I have written a couple of times how my superhero game of of choice was V&V but we ended up playing Champions. In the comic worl I have always been more in the Marvel camp than I have in the DC camp. It is odd that we did not play more of Marvel Super Heroes given that. I think it was because the other person who GM'ed other than me and ran most of the non D&D stuff was a Champions fan.
Fault Line (MH-8) is one of the adventures for Marvel Super Heroes than I own but have never really played. There are some of the modules for the game that appeal to me much more than others. This is actually in the group that does not appeal. I am not sure it is the least appealing but it is close. I think the mixture of the characters in the module seems a bit contrived and unless played as a one shot then it will most likely never work.
The plot in the module is one that when written did not seem like it was that catastrophic. In the post 9/11 world the plot is one that I am not sure I would want to use in a campaign I was running. I won't talk any more about it but I think what I have written already explains it. This is most likely going to be a me issue being over sensitive to the location. It just wouldn't be anything I would use in a game anymore.
This module uses a different format than the previous modules released for the game. Previous modules used chaptered adventures that most often needed to be run in sequence. This module is written in a format that uses a timeline and events. This seems at least in theory make the adventure more variable in nature.
The module itself is short coming in at 16 pages which as I recall in 1985, when it was released, was short for a module of that time period. The content of the module is well done and the write up for various location in the city would serve the GM well. Even if you never run it I am going to guess some of the flavor material could be used. The two sided map works with the one in the basic set so that is a benefit as well. The mix of heroes again is one of my concerns but it was nice to see the Black Knight get a nod. In the end I would say you can pass on it as a scenario but maybe own it for the parts.
Front cover blurb:
"Three AVENGERS and SPIDER-MAN must unravel the mysterious message, beat the clock, and find the Fault Line before New York runs out of time!"
From the back cover:
They are the last words of a dying man. "Fault... Line." What do they mean? How does it threaten New York? Who would kill to keep it a secret? Is there a rupture in the foundation under the Big Apple, or is there another meaning lurking in the cryptic confession?
Can SPIDER-MAN, CAPTAIN AMERICA, the WASP, and the BLACK KNIGHT save the city from certain destruction? Can the heroes solve the mystery, find the villain behind the evil plot, and beat the clock before the mighty metropolis runs out of time?
Spell:
Decay (R)
Level: Third
Range: Touch
Duration: Permanent
Ares of Effect: Item Touched
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
When this spell is caste the magic user causes the target item touched to decay rapidly. The change in the item will occur over a period of one round. The effectiveness of this spell is going to depend on the item it is used on.
The spell may only be cast on a non-living item. It can be used on organic items that were once alive though. When the spell is cast the affected item will age 100 years plus an additional 100 years per level of the caster. Depending on the item this may or may not have an effect. The GM will need to determine exactly how the item is affected. The decay affect will be such that it will determine if the slain can be affected by clerical spells where the time period dead is an issue.
The reverse of this spell will allow the caster to cause the touched item to be restored back a similar period of time for aging/decay purposes. If the item is newer than the time it would be restored back it will be restored to a state as if it were new. This being used on a corpse will restore it back to a state it was in for the period of time and again if dead less than that the corpse will be as if it was just slain. This will also affect the ability of the corpse to be affected by clerical spells. This spell can not affect the undead.
The material component for this spell will be a small pinch of dust from a tomb or grave that is at least as old as the spell will age an item. If used to age the item then the dust will not be affected and can be reused. If the reverse of the spell is cast then it consumes the dust.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, September 30, 2011
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1 comment:
It's weird. You would think since I am a comic book collector and and RPG collector I would go all crazy and try to find all these Marvel modules. Especially considering a few of the have John Byrne art not available anywhere else.
But most of them aren't really that good. I mean, they were cool at the time. But these days I could create much cooler stuff.
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