Showing posts with label Fawcett Comics. Show all posts
Showing posts with label Fawcett Comics. Show all posts

Sunday, February 8, 2015

The Advanced Supervillain


Whiz Comics #20; 1941, Fawcett Comics; Art by C. C. Beck

In the advanced game of Supervillains, in addition to strength and dexterity, characters have an intelligence level.

An intelligence level of “A” means that “the character will possess an almost animal-like intelligence...[and] will probably be too stupid to plan anything on his own, and will be hard pressed to carry out any but the most elementary orders.”  Although there is a 10% chance for a character to receive an “A” intelligence level, the rules suggest ignoring such a result because “the player can easily become frustrated with this type of character.”

An intelligence level of “C” (5% chance) means “the character will be a super-genius, and will probably possess a mutant brain (or a highly advanced artificial intelligence, in the case of an android).”  In fact, androids have a 15% chance of “C” level intelligence and aliens have a 25% chance.  The remaining intelligence level is “B” – normal human.

The only practical effect of intelligence is the determination of the number of skills a character possesses.  Characters with “B” level intelligence have up to four skills while characters with “C” level intelligence have up to six.  The rules list one hundred skills (each associated with an occupation) which characters obtain through random determination.  An exhaustive list of vocational skills is a fine thing, but perhaps unnecessary.  Far be it from me to disparage the important work that home economists, speech therapists, and agricultural agents perform for the benefit of society, but they serve no purpose in a game about super-powered beings.

If the same skill is rolled twice, then the character possesses that skill at the next higher intelligence level.  For example, if a “B” level intelligence character gets “Hotel Manager” twice, then he or she has “Hotel Manager” at a “C” intelligence level; a super-genius hotel manager so to speak.  You can see how this could be useful.

There is no experience system in Supervillains, yet it is possible for characters to improve.  A character with the Weapons Expert ability can train other characters to gain expertise in combat, meaning they receive +2 combat strength.  Such training requires the trainee to engage in “a month of intense practice.”  After that month, there is a 1-in-3 chance the trainee will gain the combat strength bonus.  Otherwise, the trainee “cannot attempt another period of study from any weapons master.”

Typically, when a character with the Radioactivity ability touches a normal being, that being will perish from radiation poisoning in one to six days.  Superbeings have a 25% chance of avoiding such a fatal radiation exposure.  There is a 10% chance that anyone (normal being or superbeing) will not die from radiation.  Instead, said being “will become a mutant and will gain an ability after '1-6' days...”  Such a character cannot hope to become a 'mutant' a second time; further exposure to the Radioactivity ability will be fatal.  I assume the 25% chance 'saving roll' still applies – even a previously normal being will have become a superbeing by virtue of mutation.  (Incidentally, “Androids will also have the capability to 'mutate' due to a radioactivity attack...”)

Of course, DAGGER experimentation can cause a character's ability to double in terms of effectiveness, but that's the least likely result among a variety of otherwise unsavory alternatives.

Victims of a Strong Force attack – assuming they survive – might have one or more limbs crippled.  One should not consider this a handicap, but rather an opportunity.  A character with “C” level electrical engineering can install “a bionic replacement limb.”  The cost is $10,000 and there is a 60% chance of success.  “D” level electrical engineers charge double, but the chance of success is 80%.  Also, “D” level electrical engineers can build 'extra strength' into an artificial limb.  The cost is $10,000 per additional point of strength, but the chance of success drops by 10% per point.  For $100,000, a pair of legs can be attached that confer the 'Leap Great Distances' ability.

Electrical engineers are also useful for repairing androids.  Normally, androids are self-repairing, but when they are “down to zero hit points or below,” only an electrical engineer (of at least “C” level) can reactivate them.  The base chance of success for a “C” level electrical engineer is 50%; for “D” level, 90%.  The number of 'negative' hit points an android has reduces this base chance.  Specifically, for each point, ten is subtracted from one hundred, this number is then multiplied by the base chance.  For instance, “a character with a 'C' intelligence level in electrical engineering who is working on an android with '-6' hit points will have a 20% (40% × 50% = 20%) chance of successful repair...” Androids should be leery of non-player character electrical engineers (in addition to player character electrical engineers).  There is a 20% chance that an electrical engineer repairing an android will “betray” the android while it is vulnerable.  If he (or she) doesn't destroy the android outright, the engineer will “meddle with the android's 'mind'” allowing the engineer “to dictate the android's actions from that point on...”


