Archive for the 'Game Night' Category

Game Night: Outbreak!

Game Night Badge courtesy of FreshBadge.comIt seemed like any other Game Night: Chris was running us through another session of his homebrew campaign (based heavily on the world of Amber, created by Roger Zelazny), we were spending about as much time on conversational tangents as actual roleplaying, and there was cake.

A Tuesday night like many before it, until the deep, concussive sound of an explosion rattled the windows of the International House of Johnson.

“What the—?”

“Holy—!”

“Was that—?”

Dave, Chris and I ran for the front door. Laura turned on the television and tuned to the local news on Channel 5. Rachel sent a message to Twitter from her cell phone; 140 characters announcing to the Internet that something nearby had exploded.

We scanned the treeline and saw it: a large mushroom cloud—too small to be nuclear; besides which we’d already be dead if it was—to the northeast, somewhere near the junction of Route 2 and SOM Center Road. No sooner had we registered the cloud than we heard the screaming. People all through the cul-de-sac had come out of their homes and the sounds of agony surrounded us. We watched in horror as across the street Rick fell to his knees, his face a mass of hideous, black blisters that burst and sprayed a tar-like substance over the pristine concrete pad of his driveway. Something in the house next door exploded, a soft whump followed by the shattering of windows…then flames licking toward the early evening sky from inside.

The idea that I should attempt to extinguish the fire was pushed to the back of my mind by more screaming, this time from right behind me. I turned to find Dave in the grip of some unseen agony. Unseen, that is, until his shirt split at the seams and I caught a glimpse of green scales. I took a step back and nearly tripped over whatever it was that now occupied Chris’ t-shirt and khaki shorts. The thing—gelatinous and translucent, seemed to melt, oozing out of—no…no absorbing—the clothes and coalescing into an amorphous blob that slid down the gentle slope of my lawn toward the street, leaving a wide scar of burned grass in its wake.

Dave was on the ground now, writhing and twisting as his body expanded well beyond the capacity of his clothes. I took another look…and ran. Ran away from the horrors that used to be my friends and back toward the house.

There was no question about what had just happened: somehow, somewhere nearby the wild card virus had been released in the eastern suburbs of Cleveland. Rick—and most of my other neighbors, it seemed—had drawn the Black Queen: a mutation that meant death, usually a very, very painful death. The same appeared to be true of Chris, while Dave had probably drawn a Joker as the virus invaded his body. A Joker meant that Dave would live, though whether that made him better off than those who didn’t might be a matter of perspective; the virus didn’t kill him, but it was mutating him into something that probably wouldn’t resemble a human being for much longer.

I dreaded what I would find inside. There was no screaming from, but that could mean that Laura had drawn the Black Queen, too. No, there she was, very much alive and looking very much like Laura. She was  kneeling over a prone figure on the floor.

Rachel, like Dave, had drawn a Joker. A spiral horn had erupted from her forehead, and I couldn’t help but think of unicorns…and faeries—a pair of gossamer wings spread from between her shoulderblades. Her hair was longer, too, at least waist-length and a rich red in hue.

Laura saw me then, and we quickly reassured one another that we were fine, though Laura said she felt “weird”. (I chalked it up to the fact that something had blown up near our neighborhood and our friends were mutating into bizarre conglomerations from J.R.R. Tolkien’s nightmares.)

“We have to get Rachel to a hospital,” Laura said.

My mind raced in a hundred different directions at once, but I couldn’t focus on a clear course of action. I nodded, glad to have the decision made for me. I half-lifted, half-dragged the unconscious Rachel to the front door.

“Where’s Chris?” Laura asked. “His van is blocking the driveway, we’ll have to take it to the hospital.”

“I…I think Chris is dead,” I said. “He…he melted.”

“Take…my…Humvee.”

I whirled toward the source of the pained, gutteral words. Dave was on all fours, doubled over in pain. Scaly protrusions outlined the ridge of his spine and a thick, green tail jutted from just below the small of his back.

Dave’s gas-guzzling, military-inspired monstrosity was parked on the curb. The keys were in the shredded remains of his pants and Laura, when she recovered from seeing the ex-Navy SEAL transformed into a human-lizard hybrid, retrieved them with trembling fingers.

I shouldered Rachel into the back seat, then went back to help Dave. He was impossibly heavy; there was no way I’d be able to even drag him across the lawn, much less lift him into the vehicle. He fought through the pain, staggering to his feet and stumbling toward the Humvee.

