Legion of Super Heroes PBP Openings (Play testing game system)


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Hey all, many of you know that over the past year and a half I've been writing a Legion of Super-Heroes Roleplaying game. I've been playing some at home (not a lot through) as well as having started a PBP game here on Paizo and am looking for additional players to join.

The premisis of the game is that each player would run a couple of characters. One character they have belongs to a small team of Legionnaires that go on a mission. The the other character they have belongs to a different team. As the plot is developed, it will in most cases connect the findings of both groups, thus they are involved in the same plot but each taking it in from a different perspective.

For an ongoing home campaign the original concept was for each player to have 3-4 characters and explore the plot with each group, as described above. For PBP I think two is plenty.

One may pick the Legionnaires of their choice and I'll step in to balance character power so that one player does not dominate the entire PBP. You may also pick a second Legionnaire or make one of your own using the character creation rules.

I'm slowly working on powers as well as personality and racial qualities and would provide them as a need to have basis. The goal is for you to have fun, for me to see what works and what doesn't. You should fully expect me to alter, add or delete rules in order to improve the game system.

Major rule sections that have yet to be written (such as spaceship combat) can be worked out in a brief way in order to continue play, though the real deal would be later worked out.

If you want to role up a character of your own one will have to abide by the Legion Constitution; which pretty much says you need a unique power. Even if your not familar with the Legion of Super-Heroes comic feel free to contact me. Essentially, the Legion takes place in the 30th century where the galaxy is controlled by various organizations or species. Interstellar travel is very common. So basically, you play a superhero in the far flung future. In a way, they are similar to the Justice League but take their works in far off places of the future. The homebase is on Earth within the city of Metropolis.

If anyone is interested in playing, want's to check out some rules first, is looking for rule clarification or is just seeking general Legion knowledge please post here or send me an email at:

MyLegionofSuperHeroes@gmail.com


Could you perhaps post enough information for persons stopping by to know how to make a character for this game?

I mean a baseline feel for it might be helpful.....

Just saying most recruitment threads at least specify how to generate a PC for the game!

;)

I hate to see a post ignored!


KenderKin wrote:

Could you perhaps post enough information for persons stopping by to know how to make a character for this game?

I mean a baseline feel for it might be helpful.....

Just saying most recruitment threads at least specify how to generate a PC for the game!

;)

I hate to see a post ignored!

Good idea Kendrin I'll see what I can do.

The next several posts are excerts from the game in order to provide a basic idea of how characters are created and how combat works.


The Legion of Super-Heroes is an organization of teenagers from various worlds throughout the cosmos, who each possess one or more different powers. Collectively forming an organization in order to serve and protect the galaxy from threats of evil in its many forms; be it warring races who seek to rule free worlds; super villains who wish to destroy peace and establish themselves as dictators of the galaxy; against those who would challenge the Legion in order to reach out and grasp the cosmos itself.

Each player selects 2 Legionnaires from the comic and plays them throughout the game. Alternatively, the individual may select one Legionnaire and create one of their own.

Traits are the governing force behind the Legion of Super-Heroes roleplaying game. Traits encompass the basic abilities of the character; they determine how strong, smart, fast, handsome, or tough a character is. Traits such as Strength, Intellect, Fighting, and Allure are but a few. These traits along with others are given a descriptive word and number such as Feeble/1, Good/6, Heroic/10 or Super/15 to measure how competent the character is within that area; these are called categories.

Most abilities a character has will be assigned a trait and a category. Powers are assigned traits to help determine the characters range, attack, duration, or other power related aspect. Traits and categories determine how far Lightning Lad can fire a bolt; the area Shadow Lass can affect with her Darkness Generation power; how many minds Saturn Girl may link together or how much damage Superboy’s Heat Vision inflicts. Traits and categories are assigned to areas of expertise to help define how good the character is at flying a spaceship, how well they can hide in shadows, or their ability to fix a damaged communications satellite. It is with traits and categories that characters perform heroic feats, battle super villains, and interact with others.

The player or Cosmos Master decides what categories their character or NPC have in each basic trait. The higher these traits are, the better the character will be within the ability. Many tasks throughout the game rely on a character’s basic traits.

Categories provide a wide range to determine how good or bad a character is within a given ability, be it basic traits, powers, areas of expertise, or other aspects of the character. Each category has a number that corresponds with it; called the category number. This digit is used for various purposes within the game including: a modifier added to the die roll; how a power effects in regards to distance, volume, duration or number of targets affected. Category numbers determine the advancement rate of characters.

The standard categories in order from highest to lowest are as follows: Subfeeble/0 (SF); Feeble/1 (FE); Weak/2 (WK); Poor/3 (PR); Typical/4 (TY); Average/5 (AV); Exceptional/7 (EX); Remarkable/8 (RE); Astonishing/9 (AS); Heroic/10 (HE); Powerful/11 (PW); Epic/12 (EP); Unearthly/13 (UE); Ultra/14 (UL); Super/15 (SU); Galactic/16 (GA); Universal/17 (UN; Godlike/18 (GL); and Infinite/19 (IN).


Fighting (Ftg: Characters deliver punches, kicks, trips, holds, throws or blocks through the Fighting trait. In order to utilize melee weapons such as Persuader’s atomic axe or the martial art weapons found in Karate Kids arsenal, the Fighting trait is utilized. The Fighting trait is the focal point of many super powers. Characters attacking with fists or super powers which directly strike a target employ their fighting trait. For example, when Mano attempts to strike with his hand of disintegration, Validus crushes an opponent with his huge fist, or Superboy delivers a super punch, the fighting trait comes into play.

Aim (Aim: The Aim trait is a measure of basic eye-hand coordination when employing a distance weapon. With this trait a Legionnaire or villain may fire a plasma gun, throw objects, or combat opponents in a spaceship battle. Aim is frequently used to determine attacks with super powers such as Superboy’s heat vision or Lightning Lad’s electrical bolts.

Agility (Agl: This is a measure of dexterous motions applied in combat. Agility is a reflection of muscular prowess and quickness as well as actions which require a combination of physical ability and eye-hand coordination. With agility, the character is able to dodge attacks, leap over opponents, catch an object, perform various acrobatic combat moves, and balance on a precarious edge even fly a spacecraft through an asteroid belt. Agility is the trait used when attempting to dodge blows. Many areas of expertise rely on Agility, such as athletic sports, combat acrobatics or planetary travel.

Strength (Str): This is a measure of physical muscle a character posses when determining the amount of weight they can lift or throw. Strength increases the amount of damage inflicted upon a successful attack. Die rolls which utilize the Strength trait most often include action feats such as ripping open a sealed hatch on a space cruiser, smashing doors or walls down, even hurling a person across the battlefield. Characters striking with their hand, foot or other area and put their full force behind the blow, add their Strength category number to the damage roll.