Sunday, July 14, 2013

Super Rules for Superhero 2044


L to R:  Spy Smasher, Bulletman, (the genuine) Captain Marvel, Minute-Man, Mr. Scarlet     
Image from the cover of America's Greatest Comics #1 (public domain)

In the sixth issue of Different Worlds (Dec 79/Jan 80) appeared an article written by the inestimable Brian Wagner, “Super Rules for Superhero:  44.”  According to Wagner:
As enjoyable and interesting game it is, it's not without its rough spots.  The basic systems of the game work well but there are parts which need to be elaborated upon or outright changed.
These “rough spots” did not permit Superhero 2044 to enjoy a decided popularity, much less maintain a significant market presence after other games in the genre – more polished games – were published.

In the article, Wagner addresses what he considers to be the shortcomings of the game.

First, he provides supplementary details about some of the organizations with which player characters may choose to associate.  (Discussed, to some extent, in an earlier post.)
Köln Institute:  It was your humble host's supposition that Superhero 2044 creator Don Saxman included the Institute as a background option – a way for player characters to obtain services provided by the alumni organization at the cost of a tithe and by following a code of ethics.  Wagner supplies information on enrolling in the Institute during play.  A complete program lasts two years and the cost and commitment are substantial; 20,000 Psuedodollars and two six-hour blocks five days per week, respectively.  In addition to the alumni benefits, graduates increase many of their requisite scores by 1d4.
The Hunters Club (called the Hunter Club in the rulebook):  Wagner indicates that the weekly allowance mentioned in the rules is 80 Psuedodollars.
Science Police:  Again, your humble host thinks that Saxman intended this entity more as a plot device rather than an organization to which player characters would want to belong, especially as Science Police operatives “are psychoconditioned to remain loyal.”  Yikes!  Still, Wagner presents details for the benefit of characters who choose to be operatives.  Training is similar to that provided by the Köln Institute and an operative's weekly salary starts at 600 Psuedodollars.  Also, when on missions, operatives are subject to “dangerous encounters” (i.e., deathtraps).
Uniquex:  Wagner states that this organization will purchase “germ plasm of proven merit” from Uniques.  The price paid can be 100 - 3,500 Psuedodollars depending on a modified die roll.  It is possible that Uniques with “common” abilities may not have their germ plasm accepted at all.  Regardless, each Unique can only submit germ plasm once; there's no returning to the well.

With regard to combat, Wagner recommends the use of hit locations for direct physical attacks as well as projectile attacks.  He also supplies a 1d20 hit location chart as opposed to the 1d10 description in the rules;  percentages remail the same, but a separate roll is not needed for determining right or left limb.  He also recommends 1d20 rather than 3d6 be used for hit determination.

In terms of damage, Wagner recommends a variable range of damage through the use of dice rather than applying “flat blocks of damage” as specified in the rules.  Although the rulebook discusses recovery from injuries, Wagner addresses the monetary costs associated with hospitals.  Aside from room costs, Wagner explains medical expenses as a function of Psuedodollar “Cost Per Vigor Point Repaired.” For instance, medical expenses for a limb injury are less than that of a head injury when both locations have lost the same amount of Vigor.

Wagner also provides “The Quick Deathtrap Resolver.”  The rule book presents an example of a deathtrap, but does not provide any advice on devising them.  Wagner accurately states that his method “reduces it all down to an unromantic die roll,” but at least it is a method and, as he also says, “it is quick.”  In a game  like Superhero 2044, one needn't apologize for an unromantic die roll.  Anyway, Wagner suggests a 'saving throw' where a requisite value is multiplied by 0.75 and that is the number or less needed on a roll of 1d20.  To determine which requisite must be used to escape a given deathtrap, 1d12 is rolled.  More than one requisite may be indicated; if so, the values are averaged for saving throw purposes.