“Drive!” he muttered, climbing into the back seat next to Rachel. The Humvee listed as Dave managed to somehow cram himself—tail and all—into the back seat. Laura climbed into the front passenger seat as I pulled the driver’s door closed.

I hadn’t driven a standard transmission in at least ten years, but necessity trumped nerves and seconds later the Humvee was swinging around the cul-de-sac and roaring toward Euclid Avenue.

I uttered a curse—probably several—and slammed on the brakes. Euclid was a snarled mess of cars and trucks, some trying to maneuver toward East 305th Street, others stalled or crashed and now blocking traffic, their drivers either dead at the wheel or having abandoned the vehicle in the street. As bad as it had been in the cul-de-sac, it was a thousand times worse on the most traveled surface street in Lake County. Horns honked, people shouted (or screamed, as the Black Queen took her sweet time finishing a few of the unlucky ones off) and a logjam of steel and fiberglass stretched out in both directions.

It took me a moment to free myself from my usual minivan mindset and realize that I was driving a Humvee. I shifted into four-wheel drive and pushed the big truck into the fray. Metal shrieked, glass broke and rubber stuttered on concrete as I pushed cars out of my way, not caring whether their occupants were alive or not. Ploughing toward the opposite side of Euclid Avenue, I finally encountered an obstacle that the seemingly-irresistable Humvee would not move: a large black SUV.

I uttered another curse and felt the Humvee rock on its suspension as Dave hauled his bulk out of the back door. Slack-jawed, I watched as Dave—at least eight feet tall now—gripped the rear bumper of the Escalade and lifted. The SUV rocked and I recovered my wits enough to let my foot off the Humvee’s brake. With Dave’s help, I pushed the Escalade onto its side and we were able to squeeze past it.

We ploughed along, parallel to Euclid Avenue, cutting through the parking lots of a lawn tractor dealership, a bar and grill, a convenient store. Dave added his power to that of the Humvee when our forward progress was arrested and we rolled through—and in one case, over—the dozens of parked cars between us and East 305th Street.

It took us an hour to reach Route 2, the freeway I hoped would whisk us to downtown Cleveland and The Cleveland Clinic, but the sight we found when we finally crossed the railroad tracks made my heart sink: a virtual lake of vehicles, none of them moving, many of them sporting familiar red-and-blue flashing lights. Route 2, and by extension The Cleveland Clinic, was simply out of reach; we were going nowhere.


With apologies to Chris Miller. We didn’t mean to kill you, really.
Wild Cards CakeThe Game: Wild Cards, a Mutants & Masterminds sourcebook from Green Ronin Publishing. Written by John Joseph Miller and designed by Steve Kenson.

Wild Cards is based on the series of novels by the same name, edited by George R.R. Martin and featuring stories by Melinda Snodgrass, Roger Zelazny, Walter Jon Williams, John Joseph Miller and many more.

On September 15, 1946, the alien xenovirus known as Takis-A was released over an unsuspecting New York City. The virus killed most it infected instantly, while a lucky few were granted superhuman abilities and others were horribly mutated.

On August 26, 2008, a new outbreak of Takis-A occurred in the east suburbs of Cleveland. How the virus was released is not yet known, but northeast Ohio will never be the same…

GM: Gus “I don’t exist in this reality” Gosselin
Players: Dave “Scales” Berg, Kris “I Feel Fine” Johnson, Laura “I Feel Funny” Johnson and Rachel “@TheInternet OMG, Something Just Exploded!” Ross.

Up Next: Aces! (Session 1, Part 2)

Savage Worlds: Meet Mack Noland

Table of contents for Savage Worlds

  1. Gamestuff: Savage Worlds, Session 1
  2. Savage Worlds: Meet Mack Noland

Savage Worlds by Shane Lacy HensleyIf you’re at all curious about the character generation process in Savage Worlds, this entry may be of interest to you. I’m going to describe in detail how I went about creating Mack Noland prior to our first gaming session. If you’re the type of person who cringes at the thought of hearing about someone else’s roleplaying game character, you’re probably going to want to give this post a wide berth and come back a little later in the week.

I make no guarantee that I did this the right way, but I followed the character generation guidelines in the core rulebook to the best of my abilities. Experienced Savage Worlds players should feel free to point out any areas where I may have mis-stepped.

