Mystery Men! Play Report: OMG vs. The Clown & Brute

Last night, my little gaming group and I took MM! out for a test drive. I thought it went well, and the feedback was positive. I figured we would play about 4 hours, but the game went long without people completely losing interest (though Rygar did make an entrance that stripped away one of our sorcerers for a few minutes – hey, they guy was a Rygar addict from way back).

So, without further ado, I introduce you to the power and majesty of OMG (decided after the fact to stand for Operating Meta-Human Group). Character creation probably took about thirty minutes, some of which was spent explaining the rules. If there had been a need to create some replacement characters, I suspect it would have gone a bit faster.

 

 

 

There was one other hero – Random by Crystal Franklin – whose character sheet went home with Crystal. I can report that he was a drag queen based loosely on Gambit who could fly and shoot energy bolts.

So, the adventure begins …

5:00 AM, OMG HQ, Imperial State Building: A scan of the internet brings to light a bank robbery in progress (I guess somebody tweeted it). Our brave heroes leap to action.

[Sidebar: When starting your own superhero group, you want to make arrangements for transportation. A new rule (not yet in the Gamma document) replaces money in the game for XP expenditures at character creation and feats of Charisma for later acquisition of goods. It didn’t occur to OMG that they should buy a vehicle at character creation.]

The First National Bank of Shore City is about three blocks away from the Imperial State Building, so the group immediately starts trying to figure out how to get there. Two attempts are made to commandeer a van using feats of charisma, with neither one successful. The sorcerers are hesitant to spend XP from their sorcery pool to teleport, but eventually M Knight teleports himself, Emma Entropy and Nightmare to the bank, letting Anti-Spidey and Random web-swing and fly respectively.

Getting to the bank, our three heroes (yeah, they split the party almost immediately) find that the vault has been cracked using dynamite. Rushing in, they encounter three thugs armed with machine guns. The thugs beat OMG on initiative and open up with their machine guns, with Emma taking a little hit point damage. Nightmare rushes forward and takes a gunman out with his zweihander. M Knight decides to raise a wall of fire to burn them severely (yeah, they’re those kind of heroes), not discounting the fact that Nightmare is in the line of fire. Emma makes an attempt to put her ally into temporal stasis to stop him, but he makes his feat roll and avoids it (yes, they’re fighting each other only 10 minutes into the game – this is par for the course with these guys and I love them for it).

The wall of fire is raised, the thugs take a bit of damage (they make a dexterity feat and take only half damage) and Nightmare does the same. Taken by blood-thirst, Nightmare rushes through the flames and with a single sweep of his sword (made two extra attacks, took a -6 penalty to all three attacks), dispatches two of the remaining robbers and brings the third down to a single hit point. The thug surrenders and, surprisingly, Nightmare doesn’t kill him. In the meantime, M Knight raises a wall of ice on top of the wall of fire, squelching it and creating a fog cloud. Nobody is entirely sure why this is a good plan, since it would give the thugs a chance to hide in the fog, but since Nightmare already has the last thug by the nape of his neck, no harm is done. M Knight is going to want those sorcery XP back later, though.

Having foiled the robbery, OMG does exactly what my players did when they were the Tender Blades and Wyld Stallyns – they walk away, questioning nothing. Most of OMG goes back to their HQ, while M Knight, with the help of a spell of super charisma, goes out and hires a helicopter and pilot. While in HQ, the Referee decides to goose things a bit with a skype from the police commissioner, letting them know that the thugs work for Boss Feeney, notorious crime lord.

[Sidebar: All of the Golden Age sponsors of Mystery Men! will show up in the Shore City setting. Since Tom Feeney is an old friend, his name popped into my head first, so he became a mob boss. The rest of his friends were quite enthused about tracking him down and bringing him to justice]

A plan is hatched – M Knight will cast astral projection on Random and she’ll go check out the home of Boss Feeney to discover his hideout. She makes the trip, but being unable to touch or move anything makes searching difficult. Boss Feeney isn’t home, his butler is sampling the scotch with his wife, and she does check out the contents of his wall safe (ledgers, papers, money, jewels, drugs) and his cellar, with its secret exit. Back home, she reports to the group and they decide to head to police headquarters to look for the location of Boss Feeney’s hideout. With some poking around and a charisma feat by Anti-Spidey, they find a cop on Feeney’s payroll who is willing to lead them to his hideout, located beneath a pool hall.

