Sunday, March 17, 2019

Let's Review: Heroes Unlimited 2nd Edition

What is it?:
Heroes Unlimited is a Super Hero game by Palladium Books, with several source books, and is compatible with most of their other games (including Rifts).



The setting:
In the core book, there's not a whole lot of world building. There's only a few pages dealing with being a “legacy” hero and the history is something like “there's always been people with powers, but there's a lot more of them after World War Two.” That's it. However, in the expansions they've done, they do add a lot more to the world and the various heroes and villains that inhabit it.



The system:
As this is a Palladium game, it uses their basic system. That means percentile dice for skills, D20s for attacks and saves, and the weird wackiness of good ol' 2nd edition D&D. But more complicated. There's also TONS of random tables. You don't get to pick what kind of hero you make, you roll for it. Then, you roll for the sub-type. Or budget. Or... You get the point. You also get to roll for your character's education level. This can lead to hilariously underpowered characters. Good luck with that Grade School Dropout inventor! The charts, tables, and powers take up the majority of the 352 page rule book.
The types of heroes include mutant animals, wizards, psionics, bionics, robots, aliens, and a whole lot more. Powers are broken down into Powers, Psionics, and Spells. In addition it rolling how many powers you have, you can also roll to see what powers you get. This, of course, can lead to hilarity. Not only can you get contradictory powers, you can also end up with the utterly worthless powers. You roll the dice, you take your chances...
Because the system is drawn from 2nd edition D&D, each type of hero levels up on a different XP chart, which has the exact same problem as 2nd edition had: Characters that all started out at the same level grow further apart as time goes on. Since you randomly roll what kind of character you get, this can lead to frustration among your players. You might want to give some characters a little extra XP to keep them on par with the rest of party.



Is it worth it?:
This is a real tough one. So, I'm going to go with a strong “maybe.”
Why? Because the tables are really nifty. Even if it leads to terribly unbalanced characters. If you don't use the book for the system, which is fair, you can use it for inspiration. Need a random villain for another game? Roll away. Not sure what your replacement character should be? Let the dice figure it out for you.
One thing I will say about the design of the game, is that it's quite clearly looking to create a more Marvel power level than DC. The heroes in this game have only a few powers and aren't going to be bench pressing planets any time soon. Kevin Siembieda says that he wanted to make “thinking heroes” ones that used their heads more than their fists. And I think most people find those types of heroes more fun to play.
Since the system is compatible with the whole of the Palladium series, it might be worth picking up if you have some of their other games. The first two I can think of are Teenage Mutant Ninja Turtles and Other Strangeness and Ninjas and Superspies. You can include these characters in a Heroes game or do the reverse and have Heroes turning up in those worlds. There's even adventures in the G.M.'s Guide that crosses over with the Nightsbane campaign setting. So, if you have any other Palladium games, I think it makes Heroes something worth picking up.

Saturday, March 9, 2019

Gaslands: The PIT Crew - Derby Lists



Welcome back to the PIT crew!

Last time, I covered some “race lists” for Gaslands. While racing is one part of the game, we all know the real fun is blowing stuff up! There's nothing quite as enjoyable as wrecking the other guy's car, right? Thankfully, there's several missions that require causing as much havoc as possible. Gentlemen, start your screaming!

Mishkin -
Vehicle:
Monster Truck – 25
Weapons:
Laser: Turret – 15
Oil Slick: Rear – 2
Perks:
Rocket Thrusters – 1
Loader – 2
Mobile Mechanic – 5

Crew Notes:
This list is a little out there, but fun to play. I mean, come on, it's a monster truck! Of course, you have only the one vehicle, so you have to keep it going. That's what Mobile Mechanic is for. The laser turret gives you the ability to target and destroy groups you can't run over. The oil slick should keep people off your back, which isn't where you want them. Since you have a fairly high gear to work with, you should be able to keep up with smaller, easily crushable enemies.