The first step in character generation is choosing a Race. The game Gus is running is set in New York, New York on our fair planet of Earth sometime in the 1930s, so the only Race available was (presumably) human. Thus, Mack Noland is a genuine human being, and that means his first Edge is free. More on that in a bit.

The next step is Traits, which are made up of Attributes, Skills and Derived Statistics.

The five Attributes are Agility, Smarts, Spirit, Strength and Vigor. Each Attribute begins at a base level of d4 and costs 1 point to raise to the next level (d6, d8, d10 and d12). Starting characters get five points toward adjusting their stats, and this is how Mack’s Attributes looked initially:

Agility d6 (1 point)
Smarts d8 (2 points)
Spirit d6 (1 point)
Strength d6 (1 point)
Vigor d4 (no change)

Instead of choosing Skills next, I decided to pick Mack’s Hindrances, those physical and personality flaws that are going to make life interesting for him. Each Hindrance is classified as major or minor, depending upon how much impact it will have on the character’s life. Characters can have as many Hindrances as the player wants, but they only get “points” for one major Hindrance and two minor Hindrances. These points can be used to raise attributes, get additional starting funds, buy additional Edges, or add Skill points. Mack’s Hindrances are as follows:

  • Lame. While on the police force, Mack was wounded in the line of duty. The bullet is still lodged deep in his right leg, so Mack walks with a pronounced limp and carries a cane with him where ever he goes. This is classified as a major Hindrance and reduces Mack’s Pace (one of the Derived Stats) by 2.
  • Ugly. Never a pretty boy to begin with, Mack had a rough-and-tumble life as a young lad on the streets of the Big Apple. His nose is markedly crooked, having been broken twice in street brawls, and he sports a jagged, white scar on his left cheek, stretching from the outside corner of his left eye to just above his jawline. This is a minor Hindrance and gives Mack a -2 to his Charisma (another Derived Stat).
  • Doubting Thomas. Mack doesn’t believe in anything that can’t be punched, stabbed or shot. Thanks to this minor Hindrance, Mack will suffer a -2 penalty to Guts rolls when confronted with supernatural horrors that he cannot deny.

Once Mack’s Hindrances were assigned, I used the 2 points I gained from the major Hindrance to bump his Spirit Attribute from d6 to d8. Mack’s final Attributes are as follows:

Agility d6
Smarts d8
Spirit d8
Strength d6
Vigor d4

Next it was time to choose a number of Skills for my disgraced-cop-turned-private-investigator. Starting characters get 15 points of Skills, to which I added the 2 remaining points I gained from Mack’s minor Hindrances. Each Skill is tied to an Attribute, and buying and/or raising a Skill costs one point per die-level (the levels again: d4, d6, d8, d10 and d12), and raising a Skill beyond the level of the corresponding attribute costs 2 points per level. Mack’s Skills are:

Driving (Agility) d6 (2 points)
Fighting (Agility) d6 (2 points)
Gambling (Smarts) d4 (1 point)
Guts (Spirit) d8 (3 points)
Investigation (Smarts) d8 (3 points)
Lockpicking (Agility) d4 (1 point)
Shooting (Agility) d6 (2 points)
Streetwise (Smarts) d8 (3 points)

Once the Skills were selected, I calculated Mack’s Derived Stats: Pace, Parry, Toughness and Charisma. The base value for Pace is 6, but Mack is Lame, so his Pace is reduced to 4. Parry is calculated by adding 2 to half of the Fighting Skill (2 + 3), so Mack’s Parry is 5. Toughness is 2 plus half of the Vigor Attribute (2 + 2), so Mack’s Toughness is 4. Finally, Charisma has a base value of 0; Mack is Ugly, so his Charisma is -2.

As a Human, Mack gets one free Edge, and I chose Investigator, which gives him a +2 bonus on all Investigation and Streetwise rolls, as well as a +2 bonus to Notice rolls made while searching through evidence. Each Edge has some prerequisites, and Mack’s Attributes and Skills were specifically geared toward meeting those: Smarts d8+, Investigation d8+ and Streetwise d8+. The character Rank requirement for Investigator is Novice, which is the Rank at which all new characters start.

Once all the numbers were in place, the only remaining tasks were to buy Gear and flesh out Mack’s background. New characters get $500 in starting currency, so I equipped Mack with a Smith & Wesson .44 revolver, a blackjack, brass knuckles, a lighter, a cigarette case, street clothes, a cane, and just under two hundred bucks of folding money.

