10-24-2022, 05:23 AM | #1 | ||
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Trying out the demo to Comic Book Universe
I must be absolutely crazy.
Well, I am absolutely crazy, but that's a whole different story. But who would look at a public beta demo for a text-based sim about superheroes... well.. me. It helps that the game is made by Adam Ryland and Grey Dog Software. Ryland is the creator of the Total Extreme Wrestling series and World of Mixed Martial Arts, both of which are really good text-sims. But superheroes? I know Grey Dog software did a couple superhero games in the past, but... still. Plus the game is still in public beta trial. It's limited to six "Issues", but I'm going in anyway. Games in the trial are fully playable in the full game, so if I like it and there is interest, maybe I'll buy the full game and continue past the six issues (issues are storylines/events, like comic books that it pulls from) We'll be playing as a variety of heroes including (the things in quotes are the game's splash description): Captain Awesome, "the most powerful mortal who has ever lived" Mr Infinity Danielle Rune. "the mistress of the mystic" "England's Greatest Protector" Captain Albion "The first family of comics" The Wonderfuls. facing villains like: "The Master of Minds" Demento "The Devious King of the Goblins" Haemogoblin "The mutant supremacist" Prince Amass "The deevastingly powerful" Kilowatt "Power-Hungry sociopath" Cape Killer And the game states that we will progressing through new storylines, including "Faction Wars" "The Dark British Empire" (I'm sure there's some folks who just instantly quipped "Wait, there's an EVIL british empire? What a concept") "The Greek Gods" "The Terminus Sage" Note: I am going into this game COMPLETELY blind because.. well, I'm crazy. I mentioned that right? I don't know what we'll be seeing, and I'm pretty sure that six issues is not enough for us to complete any huge storylines, but let's find out. Imgur: The magic of the Internet Many settings. Many Many settings. I do like that they have the comic book history that deaths are never permanent (for those grim and grittty types, you can change deaths being permanent on a scale of Never, Rarely, Sometimes and Always).. and the game has a table for what it generates your characters to face. Imgur: The magic of the Internet The home screen, featuring recaps of previous issues (once I get there), and the balance of power, featuring Justice and Injustice. It sounds like that heroes thwarting villains or villains completing schemes witll move that meter. Imgur: The magic of the Internet Here's a list of the people in the game. I have to admit that some are very corny.. although I do like "Brutish Petroleum". The highlighted character is the Agents of EGO. (Ego, per the description, is the "Entropic Grand Order", "Scentific-Fundamentalist group whose central credo is that Entropy is the most powerful force in the Universe, then the closest you can get to the Divine is to spread Chaos". Sounds very HYDRA or AIM like. Especially AIM, "as they grew rapidly from a fringe movement to a vast criminal network that spans the globe, they are infamous for hiring themselves - and their advanced weaponry - out to other criminals in order to advance their own cause by creating disorder. And before you think it's just super powered folks, it has other people in the comic book universe to use as people in its stories.. minor characters like "Alexander Hartley", who is one of the richest men in America, after inventing "SafePay", the secure online payment system that is used throught the western world" They have similiar screens for places in the universe, groups (including the TMNT-hopmage "Ape Crusaders", genetically experimented-on monkeys that escaped from captivity and now do good, despite their local paper trying to paint them as menaces. They're all named after various classical music composers (Wagner, Vivaldi, Veri, and Strauss.. with colored headbands to tell them apart), and artifacts.
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10-24-2022, 05:23 AM | #2 |
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1st run:THis turned into a test run because of a Crash, but I'm going to leave it in, just because it explains the system well
So we roll for our first part of the Trade Paperback, and it comes up 6 - a Minor Villanous Scheme. What does that mean? Let's FIND OUT! Ok, so we get details in that this is going to be that a villain "Valhella" is involved in some type of shenanigans. We have to figure out his mystical mystery in order to figure out where he is based. It features three heroes, the game has chosen Delphi, Master Phoenix and Pathway, and we could change that if we wanted to, but again, completely blind playthrough. I have NO idea who'd be good facing Valhella. Let's do a quick bio on each of our heroes, from the game provided description: Our heroes: PATHWAY: Patti Palmer is a young Boom Town High student (and classmate of Jennifer Joyce, although she's unaware that her BFF is secretly Miss Atomic) who recently discovered that she is the latest in a long line of witches in the Palmer family. Her latent magical abilities allow her to do many things, but she is most notable for being able to open mystical portals at will, a power that has led her to taking on the super heroic codename of "Pathway" The four stats at play in this one (because a Mystical encounter) are Mystical Attack/Defense (11/17) and Outsmart Attack/Defense (10/18). Her powers are: Charms and Spells (which you can choose up to 2 allies and increase their mystical defense by 2 until next hero turn), and Witchcraft (Outsmart attack that allows you to