Speed (Spd): This determines the rate of travel a Legionnaire or NPC may attain when running, flying, swimming or negotiating difficult terrain. Speed relates the distance one covers within a single action sequence of the game. It is used for covering great distances of planetary travel or cruising through the galaxy at super-speed. Speed can be modified by the size of the creature; for example, Shrinking Violet covers less area running when she’s in her diminutive size as a result of her tiny legs; while Validus or Colossal Boy can cover incredible distances because of their giant size strides.

Toughness (Tgh): This is the ability to handle physical damage. Toughness is paramount in determining the outcome of exposure to dangerous toxins and disease. The Toughness trait determines one’s ability to handle physical limitations of the body such as extended periods of labor, lack of sleep or holding one’s breath.

Intellect (Int): This determines the degree of intelligence one has in technology, an affinity for languages, as well as thought provoking subject matter. Intellect is the ability to discover and properly interpret intellectual clues. The Intellect trait is a measure of wisdom the character has. Die rolls relating to the Intellect trait are those most often utilized by various areas of expertise, such the academics or sciences. Intellect plays a role in various powers such as telepathy or control over substances such as rocks or plants.

Concentration (Con):This is the ability to direct attention to a difficult task and to avoid unnecessary distraction. Concentration plays a significant role when using various super powers under difficult conditions. Concentration is paramount when straining ones power to its upmost in order to achieve a very difficult power effect.

Psyche (Psy): This trait determines the mental stability of the individual and their reactions towards stress. Psyche measures the amount of willpower a being has and their ability to see through deception. The Psyche trait determines the characters ability to generate and resist mental and magical energies. The Psyche trait is often used when the character must make an opposed roll against another in a manner that affects the mind; such as during an interrogation or some sort of mind control.

Deception (Dec): The trait of Deception allows characters to mislead as a result of trickery, lying and deceit. This trait comes into play whenever a character or NPC chooses to deceive others through their choice of words.

Leadership (Ldr): This is the ability to command and persuade others effectively through the use of charisma rather than deception. Those with a high Leadership category are able to alter viewpoints of others and impress upon them their views through charm, knowledge, and experience. They are able to convince others to not only believe specific viewpoints but agree to take particular actions.
The most prominent die rolls relating to the Leadership are either a basic trait roll or areas of expertise die roll which deals with interaction with others.

Allure (All): This is the measure of a person’s physical attractiveness. Allure may be used to seduce individuals as well as influence their thoughts and reactions by projecting sensuality and creating lust within an individual.

Luck (Lck): The Luck trait represents one’s ability to achieve success or avoid negative events as a result of chance and coincidence. In key moments throughout a game, a character may choose to rely on their Luck in hopes that good fortune shines upon them. The Luck trait category may be added to any die roll such as a d20, be it an attack roll, AOE roll, basic trait or sense check, to a damage die or any other dice roll that arises throughout the game. The entire bonus may be added once or broken down into several lesser rolls. Once the entire Luck trait category number has been used within a single play session, the character may no longer apply it until the next game begins.

Fate (Fte): Fate is a measure of how a character reacts to events they are destined to encounter within the game. It is primarily used to emulate or avoid key moments in the lives of the Legionnaires based on the many stories written in which they faced grave danger or a tragic event; such as the death of Ferro Lad, Invisible Kid, Chemical King, and Karate Kid, Star Boy’s expulsion or the loss of Lightning Lad’s arm. The Fate trait is also used to determine the outcome of key events which occur in the Legion comic books. When one of these occurrences arise in the game, the Representing Player or Cosmos Master will have the opportunity to deviate from the actual story to an outcome of their own, thus creating an alternate reality between the original comic story and the campaign.

Each character will have multiple key events upon their database in which the Fate trait may affect. When the Representing Player reaches one of these moments in a game, the Cosmos Master will inform them and relay the actual comic book version of the event. With that in mind, the Representing Player must decide if they wish to follow their character’s fate or not. Those electing to do so may work in conjunction with the Cosmos Master to make certain the events in the game are similar to those portrayed in the comic books. In order to achieve such results, the Representing Player or Cosmos Master minimizes or forgoes any die rolls normally made to determine the outcome of events. In return, the storyline pursues the comic book as desired. As a reward for facing the events of the comic book and abiding by them, the Representing Player is offered a significant award in Hero Points for their other characters.

Optionally, the Representing Player may choose to bypass the results of the actual storyline within the comic and create a new reality for the campaign. In order to do this, the Representing Player must make a Fate roll and achieve a specific challenge score determined by the Cosmos Master. If the die roll equals or exceeds the result, the Representing Player may choose a destiny all their own. If the die roll fails, the Representing Player begins to act out the scenario as per the comic book for told but they must abide by any die rolls required by the Representing Master. The die rolls called upon stand alone in their results, thus offering both the possibility of the comic book ending or an alternate reality for the campaign. The Cosmos Master’s book “Encyclopedia Galactica” provides more information on how such events are dealt with.

Spirit (Spr): The Spirit trait serves as a measure of one’s soul upon becoming deceased. The Spirit trait allows a Legionnaire, villain, or other NPC to continue being played after death occurs. This trait allows spiritual based powers to come into play whether a character uses, accepts their aid; or needs to defend against them. Die rolls corresponding with the Spirit trait are primarily those relating to the Spirit based powers. Other die rolls which will arise include making a Spirit roll to determine if the character’s or NPC’s state of being once they have died. Those that succeed are able to be played even during times of death and are easier to return to the living than someone who failed their Spirit roll.


Species

Species of the 30th century are divided into several broad groupings called classifications. These classifications help define them. Each classification has a given range of traits for character generation.

A few species may qualify for more than one classification. The category ranges, species and behavioral qualities may be selected from either classification or a combination of both, giving the character the best of both.

Designing Your Own Species and Home World: When creating one’s species, the classification is determined first, followed by the traits. Players or Cosmos Masters designing their own species and home planet must use the basic traits charts below to define what their category ranges are based on their classification. Deviation from these ranges is possible but to do so requires the character or NPC to take a super power in order to increase any trait further than those listed.

Alien Classification These are beings who originate from worlds in which all citizens have a significantly different physical appearance than humanoids. For example beings from the planet Durla have a noticeable alien appearance (at least in their Durlan form). Aliens have an incredible range of trait possibilities depending upon their form. As a result, the trait ranges are provided within the planetary description of the specie.

Alien humanoids These are beings that appear similar to that of a standard humanoid but as a species they have enough unique physical features which differ, making them quite recognizable. These individuals may have an unusual skin tone; height difference; different shaped head; or they may come from a planet in which everyone has two heads or three arms.

