
CucumberTree |
Mr.Sardonicous initial review
Attributes. Needs review
~Sorry but I do not understand the format you are using for your attributes. For example, what does "Agility: 6/8" mean? Does it mean that you have Agility of d6 with a 1die bonus from somewhere giving you a final agility of d8? If so please identify on the sheet where the bonus die is coming from. Something like "Agility 6 +1 hindrance 8" would work or really any format so long as it includes what the final die type is and how you got that value.
Attributes stats prior to SUPER ATTRIBUTE (14)
Agility: 6
Smarts: 4
Spirit: 4
Strength: 8
Vigor: 8
Attributes post SUPER ATTRIBUTE (14)
Attributes
Agility: 8
Smarts: 6
Spirit: 4
Strength: 12+3
Vigor: 8
Mr.Sardonicous initial review
Derived stats
~Comments
~~Charisma does not exist anymore. Or is this a note to yourself about the -1 Persuasion from Ugly?
~~Not sure what "Attacks 3" means.
I'll remove charisma
Frenzy
REQUIREMENTS: Seasoned, Fighting d8+
A character with Frenzy may roll a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
Improved Frenzy
REQUIREMENTS: Veteran, Frenzy
The fighter may roll an extra Fighting die with up to two Fighting attacks in the same turn.
they give me 2 additional attacks. Brand new system for me so I may heve this wrong.
Mr.Sardonicous initial review
Skills Cannot review
~Skill costs are dependent on attribute die types. Can't review this until attribute issue is resolved.
Not sure what you are asking here
Fighting d12 7
Focus d10 7
Stealth d6 1
using agility...fighting would be 1 for d4, 1 for d6, 1 for d8, 2 for d10, 2 for d12. 7 points
Mr.Sardonicous initial review
Hindrances. Needs review
~Comments
~~Allergy (Major[Sunlight]). It appears that this hindrance is from the NE guide. Per the Campaign page under "Advice & Changes to Edges and Hindrances" NE guide hindrances are not available. The closest hindrance to what Allergy does is the Power Negation (sunlight) hindrance from the SPC3. Sunlight certainly counts as a common substance, so no problem taking this as a Major hindrance. It actually works out better for as the Power Negation hindrance returns your powers as soon as you are out of the light, no d20 round wait required.
Also with this hindrance you can expect to operate without superpowers at least some of the time. Please make it clear on your sheet what your Attributes and Skills are when you do not have access to your Super powers.Edges. Needs review
~Comments
~~I can't review your Edges until I can review your Attributes and Skills so I can be positive that you qualify for them.Powers. Needs review
Comments
~~Yow might have under spent by a point or so. Can't be sure until Regeneration is clarified.~~Super Attribute. Please list what attributes are being increased and by how much. Example "Super...
I have no idea what you are talking about, but OK. Character completion seems more difficult than I understand...wich I hadn't bought $40 of pdfs.

Poor Wandering GM |

Mr Sardonicous
Fed.
What does this mean?
I assume it means drinking sentient blood. Is that correct?
If so do you see any restrictions as to the source or condition of the blood?
Does the blood have to come from a living person?
~Could you use the blood of someone with the 'Undead' power?
~Could you use preserved cadaver blood from a blood bank?
How much blood?
~A hypodermic worth?
~A pint?
~In game terms enough to cause a wound?
Does taking the blood have to kill the donor?
The answers to these kind of questions will help me set the value of the Special limitation on your regeneration power.
AS always please let me know if you find anything unclear.

CucumberTree |
Mr Sardonicous
Fed.
What does this mean?
*Once someone has eaten...they would be considered fed.
Fed Healing
REGENERATION (10+2)(-2 Contingent[within hour of feeding])
Does the blood have to come from a living person?
*living blood, stored or otherwise
~Could you use the blood of someone with the 'Undead' power?
* No!!!!
~Could you use preserved cadaver blood from a blood bank?
*Refrigerated living blood...
How much blood?
*couple pints.
Does taking the blood have to kill the donor?
*No, but the "Thirst" makes it very very hard to stop
The answers to these kind of questions will help me set the value of the Special limitation on your regeneration power.
AS always please let me know if you find anything unclear.