Once in the pool hall, OMG manages to convince the assembled toughs that they want to join the gang (another charisma feat by Anti-Spidey). Boss Feeney turns out to be harder to convince, and an energy bolt from Random that was meant to scare him instead brings an attack. This time, OMG faces off against Feeney and five thugs with handguns. Anti-Spidey invokes his black tentacles, M Knight turns to his crossbow, Random throws her energy bolts, Nightmare swings his sword, Emma starts throwing around hideous laughter and in the end the thugs are vanquished and Feeney questioned.

Feeney admits he was hired to hit the bank by a big guy with iron gauntlets to cause a distraction. All he knows is that he visited the guy on a boat (The Flying Duck) docked at the marina. OMG heads for the boat in their helicopter and discovers it has departed. Emma (now played by Jessica) uses locate object to track it, and in a few minutes they arrive to find the Flying Duck committing an act of piracy against a larger yacht.

The Flying Duck has thrown a couple of grappling hooks over to the larger yacht and the big guy – notorious super hit man The Brute – along with three thugs and two men in hi-tech armor and carrying swords – are on board, shaking down the owners. The gunmen open up on the helicopter, which takes heavy damage. OMG jumps out and the chopper flees for the city. Emma invokes a cloudkill and takes out one thug and the two swordsmen, while another gunman is downed by Nightmare and M Knight takes out a grapple with his crossbow (hey, it’s a comic book).

The Brute takes a mighty leap back to his boat and Nightmare attempts to follow, but smacks into the boat and drops into the drink. While Anti-Spidey rescues Nightmare with his web power, Random peppers the boat with energy bolts. The Brute cuts the last grapple and, though he takes a energy bolt from Emma using the true strike power, manages to get the Flying Duck underway. OMG checks out the owners of the pirated yacht and find that a large, valuable diamond was stolen. For some reason they don’t give chase in their own yacht, and instead head back to HQ.

Thinking it over, they decide that the diamond is probably going to be used to make a death ray of some sort. Since this is a comic book world, this is actually a reasonable suggestion. Anti-Spidey and Random hit Google, and figures out that the swordsmen are the henchmen for notorious international terrorist The Clown. The police report an hour later that the Flying Duck has been found a few miles away from the city in a wooded area. They’ve canvassed the cabins and found no sign of the Brute or anyone else. Investigating, they find signs that the Brute got into a heavy vehicle and headed for a main highway.

By checking some traffic cameras at the local news station, they determine the Brute was headed back into downtown. A long thinking session follows, and with a little help from the Ref, they ask the police if there have been any crimes lately that might tie into the making of a death ray. Sure enough, a month ago a scientist from some local labs went missing. The administrator of the labs is questioned, and it turns out the scientist was working on harmonic resonances a’ la Tesla’s earthquake machine – for peaceful uses, of course. He made a prototype machine using a large synthetic crystal, but decided he needed a massive gemstone to make it work and, of course, such items are too valuable to expect anyone to lend it for use in an earthquake machine.

So, OMG now knows what they are up against, but they don’t know the target. A visit to the subway control station reveals no sign of the villains on security cameras. The controllers mention that the older, abandoned tunnels don’t have security cameras and that, indeed, they can be found under most of the prime targets in downtown. OMG decides to hit those tunnels and look under the Imperial State Building, where their own headquarters is located, and they get lucky. There, almost finished setting up a new machine, is the Clown, Brute, three swordsmen (enhanced armor, energy swords, force shields) and the kidnapped scientist. A battle erupts, and in the end Anti-Spidey’s black tentacles finally capture the villains while Emma gets the scientist out of harm’s way and M Knight disables the machine. The day is saved and Nightmare and Anti-Spidey come close to death’s door but manage to survive.

XP earned – 1,520 total, about 304 per hero.

What did we learn?

1. Crystal wishes heroes had a way to develop a signature move. I’ll need to make a more clear reference to using feats to modify powers and develop such moves. Perhaps there can be an optional rule for heroes putting XP toward getting bonuses to make their signature move.

2. We learn that heroes need to put some thought into vehicles and headquarters and maybe henchmen.

3. Sorcerers need to spend XP on powers outside their sorcery pool. Once he was tapped out, M Knight was reduced to shooting a crossbow at things.

