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[Super Heroes] Can you whip up sumpin'?

Started by cranebump, December 27, 2014, 09:09:08 PM

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cranebump

Using Seventh Sanctum's famed generators, can you match the super/villanous group from list one:

#1: Groups
Adventurers Of Hell
Chi Horde
Chronal Faunaknights
Crew Of Cerebrosoldiers
Doom Alliance Of Eternity
Extraordinary Star Gang
Extreme Irregulars
Friends Of Dreadful Hitmen
Liberty Church
Magic Commandos Of Africa
Metalloauthority
Network Of Negaknights
R Army
Savage Hate Machine
Solar Chaos Guard
Squadron Of Charnel Warriors
Tribe Of Cosmovillains
Troop Of Eternity
Troop Of Champions
Zeta Adventurers


...with certain standout group members from list #2:

List #2: Heroes/Villains (two random lists, actually, smushed together):

Agent Informationthrust
Baron Rho
Blasphemer Warrior
Bloommentalist
Brimstone Shade
Centurytwister
Crusader Gemini
Director Violet
Execution Ember
Flare Stream
Infernal Shaker
Insect Seeker
Interplanetary Dragon
Jape Sigma
Judgecatcher
Land Night
Lich Game
Marshal Defender
Magnetism Ranger
Meditationcleric
Miraclephantasm
Night Cut
Nurse Element
Obsidian Diamond
Photontronic
Priest Junglefissure
Prophet Giggle
Radiancehyperion
Sage Omen
Sea Rocket
Sergeant Irono
Shield Trap
Shriek Howl
Sister Shockingeta
Sprayess
Stranger Nu
Testamentgolem
Thoughtscourge
Tunemariner
Tyrant Sham
[/SIZE][/SIZE]

And don't skimp on the details! (I'm stealing them for a Supers! game).
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Matt

#1
The Extreme Irregulars, led by the aquatic troubadour Tunemariner, fight a never-ending battle against the infernal artificial intelligence gone awry known as The Savage Hate Machine, as well as his international cybernetic Network of Negaknights.

Tunemariner works as a deep sea fisherman. He grew up in an orphanage. Unbeknownst to his shipmates, he fell overboard one trip and was saved by his true father, King Neptune of Atlantis, who bestowed upon him a magic lute and  taught him secret sea shanties that Tunemariner can use for any number of magical effects (along the lines of a musical Green Lantern ring).

Insect Seeker was a meek nebbish of an entomologist teaching at an unprepossessing community college. His colleagues, mistaking his quiet manner for snobbish aloofness, played a prank on him and locked him in his research lab after opening all his insect enclosures. Stung, bit, and otherwise harassed by an innumerable variety of insects, somehow the bugs' venom and enzymes combined with Insect Seeker's unique body chemistry, giving him the power to summon, communicate with, and control any and all insects!

The Interplanetary Dragon is a lawman from a distant world. While pursuing a parole violator, his spaceship crashed in the South Pacific. Washing ashore on an uncharted but inhabited isle, he was initially amnesiac and worshiped as god of the Komodo dragons due to his lizardlike appearance. Eventually regaining his memories, he found his way to civilization where he returned to his crimefighting roots, aided by his advanced spacesuit and space gun, while searching for a way to return to his home world.
 
Crusader Gemini was working security as a low-ranking grunt guarding a secret atom-splitting experiment at an underground U.S. Army lab. A mishap occurred during the experiment, atomizing the lab and everyone in a 10-mile radius except for Crusader Gemini, who, rather than being instantaneously vaporized, was instead split into two identical beings. Discovering that he could fuse back into one being via sheer force of will, Crusader Gemini was inspired by his comic book hero Captain America to become the patriotic crime buster he is today!

Magnetism Ranger was working at a "mystery spot" in a National Park, explaining to credulous tourists that the enigma of the area was merely a feature of the earth's magnetic field. Unfortunately he stumbled upon an illegal marijuana  farm in the woods and was left for dead by the cultivators. Somehow the iron in his blood was affected by the strange magnetic properties of the area and he not only recovered but he was also imbued with mastery of magnetism!

Night Cut was a cinephile working as a film editor. One night, while working on a low-budget action movie, his workplace was broken into by junkies seeking expensive equipment they could sell for drug money. Beaten to a pulp and comatose for months, Night Cut vowed revenge and underwent grueling physical conditioning and training in the martial arts and swordsmanship. He now fights crime amid the sleaze and glamor of the film industry.