Poor Wandering GM |

Cucumber Tree
Blood and the single Vampire
So about 2 pints of blood from a non-undead person.
Ok, I can feel confident in allowing the Special limitation as follows:
-2 only after drinking 2 pints of sentient blood. Note causing a wound with Bite will satisfy this condition. Stored blood lasts 24 hours 48 w/ a Healing roll or 72 with a raise.

Mr Sardonicous |

Cucumber Tree
Blood and the single Vampire
So about 2 pints of blood from a non-undead person.
Ok, I can feel confident in allowing the Special limitation as follows:
-2 only after drinking 2 pints of sentient blood. Note causing a wound with Bite will satisfy this condition. Stored blood lasts 24 hours 48 w/ a Healing roll or 72 with a raise.
ok

Poor Wandering GM |

Yes Supers are complicated. I think Dave is the only one who cleared review on the first try.
Mr.Sardonicous review
Attributes. check
~Comments
~~Thank you for clarifying this for me.
Skills. check
~Comments
~~Thank you for clarifying attributes so I could see how the skill points were spent.
Derived stats Needs review
~Comments
~~Thank you for clarifying Charisma and Attacks.
~~Damage for Claw is 1d12(str) +1d8 (claw d4, bruiser increase die type of claw, brawler increase die type of claw again). I'm not seeing where the 2d6 is coming from.
~~Damage for Bite is the same as claw. The brawler/Bruiser edges apply to Bite just like claw.
Hindrances. Needs review
~Comments
~~ I'm sorry, allow me to clarify.
~~Allergy (Major[Sunlight]).
The Allergy hindrance is not from an allowed source. The allowed version of this Hindrance is called Power Negation and it is found on page 8 of the Savage Worlds Adventure Edition Super Powers Companion. Other than having a different name the only difference between Allergy (Major[Sunlight]) and Power Negation (Major[Sunlight]) is that Power Negation (Major[Sunlight]) does not force you to wait 1d20 rounds for your powers to return once you are out of the light. All you need to do is replace "Allergy (Major[Sunlight]" with "Power Negation (Major[Sunlight])" and Hindrances will be approved.
Is that more clear?
Edges. check
~Comments
~~It looks like you used all your hindrances to acquire edges. Please let me know if that is incorrect.
Powers.Needs review
~Comments.
~~Fed healing. Please replace "(-2 Contingent[within hour of feeding])" with the agreed upon Special Limitation.
Gear. check.
~Comments
~~I am assuming you have clothing. Please let me know if that is incorrect.
Nearly there. Just a couple of small changes.

Poor Wandering GM |

More music while we're waiting:
A Villain but make them the Main Character Set
Another Villain Playlist with montage of famous movie and TV villains in action.
Anti-hero music (instrumental, good soundtrack type scores)
Dark Academia/Wednesday Addams type InstrumentalsI played in one campaign where the GM encouraged everyone to have theme music for his/her/their character. Lots of ideas to choose from from all the different links various players have provided.
Changed my avatar image for now. I'll likely change it as the character uses the Chameleon power to change form.
Changing the avatar is fine but I think Paizo imposes a limit? I could be wrong though. Something about things getting locked down after 10 posts or so?
I love the theme music idea