4. Likewise, it’s a good idea for everyone in the group to have at least one super ability score. Failed intelligence feats to make connections and find clues and failed charisma feats to acquire items and shake down thugs made it obvious that super abilities are highly useful. This was only highlighted when the super villains, built with 40,000 XP each to give them a fighting chance against the more numerous heroes, came in with more levels. Honestly, the Clown build was sub-optimal as well – his swords were pretty pathetic, while the Brute’s iron claws almost took out Nightmare.

I can think of a few rules tweaks after the game – I think the fly power needs to have a slightly improved speed and I’m pretty certain I’m going to replace Single-Use / Limited / Permanent with One per Day / Three per Day / At Will – easier to keep track of. I might add some more equipment – a communicator of some sort might be nice.

The game was fun, and I think (if I had the time) we’d make a campaign out of it. I think the proof of concept was a success and the game is just about ready to go live. I need to write up the sample setting (Shore City, Boss Feeney, etc) and put a little more work into the sample adventure, but other than that Mystery Men! is on its way!

Thanks to my players for their input and help, and if anyone else out there has play tested the game, please let me know how it went.

Sketch of M Knight by Danny Roberts. You can see his real artwork HERE.

Deviant Friday – Enymy Edition

Enymy does some nice stuff with a wild, somewhat weird, abstract style – not Erol Otus weird, in fact not very old school at all, but definitely high on the fun factor. Enjoy the images – and since they’re super hero centric, I’m throwing in some stats as well …

[alas, the image is gone, but I wanted the Spidey stats to remain]

I kinda like the more alien feel of this Cthulhu
Yeah, Cthulhu’s probably better to stat out as a monster, but what the hey …
I don’t really know who these people are, but I do agree with punching Hitler.
You know, I’ve never read any of the Hellboy universe of comics, even though it pushes many of my geek buttons. One of these days I’ll have to delve in.
And be sure to check out his Marvel A to Z bit …

Dark Lord of the Sith for Mystery Men!

I’m finally finished editing NOD 7 and should have it up for sale tomorrow. To celebrate, I figured I’d take a crack of statting up the villain that loomed largest in my pre-teen years …

Darth Vader
Adventurer Lvl 10

STR 10 | DEX 12 | CON 4 | INT 5 | WIL 6 | CHA 3
HP 75 | DC 20 | SPD 2 | XP 15,000 (70,000)

Powers: Catfall [P], Force Hand II [L], Haste [S], Jump [L], Mind Fog [L], Mind Reading [L], Precognition [L], Shield [P], Suggestion I [L], Super Dexterity (+6) [P], Telekinesis [P]

Gear: Lightsaber (sword + energy blade power and potent weapon), light armor (super strength +6), helm with respirator, black cloak

And since he’s right there in that image above, I might as well stat out the dark lord of Latveria as well.

Doctor Doom
Scientist Lvl 8, Sorcerer Lvl 8*

STR 14 | DEX 3 | CON 3 | INT 18 | WIL 5 | CHA 5
HP 43 | DC 25 | SPD 2 | XP 22,600 (70,000 XP)

Powers: Super Intelligence (+12) [P]

Armor Powers: Armor [P], Energy Ray (Electricity) [L], Force Missiles [P], Shield [P], Super Strength (+12) [P]

Sorcery Pool: 10,000 XP

Science Pool: 15,000 XP

Gear: Heavy armor (invested with several powers – see above), green hooded cloak

* Multi-classing isn’t baked into the MM! rules, but I figured they made sense with Victor. Essentially, I just split the XP remaining after powers between the two classes

Darth Vader versus Doctor Doom by Jim Califiore (TM Marvel Comics & LucasFilm Ltd.)

Read more: http://www.chicagonow.com/blogs/geek-to-me/2010/07/fantasy-face-off-darth-vader-vs-superman.html#ixzz1E5u54TX7

Mystery Men! Gamma Release

No, not a release focusing on emerald-hued radiation accidents that just want to be left alone, but the follow up to the gamma release. I’ve put in the beta errata and made some other big changes to ability score generation, rolling feats and the monster stats – also added the ever lovin’ blue-eyed Tarrasque and a little sample artwork that will appear in the finished product. When I find time (HA!) I’m going to go back through past MM! posts and update the stats to the Gamma edition rules and maybe re-run the combats where old procedures clash with new procedures. I also still need to update the character sheet. All in good time. So – enjoy the gamma release, give it a try, and don’t hesitate to comment here or email me with your suggestions and errata. Roll up a character and have him fight a vampire or two, or pit an amazon princess up against a titan, or place a terrific trio over a pit containing a black pudding and let me know how it comes out.