Matt

P.S.  Got a link for the generator you used? I love a good random super hero name generator. Makes me rationalize stuff I never would have dreamed up on my own.

cranebump

http://www.seventhsanctum.com/index-supe.php

One of many at this site.


I have a cadre of players into supers games. Tempted to throw a list of names at them and make them come up with something, though I doubt they'll produce something as good as "The Irregulars," above. Interestingly, there's an actual super group called the Irregulars in the Astro City universe.


The Astro City Irregulars - A group of outcast heroes founded by Bravo in the early to mid-1970s, after El Hombre's disgrace; its original roster also included Alligator, Skitter, Switchblade, and Umbra; Orphan was added to the membership as a result of their first case. The current (1998) roster consists of Juice (the apparent leader), Ruby, Palmetto, Jailbait/HomeGirl, El Robo, and Stray. The name echoes the Baker Street Irregulars of the Sherlock Holmes stories.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Matt

An, but are they EXTREME Irregulars? Every good super team/hero needs an adjective! Incredible Hulk, Mighty Avengers, Fantastic Four, Amazing Spider-Man, Unbelievable N-Man, Invincible Iron Man...Extreme Irregulars!

cranebump

No one is as extreme as Tunemariner and his plucky crew! (now if we can just get Night Cut to stop sniping at that "sap" Crusader Gemini):-)
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Matt

Just wait until they fight Blasphemer Warrior in the Holy Land and, due to the literally earth-shaking battle uncovering a long-lost temple from the days of Solomon and David, The Extreme Irregulars unwittingly recruit a new ally in the form of the mighty kosher Testamentgolem! Probably around issue #4.

cranebump

Will this be before or after they release the Squadron of Charnel Warriors?:-)  

Of course, what I'm REALLY waiting for is the Giant-Sized Annual #1, where they face the earth-shattering, time/probability-altering power of "Centurytwister."  (I think Prophet Giggle makes a guest appearance!).

[you know, I can almost see the Lee/Kirby treatment right now]
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Matt

Centurytwister is a fantastic villain name. I just imagine him scheming to distort the timeline for some nefarious purpose. I would love to see this stuff done up in a Lee/Kirby style (or Lee/Ditko for Insect Seeker, of course, and maybe Night Cut). I've actually been sketching these guys for kicks.

cranebump

Neat!  I'd think Interplanetary Dragon would be awesomely fun to sketch.  I'm gonna stat out these guys using the Supers! Revised rules, just for kicks.  I sorta feel like Tunemariner would have an ocarina or some sort of other shell-like instrument (in addition to the lute).
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Matt

Maybe it should'be been an enchanted conch shell he can blow and create energy manifestations or something.

cranebump

Quote from: Matt;806439Maybe it should'be been an enchanted conch shell he can blow and create energy manifestations or something.

I think your original idea for shanties was pretty good. It sort of makes him something of a bard, if I may draw a D&D analogy. There's a power complication in Supers called "tradeoff," where he could have, say, 3d in the power, with the tradeoff "power diminished without instruments." So, with his lute, shell, what have you, he operates at 4d. With just his voice, he's 2d. I'm not sure what the powers would be, actually, whether he'd have several different effects with the same complications, or whether he'd have one, large power, like "Wizardry," and can do many things with it. The downside to one big power in this fashion is that, in Supers!, you can use one power for one function in combat, so he could do a lot with it, but would have to choose one effect (unless he had "split action"). I'd probably give him several effects, with the same complications. And, of course, if anyone could silence him, he'd have trouble.:-)
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Matt

Is the "Supers!" game pretty flexible vis-a-vis power creation? I have not seen it. I'm always looking out for something with the power-creation flexibility of Champions or Mutants & Masterminds but without all the niggling bookkeeping and math.

The Butcher

The Adventurers of Hell should led by Brimstone Shade, who, judging by the name, just has to be a 1990s-style surly, black-trenchcoat-clad, katana-swinging mysterious dark type. With white hair. And eyes that glow with infernal energy when he's angry and/or using his infernal powers.

