campaign that last an unfortunate 4 or 5 sessions before I paniced and tanked it. Long story.

So if I look at the original Guardians campaign, what made it work? Well for sure part of it was the age and the times. The late 80's were an interesting time to be alive. For sure. But I suspect it was more than that.

Certainly the random character creation of V&V made a big difference as it forced the players to have to be creative when they made their characters. There were no "concepts" to be worked on, instead they took what was given, and formed a ccharacter out of that and then asked to reroll or change what they needed to as their character idea formed. That was an important part of old school campaigns and something that has been lost for the most part in modern rpging.

The other thing that contributed to it being an amazing game was that it was the first. The first long term campagin I ran. The first time I was the GM. The first time I was in control and not sharing a universe with another GM or just being a player.

So where does that bring me to today?

I can never, ever have that back. Those days are gone and I accept that. It is a hard pill to swallow but I will nonetheless.

But that doesn't mean I can't try something that is a little bit old, a little bit new and a little bit crazy.

The first rule will of course be the need for random characters. No matter what. That spark of creativity is what really pushed the original campaign and allowed for the players to help create the feeling of the team as a group and not in individual vaccums, with little or no contact with each other.

Second, it isn't the Silver/Bronze Age anymore. Hell it isn't even the Iron Age anymore. We have moved beyond once again where the Modern Age is falling in onitself and the next age is looming, but no one knows what that will be.

I think Marvel came damn close though.

The Ultimate Universe was a breath of fresh air, it had the costumes and the wow factor of the Modern Age but the grittiness of the Bronze/Iron Ages and right up to the end of the Ultimates series 2 it was perfect.

So there it is.

The Ultimate Guardians.

What does that mean? It means my old universe through the Ultimate lens.

The Golden Age came and went, there was no Silver Age.

This leads me to believe that BASH does not do what I need it to do.

I need that randomness and that anything-can-happen factor.

As it stands right now, Villains & Vigilantes does address that. I may just have to reconsider.

Arrrggghhhh! Damn my creative brain!

Tuesday, December 22, 2009

And The Winner Is?



After reading and skimming about a dozen superhero RPGs, I have decided that BASH Ultimate Edition will be the system I will use for my new campaign.

I feel that BASH does an excellent job of mixing fast action with fairly in depth character creation.

While a couple of rules don't sit right with me, and there is room for a lot more Advantages and Disadvantages, I think in the end a House Rule here or there and I have what I need.

More on that as I develop it.

Sunday, December 20, 2009

Villains, Mutants and Champions!

Okay I accept that is a less than inspired title.

Still, made you look ;)

Well recently I took a break from working on my post-apocalyptic-savage-fantasy setting and let my mind wander into superheroes territory. Now any of you who follow my blog, Earth Alpha, know that I have been reading all kinds of superhero games recently and just not been finding what makes me happy or clicks for what I want.

• MSH Classic (FASERIP) - Been running this exclusively since about 1989. So very very tired of it. It lacks the excitement and such. My players know every maneuver, power, etc... Also it is a rather black and white system that is a touch too simple for me.

• MSH SAGA - Again, plyed it quite a bit and while I like it, it lacks a certain "WOW" factor that I am seeking. Love the card based resolution, but I lost my cards a long time ago and my my my but they are expensive to replace from the used rpg market.

• BASH Ultimate Edition - A very, very good game. The Ultimate Edition nearly won me over. The production value is top shelf and the presentation vastly improved over the basic edition (which I have openly stated I did not like). My only issue is, like FASERIP it is too simple and in itself, one of its primary design philosophies doesn't work for me. It isn't granular enough.

• V&V - I love Villains & Vigilantes, I really, really do... but she is old and she shows her age. Though she does have some of the stuff I really like in a supers game. The characters grow in ability not powers. The powers are pretty much predefined. There is room to wiggle. But oh my the system is clunky.

• M&M/Champions - I respect the hell out of Mutants & Masterminds and Champions, they are complete games that work very very well. I just can't stand games that fiddly. I hate building my powers (give me a power called Gravity Control and tell me what it does instead of me building a set of effects with the trappings of Gravity control) so those systems never work for me as a player or a gm.

• SW/D6 - Both of these have produced some fantastic super power books/supplements, specifically D6 Powers Revised and the Savage Worlds Super Powers Companion. But neither one has really captured me as a system. SW in particular never feels when I read it like it would work for a long term campaign.

• DC Heroes/Blood of Heroes - I tried this game back in the day, and while I think the AP system is wonderful in its own way, it just doesn't do it for me. I know that there are legions of fans for it, but not for me.

• The Rest - GURPS Supers, Heroes Unlimited, Squadron UK/Golden Heroes, Truth & Justice, Supercrew, etc... most of these are either really awkward games, or just systems I don't really like. Not to disparage though, I think Supercrew and T&J are very innovative games, just lacking the variety of crunch I prefer.

I was beginning to lose hope.

So given that I recently was doing some game design and such, I started looking at the SIEGE style of gaming (Castles & Crusades/StarSIEGE)and that lead me to some places I hadn't thought of yet. I found a thread about "Super SIEGE" on the Troll Lord Games forums that didn't seem to be going anywhere except "Wait for Vigilance" which, while it sounds very interesting, supers by gaslight isn't my cup-of-tea. So I started reading the vast amount of d20 superhero games that came out that weren't M&M.

As a side note, I find it rather sad that once M&M tore up the market most other d20 super-games kind of went to the wayside or were abandoned. A testament to the power of M&M to be sure, but I find M&M offers only one style of superhero gaming in the d20 pool, and that one is closely based on Champions.

As I read along, and reread V&V I started to see that a lot of what V&V is was essentially the first d20 Superhero game. Well after a fashion of course.

So what do I want out of a superhero game?

For starters no bloody point builds. Either random, or pick. Random I am starting to like, because it forces a level of creativity that has long been missing in modern gaming. Pick I like because it helps with concept. A mix or the two, or a random, drop and pick, reroll, something... I don't know.

I am also good with a d20/C&C based system. I used to think levels and classes didn't work for supers, but now I am seeing it in a different light and liking what I see. Classes work (Scrapper, Brick, Blaster, etc...) and if someone has more than one, well that's a dual-class or a multi-class.

I have read and am reading now a glut of d20 based super games that were all seemingly developed before M&M killed the market by its sheer presence, and I find most of them all try to do what I don't like, point builds. They also all use Feats, which normally I am against, but more and more I see myself coming around on.

So I don't know where this will all go, and I am not sure what it will all entail, but I know this... it's gonna be an interesting ride.

Excelsior!

Capitol City Irregulars

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