Illustration of Fantome by and copyright 2011 Joel Carroll.

Deathbot Battle Redux

When last I pitted the Deathbot in battle against Captain Triumph, I had to admit that the good Captain, a 30,000 XP character, was a bit outmatched. I wondered then how the Deathbot would fare against someone more powerful – enter Superman.

Superman is built using 150,000 XP and I assigned his ability scores to make him just about as tough as I could. Truth be told, you just can’t roll this guy up in Mystery Men! using the rules  you bump the number of starting ability dice – an option I plan to include in the finished rules.

Here, then, are the stats for the Man of Tomorrow … and of course, these stats are not intended to infringe on or threaten DC Comics’ intellectual property or copyrights.

Str 30 (+9)
Int 8 (+2)
Wil 10 (+3)
Dex 30 (+9)
Con 30 (+9)
Cha 4 (+0)

XP: 70,000
LVL: 20
HP: 288
DC: 23
AB:+15
FB: +9
SPD: 7 (8 flying)

Powers (All Permanent)
Fly
Energy Ray (Heat) – 30’ range, 4d6 damage, ranged attack vs. DC 10+Dex
Armor – +4 DC
Endure Elements – comfortable in hot and cold environments
Stoneskin – damage reduction 3
Super Strength* – +4 Str
Super Dexterity* – +4 Dex
Super Constitution* – +4 Con
Super Speed – increase speed by 5

*I assigned the ability scores, but still figured he should have to pay for super strength, dexterity and constitution

And yes, Superman probably has about 100 other powers – I’m hitting the old tried and true with this list.

The last Deathbot was toned down a bit – Superman is going to face off with a fully powered giant robot with the following stats:

DEATHBOT
HD 18 (100 hp); DC 30; Attacks with 2 slams for 4d6 damage; Speed 1; XP 6450; Powers: Darkvision, energy bolt (from eyes, ), iron body.

This battle will take place on a street in a major city, and Superman will begin the battle in flight. Let’s fight …

ROUND ONE

Initiative Order (1d10 + Spd + Dex): Superman [22], Deathbot [6]

Superman is always going to win initiative against the Deathbot, so we’ll forgo future initiative rolls to speed this up. Because of his speed (7) is seven times higher than the giant robot, Superman gets 3 actions per round.

In round one, Superman is first going to charge into the Deathbot and attempt to knock it down. This will give him +1d6 damage for the attack, but reduce his DC by 3, to 20. Superman rolls 1d20 + FB + Str and gets [32], scoring 1d6+9 + 1d6 damage and rolling [17] and scoring only 12 damage due the robot’s iron body. He follows up with a blast of his heat rays and then another wallop from his fists (or fisks, if you happen to be Popeye). He rolls a [41] for the heat rays and a [26] for the punch, scoring a hit from the heat rays. He rolls 13 damage. The Deathbot rolls a feat of constitution and gets [25], enough to cut the damage in half to 6. The Iron Body power of the Deathbot cuts that in half again, to 3.

The Deathbot strikes back with his own energy bolts (electricity). He rolls a [25], enough to hit Superman, and causes 72 points of damage. Superman rolls a feat of constitution to halve the damage and gets [17], not enough to save.

We end the round with the Deathbot having 85 hit points and Superman reduced to 216 hit points.

ROUND TWO

Superman has three actions again. The heat rays were pretty ineffective, so he’s going to focus on grappling the robot and lifting it. He can lift 100 tons without difficulty, so I would rule that he could do it. To grapple it (i.e. grab it) he’s going to have to beat the robot’s DC of 30 by 5, i.e. he needs to roll a 35. Even if he just beats the DC of 30, he’ll manage to cause some damage. This round, he rolls [33] and then [42] for his first two actions. The first attack scores [13] damage, reduced to 8 due to iron body. The second attack scores [14] damage, reduced to 9. The second attack beats 35, so he manages to grab the robot. He’ll use his last action to fly the robot about 1 mile up (he could go up to 50 at his speed, but 1 mile should be sufficient).

The Deathbot is in pretty serious trouble, but being a robot he focuses on the task at hand. He’ll attempt to make two slam attacks against Superman, rolling [37] and [24]. He scores two hits, rolling [8] and [13] damage. Superman’s stoneskin power reduces these to 5 and 10.