Mr Sardonicous |

Yes Supers are complicated. I think Dave is the only one who cleared review on the first try.
Mr.Sardonicous review
Derived stats Needs review
~Comments~~Damage for Claw is 1d12(str) +1d8 (claw d4, bruiser increase die type of claw, brawler increase die type of claw again). I'm not seeing where the 2d6 is coming from.
*I pulled the increases from the Claw Power increases
CLAWS (+2): The character has claws that
add +d4 damage to her melee attacks and
+2 to Athletics (climbing) rolls.
The claws’ damage may be increased to
a d6 for +1 point, or to 2d6 for +3 points.I see that was wrong. I'll use d8
~~Damage for Bite is the same as claw. The brawler/Bruiser edges apply to Bite just like claw.
*I'll take your on word on it ...d8 for everyone
Hindrances. Needs review
~Comments
~~ I'm sorry, allow me to clarify.~~Allergy (Major[Sunlight]).
The Allergy hindrance is not from an allowed source. The allowed version of this Hindrance is called Power Negation and it is found on page 8 of the Savage Worlds Adventure Edition Super Powers Companion. Other than having a different name the only difference between Allergy (Major[Sunlight]) and Power Negation (Major[Sunlight]) is that Power Negation (Major[Sunlight]) does not force you to wait 1d20 rounds for your powers to return once you are out of the light. All you need to do is replace "Allergy (Major[Sunlight]" with "Power Negation (Major[Sunlight])" and Hindrances will be approved.
Is that more clear?*Replaced already with
POWER NEGATION (Major[Sunlight])
Exposure to a certain substance or condition robs your hero of all his super powers, including Edges and Traits bought with Super Power Points. This occurs immediately when the hero faces that condition, comes within 6” (12 yards) of the material, or similar situation
approved by the Game MasterI hope blocking sunlight is enough...not 12 yards
Edges. check
~Comments
~~It looks like you used all your hindrances to acquire edges. Please let me know if that is incorrect.* correct, 4 edges
Powers.Needs review
~Comments.
~~Fed healing. Please replace "(-2 Contingent[within hour of feeding])" with the agreed upon Special Limitation.*ok
Gear. check.
~Comments
~~I am assuming you have clothing. Please let me know if that is incorrect.*Hrmmm. Where are we meeting in the beginning gaming post? I can write a travel montage. Maybe naked free.
Nearly there. Just a couple of small changes.

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Ok...here is the update for my character. A little more work, but could be more fun!!
Name: Ah-Rekhmire
Race: Human
Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d6, Vigor d6
Skills: Academics d8, Common Knowledge d8+2, Fighting d6, Notice d6, Occult d6, Persuasion d8+2, Spellcasting (Sorcery) d12+2
Pace: 6, Parry: 5, Toughness: 5, Size: 0
Gear: Unarmed Strike d6 (Str)
Special Abilities:
•Distinctive Appearance (Resembles an ancient egypt: See notes
•Enemy (Nova Magi): Someone is out to kill you
•Power Negation (cutoff from heka-sphere)(*): Certain substances nullify powers
•Super Powers: Gain the Super Powers arcane background
•Streetwise: +2 Intimidation/Persuasion/Common Knowledge
•The Best There Is (Super Sorcery): Power Limit with one power is half maximum
•Adaptable: Free Novice Edge
Super Powers:
•Ageless•: Hero isn’t affected by the aging process.
•Doesn't Eat•: The hero does not need to eat
•Doesn't Sleep•: Requires half the normal amount of sleep
•Speak Language•Written Word: Your hero can speak any language.
•Super Attribute(Lvl4)[Smarts]•: This power increases your character’s attributes one step per level.
•Super Attribute(Lvl4)[Spirit]•: This power increases your character’s attributes one step per level.
•Super Skill•Spellcasting [+2]: Hero may boost a Skill one die type.
•Super Sorcery(Lvl11)•: Grants any other power via spellcraft

Poor Wandering GM |

*Hrmmm. Where are we meeting in the beginning gaming post? I can write a travel montage. Maybe naked free.
You will all start in prison. There are no prison uniforms and your captors do not care if you are naked.
Your choice. Just want you to be aware that as soon as you make your first post on the soon to be opened game page ant gear/money not accounted for on your character sheet will disappear.
It does appear that you do not have a need for gear/cash so it is fine by me either way. Just giving you as much info as I can so you can make the best decision for you.

Poor Wandering GM |

Ok...here is the update for my character. A little more work, but could be more fun!!
Glad to see that you are taking a look at the superpower route.
There is one problem.It looks like your powers are from an earlier edition of the Super Powers Companion or from the NE guide. This game is using the super powers system from the Savage Worlds Adventure Edition Super Powers Companion also known as SPC3.
Do you have access to this book?