reduce target's mystical defense by 2 until next turn) DELPHI: A mystic with a deep knowledge of the arcane arts, Delphi traded her eyesight to see into the future. As is the tradition with these sort of bargains, there was a catch - wWhat she got was the ability to see every possible future across the entire multiverse, an overwhelming sensation that has left her quite deranged and unpredictable Stats: (Stats are Attack/Defend) Mystical: 11/17, Outsmart 12/18 Powers: Arcane Knowledge (Outsmart to reduce attack of up to 3 targets by 1), Gift of Prophecy (takes an action, gives an ally an extra re-roll and finally, MASTER PHOENIX: One of the elder statesmen of the heroic community, Master Phoenix is a relatively powerful telepath whose wealth of experience at fighting evil means that he is often consulted as a mentor-type figure by younger crimefighters. Originally, he lived in Centenanry City, and was a staunch ally of The Wonderfuls, but nowadays he has moved out to Boom Town Stats: Mystical 11/17, Outsmart 11/18 Powers: Psychic Interference: Choose a character on the other side, and reduce any one of their puzzle skills by 1 until side's next turn. It gives details on the encounter: Namely, that it's a "Magical Mystery" encounter. It's limited to five rounds, and ends when the heroic side either solve the puzzle or are stumped. If the time limit is reached, the winner will be decided by which ending was closer to being achieved. And finally, if the heroic side fail to win the encounter, the villanous side will get a boost to their defense score in the next stage. We roll to see who goes first, and it comes up 9, the villanous side goes first (it's slightly tilted to villains going first, as 2-6 heroes go first, 7-12 villains) Imgur: The magic of the Internet So, the game has Valhella selecting and using a power "Arcane Knowledge", where it's an Outsmart Attack against the hero Pathway, where if it succeeds, it reduces the target's mystical attack by 1 until the next turn. Just like others, it's based on a 2d6 roll, where you take the attackers Outsmart score (in this case), and add the dice roll, and compare it to the defender's score. Valhella has an attacking score of 10, and the dice roll is a 5, versus Pathway's defense score of 18 so it looks like this is going to fail, except he uses a re-roll. He has no more left at this level. He rolls better, an 8, but that means that he ties 18-18, and ties apparently go to the defender. He then attempts Deception against each of the heroes. He manages to succeed against Delphi and Pathway, (knocking the heroes back 1 on the progress scale, -10=Stumped, 10=Solved). The progress means we're at -2, this was the villan's POWER PLAY, so the failure has no effect. Now it's the heroes turn... We'll start with Delphi: She has a variety of options to benefit. Standard Solution is a safer play (+1 to the goal on success, 0 movement on failure this turn during the power play), or we could take a risk (+2/-1), do a leap of faith (+3/-1, but only useable once an encounter), Get a Lead (a setup action), or follow a lead (get a random bonus from our investigation). We play it safe and roll standard solution (Attack 11+10 (2d6)=21,versus Valhella's mystical defense of 17, success! We move the progress meter back to -1 Master Phoenix uses his Psychic Interference Power (which you can apparently do once per turn) to lower Valhella's Mystical attack puzzle skill by one until the heroes act again. He then rolls standard solution, 11+(2d6=8) 19, against 17.. Success! We've stopped the villain's progress for the round, back to neutral 0 Pathway tries her witchcraft power to reduce Valhella's abilities more, but fials. However, she then uses her Charms and Spellcraft power (+2 to mystical defense for up to two targets, succeeds on 4+) to boost the defense of Phoenix and Delphi by 2. She then tries a standard solution to get progress on the Heroes side, and Succeeds (11+8 vs 17). So, we have a Success Rating of +1 after round 1. Powers can apparently be used each turn, but require a roll on 1d6 to activate properly. So at the end of round 1, the progress meter is SOLVED +1 Villain Turn 2: (more in brief) VILLAINS Valhella - Arcane Knowledge on Pathway - SUCCESS! (10+2d6 (9)=19 vs 18. Lowers mystical attack by 1 Valhella - Standard Deception on Pathway - SUCCESS! (10+2d6 (11)=21 vs 17. Progress moves to 0 Villain turn over The good news is this is a pretty basic encounter. Valhella only gets his power actions and one "action".. this turn he could only attempt a deception against one person, while last time, he got to go against all three (and succeeded on 2), so we can quickly move this towards solving if we wanted (3 chances) Hero Turn 2: Delphi: Arcane Knowledge on Valhella - SUCCESS 12+7=19 vs 16 - Reduces Valhella's Mystical Attack by 1 until heroes next turn Delphi: Standard Solution - SUCCESS 11+9=20 vs 17: Progress moves to +1 Master Phoenix: Psychic Interference Power - FAIL (4+, rolled a 1) Master Phoenix: Standard Solution - SUCCESS! (11+7=18 vs 17): Progress Moves to +2 Pathway: Charms and Spellcraft (Boost Delphi/Master Phoenx)- FAIL (4+ needed, rolled a 2) Pathway: Witchcraft (Target Valhella) - FAIL (10+5=15 vs 16) And here, we had a type mismatch program crash. Not a huge problem, this is a public beta after all. So far, I've learned a few things. You don't apparently have to take all your characters actions in a row, which is good because it allows tactical actions (I should have used Pathway's Witchcraft first because that targets defense until the BEGINNING of my next turn, so if I want to have maximum effect, it should be before any others try to do anything versus that defense stat.