At the end of Round Two, Superman has 201 hit points left, the Deathbot has 68.

ROUND THREE
Last round of combat, most likely. Superman is going to let the beast fall. Falling damage, like in the original game, is 1d6 per 10′, with a maximum of 20d6. On the way down, I’ll let the Deathbot make a final energy bolt attack. He rolls a [21] and then rolls [59] points of damage. Superman makes a constitution feat, rolling [15] – not enough to cut the damage in half. When the Deathbot hits the ground, he takes 58 points of damage, reduced to 53 because of iron body. The Deathbot gets a dexterity feat to take half damage from the fall and rolls a [7], failing. Technically, Superman still has two actions left, so he’s going to use one to fly back down and the other to punch the Deathbot. This will count as a charge. He rolls a [44] to hit. Since he wasn’t using any other special attack, beating the ‘bot’s DC by more than 5 means double damage. He rolls 2d6+18 plus another 1d6 for the charge, getting [19], which is reduced to 14 because of iron body.

At the end of Round Three, Superman has 142 hit points. The Deathbot has 1 hit point. Tough little guy, isn’t he.

ROUND FOUR
Nothing fancy this time. Superman is going punch, punch and punch. He rolls [28] [25] and [35]. All three punches do damage, and the last punch does double damage. He rolls a total of 55 points of damage, reduced to 40 because of iron body. More than enough to finish off the Deathbot.

WHAT I LEARNED
Superman outclassed the Deathbot, but only at 150,000 XP. Reduce his starting XP to 100,000 and his level drops to 11 – that means far fewer hit points and a reduced attack bonus, and Superman is in for a far tougher fight. Given that the giant robot is supposed to be a useful monster in the game, I’m definitely going to knock him down a few pegs – specifically the DC, probably to 25. I also think I’ll cap the energy bolt, in fact all damage from powers, at 10 dice.

Image by Erik Doescher from comicartfans website.

Mystery Man Test II – Captain Triumph vs. Thugs

Last time we witnessed Captain Triumph outclassed by a giant Deathbot (yeah, I still need to stage a combat between the Deathbot and Superman or Thor – not enough time in the day …). Today, we’ll pit him against five humans to see how one vs. many works out in Mystery Men!

The Setup
Captain Triumph sneaks into the island headquarters of Doctor Death. While moving through a large audience chamber, he sets off an alarm and is attached by four thugs armed with machine guns and their leader, a ninja.

The Bad Guys
The thugs are human warriors: HD 2 (9 hp each); DC 12; Attacks with fists for 1d4 damage or with handgun for 2d6 damage; Speed 2; XP 200.

The ninja is a human elite: HD 3 (18 hp); DC 13; Attacks with fists for 1d6 damage or with sword for 1d6+2 damage; Speed 2; XP 300.

Round One
Initiative Order (1d10+Speed+Dex Mod): Triumph [9], Thugs [8], Ninja [6]

The thugs stand at the end of the room, blocking its only exit, the ninja behind them. We’re going to pretend that Triumph has already used his Invisibility I power this turn, and thus cannot use it during this fight. He decides to charge (+1d6 damage, -3 DC) at one of the central thugs and belt him. He has the same speed as these combatants, so only gets one attack per round. Triumph’s attack roll is 1d20 + Attack Bonus of +8 plus Strength Bonus of +5. With a total bonus of +13, Triumph cannot miss against the thug’s DC of 13. though the Referee might want to use the roll of a natural “1” as an opportunity to introduce a complication to the situation. So, Triumph rolls a [31] to hit (why couldn’t he do this against the Deathbot more often?), slugging the thug for 12 points of damage and knocking him unconscious at -3 hp.

The remaining thugs open up on the charging hero with their gats – dangerous, but they know they’re facing an ubermensch. I’ll rule that on a natural roll of “1”, the thugs hit one another with their bullets. The thugs roll 1d20 + Hit Dice (2), getting rolls of [8], [8] and [10]. Even at Triumph’s lower DC (because he charged), they don’t hit him, but they don’t hit one another either.

Question: Bonus for attacking at Point Blank Range? Have to think about that.

The ninja takes a swipe at Triumph with his sword. He rolls 1d20 + Hit Dice (3), getting a roll of [23]. Since he’s striking to kill, he scores double damage for beating Triumph’s current DC of 14 by 5 or more points, and rolls 11 points of damage.