As for the background, most of the significant details had come into light while I was assigning Attributes, Skills, Hindrances and Edges. He’s a grizzled private investigator who used to be a member of the NYPD until he was forced into early retirement following a bribery scandal. Mack was innocent, and the charges of accepting bribes were never proved, but his reputation was ruined and upper brass used his old injury as an excuse to force him to retire, then took advantage of a clever loophole to deny him his pension. Down but not out, Mack got a private investigator’s license and his since gained a reputation among his former colleagues as a royal pain in the ass, owing mostly to his uncanny ability to spot the clues that the police detectives overlook and beat them to their crime-solving punch.

Gamestuff: Savage Worlds, Session 1

Table of contents for Savage Worlds

  1. Gamestuff: Savage Worlds, Session 1
  2. Savage Worlds: Meet Mack Noland

Savage Worlds by Shane Lacy HensleyChris, Gus and I got together last night to play Savage Worlds a role-playing game by Shane Lacy Hensley, published by Great White Games. I picked up a copy of the core rulebook at Con on the Cob last year, Chris picked up the Explorer’s Guide1 at Origins in July, and Gus downloaded the Explorer’s Guide last week.

Gus volunteered to run the game early this week, specifying that the setting would be New York City sometime in the 1930’s/1940’s and we’d be playing in the pulp/action/horror genre. Chris and I spent an hour or so last night generating our characters and finished up just as Gus arrived.

Chris is Templeton Dirge, a professor of the occult at New York University. Dirge is everything a professor of the occult should be: arrogant, filthy rich and British. He’s smooth and sophisticated, has a keen eye for detail, and just might be a handy guy to have around when fists and bullets start flying.

I am Mack Noland2, a grizzled ex-cop turned even-more-grizzled private investigator. Mack walks with a limp, looks like he’s been on the wrong end of a baseball bat and a carving knife a couple of times, and doesn’t buy into any of this spooky supernatural horsepuckey. On the other hand, he’s a damn good private dick and he’s packing heat.

As our story begins, the Professor and the P.I. are complete strangers, but a mysterious postcard from none other than John D. Rockefeller summons both men to the famed industrialist’s stately manor to discuss the acquisition of “a book”.

Met at the door by a butler, Dirge and Noland are ushered to Rockefeller’s library and informed that the master of the house will join them shortly. While the Professor peruses the impressive collection of literature, the Gumshoe smokes a cigarette and makes himself comfortable in an armchair that likely cost more than the annual rent for his office and apartment combined.

Moments later, the butler returns, explaining that Mr. Rockefeller has been delayed and offering refreshments. Ever the gentleman, Dirge requests a cup of hot Earl Grey tea, while Noland gruffly demands a glass of whiskey. The beverages arrive in a matter of moments, and an uncomfortable silence occupies the room while both men sip their drinks.

As the last of the whiskey burns its way down Noland’s throat, there is a disturbance in the front hall. A loud pounding on the manor’s front door precedes an equally-loud demand that the door be opened, on no less authority than that of the New York City Police Department.

Neither Dirge nor Noland makes a move to open the door—surely that’s the domain of Rockefeller’s manservant—but after it becomes abundantly clear that the butler has no intention of fulfilling his duties and the police make their intent to batter the door down if necessary, the P.I. sets his empty whiskey glass down, exits the library, and opens the door…to find the barrels of five service revolvers and one Lieutenant Bill Dillinger—a familiar face indeed—staring back at him.

The Occultist and the Gumshoe quickly explain their presence at the Rockefeller manor, turning the mysterious postcards over to Lt. Dillinger, who reports that they’ve received word of a disturbance. Dillinger crosses to Rockefeller’s study and opens the door, then invites Noland to have a look in the room. Instinct tells the P.I. what the Lieutenant already knows: John D. Rockefeller lies dead on the floor, a bullet hole in the center of his forehead. Around the bloody hole, someone—presumably the killer—has drawn a large, black spider. The gruesome sight stirs a dim recollection in Noland’s mind, something about a vigilante killer dispatching criminals in a similar fashion and leaving the eight-legged embellishment as his macabre calling card.

Dillinger confirms Noland’s suspicions, mentioning a series of killings attributed to an outlaw the police refer to as “The Spider”. “But,” the Lieutenant says, “this guy only kills criminals, and Rockefeller’s clean. No ties to the mob whatsoever.”

