Countdown to Armageddon is a One on One module for DC Heroes that was released in 1986. It is designed for the last son of Krypton aka Superman. The module is demanding enough that only Superman or another hero with that level of abilities will be able to complete it.
Since the module is marketed as a Countdown it is designed with a rather extensive timeline of events. It also features an intricate time keeping system since where the player is time wise is very important. The events do not have to be played in a linear nature and in fact there will be hard choices that the player will have to make as to what problems to handle.
The adventure itself has a few problems plot wise that I could see but nothing that would make it unplayable. It would also need to have a little updating if it were to be played as a modern scenario. It is as designed intended for a one on one with Superman but I think with a little work it could be converted to allow for group play with the right set of heroes. If it were designed for a none specialized group it would need to be modified to a great extent.
I have never had a chance to run this for anyone as we always had a large enough group that one on one was never really needed or something I wanted to get into. Reading through it over the years it seems like it would be a fun one to play. Even with a character on level with Superman it poses situations where even he can't be all things to all people. Think of multiple situations like the one at the end of the first Superman movie from back in the 70's.
The plot behind the module for when it was written might have seemed a little far fetched. Today the possibility of something like this has been done in a few movies. The technology behind the scheme is becoming more and more real everyday. One does not have to let their imagination wander to far to see where something like this could be played out in theory without the super villain.
If you are a fan of DC Heroes and have a need for one on one adventures then this one would be something I would suggest picking up. It is also something that could be converted and expanded into a group play module with lower powered heroes. The plot is also one that could be converted to other systems. Like many of the DC Hero modules it can be picked up fairly cheap so the risk versus reward will probably make it worthwhile.
From the back of the module:
Has this ever happened to you? You are flying over metropolis when suddenly your super hearing picks up five different distress calls from all over the world. All are urgent, all deal with the lives of thousands of people, but which one will you pick?
Find out in this exciting adventure that pushes Superman to the limits of his endurance. Can he keep the Earth from falling apart, discover the fiendish plot behind it all, use his super- computer in the Fortress of Solitude to find a solution, and still make his 6:00 newscast as Clark Kent? Only those brave enough to play this adventure will know what it's really like to be the Man of Steel.
Spell:
Item Invisibility
Level: Second
Range: Touch
Duration: 2 Turns/Level
Area of Effect: One Item/Level
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
With this spell the magic user is able to make a limited number of items become invisible. The items that are made invisible must be touched by the magic user during the casting of the spell though they may be carried or owned by anyone.
The size of the items that can be affected are limited to items that an individual would be able to carry. This could mean any individual so an item a leprechaun could carry and one that a Titan could carry will both count as one.
The items would not actually need to be carried for the spell to remain in effect. They could be stowed away on a wagon or in a bag that is being carried. The spell will remain in effect until such time as the spell expires or the item is actively used.
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
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1 comment:
Useful spell!
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