Warden -
Vehicle:
Heavy Truck – 25
Weapons:
Ram: Front – 4
Harpoon: Front – 2
Grenades (x2) – 2
Upgrades:
Tank Tracks – 4
Perks:
Fist Of Steel – 4
Murdertractor – 5
Boarding Party – 2

Crew Notes:
This is another very fun list to play. When I did the first version of this list, it quickly earned the nickname of “Murder Dozer.” It's all about crushing your foes and laughing. The one major problem you have is keeping up with other vehicles. However, you've got the harpoon to pull them closer. After the first turn or two, you're going to want to start hunting for vehicles that have Wiped Out or taken a Spin. Or anything else that's moving as slow as you are. But, you can slow enemies down with your grenades and that harpoon. If you can catch them, you're going to wreck them. Or push them out of the way.

Idris -
Vehicle:
Car – 12
Weapons:
Heavy Machinegun: Front – 4
Ram: Front – 4
Vehicle:
Buggy – 5
Weapons:
Machinegun: Front – 2
Upgrade:
Nitro – 3
Vehicle:
Buggy – 5
Weapons:
Machinegun: Front – 2
Upgrade:
Nitro – 3
Vehicle:
Buggy – 5
Weapons:
Machinegun: Front – 2
Upgrade:
Nitro – 3

Crew Notes:
I sometimes call this the “mayhem” list. Because you've got a bunch of fast, cheap cars which are going to explode pretty damn quick if you're not playing right. Or maybe that is the right way? Either way you want to play this list, you have to keep in mind that your vehicles aren't durable. They're fast. With the nitro, they're even faster. All you want to do is wear your enemies down with your guns and then drive away. Pray you don't get rammed or crushed.



Miyazaki -
Vehicle:
Performance Car – 15
Weapons:
Heavy Machinegun: Front – 4
Mines: Rear – 1
Perks:
Powerslide – 5
Vehicle:
Performance Car – 15
Weapons:
Heavy Machinegun: Front – 4
Mines: Rear – 1
Perks:
Powerslide – 5

Crew Notes:
This is a typical Miyazaki list, fast and furious. You're fast and maneuverable, as you should be, but you always have to worry about durability. You want to zip around and blast what you can. Since you're probably faster than anyone else on the board, you're going to have a strong advantage in getting in position to shoot and then run away. I feel that Miyazaki isn't the best at a stand up fight, so I usually make lists around mobility over heavy combat, which should explain why this list is so lightly armed.

Slime -
Vehicle:
Monster Truck – 25
Weapons:
Machinegun: Front – 2
Ram: Front – 4
Grenades – 1
Vehicle:
Buggy – 5
Machinegun: Front – 2
Molotovs – 1
Perk:
Hot Start – 1
Vehicle:
Buggy – 5
Machinegun: Front – 2
Molotovs – 1
Perk:
Hot Start – 1

Crew Notes:
This is one of the those lists where you get to do a little bit of everything. The monster truck crushes, the buggies zip around, and there's bullets and fire everywhere. It's simple, really. The nice thing is that use can use your buggies to herd enemies into the path of the monster truck, or do the reverse. Someone really doesn't want to be run over, so they zip out of the way... Right into the path of your buggy that activates next. Since many vehicles will survive being run over, you can then hit them with the molotovs and keep them hurting for a while.



Rutherford -
Vehicle:
Helicoper – 30
Rockets: Front – 4
Minigun: Sides – 6
Mines (x2): Rear – 2
Upgrades:
Armor Plating – 4
Perks:
Road Warrior – 2
Rapid Fire – 2

Crew Notes:
This is one of those “helicopter hunter” lists. If you don't have to worry about passing gates or picking up flags, you can just blast away at anything and everything that gets in range. While the miniguns are on the sides, this helps you as you can pivot easily with a helicopter. While you can't be rammed, you need that armor plating because every gun in the game is going to target you as soon as you show off what you can do. And since you can't be rammed, you can be right in the thick of things, blazing away.

Scarlett -
Vehicle:
Heavy Truck – 25
Weapons:
Flamethrower: Sides – 6
Machinegun: Front – 2
Molotovs (x3) – 3
Upgrades:
Extra Crew (x4) – 8
Perks:
Boarding Party – 2

Crew Notes:
This list really needs to played with a fire truck. You know you need to do this. Moving on, the list is designed to light things on fire and then ram them. Or ram them and then light them on fire. Up to you, really. Using the Heavy Truck means it's going to be slow moving, but not as slow as the Kill Dozer (see the Warden list above). Using Scarlett's Sponsor Perks, you can spend crew to reduce Hull Points and then gain crew when you start your activation in contact with another vehicle. If you keep this up, you can really reduce your enemies effectiveness. The heartiness of the Heavy Truck will keep you going for a good long time, so try to play the long game.