Noland sneers at this. “You and I both know, Bill, when we’re talking about as much money as Johnny’s got, there’s always something stinking up the cellar.”

Dillinger places both men under arrest and Noland turns his Smith & Wesson .44 over to the boys in blue, noting that the chamber is fully loaded and the gun clearly hasn’t been recently fired. Dirge is unarmed, and while he is being frisked his keen eye spots something out of sorts on the desk: a rectangular area, roughly the size of a book, conspicuously absent of dust.

“Looks like the butler hasn’t been doing is job,” Noland comments gruffly.

“That’s just it,” Dillinger replies, “the butler was let go weeks ago.” Rockefeller, it seems, has yet to hire a replacement.

“Are you going to come along quietly” asks Dillinger, “or do I need to have the boys cuff you?”

Noland and Dirge agree to cooperate and Dillinger forgoes the handcuffs.

As the police escort their suspects out of the manor, a shot rings out in the darkness and one of the Lieutenant’s men collapses. A second shot fells another flatfoot and Dillinger barks at his men to retreat. Noland and Dirge duck behind the tall pillars outside the double doors leading into the house as a third shot catches another of the officers in the shoulder.

“Hey, Mack,” Lt. Dillinger yells, perhaps coming to the realization that his suspects are telling the truth. “You want your gun back?”

Noland responds in the affirmative and a second later his trusty .44 is soaring through the air in a graceful arc. The Detective snatches the revolver out of the air, then follows Dirge back into the house.

The Professor, unarmed and recognizing that he has nothing to add to this particular fracas, ducks into the study to get a better look at the crime scene. Meanwhile, Noland races to the library, returning a moment later with a lit kerosene lantern. Running out onto the front steps of the manor, the P.I. lobs the lantern into the darkness, hoping to shed a little light on the scene and perhaps reveal their attacker. Alas, Noland isn’t a young man anymore, and the limp he sports as a result of a gunshot wound suffered in his days on the force slows him down; the lantern doesn’t fly as far as he’d hoped, and when it lands, the kerosene lights the hedge lining the driveway ablaze.

After a few tense moments it appears that the gunman (or woman) has fled, so Dillinger’s men assist their wounded comrade to their patrol car and the Lieutenant returns to the manor. The attacker has been playing possum, however, and the next bullet catches Dillinger in the shoulder. Returning from the study, Dirge hauls the Lieutenant into the safety of the house while Noland closes the door behind them. A moment later the sound of two explosions comes from outside, muffled by the manor’s thick walls, and Noland surmises that the police cars parked in the driveway have been obliterated, along with their unfortunate occupants.

Dirge and Noland drag the wounded Dillinger into the library, where the Professor attempts to staunch the bleeding while Noland’s attempts to ring the police are stymied by a decidedly dead phone line. Satisfied that the unconscious policeman won’t bleed to death before help arrives, Dirge suggests that finding another way out of the house may be in order. Noland agrees, but before leaving the library he retrieves the postcards from Dillinger’s jacket pocket and Dirge avails himself of the incapacitated lawman’s service revolver.

The two men conduct a quick search of the ground floor and find what appears to be a servant’s entrance near the kitchen. Gun drawn, Noland kicks open the door only to find a beautiful, frightened woman hiding behind it. Sensing that the situation requires far more finesse (and, quite frankly, charm) than the P.I. is capable of, Dirge intercedes and attempts to calm the blonde, berobed damsel. “Put the gun away,” the Occultist advises, “and fetch the young lady a drink, won’t you?”

“Oh, I’m the butler, now?” Noland grumbles, but holsters his revolver and returns to the study, where he breaks into Rockefeller’s well-stocked liquor cabinet and pours a generous glass of brandy.

The booze seems to have a calming effect on the distressed dame, and as she starts to sip her second glass of brandy, she finally speaks. Her name, as coincidence would have it, is Brandy, and she knows something about a book; specifically the Book of the Dead.

“Sumerian or Egyptian?” Dirge asks, surprising the woman with his knowledge of the subject.

As the Occultist and the Damsel discuss the nuances of necronomica, the trio adjourns to the study, where Noland notices that Brandy—if her confused glances at the empty spot on Rockefeller’s desk are any indication—had expected to find a (if not the) book.

Brandy is caught off-guard when the Gumshoe confronts her, but nothing could have prepared either of them for the next words to come out of Templeton Dirge’s mouth.