At the end of the first round of combat, there are three thugs and a ninja left unhurt, and Triumph has been reduced to 84 hit points.

Round Two
Initiative Order: Thugs [11], Triumph [10], Ninja [10]

The thugs roll high initiative this round, and do the same thing as last round, rolling [20], [4] and [10]. No friendly fire this time, and Triumph takes 8 points of damage.

Tied initiative goes to Triumph, since he has the higher Dexterity score (since average normal human Dex is 3 and max normal human Dex is 6). He leaps at two of the thugs and attempts to clunk their heads together. This counts as making a multiple attack (i.e. one additional attack), so he suffers a -3 penalty to hit. He rolls [18] and [26], scoring two hits. No double damage, because Triumph isn’t attacking to kill, just stun. He rolls [6] and [7] for damage. Because he beat their DC’s by more than 5, and was attacking to stun, the thugs have to make feats of Constitution to avoid being stunned. They roll 1d10+2 and need to beat a 9 (5 + Triumph’s Feat Bonus of 4). They each roll a [5], failing the feat roll and becoming stunned – i.e. cannot move or attack next round, drop their guns, etc.

Final attack goes to the ninja, who rolls a measly [7] and misses.

At the end of this round, we have an unharmed ninja and thug, two stunned thugs with 3 and 2 hit points and Captain Triumph with 72 hit points.

Round Three
Initiative Order: Triumph [14], Ninja [12], Thugs [7]

Captain Triumph now goes for the third thug, again attacking to stun. He rolls a [30] and scores 8 points of damage. The thug rolls a Constitution feat and gets a [5], failing. He’s now stunned.

Our ninja sees the writing on the wall. He throws a smoke pellet (Fog Cloud) and backs out the door.

No thugs can attack this round – the other two were stunned last time, and the third thug is stunned now.

Combat round ends with two thugs clearing their heads (they have 3 and 2 hit points, respectively) and the third thug, with 1 hit point, just starting to shake things off. The ninja is gone, and Captain Triumph still has 72 hit points.

Round Four
Initiative: Triumph [12], Thugs [7]

Round four begins with everyone caught in a Fog Cloud. It lasts three rounds. Nobody in the cloud can see anyone more than 5 feet away, and suffer a -4 penalty to attack the enemies they can see.

Triumph decides to smack the thug he can see – the one he stunned last round. He’s going to attack to stun, and decides to forgo his Strength bonus to damage to avoid accidentally killing the guy. He rolls a [10] due to the fog, and misses the thug.

The thug dropped his gun when he was stunned, but he decides to take a swing at Triumph. He rolls a [10] and also misses. The other two thugs decide they’ve had enough and use the fog as cover to run away.

For all intents and purposes, this fight is over. If Triumph can’t defeat a simple thug with 1 hit point, he doesn’t deserve the name “Triumph”.

What Did I Learn?
I think this combat went pretty well. It made sense and the rules seem to support the kind of combat I would associate with comic book heroes. Triumph outmatched the thugs just as much as the Deathbot outmatched him, but the fight still took four rounds (well, five technically, if we assume Triumph knocks out the last thug in one more round), and the thugs had a chance to resist the stunning attacks. I could have made the ninja more impressive, but that would really involve building him like a comic book villain rather than as a minion, and I’m going to save the hero vs. villain fight for next time.

Deviant Friday: Dustin Nguyen Edition

I hope you like comic books, and more specifically, Batman comic books, because this week we checking out the work of Dustin Nguyen, duss005 on DeviantArt. Dustin has done lots of work for DC, and I really love his style, especially the water color feel of the pieces. Enjoy.

 

 

 

 

 

 

Thinking About Feats in Mystery Men!

So, one thing to come out of my little play-test of Mystery Men! yesterday was that my “feats” concept had some serious flaws. Essentially, feats in MM! are meant to be a catch-all ability check, skill check, saving throw system. It was inspired by the old “X in 6” method of old school fantasy games and the “roll under your ability” score concept we also used back in the day. The trouble with Mystery Men! is one of scale.