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10-24-2022, 05:24 AM | #3 |
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10-24-2022, 05:52 AM | #4 |
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2nd Attempt:
Ok, this time the roll for the issue content is 11: A General Villanous Scheme Vampire Bat appears to be up to something, but you're prevented from going after him as he seems to have recruited Serena to stall you. You must solve her mystical mystery before you can continue This takes place in Blackwood in Ravenholme, sounds like a Gotham City/spooky-ish place The game generated a team of Delphi, Dupin, and Verti-Ghost. Only characters who are eligible for the location are choose able. We've already met Delphi, but let's copy over their bio and let's meet the other two heroes in this encounter: DUPIN: Detective Danny Dupin is notably, one of the very few honest cops in Ravenholme. He's also one of the best, as comfortable as using his deductive reasoning and eye for detail to solve complex crimes as he is going toe-to-toe with villanous scum in fist and gun fights. Originally a complete scpetic, he has seen so much weird stuff in Ravenholme involving black magic and dark rites that he has ended up becoming very knowledgeable about such matters and often gets called in when mysterious, inexplicable events have baffled his colleagues... This has also led him to facing off against his nemesis, The Alchemist, many times. Utterly determined to help clean up his streets of his home city. Dupin has also forged many strong alliances with the various heroes (and anti-heroes) who help battle the tide of evil Stats: Mystical (11/18), Outsmart (12/20) Powers: Ace Detective (Uses action, Outsmarting Attack, reduces target wits defense by 2 till next turn, uses action), Dark Magic Research (Outsmart, reduce target mystical defense by 2, uses action), Draw a Charmed Symbol (Increase mystical defense by 1, Power, Requires 5+ to Activate), Street Smarts (Outsmart Attack, deactivates one of target's powers until next turn, takes action) Rating: 4 Stars Foz note: Sounds like a Commissioner Gordon meets Hellboy type. His render is complete noir/detective, complete with cigarette dangling from his lips) VERTI-GHOST: One of the more obscure heroes in the Grey Dog Comics universe, the Verti-Ghost is the spirit of the murdered wizard George Glossop, tethered to the physical world by a need to be avenged. Despite being unable to physically touch anything, he remains a useful ally because of his knowledge of magic and his ability to get into places his more corporeal chums cannot. Stats: Mystical: 12/18, Outsmart 11/18 Powers: Gets Into Places Other Cannot (Outsmart, disable one target power until next turn), Magical Knowledge (Outsmart, reduce target's mystical defense by 2 until next turn, takes action Rating: 2.5 Stars Foz Note: Well, he sounds very much like a one trick pony, but that's ok, we're not dealing with one of the prime movers of the universe here, probably someone who had a series a very very long time ago, now only shows up as a limited supporting role in others comics. DELPHI: A mystic with a deep knowledge of the arcane arts, Delphi traded her eyesight to see into the future. As is the tradition with these sort of bargains, there was a catch - wWhat she got was the ability to see every possible future across the entire multiverse, an overwhelming sensation that has left her quite deranged and unpredictable Stats: (Stats are Attack/Defend) Mystical: 11/17, Outsmart 12/18 Powers: Arcane Knowledge (Outsmart to reduce attack of up to 3 targets by 1), Gift of Prophecy (takes an action, gives an ally an extra re-roll Rating: 4 Stars Same rules (5 rounds, ends when stumped -10 or solved +10, time limit means which ever side ahead wins): Oh I almost forgot, let's meet our "Villain" SERENA: A Character who has been around in one form or another for many decades in Grey Dog Comics, Serena is a mysterious woman who seems to have the ability to see into the future. Originally known simply as The Fortune Teller, then Tarot, she adopted the name of Serena in the 90's and has used that ever since. Neither a hero nor a villain, she pops up in comics every now and then to offer cryptic warnings and ambiguous predictions that usually seem to point to one thing but end up meaning something totally different. If you were being unkind, you could say that she's a plot device masquerading as a character Stats: Mystical 11/18, Outsmart 12/18 Powers: Ambiguous Prediction (Outsmarting, reduces target's mystical attack by 2 till next turn, Free Action), Cryptic Messages: (Outsmarting, Targets 3, reduces target(s) mystical defense by 1 until next villain turn) Rating: 3 Stars Foz Note: Sounds like I would absolutely HATE this character if I followed the comics. Nothing more than a red herring and conspiracy theory magnet, whose whole gimmick is to inspire the readers to make a guess (likely wrong) about what the hell she's warning about So it sounds like Vampire-Bat has done.. something, and Serena is attempting to.. educate our heroes about the threat, except since she's a mystical asshole, it comes out in vague hints and prophecies, while our heroes are desperately resisting the urge to throttle Serena, going "SPEAK PLAINLY!!!!!", and tease out hints to what the Vampire-Bot is doing..
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10-24-2022, 06:50 AM | #5 |
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Turn 1:
Heroes win the initiative: Armed with the knowledge from the last attempt, I know now to use powers that reduce the target's defense BEFORE I do any attempts to solve the situation. [b]Heroes! Delphi attempts Arcane Knowledge (Power) against Serena - FAILS (12+2d6 (3))=15 vs 18 Verti-Ghost attempts Magical Knowledge (Power, Action) against Serena - FAILS (11+2d6 (7)=18 vs 18 Dupin attempts Draw a Charmed Symbol (Power, 5+ needed) SUCCESS! (5), Mystical Defense +1 until next turn Dupin attempts Standard Solution (Progress) SUCCESS (11+2d6 (10)=21 vs 18: (PROGRESS +1) Delphi attempts Standard Solution (Progress) FAILS (11+2d6 (5)=16 vs 18) Villains Serena attempts Ambiguous Prediction on Verti-Ghost - SUCCESS! (12+2d6 (10)=22 vs 18 (Verti-Ghost -2 Mystical Attack until Villain next turn) Serena attempts Standard Deception on Delphi - FAILS (11+2d6(5)=16 vs 17 Serena attempts Standard Deception on Verti-Ghost - FAILS (11+2d6(5)=16 vs 18 Turn 2 - Note: After turn 1, Standard Solutions no longer have free failure, a failure moves it -1 towards stumped) Heroes Delphi - Arcane Knowledge on Serena FAILS (12+6=18) vs 18 Delphi - Standard Solution SUCCESS (11+8=19) vs 18 (Progress +1, total +2) Dupin attempts Draw a Charmed Symbol (Power, 5+ needed) FAILS (3) Dupin - Standard Solution SUCCESS (11+10=21) vs 18 (Progress +1, total +3) Verti-Ghost - Get a Lead (2+) SUCCESS (2) Foz Notes: None of Verti-Ghost's Powers seem super useful here (he would need an 8+ to succeed on Outsmarting, and it would take up his action for