Examples of alien humanoids include: The Khunds, Dominators, and citizens of Colu. When one sees the species they immediately recognize them for who they are provided they are familiar with the race to begin with. They are quite distinguishable from other sorts of humanoid beings.

Enhanced Humanoids An enhanced humanoid is being who has received a super power as the result of an accident, advanced training, scientific discovery, or similar bio-chemical altering event. Most enhanced humanoids originate from planets of standard humanoids but changed their classification once they were exposed to the event responsible for their super power. In most cases, an enhanced humanoid appears the same as a standard humanoid. Examples of enhanced humanoids include: Lightning Lad; Ultra Boy; Karate Kid; Superboy and Shadow Lass.

A cyborg is an individual who is a combination of natural and artificial systems. Cyborgs may have originally been any other type of classification but eventually had mechanical parts attached to their being. Most cyborgs are the result of an accident or scientific research. The most notable 30th century cyborg example is Tharok of the Fatal Five.

Cyborg When the Representing Player or Cosmos Master creates a cyborg, they must determine which traits follow their natural being and which are defined by their cyborg parts. Cyborgs are commonly gifted with one or more high traits beyond that of their previous classification. In most cases, these traits are Aim, Fighting, Strength, Toughness, Intellect, Hearing or Sight. Other traits tend to be developed by their previous classification; though there is no rule that states that cyborgs must follow this; it is merely a suggestive guideline.

Genetically Inherent Humanoid These are individuals that originate from a planet where everyone posses the same super power. The power is passed on from one generation to the next and is normal for every citizen of that world. Examples of genetically inherent worlds include citizens from Braal (Cosmic Boy); Imsk (Shrinking Violet); and Cargg (Triplicate Girl).

Mutant A mutant is a being born with a biological abnormality which differs from others of their planet. This abnormality has given the person their super power. Examples of mutants include: Ferro Lad and Validus.

Standard Humanoids Most species of the 30th century are standard humanoids; beings which appear quite similar to humans from earth and do not have any physical characteristics which differ from earthlings. These beings do not have an inborn super power of any kind. Examples of planets featuring standard humanoids include: Earth; Winath; and Rimbor. The majority of persons encountered throughout the galaxy are standard human; with each essentially having similar appearances.

Please contact me for specific category ranges available for the various species. MyLegionofSuperHeroes@gmail.com


Areas of Expertise(AOE) or Skills

The following rules are for Areas of Expertise, or otherwise known as skills. There are many AOE within the game and a complete list is available by contacting me and receiving a character sheeet. You may contact me at:

MyLegionofSuperHeroes@gmail.com

Legionnaires possess remarkable abilities, many of which are acquired through education, training, and experience. These abilities are aptly named areas of expertise or AOE. Numerous areas of expertise are available for characters within the Legion of Super-Heroes roleplaying game; such abilities include Planetary Science, Diplomatic Relations, Astronomy, Hyper-Space Travel to Martial Arts and Planetary Law.

A character may use their Intellect to understand certain concepts; they may use their Deception to willingly mislead others into believing disinformation; or they may call upon Leadership to persuade others to join their political side.

All AOE have a trait and category tied to them. The higher the category the greater chance of success they have in achieving tasks. Areas of Expertise range from Sub-feeble/0 to Infinite/19, with most individuals having a category of Typical/4 or Average/5 for abilities they are competent in but not experts by any means. A highly skilled individual could easily have a category ranging from Remarkable/8 to perhaps Epic/12; only a few beings would be so talented in an area of expertise that they would exceed such categories.

Areas of expertise are grouped together with others that are related to one another. For example, all of the sciences are in one group while academics are in another. Areas of expertise involving social interaction are found together just as all the different AOE for Brawling are as well. Each academic, science, brawling or martial art move, is its own AOE and acquired separately within the game.

The descriptions of each AOE cover many of the common uses of the game and list which traits best apply to towards the majority of issues that may arise within the game. Once in a while it’s possible that the listed traits do not fit as well as another which is not shown. In situations such as these the Cosmos Master determines which traits apply to the specific situation within the game.

Primary Traits: Each AOE has one trait which handles most die rolls relating to it; this is called the primary trait. Anytime the character must an AOE roll they add the category number of the primary trait to their d20 roll. When more than one primary trait is available the entry includes the word “or” such as Leadership or Deception. In such cases the Representing Player or Cosmos Master selects the applicable trait and ignores the other. This situation occurs when the AOE may be used in different ways. The primary trait listed is the most likely ability which revolves around the types of action the character would

Secondary Traits: Most AOE have a lesser but yet useful trait which assists in resolving actions; these are called secondary traits. Depending upon how the AOE is used, more than one secondary trait may be listed in order to choose from. Just as with primary traits, the word “or” shall appear. The Representing Player applies the most likely trait available and if in doubt refers to the Cosmos Masters expertise within the rules for a suitable selection. The secondary traits listed for each AOE is not an all-exclusive list. Events will arise when the Cosmos Master feels that a different trait is more applicable to the situation. In such cases, a different secondary trait may be selected in replace of the standard one.

When a character uses an AOE they normally apply ½ of the secondary trait to their d20 die roll total. This is the standard die roll bonus awarded from a secondary trait and will serve for most situations within the game. If the character utilizes their secondary trait in a particularly impressive fashion (such as excellent roleplaying or unique thinking on the part of the Representing Player) they receive the entire bonus, rather than halving it. The Cosmos Master will determine when the entire secondary trait category modifier is applied.

Prerequisites: Many areas of expertise rely on the knowledge or skill of another AOE. Without having first learned the simpler area of expertise, the character could not have gone on to learn the more difficult one. These less advanced AOE are referred to as prerequisites and are almost always found in the same grouping.

When a character utilizes an area of expertise, they make a d20 roll to determine a number of things, such as: how well they succeed at a given action; how much they know about a particular topic; how well they influence another being; how fast they move; as well as a host of other potential questions that may arise within the game. The Representing Player or Cosmos Master applies the primary trait category number to the d20 roll as well as ½ the secondary trait.

Opposed Rolls: Throughout the game, characters will use their areas of expertise to attempt to “beat” an opponent; this may be done in combat when one individual makes an attack and the target attempts a defense; it could be one person attempting to hide from another; or perhaps two diplomats attempting to influence a council to their point of view. In such cases, the AOE rolls made by each oppose one another.

Challenge Scores: Characters will often find themselves in situations where the determination of success or failure is very important but they are not being opposed by another being. For example, a character might have to have to stop a spaceship which is dangerously flying out of control; or perhaps a disable a security system or properly maneuver their way through a wormhole. Events like these arise all the time within the game and thus resolution must be immediate. When faced with situations like these, the Legionnaire, villain, henchman or other NPC must make defeat a challenge score.