Mr Sardonicous |

Mr Sardonicous wrote:*Hrmmm. Where are we meeting in the beginning gaming post? I can write a travel montage. Maybe naked free.
You will all start in prison. There are no prison uniforms and your captors do not care if you are naked.
Why would Mr Sardonicous escape a lab and break into a prison?
He needs to find "friendlies" to help him find what the government took from him.
OK, I think that I can figure something out.

Poor Wandering GM |

Poor Wandering GM wrote:Mr Sardonicous wrote:*Hrmmm. Where are we meeting in the beginning gaming post? I can write a travel montage. Maybe naked free.
You will all start in prison. There are no prison uniforms and your captors do not care if you are naked.
Why would Mr Sardonicous escape a lab and break into a prison?
He needs to find "friendlies" to help him find what the government took from him.
OK, I think that I can figure something out.
Hey if Dave can turn himself in you can break into a prison. So long as you are in secure V'sori custody by start of play everything is golden.

Poor Wandering GM |

Yes I do...I thought that was the one I was using...what is different???
Daniel Stewart
Super Sorcery leapt out. In the current SPC3 it costs flat 4 points and does not have levels. There may be other differences but that was what i noticed first.
Does the cover of the book/pdf you are using look like the one I liked to in the previous message?

Dave Finsterman |

Yes Supers are complicated. I think Dave is the only one who cleared review on the first try.
Hmm. Dave is too basic? And here I thought I was good at math. Maybe I need to figure out how to wedge Smash back in.

Poor Wandering One |

Sweet!
Super sorcery gets a major change. It goes from a power to build your character around to a supplemental power that will allow you to pull a 15 point rabbit/power out of your hat when you really need to. It really does work better this way. Yow are no longer a wizard constantly trying to mash you x levels of super sorcery into the power you need. You are now a wizard with a solid list of working powers and the ability access anything when the need arises. It looks strange if you are coming from the old version but it works great in play.
If you are worried about the bennie cost. It tends not to be a big problem in play. You could also look at the luck/great luck edges to increase your bennie count.
I recommend this for everybody but it goes double for bennie conscious sorcerers and inventors, spend some time thinking about your Hindrances.
When a hindrance causes you a problem you frequently get a bennie. My rule of thumb is that is you cannot immediately see 3 ways that this hindrance could make your life difficult then maybe it isn't the Hindrance for you.
Needless to say I do not recommend that you take unlucky.

Poor Wandering GM |

Poor Wandering GM wrote:Yes Supers are complicated. I think Dave is the only one who cleared review on the first try.Hmm. Dave is too basic? And here I thought I was good at math. Maybe I need to figure out how to wedge Smash back in.
Not too basic, just well built and you are good at math.
I don't know if you were kidding with this but I would recommend getting SMASH back in. Smash will allow you to have a good chance to wound a tank. and it makes most doors and walls polite recommendations rather that actual limits to your movement
If you want recommendations I would drop fighting a bit to get it d12+5 is a good trade to get SMASH. I my meaningless opinion anyway.

Dave Finsterman |

If you want recommendations I would drop fighting a bit to get it d12+5 is a good trade to get SMASH. I my meaningless opinion anyway.
My thinking exactly. You're also making me rethink Unlucky.

Poor Wandering GM |

Poor Wandering GM wrote:If you want recommendations I would drop fighting a bit to get it d12+5 is a good trade to get SMASH. I my meaningless opinion anyway.My thinking exactly. You're also making me rethink Unlucky.
It is a major hindrance and deserves respect. But it will not bite Dave as hard as it would an Inventor or Sorcerer. Still If you can find something you like more, go for it.
Just let me know when you make the changes so I can take a look.