the turn, so attempted to Get a Lead to look at the system, and the types of bonuses it provides. We're already at +3, so I felt semi-comfortable in attempting to Get a Lead (which needs a 2+ rather then do a Solution which would need a 9) Villain Serena - Ambiguous Prediction on Verti-Ghost - SUCCESS (12+9=21 vs 18), VG -2 Mystical Attack Again Serena - Cunning Plan vs all three (11+5=16 vs 17, FAILS vs Delphi) , (11+7=18 vs 18, FAILS vs Dupin), (11+5=16 vs 18 FAILS vs Verti-Ghost) Foz Notes: This is a HORRIBLE turn for Serena's attempts to confuse our team: the Problem with Cunning Plan is that EACH failure moves the Progress meter 1 towards solved, so we went from +3 to +6 in one fell swoop!! Turn 3: Heroes Delphi - Arcane Knowledge on Serena - SUCCESS! (12+10=22 vs 18), Serena -1 Mystical Attack Delphi - Standard Solution - SUCCESS! (11+10=21 vs 18) Progress +1 (+7) Verti-Ghost - Follow a Lead - SUCCESS (2+ needed, 3 rolled), Progress +1 (+8) Dupin- Leap of Faith (4+ to activate, FAIL (rolled 1) Villain Serena - Ambiguous Prediction on Verti-Ghost, SUCCESS (12+10=22) vs 18, VG takes ANOTHER -2 Mystical Attack Penalty (he's been constantly under it for three straight turns. Apparently Serena has it in for VG, talking about his tether, etcetera) Serena - Desperation Ploy against Delphi (4+ to Activate) FAIL (rolled 3) Foz Notes: I was tempted to try a risky solution to end this early, but decided that the risks were too much (-1 to attack, Success +2, Failure -2). Leap of Faith is two fold, with a 4+ needed to activate, and then +3/-1 on success or failure), as it turns out, I didn't even get to roll. Get/Follow a Lead seems like the safe maneuver.. it's 2+ to get and then 2+ follow a lead, but it's +1 over two turns. Serena tried a Desperation Ploy as the heroes are just about to win the encounter, but the dice just weren't with her. Leap of Faith (and I believe Desperation Ploy) can only be used once per puzzle per character Turn 4 Heroes Delphi - Arcane Knowledge on Serena - SUCCESS! (12+8=20 vs 18), Serena -1 Mystical Attack until next turn Delphi - Leap of Faith on Serena (4+ to activate, FAIL, rolled 1) Dupin - Standard Solution - SUCCESSS (11+10=21 vs 18), Progress +1 (+9) Dupin - Charmed Symbol - SUCCESS (5+, rolled 6) (+1 mystical defense) Verti-Ghost - Get a Lead - SUCESS (2+ needed, rolled 3) (1 lead) Villain Serena - Ambiguous Prediction on Verti-Ghost, SUCCESS (12+10=22) vs 18 (yes, VG loses -2 Mystical Attack until Serena's next turn) Serena - Cunning Plan on Delphi - CRITICAL FAIL (Backfire!) (roll of 2), loses all actions for rest of the turn, +3 Progress, (+2 normally for failed cunning plan, +1 for backfire), Current +12 Foz Notes: Oof. Don't know if the AI targeted VG as the weakest character and that's why all the Ambiguous Predictions targeted him, or what, but she really had it in for him. On the other side, Serena must have taken her 'Speak coherently" pills, as the backfire just ended it for the Heroes Status: +12 Solved! Delphi Gets 6 Hero Points (Now 6) Dupin Gets 6 Hero Points (Now 25) Verti-Ghost Gets 6 Hero Points (Now 6) Victory Bonus: The Heroes will go first next stage Results: "The Vampire-Bat is doing.. something, Serena. If you know anything about this, you need to tell us. Innocents could be hurt!" Verti-Ghost attempted to convince Serena to spill the details. "The black baron takes his place on the field. If you don't spring the white knight, death will follow in his wake...." Serena muttered, eyes aglow with mystical energy Delphi grimaced as she tried to focus the threads of her predictive energy to make sense of the prediction that Serena had made. She shook her head as the prospective threads slipped from her hands. She turned her blindfolded gaze on Detective Dupin, whose fingers were idly drawing small mystical symbols in the air. Dupin grimaced, and then asked "The white knight?" Would that be an artifact? Serena turned her glowing eyes on the Verti-Ghost: "Ask your tethered friend. But be forewarned, the tether that keeps him in this world can easily become a puppeter's string. Dupin thought this over, and then turned and started to walk away. "Thanks, Ser, you've been.. uncommonly helpful" Delphi called out to him "Wait, she hasn't told us anything.. Dupin grinned, and lit his cigarette, watching as Delphi's nose crinkled as the smell of the smoke reached her nostrils. "She's told us what we need to know. Anything else would be gobbledygook. What we need to do next is...
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10-24-2022, 08:13 AM | #6 | ||||||
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Let's take a look at some of the forces available to us in the next scenario:
Game posted: Quote:
The heroes (and others) available to the forces of good (Part 1 of 3) We will have 18 stars amongst three folks on the side of good. Since we can't have anyone more than six stars, that means we can fill it out to the max, but those of lesser stars have to bring something to the table to make it worthwhile, since the game judged them not full capable) Quote:
(Foz Note: Imagine Ryu as a super-whatever. Nothing but the fight. His abilities are what you'd think, a bunch of Kung Fu related that allows him to avoid attacks on a 5+, impossible to ambush, and a couple of attacks. A strong candidate with lots of health.. but his description makes me wonder if we use him and upgrade him, if he would show up on the other side ) Quote:
Foz note: Thor/Hercules type sounds like, a lot less powerful without his hammer. He feels like a tank type, as his 2 of his listed powers are reduce damage types (a Passive that reduces Physical Damage by 1, a 2nd that can passively dodge an attack that would have hit him on a 5+, and a melee attack that does three damage. Not sure he's the best choice, because well, he's not great at anything except soaking damage). Plus he has no re-rolls. So, what you see is what you get. Wonder if there's a powered-up version later if you recover his warhammer... Quote:
Foz Note: Yup, we got our GI Joe/Punisher Expy. His pwoers are basically guns and army training related. Not sure he's the best fit, but if we wanted big guns, he's an option. Not a great option, if you ask me, but that just might be my Punisher-disliking coming to the fore. Quote:
Foz Notes: Um, Batman meets Hawkeye? He gets the batman stuff from his life of luxury and training,plus has a power that can deactivate one enemy's power until next turn. Body armor, Marksmanship training, martial arts, Parkour, twin handguns.. probably the first comic character most kids will come up with. A definite option.. Quote:
Foz Notes: Ok, I think this is Cyclops and Cable's backstory and power mashed together. He's good at ranged, and his Widespread Concussive blast can be a game changer (not only targets all enemies who aren't behind cover or in the air, but opponents who get hit are automatically stunned). However, with only four health and defenses of 16, he's a glass cannon. My vote is pass, but who knows.