A challenge score is a specific number in which the AOE die roll must equal or exceed in order for success to occur. A die roll resulting in less than the challenge score indicates failure. Most often the challenge score is listed for the task within the AOE description. For less common tasks, the Cosmos Master may decide what an appropriate challenge score will be based on the events and characters involved.

Categories: At character creation, the Representing Players determine which category their Legionnaire will have in a given area of expertise. If they want their hero to be extremely skilled in piloting a military spacecraft or within a martial art move, the higher a category they should select. At character creation, a Representing Player may select a category ranging from Feeble/1 to Epic/12, depending upon their needs. A character that is less skilled will certainly have lower categories in those abilities they are less familiar with.

Each of the recommended areas of expertise should be at least equal to the character’s basic trait category, though they can be higher or lower if desired. At character creation the Legionnaire is limited to a category of Epic/12 unless prior arrangements are made with the Cosmos Master. When the Cosmos Master creates villain, henchman or other NPC of importance, they select the category which properly suits that individuals needs; thus they are allowed to grant a category range beginning at Sub-Feeble/1 all the way to Infinite/19.

When a Representing Player creates a Legionnaire of their own, they are allowed to select which areas of expertise their character will have. The Cosmos Master makes the same determinations when developing villains, henchmen, and other NPCs within the game. The greater number of AOE selected, the more powerful the character will become at the beginning of the game.

Specialization Even within a given AOE, there are specialists; individuals who are not only very capable in their general field but have taken that knowledge and further defined it; this is called Specialization. The Representing Player or Cosmos Master must determine how the Legionnaire or NPC specialized. They may be familiar with a specific section of space; know how to navigate a particular wormhole; be specialized in a particular kind of surgery; or even have studied a particular species.

Acquiring specialization requires the Representing Player or Cosmos Master to define the AOE. A character may specialize once they reach the category of Remarkable/8 or greater in a given area of expertise. The AOE specialized in must be 1 or more categories higher than its prerequisite and remain so. A character is limited to being specialized in one aspect of an AOE. Determination of the SSM for the AOE of specialization is determined normally.

A character that chooses to specialize in a weapon normally does so by becoming intimately familiar with a particular model type. Attempting to specialize in hand-to-hand combat moves is conducted differently. A character may specialize in only 1 move per grouping.

Even within a given AOE, there are specialists; individuals who are not only very capable in their general field but have taken that knowledge and further defined it; this is called Specialization. The Representing Player or Cosmos Master must determine how the Legionnaire or NPC specialized. They may be familiar with a specific section of space; know how to navigate a particular wormhole; be specialized in a particular kind of surgery; or even have studied a particular species.

Acquiring specialization requires the Representing Player or Cosmos Master to define the AOE. A character may specialize once they reach the category of Remarkable/8 or greater in a given area of expertise. The AOE specialized in must be 1 or more categories higher than its prerequisite and remain so. A character is limited to being specialized in one aspect of an AOE. Determination of the SSM for the AOE of specialization is determined normally.

A character that chooses to specialize in a weapon normally does so by becoming intimately familiar with a particular model type. Attempting to specialize in hand-to-hand combat moves is conducted differently. A character may specialize in only 1 move per grouping.

Benefits of Specialization: The benefits derived from specialization only apply when the character utilizes the AOE in the manner defined. The benefits of specialization are as follows:

The character receives 1½ times their category number (round up) when making an AOE d20 roll in the manner applied to their specialization.

A critical success occurs on a natural roll of 19 or 20 upon the d20 die.

Any character utilizing Hero or Vile Points for a specialization applies a free +5 modifier to the die roll when spending hero or vile points to improve a die roll.

A blunder of a natural 1 is normally treated as a non-critical blunder. The Representing Player or Cosmos Master must re-roll the die and if the result is a second natural 1, it is treated as a critical blunder.


Powers
According to the Legion Constitution and the bylaws therein, acceptance to the Legion of Super-Heroes requires each candidate to possess a genuine, unique super power which is not activated, assisted, controlled, or otherwise reliant upon a source other than the individual’s natural ability. The super power must be distinct from all others possessed by active Legionnaires, with exceptions being granted towards Superboy and those with similar powers such as Supergirl, Mon-el and Ultra Boy.

Powers have several characteristics which define how they work in the game. These stats are described below and collectively they are: Status Score Modifier (SSM): Source; Emanation Point; Appearance; Activation Time; Duration; Deactivation Time; Target; and Power Unfamiliarity. Each power effect revolves around one or more traits and these traits help define power characteristics and what they may do.

Characteristics reveal how the power works and comes to life from the Legion comics into a game. Characteristics determine whom the power affects the physical or mental strain it places upon the character; the maximum distance the power may attain (such as Shadow Lass’ fields of darkness or Lightning Lad’s electrical bolts); how long the effect lasts, the damage it inflicts upon opponents; and other relevant game information.

If you are interested in a particular Legionnaire and would like to see the power or if you have a specific power in mind for a character of your own, please contact me at:

MyLegionofSuperHeroes@gmail.com


Action Sequences and Action Scenes

An action sequence is the time frame it takes to conduct a conversation, battle or other overall score of events to be completed.

When Legionnaires become involved in a battle, the action scene is broken down into smaller segments called action sequences. Within each action sequence Representing Player and the Cosmos Master get the opportunity to act for their Legionnaire or NPCs.

A single action sequence may take several minutes of real time to play out, but for the characters involved, the time that elapsed was about 5 seconds. Thus, an action scene that takes 6 action sequences to resolve would be about 30 seconds for the characters.

ActionsIn the game, a character may perform a number of actions equal to their Speed trait. For example, a character with a Speed of Typical/4 would be able to perform 4 actions while a character with a Speed of Super/15 would be able to take 15 actions within a sequence.

Characters are allowed several opportunities throughout the action sequence in order to encourage amazing feats and displays of heroism, and above all, to make things action packed much like a Legion of Super-Heroes comic book.

For example, in Superboy starring the Legion of Super-Heroes issue 212; “A Death Stroke At Dawn” Shadow Lass is returning to Legion headquarters late at night. The Mistress of Shadows notices a light on in an abandoned monorail terminal so she takes a look.

Lying on the floor is Night Girl, a member of the Legion of Substitute Heroes. With Crafty Colson and his gang standing over Night Girl, they are about to kill her. Shadow Lass immediately flies down to save her and turns the room completely black, allowing Night Girls Super Strength and Invulnerability to return. In one single moment, Night Girl grabs Hunk’s wrist as he’s about to smash a metal club over her head, throwing him into both Colson and Gunner, knocking all three down at once.