Mr Sardonicous |

Poor Wandering GM wrote:Yes Supers are complicated. I think Dave is the only one who cleared review on the first try.Hmm. Dave is too basic? And here I thought I was good at math. Maybe I need to figure out how to wedge Smash back in.
Based on my limited understanding. Your character is a solid fighter...
If you add Stealth somehow, we could combine forces

Dave Finsterman |

If you add Stealth somehow, we could combine forces
I considered having Dave be so ordinary that he literally can walk right up to someone before they notice him as a justification for Stealth. But I don't want to be beholden to that in rp.
@GM, how do you quantify a game session for the purpose of allocating bennies? I think I'll keep Bad Luck.
As of right now, I re-added Smash, and lowered Focus and Fighting. I also dropped the hindrance points previously added to Strength, and instead picked up the Combat Reflexes edge. And I switched out Mild Mannered for Obese to improve rp options.

Poor Wandering GM |

Mr Sardonicous wrote:If you add Stealth somehow, we could combine forcesI considered having Dave be so ordinary that he literally can walk right up to someone before they notice him as a justification for Stealth. But I don't want to be beholden to that in rp.
@GM, how do you quantify a game session for the purpose of allocating bennies? I think I'll keep Bad Luck.
As of right now, I re-added Smash, and lowered Focus and Fighting. I also dropped the hindrance points previously added to Strength, and instead picked up the Combat Reflexes edge. And I switched out Mild Mannered for Obese to improve rp options.
Dropping Strength to d6 also means you have to replace the Brawler edge as it takes d8 strength to qualify. So you loose a point of toughness and a d4 damage on your punch. A d4 may not sound like much 1 in 4 rolls ace I've had d4's roll in the low 20's before. Brawler also allows access to the bruiser edge which is another +1 toughness and bumps Brawler's d4 to a d6.
Obese impacts your movement. As a melee fighter movement and cover are your counters to ranged attackers.
Not saying you CAN'T or even shouldn't make these changes. Just pointing out the effects.
let me know what you decide/when you've resolved the Brawler edge issue

Dave Finsterman |

Gah. I can't lose Brawler. Okay, will re-tune. What does movement have to do with ranged attacks? I put 5 spp into Dodge.

Poor Wandering GM |

Faster movement means they get fewer shots before you are in throwing or melee range. The dodge will be a great help, but the general idea of faster movement mitigating ranged attacks stays true.
Think of the Infantry-Artillery-Cavalry rock paper scissors of 18/19th century warfare. Infantry defeats Cavalry, Artillery defeats Infantry, and Cavalry defeats Artillery. Artillery defeats Infantry because the Infantry are slow so the Artillery gets many many shots before the foot-soldiers can reach the canons or leave the target zone. Cavalry defeats Artillery because the Cavalry move too fast to be in the target zone for any length of time.
I am not saying that Dave will get slaughtered by any given ranged attacker but you have more difficulty dealing with an enemy at range than you do if that same enemy is right next to you. It is just something to think about.
Edges and hindrances can be more or less effective depending on who has them. Unluck bites a super sorcery/science user a little harder that the average villain. Movement limiting hindrances hit melee attackers harder that that mythical average villain. I am not saying do not take Obesity if you want to. It fits Dave and the extra point of toughness will help. It is just something to think about.

Mr Sardonicous |

Gah. I can't lose Brawler. Okay, will re-tune. What does movement have to do with ranged attacks? I put 5 spp into Dodge.
hope this helps

Dave Finsterman |

Dave Finsterman wrote:Gah. I can't lose Brawler. Okay, will re-tune. What does movement have to do with ranged attacks? I put 5 spp into Dodge.hope this helps
Great track from a totally underrated band!

Dave Finsterman |

I sacrificed a point of super Parry and Deflect. Also, I over-allocated Toughness by 1 point. With those 4 spp I gained two Super Edges: Improved Counterattack and Combat Reflexes.
Dave is a fat guy. It's something he'll have to live with or die because of. He's got his hoverboard if he needs to get somewhere moderately quickly.