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10-24-2022, 08:49 AM | #7 | |||||
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Our heroes (Part 2 of 3)
Quote:
Foz Note: Ravenholme appears to be our "Iron Age" city, because this is the THIRD hero that uses guns and second Punisher Expy. To be honest, I don't want to use her, because while a tried and true comic trope, someone suffering from PTSD, loading up with guns and shooting "the enemy" is not quite heroic to me. Especially because one of her powers (a once per issue ranged attack) is a mini-Improvised Explosive Device. But then again, I'm of a different age, maybe. Between personal distaste, low mental and outsmart defenses, and only three levels of health, this is a pass unless I hear elsewise. Quote:
Foz Notes: Her powers are very much related to her doll status, she ignores most damages (reduces physical damage, ignores poison and electricity,etcetera. But in a combat she's um.. not that useful (6's for her attacks other than Outsmart). She's a strike from the shadows type, and that sounds like a complete non-useful type for this battle. Quote:
Foz notes: We talked about her twice before, but she now has a couple of combat related things, including a confusion spell that can do 1 mystical damage to everyone not behind cover or in the air, and if it hits, automatically outsmarts and stuns an opponent. She also has the ability to avoid being targeted for a range attack (3+ on 1d6). More of a ranged support hero, and I have a feeling this one will be down and dirty. Quote:
Foz Notes: He did a lot of work in the last scenario for us. But, let's put it this way. Would you want Commissioner Gordon taking on major level bad guys in combat? Unless I hear otherwise, this is a definite pass. Quote:
Foz Notes: Um.. the Combat Wombat? (shakes head ruefully). Anyway. I really like the character, and she does have some good options, but the text says it for me, she's been a sidekick (and her mentor is not available in this scenario). Side Note: She actually has an ability when teamed up with Combat Wombat to damage four targets at one go. It's called the Wombat and Fox Henchmen Takedown in game, which I consider a missed opportunity. It should have been called the Wombo Combo. (or the Combo Wombo, since it's Combat Wombat) Part 3 will have our heavy hitters (including the three six star folks that the game gives us a default team)
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10-24-2022, 09:48 AM | #8 | ||||||
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Part 3 (otherwise known as "Foz's fingers really could use a break")
Quote:
Foz Notes: If this was taking part in Chinatown isntead of Blackwood, in Ravenholme, I might be willing to slip her into the team, despite being only 4.5 stars (she has an ability that boosts her stats in Chinatown...) something about her backstory is more palatable then say Dark Justice. Considering those we're facing though, this may not be the time nor the place for Rachel Quote:
Foz Notes: I actually am considering him. Not likely, but he's at least in the conversation. He is a very decent "Light heavyweight" superhero.. he has taser gauntlets and technological gadgets (including batman style minibombs). Plus he's an underdog type. However, this may be a heavyweight fight he doesn't have the muscle for. We'll see. Quote:
Foz Notes: Can you say Zorro? I knew you could (try to catch the amount of references there!). In fact one of his powers is entitled "World's Greatest Swordsman". Again, does he bring something to the table that our default three doesn't? I'll leave that to the judgement of others. Quote:
Foz Notes: And spot the Blade Expy. His stats look good if middling, so why is he rated at six stars? Because his "Starting Powers/Abilities/Traits" window has 12 lines in it (which was the reason I said "No, I'm not going to copy and paste everyone's combat abilities). He's got an option that increases the attackers actions increased by 1 (if he's on the team), and got all the abilities that you'd expect from a Blade expy, including energy drain, durability etcetera. With facing Vampire-Bat's minions, he's in the default team for a reason. and that reason is bringing the pain to supernatural enemies. Quote:
Foz Notes: I'm tempted to see if Brian Tell appears in Adam Ryland's World of Mixed Martial Arts game. But I think he's a Luke Cage expy, and is very tanky, between stats and abilities, including "Can take a beating" (reduces all damage except Psychic/Mystical by 1 on a 3+, a free use (3+) power that increases an ally's melee defense by 1, a 5+ dodge vs Melee, a heal (5+, 1 point, and a melee attack that does three points of damage and automatically stuns an opponent if he hits. In a combat heavy scenario, I want him on my team. I can see why the game put him in default. Quote:
Foz Notes: Thanks for telling me that the parasite lives in his LOWER COLON, game. (Ew). Flying tank, even can assist his teammates if he's taken out of action, as he has a 5+ ability that increases all allies defense values by 1 if he's knocked out. Other than that, Flight, Enhanced Healing and Durability, and Super Strength Punches. Yup. Again, I see why he's in the team.