“Brandy, my dear,” the Professor says, smirking slightly, “your hair seems to be somewhat askance.”

Instantly, Brandy’s demeanor changes. Before either man can react, the young woman peels back a blonde wig to reveal a head of short, brunette hair. In the same motion, she shrugs out of her all-concealing robe and draws a pistol from the shoulder holster on the form-fitting flight suit she wears beneath it.

Dirge persuades Brandy to lower her weapon and offers his postcard as evidence that—whatever her business with Rockefeller and the Book of the Dead may be—he and Noland are not involved and neither man means her any harm.

Brandy tells Dirge that the book missing from Rockefeller’s desk is a diary believed to contain the location of the original Egyptian Book of the Dead.

The trio moves their conversation into the library and the Professor is in the process of checking the dressing on Dillinger’s wound when Brandy draws her revolver again, aiming the weapon at the incapacitated officer. Dirge positions himself in the line of fire and Noland levels his .44 at Brandy.

“You don’t understand,” she protests. “He’s here for the book, too!”

This time it is Noland who persuades Brandy to lower her gun. The lieutenant clearly isn’t a threat in his current condition, and it’s a bit much to ask the Detective to take the dame’s word against an old colleague’s. Brandy holsters her pistol once more, then cocks her head to one side. “Listen,” she says. “Do you hear that?”

The sound of approaching sirens would normally be a welcome one, but Brandy insists that they must all flee before additional law enforcement personnel descend upon the manor. Against his better judgment, Noland agrees to accompany Brandy, but not before leaving a hastily scrawled note for the unconscious Lt. Dillinger: Bill. We didn’t do it. Really. Mack.

Any compunctions Templeton Dirge might have about fleeing the scene of a crime are overwhelmed by the idea that he might actually be on the trail of the original Egyptian Book of the Dead. He, too, agrees to go with Brandy, and soon the trio is roaring away from the Rockefeller estate in the raven-haired beauty’s sporty roadster.

To be continued…

  1. The Explorer’s Guide is essentially the same content, with errata and updates, as the core rulebook at a third of the price. I’m not bitter. At all. [back]
  2. Mack didn’t have a last name until Gus called him “Mack No-Last-Name”. I grabbed the first letters of each word, and declared that his full name was “Mack Nolan”. That was a bit to close to Mack “The Executioner” Bolan for my liking, so I tacked a “d” on the end. [back]

Geekstuff: May 2007 Roundup

One of these days I’m going to write another real blog entry, but for now a little of the stuff that’s currently flipping my geek switch will have to suffice.

Star Wars RPG

Star Wars Roleplaying Game. My copy of the core rulebook for the new “Saga Edition” has been shipped from Amazon and should arrive in a few days. I’m looking forward to digging into this one, as from most accounts the changes made by Wizards of the Coast make for faster, more cinematic gameplay than was possible using previous editions. Ken Newquist has posted a review on SciFi.com and more thoughts in two separate Nuketown posts.

Game Night. On the 29th, Chris Miller, Miscellaneous G™ and I got together intending to play Primetime Adventures, the roleplaying game in which players create a television series then roleplay episodes of the same. We got a little carried away during the creation phase and before we ever got around to deciding who our major protagonists would be we had outlined the major story arc for season one leading up to and including the cliffhanger season finale. I’m not sure whether we’re going to pull it back into Primetime Adventures or take it in another direction, but it was three solid hours of a very interesting creative vibe and we could all see a lot of potential in the end result.

Habeas Corpses by Wm. Mark Simmons

Habeas Corpses by Wm. Mark Simmons. I bought this book at the airport in Oklahoma City because I didn’t relish the idea of three hours on two planes with nothing to read. Had I realized that Habeas Corpses is the third book in a series, I definitely would have bought something else. As it was, I was in a bit of a hurry and the cover doesn’t in any way indicate that it’s part of a series1, so I put my money on the counter and rushed to my gate. It’s a decent read that involves, vampires, werewolves, Native American tribal spirits and Nazis. I would give it a wholehearted recommendation except for one thing: the puns. I could understand giving the protagonist a propensity for punnery, but it seems like every one of Simmons’ characters spews puns left and right and after a while it just gets annoying and detracts from the story.