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OK...I am a bit confused about this form of magic. I thought I was able to use any power as a spell, but am I supposed to spend points for these 'spells' in advance? and if so, then how do I cast specific powers if I need them? Or is that by using a bennie? I will post what powers I have so far...and hope I am doing it correctly!!

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I also did not understand Super Sorcery.
Super sorcerers channel eldritch energies to cast any number of arcane or divine spells. They might get their powers innately, from
old books, or channeled from more powerful beings.
When a super sorcerer spends a Benny on a Power Stunt (page 30), he doesn’t have to base the new power on one of his existing powers like other heroes—he can cast a “spell” based on any power in the book!
The cost of the spell in Super Power Points may not exceed the campaign’s Power Limit, as usual. He can also use active powers for two rounds instead of one, and passive powers for five rounds instead of three.
Mainly this is because I don't understand Power Stunts. Like, I understand 99% of of it, but there's one phrase that changes everything:
"Every power stunt costs a Benny and must make narrative sense in some way. This grants the character one use of an Instant power such as ranged attack; or three rounds of a passive power like armor.
...what?
If I spend a benny to give myself Ranged Attack, how strong is it?

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Ok...here we go. I think I figured it out (I hope!)
Hindrances:
• Enemy (Nova Magi) 1 pts.
• Appearance (Mummy) 1 pts.
• Phobia (Cats-Major) 2 pts. (Larger than Life)
• Vulnerability (leaving the Heka-sphere-Major) 2 pts.
Total = 6 pts. (use for 3 extra edges)
Edges:
• Superpowers (45 points, 15-point limit)
• The best there is (point limit raised to 22)
• Luck (+1 Bennie)
• Great Luck (+1 Bennie)
Powers:
• Super Sorcery – 4 pts.
• Undead – 8 pts.
• Regeneration – 10 pts.
• Speak Language – 1 pt. (Read – 1pt) = 2 pts.
• Matter Control – 5 pts (+1 Wind, +1 Earth, +1 Water, +1 Metal) = 9 pts.
• Ranged Attack – 9 pts – 4d6 damage (+3 RoF-2) = 12 pts
Total – 45 pts.

Poor Wandering GM |

I also did not understand Super Sorcery.
...
If I spend a benny to give myself Ranged Attack, how strong is it?
Atlas
That depends on:
1) Are you using Super Sorcery/Science? If yes go to 3.
2) Does this make narrative sense? If yes, continue. If no, stop try something else.
3) The ranged attack has a value equal to the current power limit of 15pts.
Step 2 is the big hurdle. Super sorcery/science sidesteps it neatly and adds duration to the benny created power.
References. Power Stunts p30. Mimic p31. Super Sorcery/Science p86. All in SPC3.
That help?

Poor Wandering GM |

Quick question: What does The Best There Is do for the character if no power is over 15pts? =p
Atlas
[u]With a 15pt limit you can have at most 7 levels/added dice of Super Attribute. BTI ignores that limit. There are other open-ended powers like this but I will leave that as an exercise for the reader.
If you do not want to breach the limit then BTI is not an edge you would take.[/u]
Misunderstood the question. Generally BTI would be useless for a character with nothing breaking the limit. That said it would let them use Power Stunt Mimic to Mimic the power they selected BTI for at the higher power limit.
This would work for a person with say TK/flight/ and some other medium sized powers but who can, at a cost let their power flow freely into a MASSIVE ATTACK! (BTI Ranged Attack) Or say an occult themed character semi-possessed by devils/elder things. Who can stop fighting it and become a living gateway . (BTI Minions, with summonable and superpowers.)
That help?

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lol...took some time, but I did!! Now he can do almost anything up to 22 points of ability...the part I was battling with most was taking the matter control and being able to use it with the ranged attack...weird that fire was not under matter control...
Ok..if that all looks good, then I will add it to my character sheet and move onto a background!!

Poor Wandering GM |

lol...took some time, but I did!! Now he can do almost anything up to 22 points of ability...the part I was battling with most was taking the matter control and being able to use it with the ranged attack...weird that fire was not under matter control...
Ok..if that all looks good, then I will add it to my character sheet and move onto a background!!
Fire is under Energy control. You could always add switchable to Matter control to add fire to the mix.