Maybe they're a cadre of metaphysical mercenaries, hiring themselves out to sorcerers and supernatural beings to raid Hell (and other unsavory spirit worlds) for lost souls or artifacts... though who's to say what price they may exact.

cranebump

#14
Quote from: Matt;806455Is the "Supers!" game pretty flexible vis-a-vis power creation? I have not seen it. I'm always looking out for something with the power-creation flexibility of Champions or Mutants & Masterminds but without all the niggling bookkeeping and math.

Well, it's VERY light, but flexibility? Yeah. In spades. The new version, updated from Simon Washbourne's original system, is co-authored by a dude from my rinky dink small town, actually. :-) We played some sessions of Simon's original game for a few months, before going to our separate pursuits. I'm not sure how crunchy you want your game, however. It's nowhere near as crunchy as Champions or M&M, but it's really the best pickup game I've ever played. Everyone who's ever played it -- save my wife -- has loved it (I don't think she cares for superheroes, actually).

But you can do pretty much anything. Cap's shield, for example might be:

Super Weapon (Shield) 5d
boost: invulnerable to crushing +3d
boost: split action +1d
boost: extra effect versus bullets (defense)+1d
complication: device -1d


The cost for the power would be 9d (5d for the rating, plus 4d for the boosts minus complications). That's REALLY expensive (starting PC's have 20d to build with; Cap would likely have 30 or so). However, Cap can use it to defend or attack (ranged or melee); he has split action at 1d, so he can use it twice/round at -1d per use [example: he could throw the thing at some mooks, using 5d for the attack, then catch the thing and defend with it at 4d [or maybe richochet the thing to do a 5d attack, followed by a 4d attack]); when someone fires guns at him, it gains +2d to defend [of course, you have to use a defense action to gain the boost]).

Second, quick example: I have a stock character called RAIL who has a pair of special pistols that use self-replicating nanites to form bullets and swing cables (which dissipate over time). The big downside to all his stuff is that it is solar-charged, so he has to spend some time refilling his "batteries," so to speak. His signature weapon might work like this:


Version #1:
Super Weapon (RAIL guns) 4d (COST: 3d)
b: linked power=Wall Crawling (aka "Railing,: or "Cable Slinging") +1d
c: device -1d
c: Ammo: 9x/session -1d

Wall Crawling ("Railing") 3d [Cost: 1d]
c: requires device (RAIL guns) -1d
c: trade-off: faster vertically than horizontally -1d
[/SIZE]

Here, I can use both powers every round, for example, shooting at someone for 4d, then RAILING out the way at 3d. However, that's 2 uses of precious "Ammo." I might want the same effect, but faster recharge, so I might, go with:

Version #2:
Super Weapon (RAIL guns) 6d [COST: 5d]
b: Multi-power=Wall Crawling (aka "Railing,: or "Cable Slinging") +1d
b: Split Action=+1d
c: device -1d
c: Railing=trade off: faster vertically than horizontal -1d
c: Burnout=-1d


In this example, I can still shoot/rail, as above, but each use in a scene lowers the rating by 1d. But when the scene is over, the item fully recharges, whereas with Ammo, when it runs out, it runs out. I could "shoot" my wad early on, and be in trouble later in the session (unless, for example, I had some sort of "charging station" at my "hideout" [which I could create using the "base" advantage, if the GM lets me, of course]). Assuming I had the base, I could run with the ammo complication, but I'd be forced to retreat to base to recharge. With the second version, I just need to finish the scene.

So, yeah, it's incredibly flexible. Very easy to run. Lots of options to tweak play, for example rules for mini's, if you use them, and different ways to use dice pools (caps, wild dice, etc.). Downsides: it requires some creativity for long term campaigning, but then, I think all supers games do, because supers characters grown "horizontally," rather than "vertically" (they gain breadth, though not necessarily power [via levels, etc.]).

I'd send you the .pdf, except I'd be taking money from these guys, and I don't wanna do that. I think there's a quick start version of the original rules, however. There's some glaring problems with version #1 versus revised (Armor Piercing and Tough Defense, for example, are blanket boosts that makes powers crazy awesome).  The revised version is a definite step up, with regards to cleaning up some of the glaring weaknesses (without putting it all on the GM). Plus the team that runs the thing are great guys.  In short, it's a fun, fun game. I have players requesting it as our next campaign. The original edition is quite fun, as well, but I'd recommend the revised.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."