The player determines exactly what they want their character to do and these events are subtracted from their actions available based on their speed. In the example above, Nightgirl is able to accomplish all of this when it is her time to act, each individual action is merely subtracted from her Speed score. Thus the player is able to make their character do multiple actions at once, such as run, leap, flip 3 times and kick their opponent in the head, an event that would use up about 4 actions is performed when it is that character's time to go during the round.


Basic Combat

The Attack Roll: Combat within the Legion of Super-Heroes roleplaying game is handled by a series of d20 rolls by the attacker and defender. The aggressor selects the combat tactics, power effect, or AOE they wish to use and rolls their d20 die; this is called the attack roll. To the result are modifiers applied for the individual’s category number, combat tactics, injuries, and other applying circumstances. The total is then announced to the Cosmos Master and Representing Players.

The Defy Blow Roll: There are several ways a character can defend oneself from an attack. The individual may block it with the attack, dodge it, withstand the damage, even use a super power to protect oneself.

Each attack made against a character requires the Cosmos Master or Representing Player to make a defy blow roll in order to see if damage is avoided. Making the defense requires a d20 die roll for the defender; this is called a defy blow roll or defense roll (these terms are used interchangeably throughout the game). Modifiers are applied to the defy blow roll in order to determine success or failure. When the die roll total is received, the defender announces it to the other participants of the game. The attack roll is then compared to the defy blow roll on the combat chart shown on page xxx, with success being awarded to whomever had the greater result. In the event of a tie, the success is always awarded to the defender.

Making a defense roll utilizes some of the characters actions. The defense roll is made at the same point in time the attack is; the amount of actions it takes to complete the defense is subtracted from those the character has remaining throughout the action sequence.

Damage There are three types of damage which may be inflicted in battle; physical, mental and spiritual. The defender’s ability to resist the attack comes from their trait associated with the type of damage. The Toughness trait counters physical damage; the Psyche trait helps avoid mental damage; the Spirit trait reduces spiritual damage. In each case, when damage is scored against the defender, the Representing Player or Cosmos Master must subtract their applicable trait category number from the overall damage scored.

Attacks of all damage types (physical, mental or spiritual) inflict lethal or non-lethal injuries. Lethal wounds result from many attack forms, including, hand-to-hand combat, various weapons, explosives, falls, vehicle crashes, mental attacks and those affecting the target’s spirit. Non-lethal attacks occur from weapons specifically designed to subdue an opponent as well as hand-to-hand combat, weapons, and super powers in which the aggressor does not wish to kill their target.

Once an attacker reduces their opponent to the defeated damage condition they decide if the final blow was a lethal or non-lethal wound. The weapons entries found in Chapter 10: Technology of the Future indicates if lethal or non-lethal wounds are inflicted. An entry of “L” indicates the weapon inflicts lethal damage; an entry of “NL” means it scores non-lethal damage, and an entry of “B” indicates either type of wound may be inflicted with the choice belonging to the attacker.

Damage Conditions There are nine damage conditions and each serves as an indication of the individual’s current state of injury, be it physical, mental or spiritual damage. These conditions are as follows: Healthy, Scratched, Injured, Hurt, Wounded, Critical, Defeated, Dying, and Dead.

The healthy, scratched, injured, hurt, wounded and critical damage conditions are each capable of withstanding an physical damage equal to twice the character’s Toughness category number for physical damage; twice their Psyche trait category number for mental damage and twice their Spirit category number when suffering spiritual damage.

Most damage conditions impose reductions to the characters d20 rolls. Every attack, defy blow roll, movement, AOE rolls, trait; power effects and so on; essentially, all d20 rolls are modified by damage conditions. The effects of damage condition remain with an individual until they enter a different damage condition. The following chart indicates the penalties applied to d20 rolls as a result of damage condition. The damage conditions of defeated, dying, and dead do not apply further d20 modifiers for the character but rather dictate their chances of surviving once very severe injuries have occurred.

As previously explained, in order for an attack to succeed, the die roll must exceed the defense roll. These charts indicate the attackers roll and are cross referenced by the defenders result to determine the success of the blow.

The charts are color coded in order to assist the Cosmos Master and Representing Players with quick referencing. Glancing blows appear in yellow; solid blows are green; stunning blows are blue; reeling blows are pink and critical blows are shaded in grey.

The charts will be provided for the players to assist in determining how awesome of a blow they scored and if it has any special effect in the game, such as knockback.

Blow Tytpes There are five types of blows which may occur throughout the game, be it from brawling, martial arts, weapons, or through the use of powers. Attacks are divided into five degrees of severity; beginning with glancing blows, followed by solid blows, stunning blows, reeling blows and critical blows. Each type of blow is more severe than the previous one and as a result inflicts more damage; some blows even have a special effect that is applied to the recipient of the attack. Each type of blow inflicts a specific damage die size, such as a d4, d6, d8, d10, or d12.

If the attacker wins the opposed roll (the attack roll versus defy blow roll) they land a successful blow ranging anywhere from a glancing to a critical (see pages xxx). If the defender equals or beats the attack roll, they are missed.

Glancing Blows: A glancing blow is inflicted when the attack roll exceeds the defy blow roll by 1-3 points. The damage die size for a glancing blow is a d4. Glancing blows do not provide any additional factors other than damage.

Solid Blow: Characters inflict a solid blow when the attack roll exceeds the defense roll by 4-6 points. The damage die size for a solid blow is a d6. Solid blows do not provide any additional factors other than damage.

Stunning Blow: A stunning blow is inflicted when the attack roll exceeds the defy blow roll by 7-9 points. The damage die size for a stunning blow is a d8. Finally, a stunning blow results in the defender losing their next 2 actions.

Reeling Blow: When characters score a reeling blow their attack exceeds the defy blow by 10-12 points. The damage die size for reeling blows is d10. When a reeling blow is inflicted, the recipient of the attack automatically loses their next 4 actions. If the attacker chooses, the target may be affected by knockback (see pages xxx-xxx).

Critical Blow: A critical blow is scored when the attacker’s die roll exceeds the defy blow roll by 13 points or greater. The damage die size for a critical blow is d12. Critical blows may result in unconsciousness for the recipient (see page xxx). If the character does not fall unconscious they lose their next 6 actions. In addition to the damage, the character is subject to knockback if the attacker desires.


Hopefully this glimpse of the rules will give the reader a basic understanding of the game and how the most important game rules work. The opposed rolls are really no different than in most other games these days. The combat system is more complex however I created it with the intention of giving it flexibility as well as helping the players and Cosmos Master visualize the action, panel by panel just as in the comic books. This was a major goal of mine, which I believe I achieved. Hope you think so as well.

For those of you interested in contacting me about character creation, the rules herein, other rules that are not provided, or anything else Legion related please leave a post or contact me at:

MyLegionofSuperHeroes@gmail.com

Thanks Much! Hope to hear from many.