Poor Wandering GM |

=-Status update-=
Dave Finsterman. Approved for play
Doctor Toxic. Approved for play
Psiclops. Approved for play
Imagine. Approved for play
Karma NE. Approved for play
Mr. Sardonicous. Approved for play
Ah-Rekhmire. in progress
Omega White. Application withdrawn/moved to alternate status.
KingHotTrash. Application withdrawn/moved to alternate status.
Right time get the game page ready!
Let me know If I missed anything.

Poor Wandering GM |

Everyone
...
@GM, how do you quantify a game session for the purpose of allocating bennies?
...
I have been thinking on this and I have the faint glimmers of what could be a good idea.
As this is a Supers game Sessions as Issues of the nonexistent Necessary Evil comic is a pretty easy idea to grab. Issues have covers and usually cover one big event in their 20 some pages of content.
So.....
The core Idea is one Session per story section/major encounter. (Per Savage Tale for those familiar with the jargon.) If this were Savage World Rise of the Rune Lords the first session would cover up to and including the initial attack on Sandpoint. This might mean some 'sessions' are long. So I am giving you the players two ways to mitigate this.
First. You can propose that we start a new issue. Make your argument on the Discussion page and see what folks are thinking. Most importantly Describe what the cover of the new Issue will look like. If you paint a convincing word-picture (or actual picture if you are so inclined) then the other players and I are likely to give it a thumbs up and start a new 'session'.
Second. Splash pages. If someone (even the GM) does something cool you can propose a splash page in Discussion. Describe what you think the page or double page picture would look like. If approved it's a benny for everyone. The bar will be lower for this than it is for starting a new session. I am thinking 1-3 splash pages per session/issue but that is not even a guideline much less a rule.
So thoughts on issues and splash pages?

CucumberTree |
Honestly, I'm not much for comics. I've read MAD magazine as a kid, and I watched a few movies based on comics(Logan is my favorite). But I don't know what a Issue or Splash page is.
Without understanding the story line, I don't know what a cover page might look like.
Not sure if the following helps, but...
From a PBeM perspective...A session should be shrunk to 10-20% of what a table top game might do.

Dave Finsterman |

Ditto. Never got into comics. I'm for feeling it out as we go and see if there's a cadence to latch onto.

Poor Wandering GM |

Hey Mr. Sardonicous.
I'm putting your game start post together. Were you going to give me more info on your capture/breaking in to prison or am I free to invent here?
Ah-Rekhmire
Good for review? Remember gear/background/appearance and poke me when the time is right.
Everyone Please take a second look at your appearance as described on your character sheets. Make sure it is correct as I am using it for the game start post.
Also everyone Please double check your character sheets and be sure they say what you want them to say. Once you post in the soon-to-be-opened game page changes get harder to make.
Right seats upright and locked. Tray tables secured. Seat belts securely fastened we are preparing for take off.

Poor Wandering GM |

Cucumber tree and Dave
Eh it was just a passing fancy. Using Comic terms to help people recognize and reward other folks for doing cool stuff and giving the players some agency for when new 'sessions' start. As well as subtly focusing folks on visual description. Graphic Novels/Comics are a very visual medium. PBP not so much.
I'm sure we will work something out. This is a collaborative effort so I am always open to ideas.

CucumberTree |
Poor Wandering GM wrote:I'll write up until he gets caught (working on it now). Adding in his clothing.Hey Mr. Sardonicous.
I'm putting your game start post together. Were you going to give me more info on your capture/breaking in to prison or am I free to invent here?
Everyone Please take a second look at your appearance as described on your character sheets. Make sure it is correct as I am using it for the game start post.
Also everyone Please double check your character sheets and be sure they say what you want them to say. Once you post in the soon-to-be-opened game page changes get harder to make.
Right seats upright and locked. Tray tables secured. Seat belts securely fastened we are preparing for take off.