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
Showing posts with label MSH. Show all posts
Showing posts with label MSH. Show all posts
Friday, September 30, 2011
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.
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.
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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