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10-24-2022, 09:49 AM | #9 | |
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The enemies:
Quote:
So, a top assassin who's forming her own clan of ninja, a Deadshot expy who takes on this universe's equivalence of Batman, and Man-Spider. Yikes. That's three six star villains right there, 18 total stars. So, who faces them? That's what folks elsewhere are voting on (personally I hope they keep the default team. I'm going to need all the beef I can bring to deal with those three). But if you have any questions or whatever, glad to answer them
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10-27-2022, 05:16 AM | #10 | |
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Ok, we'll go with Aikio replacing Kid Canada
Ok, a quick explanation of Combat and positioning Each location that we fight in has variables on whether flight if allowed, ranged combat allowed, if folks can hide in the shadows, if there's a Sniper's Nest location, etcetera. Ranged folks will want to use those positions, while our melee folks will want to fight in close quarters. Folks can position themselves once per turn, and to target someone who's not in a melee-able position requires you to "close the distance" on them, which is a d6 roll to move the opponents status to "Out in the Open" (and usually once done so, melee folks will try to take him down before he can move away.) Folks who can get a bonus on this roll are important, because if you fail that roll, you've just wasted that action (and a lot of times, you only get a certain amount of combat actions, and in general folks only have one combat action a turn). We're fighting in Blackwood: Quote:
Just to give an idea of how combat is tactical, let's look at the pertinent stats heading into the heroes turn 1 (each also has custom descriptors based on their health level, but that's just flavor, for example, Aikio's Full Health descriptor is "Zen-Like", but I don't think that has any in-game effects): Heroes: Aikio 7 Health, In The Open Darvin the Monster Hunter 5, Shadows Deathwatch Beetle 7, In the Open vs Crippling Fear 6 Health, Shadows Hisshi 6 Health, Run and Cover Scuttlebutt 6 Health, Shadows And again, this is more of a skirmish (there are scenarios that only end when one side is defeated, unless there's a whiff-fest where no one can damage each other for 6 turns in a row). It's only 3 turns, and there are two victory conditions: KO the other team entirely, or on the three turn time limit's expiration, whichever team did more damage.
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10-27-2022, 05:17 AM | #11 | |||||||||||
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(for those of us who would just play to see what happens or don't want to deal with the tactical side, there is a button to let the AI do all your remaining moves for you)
Here's a list of the locations in fight: In the Open: Default Status, No bonuses or penalties Quote:
(For brevity, I will explain what a power/action is the first time it happens, only, and I may change the format in future battles, but this is to explain the tactical deepness of the game) Round 1: NON-Combat Quote:
COMBAT ACTION 1 Quote:
COMBAT ACTION 2 Quote:
COMBAT ACTION 3 Quote:
[quote]In-game text quips generated by the game: Deathwatch Beetle: Here's something I learned from my day job! (reminder: He's a MMA fighter "IRL") Kisshi: You have my respect (for hitting her). Now you must die MOVEMENT: Quote:
Villains Turn 1: Quote:
Combat Action 1: Quote:
Quote:
Quote:
As you can see, there's a whiff factor involved to a bit, but when they DO take a hit, they can take up to HALF their damage from a big strike So, we've finished with Round 1: Current Status Quote:
We've done 3 damage to their 0, and we're 1/3d the way through the fight. One very important thing to note is that while they did get an attack, Hisshi was unable to attempt a change in position because of the stunning. Something to keep in mind!
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10-27-2022, 05:18 AM | #12 | ||
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Round 2:
(Going to try a more compact readout, you probably don't want to see all the guts of the system(all the dice rolls etcetera) all the time. We're here for comic book action, not Super Excel! But do let me know if you prefer a verbose, strategy built output or more of a brief summary). Underlined lines indicate In-Game Positioning, Italics=Non-Attack Action, and Combat Actions will be in Bold, and just for the record, I'm letting the AI run this turn for me, so I can see how it positions folks, schedules actions, etcetera) Quote:
Villain Turn Quote:
And now we see the power of re-rolls, and what high powered ranged characters can do to you. If Crippling Fear hadn't re-rolled that, we would have been up in damage entering the final round 6 to 1. Instead, the villain side is now leading 8 to 6 in the tiebreaker And with all my folks stunned I won't be able to position folks for the big hit on the final turn). It's a "Once per issue" power for Crippling Fear, but sometimes, once is enough. Note 1: As the controller: (Hisshi) was defeated, her Drone (Ninja) is also removed from the combat. A two for one special! Note 2: As she has been taken out of the combat, we need to roll 2d6 to determine Hisshi's post battle fate, which can be anything from fleeing the battlefield unharmed to "injuries", meaning that we won't see them for a number of issues/missions as they recover, to being jailed (Pretty much out of the game unless a special mission is rolled for a jailbreak), or even "Death" (which in game, like the comics can be permanent or not depending on how grim-gritty the universe is). The 2D6 Roll is 8 which on her table is: Medium Injury (will need "Several" issues to recover) Note 3: Hero Points can be used in missions for temporary stat bonuses that you grant to yourself or teammates, or add re-rolls to a teammate Note 4: Aikio had 5 re-rolls, so I could have rolled again (you can re-roll any roll just once though). I decided not to, because I needed to better an average result to hit them both (7+ vs Scuttle, 8+ vs Crippling Fear), I took the average result and decided to accept the glass half full: Of course, Scuttlebutt made the glass all empty by dodging, but what can you do. Round 2 Completion: Aikio 3 Health Left (In The Open) Darvin 2 Health Left (Shadows) Beetle 6 Health Left (Aggressive) vs Crippling Fear 6 Health (Shadows) Scuttlebutt 6 Health (Ranged Cover) Tiebreaker Villans Lead 8/6
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10-27-2022, 05:18 AM | #13 | |
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Round 3: It's Smoke Em If you Got em time, the final turn, and by the way, Em means the two remaining bad guys please. Smoke em!