Eileen


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Dark Archive

One question.

Does the power have to be a "shooter" type (like lasers out of hands) or can it be an internal?

Plus, are you using the re-boot "Legionnaires" timeline, the L.E.G.I.O.N. timeline, the new one or your own. (Just curious).

I might be interested. Lemme know.


Mac Boyce wrote:

One question.

Does the power have to be a "shooter" type (like lasers out of hands) or can it be an internal?

Plus, are you using the re-boot "Legionnaires" timeline, the L.E.G.I.O.N. timeline, the new one or your own. (Just curious).

I might be interested. Lemme know.

I'm using the timeline of the original Legion Pre-boot, though I am willing to alter certain events to provide players with more options, such as playing a character that would have already died. I'm invisioning the mid 1970's comic run.

You can pick internal powers as well, just give me an example of what your thinking, I'm being pretty flexible with things since this game is a playtest of the rules thus far.


Interested but I know very little about the Legion, I'm a Marvel man.

I only remember a few of the Legionares;
a superman type but is alergic to lead.
Saturn girl, not sure what her powers are.
Bouncing boy, turns into a big bouncing ball.
Lightning Lad, lightning powers.

That's about all.


Xabulba wrote:

Interested but I know very little about the Legion, I'm a Marvel man.

I only remember a few of the Legionares;
a superman type but is alergic to lead.
Saturn girl, not sure what her powers are.
Bouncing boy, turns into a big bouncing ball.
Lightning Lad, lightning powers.

That's about all.

It's ok if your Legion knowledge isn't real vast; I can catch you up to speed with everything you need to know to play. I'm guessing you read or breezed through the above posts which give an idea of the game mechanics. I'm being pretty flexible with players (as much as I can) since the goal is to play test what I've put together so far, as well as motivating me to continue my efforts.

Each player is asked to have 2 characters, one must be a Legionnaire from the comics (I'm looking at the Adventure Comics through the early 80's for character consideration.) The second character can be another Legionnaire or a character of your creation. If you make one of your own wer'e looking at a character that has a different power than the rest of the Legionnaires. The choice is up to you. I can pass along information about the Legionnaires in order to help you make some decisions.

The Superman like guy your thinking of is Mone'l; Saturn Girl has the power of Telepathy.

The three founders were Cosmic Boy (magnetic powers), Saturn Girl and Lightning Lad. Shortly after that Triplicate Girl, Phantom Girl, Colossal Boy, Superboy, Super Girl, Brainiac 5, Invisible Kid, Chameleon Boy, Sun Boy, Element Lad, Lightning Lass (who eventually changed into Light Lass), Bouncing Boy, Star Boy, Ultra Boy, Shadow Lass, Princess Projectra; Ferro Lad, Matter-Eater Lad, Timber Wolf, Karate Kid, Dream Girl, joined as well.

So far Lightning Lad is taken as well as Timber Wolf. The other Legionnaires that have been spoken for are now available as a result
of a couple of players unable to continue the PBP.

There's a decent amount of role playing in the game (in the thread) which eventually builds up into some action.

Let me know what your considering and thanks for showing an interest.


Here is an idea for one of my own, Amoeba boy. He is a human sized Amoeba. His powers would be shape-changing and an acid attack. The shape changing would only be in shape only, not exact enough for mimicry. The acid attack is actually the way he eats but he can spit.

If that dosn't work out I'll take Mon-el and Bouncing Boy.


Xabulba wrote:

Here is an idea for one of my own, Amoeba boy. He is a human sized Amoeba. His powers would be shape-changing and an acid attack. The shape changing would only be in shape only, not exact enough for mimicry. The acid attack is actually the way he eats but he can spit.

If that dosn't work out I'll take Mon-el and Bouncing Boy.

A very different idea but I see no reason why it can't be used. The acid attack would be a unique power. I think we should explore these powers and see how effective they could become.

Can you think of variations of your acid attack - essentialy tricks or stunts your character could do?

-Obviously there is the physical damage he could cause by spitting.

-He might be able to consume physical matter by enveloping his body around inanimate objects; one could do it to opponents but that would violate the non-killing code, so perhaps it could be used to bring them to a point of defeat rather death.

-In cases where the amoeba are forcibly divided, the portion that retains the nucleus will survive and form a new cell and cytoplasm, while the other portion dies. Amoebae also have no definite shape. This I got from Wiki. So maybe if he dies, the part which retains the nucleas would continue to live.

-Like most cells, amoebae are adversely affected by excessive osmotic pressure caused by extremely saline or dilute water. Amoebae will prevent the influx of salt in saline water, resulting in a net loss of water as the cell becomes isotonic with the environment, causing the cell to shrink. Placed into fresh water, amoebae will also attempt to match the concentration of the surrounding water, causing the cell to swell and sometimes burst. Also from Wiki, this might enable him to burst into smaller amoebas all of which could be used separatly.

-In environments which are potentially lethal to the cell, an amoeba may become dormant by forming itself into a ball and secreting a protective membrane to become a microbial cyst. The cell remains in this state until it encounters more favourable conditions.[8] While in cyst form the amoeba will not replicate and may die if unable to emerge for a lengthy period of time. More Wiki, a type of invulnerability or resistance perhaps.

Maybe consider making up new ideas that he could do as an amoeba from another world, this could make him more versatile than those commonly found on earth.

If we go with this, which Legionnaire would you want? Sounds like Mon-el or Bouncing Boy are being considered, any preferences?


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Sorry about not posting sooner but I mostly post a night (US).

Bouncing Boy is too ridiculous a character to pass up playing.

Most of the stuff you posted is what I envisioned Amoeba boy of doing.

During fights he can either wrestle with his opponents by extruding pseudo-pod, also useful for operating tools and equipment, or try to engulf them. If he absorbs his enemies he would only eat their weapons and armor but the lack of air would knock out average opponents.

I would like to be able to control the strength of the acid that way he can use it to blind people and cause major irritation like pepper spray but not cause permanent damage.

The being cut in half would reflect his high resistance to damage as bullets and lasers would just blow through him. Bludgeoning damage wouldn’t hurt him very much either. The way I envision it is every time he does take damage he loses part of himself becoming smaller and smaller until he is forced to become a cyst. He would have to eat to regain his mass.

I don't want to give him the ability to split into multiples of himself because each time he splits he reduces his size by half and the new amoeba would be an individual.

I would make fire, salt and excessive water weaknesses.

There is/was an amoeba like Green lantern so he would most likely be of that race.


Xabulba wrote:

Sorry about not posting sooner but I mostly post a night (US).

Bouncing Boy is too ridiculous a character to pass up playing.

Most of the stuff you posted is what I envisioned Amoeba boy of doing.