Traditional fantasy games have ability scores ranging from 3 to 18. This encompasses the whole of human experience, with a 3 being fairly pitiful and an 18 being the human maximum. Characters in old school fantasy are either human or close enough to human that a simple X in 6 chance works pretty well. Most folk have a 1 in 6 chance to do things, extraordinary folk knock this up to 2 in 6 or 3 in 6. For ability checks, you can roll 1d20, with pitiful characters having a 15% chance of success and amazing characters a 90% chance of success.

In Mystery Men! you need a system that will handle both Willy Lumpkin and The Hulk. This makes a flat 1 in 6 chance a problem, because the Hulk can do things that Lumpkin does not have a 1 in 6 chance of doing. Likewise with “roll under ability score”.

My first instinct was to roll different dice ranges for different types of tasks, trying to roll under an ability score. Initially, I was going to do 1d10 for normal feats (i.e. things a normal person could do with great effort and a bit of luck), 1d20 for heroic feats, 1d20+10 for super feats (things well beyond the capacity of normal human beings) and 1d20+20 for epic feats (things best left to the gods). This meant that Willy Lumpkin, with ability scores probably ranging from 1 to 3, had no chance of performing super or epic feats, and only 10-30% chance of performing normal feats and a 5-15% chance of performing heroic feats. Okay, problem solved.

And then I started playing out the combat. Resisting a power or attack was going to be classed as normal, heroic, super or epic based on the level of the attacker or power user. With Catwoman being 16th level, resisting her attacks and powers would be a super task, and usually beyond the ability of Invisible Woman. A game where a hero or villain always succeeds or always fails against another one is not terribly playable, especially when Invisible Woman and Catwoman were not that far apart in levels.

In my combat example, I decided to change the dice rolls from 1d10 / 1d20 / 1d20+10 / 1d20+20 to 1d10 / 2d10 / 3d10 / 4d10. That removes the problem of Invisible Woman not being able to resist Catwoman, but it reintroduces the problem of Willy Lumpkin having a slim chance (5%) of performing super feats, like leaping over buildings. So, no solution there.

I could bump the feat bonus a character gets, having it match the character’s level. But then level trumps raw ability, and Invisible Woman, with human levels of Strength, can leap over buildings. Not going to work.

I could ditch the idea of using feats for saving throws, and institute a single save value a’ la Swords and Wizardry (which means high level heroes are almost never taken down by powers, and low level heroes are almost always taken down by powers) or even institute different types of saves (Death Rays, Poison, etc) with generally the same effect.

What I’m thinking of doing is giving feats a flat number that one must meet or beat by rolling 1d10 and adding ability score bonus and feat bonus (and also ditching the “normal” feat category) –

Heroic Feats  – meet or beat a 10
Super Feats – meet or beat a 15
Epic Feats – meet or beat a 20

Resisting an opponent’s powers requires you to meet or beat 5 + your opponent’s feat bonus. That would put even 20th level characters in the upper ranges of the heroic level, giving most heroes some chance to resist the powers of their opponents. I’m going to drop the “save vs. attacks” angle, because it’s a pain in the rear and easier to just ditch the “instant knockout” idea. This means the more powers you have the lower your level and thus the easier your powers are to resist, and vice versa.

Now, pathetic man, a 1st level hero with an ability score of 1, is rolling 1d10-1, meaning he can’t perform heroic feats. I can live with that. Not everyone can be a hero all the time, and if this is a character, he doesn’t have a score of 1 in every ability.

Normal woman, a 3rd level hero with an ability score of 3, is rolling 1d10+1, meaning she can perform heroic feats 20% of the time.

Excellent dude, a 6th level hero with an ability score of 6, is rolling 1d10+3, meaning he can perform heroic feats 40% of the time.

Amazing woman, a 10th level hero with an ability score of 10, is rolling 1d10+7, meaning she can perform heroic feats 80% of the time, and super feats 30% of the time.

Maxi-Man, a 20th level hero with an ability score of 30, is rolling 1d10+18. He cannot fail at heroic or super feats, and he performs epic feats 80% of the time. Since this character represents the absolute pinnacle, I think I’m okay with this.

I might also add an optional rule wherein a roll of “1” always introduces a complication to the situation – i.e. you leap over the building, but land on the mayor’s car or crash through the street on the other side. That way, Maxi-Man still has to roll for heroic and super feats, and though he’ll always succeed, the Referee can introduce a complication of some kind 10% of the time.

I’m open to suggestions on this one – what do you think?

Picture taken from Amazon. I just finished reading Superman: The Dailies, 1939-1940, and it was great.