Patrol -
Perk:
Louder Siren – 2
Vehicle:
Performance Car – 15
Weapons:
Heavy Machinegun: Front – 4
Upgrades:
Armor Plating – 4
Perks:
Hot Start – 1
Vehicle:
Performance Car – 15
Weapons:
Heavy Machinegun: Front – 4
Upgrades:
Armor Plating – 4
Perks:
Hot Start – 1

Crew Notes:
While I prefer my “balanced” list (see the last PIT Crew), this one isn't bad either. With the armor on PCs, you're a little more hearty than most other fast lists. With Hot Start, you've got a good chance to starting in the “sweet spot” of Gears 3 and 4.

Sunday, March 3, 2019

Let's Review: Savage Worlds

What is it?:
Savage Worlds is a multi-genre RPG by Pinnacle Entertainment Group, the good folks who created Deadlands.

In addition to their own Slipstream setting, PEG has Flash Gordon as well


The setting:
Savage Worlds doesn't have a campaign settings per say. They did convert Deadlands and Weird Wars to the system and created some new ones for the system, like Slipstream. They also have books for genres, like Sci-Fi, Fantasy, and Super Powers. Other companies have used the system for their own settings. They also got a license to do RIFTS. I assume they made a deal with the devil to get that one. The core book has guidelines for creating your own worlds, anything from super heroes to high fantasy with a lot of different things thrown in for good measure. 

You can do some crazy shit with Savage Worlds, just saying...



The system:
While loosely based on the classic Deadlands system, Savage Worlds is much more simple and streamlined. Which is both good and bad.
In order to streamline the system, there's only three “wounds” your character can take before he's down for the count.
Rather than having a number of dice for each stat (2d6, 4d10, 3d12, etc), you instead have one of whatever die type (d6, d8, d10, etc). Each stat starts at a d4, with a handful of points to increase them. When you select skills, they're based on the die type of your stat. Let's say you have a Vigor based stat and your Vigor is a d8. To have that skill at a d4 is only one point, two for a d6, but it would cost five points for a d10.
They also have Edges and Hindrances, but they work a little different than in Deadlands. In the Classic Deadlands setting (which I've written about), you got character points to spend on your skills and Edges, and you could take Hindrances to give you more points. In Savage Worlds, Hindrances can give you a few points to increase a stat or some more points for skills or you can take an Edge. All of this depends on if the Hindrance is Minor or Major, of which you can only take two or one respectively.
Another major change is how the system handles experience. Unlike most systems I'm familiar with, it doesn't use straight point buy or leveling, instead picking something that's almost in between. As you earn character points, you can spend them to improve your character, but when you get a certain amount, you achieve a new “rank.” And you keep gaining ranks as you earn more experience. When you reach the new rank, you can pick new skills or get new Edges, but there are some Edges you can't get until you reach a certain rank. Which means there are some paths you need to follow when making your character and probably want to stick with that path as you advance in ranks. If you've picked one that isn't useful in the campaign or isn't very powerful, tough cookies.
Another interesting thing is the Wild Die. Every time you make a roll for your stat or skill, you also get to roll a d6 and pick which one to take. Given how all rolls have a Target Number of 4, this makes is a little easier to get a success when all you're rolling is a single d4. Thankfully, only major villains get to roll a Wild Die, too.



Is it worth it?:
The “Explorer's Edition” of the book is only $10 for a physical copy or PDF. No matter how iffy the system can be, it's a good buy as something to keep in reserve for when you need something different to play.

So, yes, it's worth it.

But, from what I've seen, the game seems to be more of a “Beer and Pretzels” game rather than something you run long term. It doesn't mean that you can't, just be aware that it's not going to replace your more advanced systems like Dungeons and Dragons or GURPS.