We're not able to change our positioning due to the stun, so what we have is what we're going to have It means we can't target Scuttlebutt in Ranged Cover. May the dice be with us. Hero Turn Log: Quote:
I'm so disgusted I barely have the urge to finish typing this Villain Turn Log: Scuttlebutt plinks us for 1 damage, and then Crippling Fear uses his blaster to take out Aikio and Darvin (2 damage each). Aikio receives (7): A medium injury, Darvin Receives (6): Medium Injury Villains win 14-6 Post-Mission Status Heroes Aikio- TAKEN OUT (MEDIUM INJURY) Darvin the Monster Hunter - TAKEN OUT (MEDIUM INJURY) Deathwatch Beetle (Up) Villains Hisshi- Taken Out (MEDIUM INJURY) Crippling Fear (Up) Scuttlebutt (Up)
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10-27-2022, 05:18 AM | #14 |
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Encounter Recap: Written by me
Let's Play Comics: Issue 1 , Part 2 (Title: Ravenholme Rampage!) "No! Don't let her get away!" yelled the Deathwatch Beetle, as he pointed at the fallen form of Hisshi, whose fellow ninjas were attempting to carry her away from the battlefield. "We need to..." He didn't get a chance to finish his sentence, as a well placed concussive energy grenade by Crippling Fear sent all three heroes flying. Beetle's superhuman durability allowed him to absorb the worst of it, but Aikio and Darvin were completely unsteady and only got to their feet momentarily, trying to find Crippling Fear before a couple well placed shots sent them back down, stunned, hurt, but thankfully not dead. Crippling Fear's raspy voice came out in a chuckle aimed at the Beetle. "Too bad. I was looking to play more, but unfortunately, I can't stay and kill you and those meddling fools, I have work to do, and while I'd kill YOU for free, Beetle, I'm getting paid a LOT of money for what I'm going to do.. Kill you later..." Crippling Fear and the silent Scuttlebutt disappeared into the darkness, with the Beetle already calling for superhuman paramedics then hurrying to stop Vampire Bat and his minions from taking over a large swath of Ravenholme's crime syndaicates In the Next Issue: Things look bad for our heroes.. can they save the day? Post Mortem: Screw Crippling Fear. He did 13 of the villains 14 damage, 7 with one attack. That and that BS 5+ "Nope, you can't target me!" ability. But that's one of the problems of going in completely blind. I should have targetted him instead of Hisshi, but I feared Hisshi's free "Create a Ninja" power. And truth be told, having advanced to see the next part of the mission, that would be a lot more powerful in a long fight. In the end though, the dice (and the fact that the stun happened and meant that all the attacks had to funnel to Crippling Fear, and the dice did the rest. Again, that's what we get for going in completely blind.
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10-27-2022, 05:19 AM | #15 | |||
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Issue 1: Encounter 3: Big Fight Scene
We've caught up with the Vampire-Bat and his minions, including a gloating Crippling Fear. It's time to put an end to his scheme once and for all! Rules: 25 Turn Battle, or until one side is Knocked Out. Probably at least 3x the expected duration but hey, we've seen what dice can do Up to 5 characters, 30 Stars total, max of 6 stars per (Villains get +5 Stars for winning the last encounter, but they can't use them, so we get a small break, but being down two six star characters already from the last encounter means we'll at least be at a small underdog in estimated power level: No new people available, so here's our available roster: Cain the Shorn City Sweeper Crimson Saint Cyco Dark Justice Dawn of the Dead Deathwatch Beetle Delphi Dupin Kid Canada Midnight Fox Rachel Noir Risktaker The Flashing Blade The default team (27 Stars): Crimson Saint, Deathwatch Beetle, Kid Canada, the Flashing Blade, Rachel Noir The enemy team (30 Stars) Quote:
Quick Note: Eek. He has a Create Ninja ability, takes extra heat damage, can hypnotize folks, and gets a bonus to attacking humans (because they're his snack). Quote:
Quick Note: Another Vampire type, with a variety of attacks, including psychic Quote:
Quick Note: Supertank (any non-Psychic/non-Mystical damage gets reduced by TWO atumatically, plus a 4+ power to soak a THIRD damage). Thanks. I hate him in a battle where you have to knock him out (on the upside, he does have only 4 health levels, but getting AT them is going to be nearly impossible. Scuttlebutt: See last encoutner Crippling Fear: See Last Encounter. Is a massive jerkface. So, how do we counter this? I don't know to be honest. Talos can soak a ton of damage, to the point that we may be FORCED to bring Dawn of the Dead along (she has a ranged Mystical Bolt attack, which Talos can't use his big soak on) But let's take a look at our heroes, and their suitability against this Murderer's Row. (literally!) The game added notes to show if they're a Primary Attacker, or Secondary Attacker, or a support character Cain The Shorn: I don't think he's a good option. He does physical damage which is soaked by Talos City Sweeper: Not quite heroic, but I think we may want to consider him. He has a once-per issue grenade which does Heat Damage (which Vampire-Bat is vulnerable to), and can be our ranged support, also soaks 1 point of physical damage Crimson Saint: Runs into the anti-Talos issue, but has good ranged attacks. We may want him to take down Crippling and friends without having to chase him down Cyco: Not sure.. that widespread concussive blast (2 damage to all not in air/cover, +stun) looks useful to keep certain folks in the open (looking at you Crippling) Dark Justice: Has that mini-IED heat damage, and a duo attack with City Sweeper Dawn of the Dead: Support, I'm wondering if we bring her along to target Talos. Can heal other supernatural folks.. But if we're depending on her for anything but that stuff, we've already lost. Deathwatch Beetle: Did most of our damage last time, but we saw his downside. On the upside, he's probably itching for revenge.. Delphi: I'm SERIOUSLY considering her. She has a mystical attack against all not in cover/in the air that does 1 damage and stuns if it hits. But with five health, if the villains win initiative, can they take her out? Dupin: No. He's a support and social guy. He'd be target practice for Crippling Fear Kid Canada: We need at least one tank, and probably two. He can fly, and that'll help chase some folks out of hiding. Midnight Fox: Has an ability that can lower someone's ranged attack by 2, so that is a useful non-combat action Rachel Noir: Looking at the amount of soak on the other team, not sure she's fit for this fight. Risktaker: Another glass cannon, but he's an option because he has several group-attacks +Stun he can use once per issue The Flashing Blade: Yeah, I want to take him along, because that World's Greatest Swordsman ability does 2 physical, but does a MINIMUM of 2 damage (so Talos's soak wouldn't help him) So, that's our options. We can take 5 characters: This is my suggested team: Deathwatch Beetle Kid Canada Risktaker/Dark Justice The Flashing Blade City Sweeper
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10-27-2022, 09:49 PM | #16 |
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While we wait for more votes elsehwere (if any), let's look at the abilities of our suggested team and the bad guys.