Pan’s Labyrinth

Pan’s Labyrinth. This is quite simply the best movie I’ve seen in recent memory. Over the past few evenings, Laura and I have been watching Pan’s Labyrinth with director Guillermo del Toro’s audio commentary. It’s clear that this project was a labor of love for del Toro, and his commentary explores everything from mythical elements in the story to how scenes were lit to how Doug Jones’ faun makeup changes during the course of the film. Unfortunately, del Toro has a voice that puts Laura to sleep after about fifteen minutes, so it’s taking us a bit longer than usual to get through the commentary track.

  1. Not that I saw anything on the cover but cleavage and bare midriff. [back]

Game Night: 15 May 2007 - Marvel Heroes (Part 1)

Marvel HeroesI think I’m going to build a Gamesignal and install it on the roof above the garage, with a switch downstairs in my office. Then when I want the Game Night crew to assemble I’ll just flip the switch, a powerful beam of light will bisect the sky and our emblem1 will shine brightly in the darkness for all to see,2 signaling Chris, Gus, Jeff and Miscellaneous G™ that the time of the gaming is upon us.

Yeah, that’s definitely the way to go.

As it stands, Game Night is coordinated via e-mail, which seems pretty mundane by comparison. Unfortunately, due to some manner of SMTP wormhole or IMAP confuddlement, Jeff didn’t receive confirmation that Game Night was go for launch on Tuesday and he was understandably absent. I’ve got to believe the Gamesignal would be far more reliable.

Miscellaneous G™ and Chris arrived at the International House of Johnson shortly after 7:00 and gaming commenced around 8:00, following consumption of various snacks and chitting of various chats. We decided upon Marvel Heroes, foolishly thinking that we could complete an entire game before Gus’ scheduled 9:00 arrival time. As it was, we hadn’t quite managed to finish an entire game round before Gus arrived. We briefly considered switching to something else, but then decided to simply deal Gus into the game already in progress.

The idea behind Marvel Heroes is fairly simple: each player commands a team of heroes who troubleshoot mysterious occurrences (called Headlines) in and around Manhattan. Successfully troubleshooting a Headline means collecting Victory Points; failing means the heroes get sent home with their web-shooters or adamantium claws between their legs (embarrassing and uncomfortable).

Unlike Arkham Horror, another Fantasy Flight title we’ve played at Game Night, players in Marvel Heroes aren’t cooperating with one another to overcome a common foe, they’re competing against each other for Victory Points. It wouldn’t do to have the heroes battling one another, though, so to aid in foiling their opponents each player controls a Master Villain — the nemesis of the team to his or her right.

We began by assigning Hero teams and Master Villains as follows:

  • Miscellaneous G™: The Avengers (Captain America, Iron Man, Thor and Hulk). The Avengers’ nemesis,The Red Skull, was controlled by Chris.
  • Chris: The Marvel Knights (Spider-Man, Dr. Strange, Daredevil and Elektra). The Marvel Knights’ nemesis, Kingpin, was controlled by KJToo.
  • KJToo: The Fantastic Four (Mr. Fantastic, Invisible Woman, Thing and Human Torch). The Fantastic Four’s nemesis, Dr. Doom, was controlled by Miscellaneous G™.

Teams assigned, it was time to get cracking. The basic unit of the game is the Game Round, which is broken into three phases: Setup, Planning and Mission.

During the Setup phase, the game board is prepared. In the first round, six new Headlines are placed on the board (one for each area of Manhattan), four Story cards are dealt onto the Story track, and various tokens — indicating such things as the current Game Round, Victory Points for each team and Trouble Level — are placed on their appropriate tracks. In subsequent rounds, the Story track is advanced, the Game Round advances, and Headline cards are dealt into locations that were investigated in the previous round.

The planning phase is where all the strategy takes place; well, in theory, anyway. Team receive Plot Points based on a number of factors and spend those points to activate heroes and play Ally cards. The idea is to activate heroes whose skills and troubleshooting levels best suit one or more of the available Headlines.

Right. Boring. Where are the epic battles? Where are all the shield-throwing, web-slinging, Hulk smashing, eyebeam-shooting beatdowns?

Fear not, true believer! Once we get past all the setup and strategery…it’s clobberin’ time!

The Mission phase is all about applying boots to the posterior and taking note of monikers. Okay, there’s some other stuff going on (like moving heroes, healing heroes and such), but it really boils down to action. In fact, each Mission phase is broken into five Action Rounds. Typically, the first action is to move your team to a location and the second action is to introduce your heroes’ fists to some villains’ faces.

