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)

The Secret Lair: Expansion

Things are a bit turbulent over at The Secret Lair these days. Chris Miller, my co-overlord, has packed up his belongings and moved to California, where he will take command of The Secret Lair West, our new facility located somewhere near Los Angeles. During one of his pre-move trips to L.A., Chris managed to accidentally shakes things up a bit and our own Secretary of Artistic Propaganda, Natalie Metzger, immortalized the event as an episode of The Secret Lair Webcomic.

The Secret Lair Webcomic - Episode 008

Meanwhile, closer to home, I’ve had to deal with not only the ramifications of Chris’ departure, but the day-to-day administrative duties of running an illegal, covert facility near what passes for a major metropolitan area in northeast Ohio.

As a result of the hubbub, we anticipate that our podcast release schedule will be even more sporadic than normal, though we did recently release our final face-to-face episode for the foreseeable future, recorded during Game Night at the International House of Johnson and including a number of very special guests.

Once the dust has settled (and we’ve determined that it’s not radioactive), we’ll fire up Skype and get back to what we do best. And if anyone out there knows exactly what that is, please let us know.

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]

Game Night: 24 April 2007 – Marvel Heroes

Marvel Heroes

I had planned to do a complete session report for Marvel Heroes, the strategy board game by Fantasy Flight Games, but thanks to a long day at work on Wednesday I didn’t get to it right away and most of the details have evaporated. Instead of a full session report, here are some of the highlights I do remember:

  • Unlikely Outcomes: When the Green Goblin goes up against The Incredible Hulk, the end result should be one squished goblin. Thanks to some truly awful dice rolling, it was the Hulk who wound up taking a powder, while the Goblin went on to threaten Iron Man. Also unusual: Avalanche beat down Wolverine and the Dread Dormammu sent Captain America packing. Some of this was due to bad dice rolls, but there was also some excellent use of villains as backups, which allowed for re-rolling, stats enhancement and other sneaky tricks.
  • Awesome Soundtrack: Gus scoured his music collection to put together a excellent playlist of superhero theme songs (Batman, Superman, Spider-Man, The Greatest American Hero) and superhero-themed songs (“Superman’s Song” by Crash Test Dummies, “Superman” by Five For Fighting, and “Ode to a Superhero” an excellent parody of Billy Joel’s “Piano Man” by Weird Al Yankovic).
  • Cheap Victory: I led the Uncanny X-Men (Cyclops, Wolverine, Storm and Jean Gray) to victory in our first game, but a review of the rules between games revealed that I had interpreted one of the key rules incorrectly, giving me the Arch-Nemesis token throughout the game when it should have gone to Gus or Miscellaneous G™.
  • The Learning Curve: It’s not all that difficult to learn Marvel Heroes, but we were all starting from scratch and it took me most of the first game to get used to the turn sequences and all the various phases and sub-phases within each turn. As a result, the game felt a little flat to me. It wasn’t until the middle of the second game that we really started to understand how Mastermind Villains worked (and even after two games we’d never had a hero and a Mastermind Villain go head-to-head in combat).

I definitely think Marvel Heroes will make another appearance at Game Night, and now that we’re more familiar with the rules we should be able to concentrate more on the heroics and less on the crunchy rules.