During fights he can either wrestle with his opponents by extruding pseudo-pod, also useful for operating tools and equipment, or try to engulf them. If he absorbs his enemies he would only eat their weapons and armor but the lack of air would knock out average opponents.

I would like to be able to control the strength of the acid that way he can use it to blind people and cause major irritation like pepper spray but not cause permanent damage.

The being cut in half would reflect his high resistance to damage as bullets and lasers would just blow through him. Bludgeoning damage wouldn’t hurt him very much either. The way I envision it is every time he does take damage he loses part of himself becoming smaller and smaller until he is forced to become a cyst. He would have to eat to regain his mass.

I don't want to give him the ability to split into multiples of himself because each time he splits he reduces his size by half and the new amoeba would be an individual.

I would make fire, salt and excessive water weaknesses.

There is/was an amoeba like Green lantern so he would most likely be of that race.

Ok, this all sounds good to me, shouldn't be to hard to work with. Do you want me to send you some information for creating the character? I did that with the other players and they seemed to stuggle with some of it. With the last player we went on chat line and character creation went much better.

I have been sending most of the chapters I've completed or have worked on to give the players an opportunity to look them over and familarize themselves with them. Truth of the matter is, they seem to struggle with the combat system. I think this was because of two reasons.

1. We weren't sitting at a gaming table where I could easily answer questions, roll some dice and get people familiar with it.

2. I'm not so sure that everyone took the time to read the rules, which I think was a significant issue.

If you decide you want to go ahead and create Amobea Boy we can start, just let me know if you want me to email things to you or do it through a chatline, or a combination of both. Whatever works best for you. If you can, try and write down every possible way you think his power or powers would work, then I'll translate it into game terms so that it fits the mechanics of the system.

I will be home Fri-Sun. as I am off work this upcoming weekend. Next week I go on vacation so I'll be home even more. The most I've got planned is going to a comic convention.

I can create Bouncing Boy for you and send him out.

Hope to hear from you soon.


You can e-mail me the stuff to

Spoiler:
xabulba@gmail.com
.


I'll email it out tommorow. I'll be off that day and available to answer questions that come up. Regretully, I work today.


bump


Yep, still looking for confident Super-Heroes who think they are worthy of joining the Legion of Super-Heroes as well as those who want to portay specific Legionnaires.


I am trully sorry but I'm swamped with RL stuff and other gaming comitments and won't be able to play in your test game.


That's ok, I understand, appreciate the thought.


Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

Applicants Must:

* Have at least one unique super power unlike the rest of the Legionnaires.

* Create your own Legionnaire and play one off of the Legion roster or play two Legionnaires from the Legion roster.

* Be interested in play testing a game system designed solely for the Legion of Super-Heroes.

* Be interested in roleplaying as well as roll playing.

* Not get Space sick.

* Not get Time Travelling sick.

* Be able to understand the high tech level of the 30th century

* Uphold the Legion Constitution

* Not already be a super villain, Henchmen, lackey or minion of said super villains.

* Like to have fun.

For an appointment please post here or contact me at:

MyLegionofSuperHeroes@gmail.com


Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

Applicants Must:

* Have at least one unique super power unlike the rest of the Legionnaires.

* Create your own Legionnaire and play one off of the Legion roster or play two Legionnaires from the Legion roster.

* Be interested in play testing a game system designed solely for the Legion of Super-Heroes.

* Be interested in roleplaying as well as roll playing.

* Not get Space sick.

* Not get Time Travelling sick.

* Be able to understand the high tech level of the 30th century

* Uphold the Legion Constitution

* Not already be a super villain, Henchmen, lackey or minion of said super villains.

* Like to have fun.

For an appointment please post here or contact me at:

MyLegionofSuperHeroes@gmail.com


Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

Applicants Must:

* Have at least one unique super power unlike the rest of the Legionnaires.

* Create your own Legionnaire and play one off of the Legion roster or play two Legionnaires from the Legion roster.

* Be interested in play testing a game system designed solely for the Legion of Super-Heroes.

* Be interested in roleplaying as well as roll playing.

* Not get Space sick.

* Not get Time Travelling sick.

* Be able to understand the high tech level of the 30th century

* Uphold the Legion Constitution

* Not already be a super villain, Henchmen, lackey or minion of said super villains.

* Like to have fun.

For an appointment please post here or contact me at:

MyLegionofSuperHeroes@gmail.com


Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

Applicants Must:

* Have at least one unique super power unlike the rest of the Legionnaires.

* Create your own Legionnaire and play one off of the Legion roster or play two Legionnaires from the Legion roster.

* Be interested in play testing a game system designed solely for the Legion of Super-Heroes.

* Be interested in roleplaying as well as roll playing.

* Not get Space sick.

* Not get Time Travelling sick.

* Be able to understand the high tech level of the 30th century

* Uphold the Legion Constitution

* Not already be a super villain, Henchmen, lackey or minion of said super villains.

* Like to have fun.

For an appointment please post here or contact me at:

MyLegionofSuperHeroes@gmail.com


Still looking for interested players.


Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

Applicants Must:

* Have at least one unique super power unlike the rest of the Legionnaires.

* Create your own Legionnaire and play one off of the Legion roster or play two Legionnaires from the Legion roster.

* Be interested in play testing a game system designed solely for the Legion of Super-Heroes.

* Be interested in roleplaying as well as roll playing.

* Not get Space sick.

* Not get Time Travelling sick.

* Be able to understand the high tech level of the 30th century

* Uphold the Legion Constitution

* Not already be a super villain, Henchmen, lackey or minion of said super villains.

* Like to have fun.

For an appointment please post here or contact me at:

MyLegionofSuperHeroes@gmail.com


EileenProphetofIstus wrote:

Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

Applicants Must:

* Have at least one unique super power unlike the rest of the Legionnaires.

* Create your own Legionnaire and play one off of the Legion roster or play two Legionnaires from the Legion roster.

* Be interested in play testing a game system designed solely for the Legion of Super-Heroes.

* Be interested in roleplaying as well as roll playing.

* Not get Space sick.

* Not get Time Travelling sick.

* Be able to understand the high tech level of the 30th century

* Uphold the Legion Constitution

* Not already be a super villain, Henchmen, lackey or minion of said super villains.

* Like to have fun.

For an appointment please post here or contact me at:

MyLegionofSuperHeroes@gmail.com

I love the Legion...even some of the really goofy ones...Matter-Eater Lad I mean you! I'm game.


Jesse Denos wrote:
EileenProphetofIstus wrote:

Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

I love the Legion...even some of the really goofy ones...Matter-Eater Lad I mean you! I'm game.

Sounds good Jesse. Right now the only Legionnaire spoken for is Lightning Lad. Whom in the Legion roster would you be interested in playing?