In the first round, Miscellaneous G™ sent Thor and Iron Man to Lower Manhattan, Chris sent Elektra and Spidey to Brooklyn, and I sent Mr. and Mrs. Reed Richards to The Village. Instead of troubleshooting in the second round, Miscellaneous G™ chose to take a Story Action and build up his hand. The real action started with Chris’ turn when Elektra investigated rumors of mutant monsters prowling the sewers beneath Brooklyn.

Any time a player troubleshoots a headline, all the other players have an opportunity to play cards (Villains and Agents) that make it more difficult for the hero to triumph. When Elektra descended into the sewers, she didn’t find mutants waiting for her there; she found The Vulture, a Villain card that I played from my hand. Once a Villain has been played, he or she becomes the Lead Villain for that encounter, and the other players can play additional cards as backup effects — cards that allow the Lead Villain to use sneaky tricks during combat to gain an advantage or otherwise inhibit the hero.

Unfortunately, The Vulture is an old man, and apparently senile to boot. Why he chose to confront Elektra in the confines of the sewer rather than engaging in an aerial battle amidst the towering skyscrapers high above is anyone’s guess, but the end result was a trip back to Codgerville Prison and Chris picking up several Victory Points.

Meanwhile, in another part of the city, the ever-elastic Mr. Fantastic investigated the origins of a mysterious column of energy, only to find that it was yet another fiendish plot by Latverian dictator and Darth Vader wannabe, Dr. Doom.3 Though the bad doctor wasn’t actually present, his machinations were felt in the form of an increased Trouble Level — one of several ways in which a Master Villain can attempt to alter the outcome of a Mastermind Headline. Miscellaneous G™ (controlling Dr. Doom) could also have opted to arrange a direct encounter between Mr. Fantastic and the Master Villain, but chose not to; instead, Chris played Avalanche as the Lead Villain and Miscellaneous G™ threw the Crimson Dynamo into the mix as a backup effect.

Much to Doom’s dismay—not to mention Miscellaneous G™’s, as his disdain for Mr. Fantastic is the stuff of legends—Avalanche proved to be no match for the leader of the Fantastic Four, and I collected the sweet, sweet Victory Points. It was a promising start for me, but little did I know how quickly my fortunes would take a turn for the worse.

When Thor arrived on the scene in Lower Manhattan to investigate reports of a UFO crash, instead of little green men he found a big green-and-yellow man: Electro. For those who may not know, Electro’s claim to infamy is his ability to manipulate electricity, while Thor is the Norse god of thunder who wields the enchanted Uru hammer, Mjolnir, and says “thee” a lot. Smart money was on Thor, and the son of Odin did not disappoint, leaving the only real question whether I should say that he hammered, nailed, or pounded Electro.

Chris, meanwhile, had moved Elektra to Queens, where she found several horribly mutilated bodies… and Hydro-Man. Now, Hydro-Man is essentially made of living liquid and can control nearby bodies of water. Even so, he’s still a second-rate villain in the Marvel Universe. Elektra, on the other hand, is a Greek ninja assassin4 who was killed by Bullseye and then came back from the dead. That’s pretty badass. On the other other hand, Hydro-Man was being assisted by one Mortimer Toynbee, also known as The Toad. The combination of Hydro-Man and His Amphibious Friend proved too much for poor Elektra, and the villains (wait for it) mopped the floor with her.

Elektra’s ignominious defeat marked the end of Game Round One, as well as the arrival of Gus. Rather than abandoning the game in progress, we decided to give Gus the X-Men, shuffle the nemeses around a bit, and continue the ongoing battle for truth, justice, and a slogan that didn’t belong to a competing comic book company. Excelsior!

Gus sat to my left and took Dr. Doom’s green hoodie from Miscellaneous G™, who in turn donned the maroon-and-purple helmet5 of Magneto, the Master of Magnetism. Our musical chairs mini-game complete, we proceeded to Game Round Two.

To be continued…

  1. Note to self: we need an emblem; and a theme song. [back]
  2. Projected on the … uh… stratosphere, I guess; or perhaps a giant screen in geosynchronous orbit. [back]
  3. Never mind that Dr. Doom made his first appearance fifteen years before Darth Vader. [back]
  4. No, seriously, Elektra is a Greek ninja. And an assassin. A Greek ninja assassin. Oh, and her last name is Natchios, which doesn’t sound at all like “nachos”. [back]
  5. Absolutely not double entendre. [back]

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