Part 1: Beetle, Kid Canada, Risktaker Just the terminology I'm using: Attack (Damage Type) (Damage)/ (# of Targets), so an Attack that does three Energy damage to All not in cover or in Air would be entitled: "Attack: Energy/3/ALL" Soak: Reduces Damage: (Soak: Success Needed/Damage Reduction Amount/Type (so a 3+ ability that reduces damage by 1 against all Non-Psychic/Non-Mental damage would read: "SOAK: 3+/1/All Non-Psychic or Mental" Dodge: Rolled post attack roll, if successful, person takes no damage from attack) (so an ability that allows a 5+ roll to dodge a Physical attack would read "DODGE: 5+/Physical" NoTarget: When the person is nominated for the target, a successful activation will remove that person from being Targeted (if they were the only target, that means the Attack never fires): So, a 5+ Ability to dodge melee/ranged attacks would be "NOTARGET 5+ (Melee/Ranged)" Enhance (Stat): Action provides a bonus to a stat, Move Deathwatch Beetle (Health: 1/2/2/2=7 Health) Passive Abilities CAN TAKE A BEATING (SOAK 3+/1/All Non-Physical or Mystical) INCREDIBLE TOUGHNESS: SOAK Auto 1/All Non-Physical or Mystical RAVENHOLME STREET SMARTS (Dodge 5+ vs Outsmarting Attacks) WORLD CLASS MMA FIGHTER (DODGE 5+/Physical) Non-Combat Action Abilities: INSPIRING TEAMMATE: (3+/ Melee Defense +1) MAKING A FINAL STAND (Move: BLAZE OF GLORY POSITION) WILL TO SURVIVE (Heal 5+/1) COMBAT ACTION GROUND AND POUND (Only available at Full Health): Melee Attack: Physical/3/1 MMA STRIKES Melee Attack: Physical/2/1 (available at all Health Levels) Kid Canada (2/2/2, 6 Health Total) Passive Abilities: BEACON OF GOODNESS (SPECIAL) (When knocked out, 5+ roll to give all teammates +1 All defenses until end of battle) FLIGHT (Can use In the Air, auto create distance auto close on Sniper's Nest) METAHUMAN DURABILITY: Soak 1(non Psychic/Mystical, Auto succeed) PARASITIC PROTECTION: SOAK 5+/1 (Non Psychic/Mystical)- Cannot be used at lowest Health Level) Non-Combat ENHANCED HEALING (HEAL 1, uses Combat Action, Once/issue) Combat Abilities SUPER STRENGTH PUNCHES (used only at Top Health Level) Melee Attack 3/1 SUPER STRENGTH PUNCH (Used at 2nd and third Health Level) Melee Attack 2/1 Risktaker (2/2/1, 5 Health) Passive MOVE FAST AND BREAK STUFF: Special: No Penalty to attack from Cover, +2 to close distance with opponent, Automatically create distance PARKOUR SKILLS (Dodge Melee/Ranged 5+, unable to be used at third health level) REINFORCED LIGHTWEIGHT ARMOR (SOAK 1 PHYSICAL) Non-Combat TRAINED BY CITY SWEEPER: (Outsmarting Attack, reduce ANY combat skill by 2, 1 target), Not available at lowest health level Combat MARTIAL ARTS STRIKE (Physical Attack/2/1 Target) MARTIAL ARTS STRIKES (Physical Attack 1/2 Targets) TASER GAUNTLETS (Ranged Attack/2 Energy/1 Target, + STUN, Once per issue) RISK BOMB (Ranged Attack/1 Heat/ALL, +STUN, Once per Issue) RISK FREEZE BOMB (Ranged Attack/1 Cold/ALL, +STUN, Once per Issue) RISK GAS BOMB Ranged Attack/2 Toxic/ALL +STUN, Minimum Damage 1, Once per Issue) RISK SONIC BOMB: Ranged Attack/2 Sonic/ALL, +STUN, Minimum Damage 1, Once per Issue) Risktaker is probably going to go ahead of Dark Justice, just all those lovely stun abilities would be really nice to do. But nothing's set in stone, and again, if the opponents get initiative, I can see them focusing on Risky from the start. After thinking about it, I now know what to compare Risktaker to: Early Batman, before he teamed up with all and sundry. He has a variety of abilities that can lock down/take down enemies. His two problems are his low health and the fact he has no real support abilities Next Post: Breakdowns for Dark Justice, The Flashing Blade City Sweeper
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10-28-2022, 04:12 AM | #17 | ||||
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Quote:
Quote:
Quote:
And since it was recommended in a post on the CBU Forums, I'm going to do Delphi's stats so you can see what she can do, if you want to bring her in: Quote:
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10-28-2022, 05:12 AM | #18 | |||
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(since this thread acts as kinda my thoughts on the game as well as playing it, this is what I said in their suggestions thread)
Quote:
Adam's reply: Quote:
My reply: Quote:
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