"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
Showing posts with label MSH. Show all posts
Showing posts with label MSH. Show all posts

Friday, September 30, 2011

MH - 8 Fault Line - MSH, Decay (R)

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.

Wednesday, June 29, 2011

MH-2 Time Trap - MSH, Animal Sleep

When it comes to comic books I have always collected a cross section of the  comic industry but when you look at the collection I will be mostly Marvel. I  remember when Marvel Super Heroes cam out I just had to have the game. Sadly  it never measured up to the other super heroes games. It was a good game and  there is a huge fan base for it I just found other games either easier to  create a balanced session in (Champions) or just more appealing (V&V).

After beating it up let me say again though that MSH is a fun game and the Time Trap module is a good example of why this is so. This was published in  1984. As is often the case in some earlier modules it is not all that big.  The adventure itself is only sixteen pages long. For the size it packs a lot  in though.

The module features Earth Mightiest Super Heroes in a battle across time and  dimensions. The module has six different sections with an optional seventh  that may or may not be used but is not really needed. Each involves a  different villain from the Marvel universe that may or may not normally be associated with the Avengers.

The module features statistics for six different Avengers though this is not  a line up that I think I ever saw in any run of any length. It will allow the  players to use some characters that might not get played too often. It also  features statistics for the same number of villains. There is also a double  sided map that will be used in play. One side of which is the Avengers  Mansion.

All in all it will be a fun little romp for the players. It will give a them  enough opportunity for action while in the end giving them cause to think. It  is worth picking up as most of the MSH modules are. It can be found cheap  enough in the usual places and can sometimes be found brand new like this  copy I found.

Spell:

Animal Sleep


Level: Second
Range: 3" + 1"/Level
Duration: 5 Rounds/level
Ares Effect: Special
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None

This spell where not specifically different will resemble the first level Sleep spell. The major difference will be that this will only affect non-humanoid creatures. It will affect any thing that would be considered an animal. For this affect monsters of a non-humanoid nature will be treated as animals. It will also affect double the number of hit dice that a Sleep spell would affect.

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.

Monday, June 27, 2011

MA1 Children of the Atom - MSH, Dream Vision

MA1 Children of the Atom was released for the advanced edition of Marvel  Super Heroes in 1986. The book is 96 pages long and was a fairly exhaustive  look at the mutants from Marvel Comics at the time. Today it is a look back  at a simpler time for the poor misunderstood mutant.

The game begins with an explanation of what it is and what mutants are. It  then goes into the reasoning behind why mutants are frowned upon and other  super heroes are not subject to the same prejudice. It then gives an example  layout. This is as follows.

Character's public name
Character's real name (if known)
Genetic and outlook type
Abilities
Variable abilities
Known powers and items
Special tricks and power stunts
Talents
Contacts
Running the character

Next we are presented with an index of the mutants and other significant  characters, villains or NPCs that are contained within. The sole exception to  this is an entry for the Danger Room. This gives a rough estimate of 182  entries for heroes, villains and others. The break down begins with Mutant  Teams. As stated earlier this in circa 1986 so there is no entry for  Excalibur and many of the teams listed are no around any more. The list is  below.

X-Men
X-Factor
New Mutants
Hellfire Club
Hellions
Brotherhood of Evil Mutants
Freedom Force
Fallen Angels
Morlocks
Soviet Super-Soldiers
Gladiators
Alliance of Evil
Mutant Force

Next the book presents us with a section labeled Miscellaneous Mutants. This  section contains some mutants that will later not really qualify to fall  under this section. There are some that still do but are noteworthy anyway.  This section includes among others Black Tom, Dazzler, Legion, Northstar,  Mutant X, Quicksilver, Sabertooth and Scarlet Witch.

The next section labeled Very Important People (VIP) gives information on a  mixed bag of people. These include villains, Supporting Characters and  Aliens. A few of the villains provided are Juggernaut, Arcade, Lady  Deathstrike and Magus. The Supporting Characters section contains information  on noteables such as Cameron Hodge and Moria Mactaggert. The Aliens section  gives us stats for Gladiator and Lilandra as well as a list of many of the  Shi'ar as well as a section on the Starjammers.

The next section labeled The Mutant Menace deals with the fear and hysteria  that surrounds mutants in the Marvel Universe. The section describes Project  Wideawake. It provides statistics for all the Mark I-VI Sentinels as well as  for Nimrod and a few other special Sentinels. There is also information on  the the future time-line from Days of Future Past.

The next section that covers three or four pages goes over Items and  Locations. This section includes items such as the Blackbird and Cerebro. The  Locations section gives brief information on the Mansion and the Danger Room.

The final section is a mini-adventure called  Dreamchild. It is comprised of  seven set encounters and then one floating encounter that can be mixed in  where desired. It is a fair scenario and provides an mix of location and  encounter levels.

This is one of what I would consider the core books one should own if they  play or run MSH. The book is woefully out of date given the Marvel Universe  today but it still provide enough information from the heyday of mutants to  be useful. Plus you get to see Sabertooth listed as a miscellaneous mutant!

Spell:

Dream Vision


Level: Fifth
Range: None
Duration: Special
Ares Effect: Caster
Components: V,S,M
Casting Time: One Hour
Saving Throw: Special

Through use of the Dream Vision spell the magic user is able to see a vision of their future. The caster will see the vision while they are casting the spell. The vision is very limited and may or may not be accurate and it is possible to be partially accurate. The caster can see no more than one turn of events. The vision may involve any number of other people but the caster must be present in the dream.

This spell may be cast any time prior to the event the caster wishes to see but it the caster may not want to cast it too far before the event. Once the spell is cast the magic user will lose one of the slots for fifth level spells they can cast until such time the event occurs. The caster may memorize a spell to fill the slot once it becomes available and it will immediately be usable.

The event the caster wants to see must be specifically stated in the casting of the spell. It needs to also be fairly specific in its request. The request could be to see a specific room in a dungeon or castle or perhaps see the location of a specific person at a specific point in time.

The point in time that the request is for and the vagueness of the request will alter the validity of the vision. For every hour into the future the request would occur there is a 1% chance that something will be wrong with the vision. Requesting to see more than either one person or one location will also alter the vision. If the request is for a person or a location there is no chance of failure. If a person and location is requested then there is a 25% chance of the vision being altered. Finally distance will play a factor in this. For every mile past one that the request is made for there is a 1% chance of having an altered vision.

The material component of this spell will be a piece of some living creature that is native to the Astral Plane. The material will be consumed with the casting of the spell.

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.

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