Are there other places you are writting up your info? I am curious to see how this goes. I have always been a fan of the Legion ( and L.E.G.I.O.N., at least the first 12 issues ) I would love to see samples of how you would write up different members using your format. Wildfire, ChemicalKing, KarateKid, or even just a regular Science Police officer. I am on the cusp of asking to join in, but not sure about my time availability. Nor have I ever done any PbP. But I will keep following this thread :)


Greg Wasson wrote:
Are there other places you are writting up your info? I am curious to see how this goes. I have always been a fan of the Legion ( and L.E.G.I.O.N., at least the first 12 issues ) I would love to see samples of how you would write up different members using your format. Wildfire, ChemicalKing, KarateKid, or even just a regular Science Police officer. I am on the cusp of asking to join in, but not sure about my time availability. Nor have I ever done any PbP. But I will keep following this thread :)

Hi Greg, the only other website I visit is Legion World. I don 't have any information posted there but often times go there to get answers and opinions of the Legion fans.

For the people that have either partipcated or asked, I have sent out a couple of documents of some of my rules. I could send you a copy of Saturn Girl if you like. Though nothing is 100% done, I do think it would give you a good feel for the basic rules. I think the biggest concern or struggle for players is trying to learn a new game. It's harder on PBP so to help out I'll post the rule right on the site so people don't have to fish through the rules as much, and I try to answer all the questions or break things down to make them easy to understand via PBP.

I'd say there are six things that are unique (at least to me) about the game thus far.

1. I'm attempting to write the books in a manner that screams Legion in order to avoid generic looking rules.

2. I'm going for a very strong comic book simulation and take a look at how something is portrayed in storylines and panels and keep that comic feel in the forefront at all times. I want the players to really feel like they jumped into the pages of a Legion comic.

3. The combat system was designed with #2 above. It's a blow by blow process with blocking and dodging, all of which is intergrated into the rules so that it is not generic like fighting. The goal was to make the game appear in the same way that panel to panel fighting is in the comics.

4. The damage system is different than other games I've seen. I use comic book terminology as often as possible in the game, so here we don't just have successful attacks, we have Glancing Blows, Solid Blows, Stunning Blows, Reeling Blows and Critical Blows. The later couple introduce special rules to simulate their severity.

5. Finally, hand-to-hand (regular), score low to medium damage intensity, standard and light energy weapons inflict medium to high damage intensity and powers along with artillery weapons range all the way up to severe and extreme. The damage rules mixed with the different types of blows provides more flexibility in the game and makes things far less rigid or monotonous.

6. When a home campaign is in full swing I want other Legionnaires involved, not just a couple the players have. My solution was to break things down into small groups like the comics do. The have one group off doing..... and another group is far off on planet...doing more...., then they show Legionnaires at the headquarters and there is some disscussion there, then the comicswitches back to the first group, a little later the second group, etc.

What I chose to do is let players create one character of their own (if they want) or they could select a Legionnaire to play; this is group #1. For group #2 they would select another Legionnaire, and again in a home campaign a group #3. This gives the player a character of their own and keeps more Legionnaires as active characters giving things more of a feel that the entire Legion is part of the game rather than just a couple. If I had a campaign with three players that would mean 6-9 Legionnaires in use. I really wanted to avoid the idea that it's a large group but they are all NPCs and the only few that matter are a few homemade characters. Hopefully this gives the player the best of both (using Legionnaires and having a homemade character) and simulates the large group as well.

For a PBP though I'd recommend only 2 characters, just because the pacing is so different than if your in your playing at home.

As for the game, your always welcome to play. I understand the time concern though. I've done very little PBP and this is my first game of running one as well, so you wouldn't be the only "new" person.

I also have an old Legion thread I started under comics which I would love to see people revisiting. Feel free to stop there as well.

Legion of Super-Heroes .

Hope to hear from you!


Jesse Denos wrote:


MyLegionofSuperHeroes@gmail.com

I love the Legion...even some of the really goofy ones...Matter-Eater Lad I mean you! I'm game.

Hi Jesse, got time for a longer post now. In the above post to Greg, I kinda talk about different groups of characters. For the PBP I've asked folks to either create a character or select a Legionnaire and for a 2nd group that also participates, I ask them to select a Legionnaire. Essentialy, the two groups get played in the same thread, side by side and the action switches from one group to the other. A lot of times when you post, you'll be able to post for both characters.

Each group is off doing its own thing and in the goal was to eventually intertwine the two plots as they progress towards a climax.

I felt like things were pretty easy to keep track of with 2 groups just by properly heading each of my posts.

If a homemade character is of interest, you'll want to come up with a power that no other Legionnaire has. That can be tricky. I think the best luck I had with character creation for players was to just go on a chat line and walk them through it. It was quicker and less confusing than just handing them the rules and say "let me know when your ready".

As for the Legionnaires themselves, I like to create them and ship them out to the player. If they want to create one of the Legionnaires for themselves (like Wildfire for example), then I let them and just try to be as helpful as I can. If I think something is out of whack I'll suggest or ask for a change, but it hasn't been a big deal for anyone yet.

I'm off today and tomorrow so feel free to post or send me an email if you'd like.

MyLegionofSuperHeroes@gmail.com

Thanks Much!


EileenProphetofIstus wrote:
Jesse Denos wrote:
EileenProphetofIstus wrote:

Legion tryouts scheduled....if you think you have the stuff it takes to join the Legion of Super-Heroes, assist in play testing a game system specifically designed for the Legion of Super-Heroes (no generic stuff here), just real, solid, pre-boot Legion goodness.

I love the Legion...even some of the really goofy ones...Matter-Eater Lad I mean you! I'm game.

Sounds good Jesse. Right now the only Legionnaire spoken for is Lightning Lad. Whom in the Legion roster would you be interested in playing?

Well it's either Wildfire or Timber Wolf...hmmmmm (ponders) I'll take Wildfire then.


Jesse Denos wrote:


Well it's either Wildfire or Timber Wolf...hmmmmm (ponders) I'll take Wildfire then.

Sounds good Jesse. I got his character sheet pretty much done already. I'll will review it and send it out to you along with quite a few rules.

- You will get the rules for the Basic Traits (Ability Scores)

- Information on Areas of Expertise (skills)

- How Super Powers are put together and work along with a small sample of those I've finished creating. I'll include information about your power as well.

- The Combat chapter

- The Advancement/Rewards chapter

Each one will be a separate document using Microsoft Word. My email address is: MyLegionofSuperHeroes@gmail.com

You can send me your address through it in case you don't want to post yours here.


EileenProphetofIstus wrote:
Jesse Denos wrote:


Well it's either Wildfire or Timber Wolf...hmmmmm (ponders) I'll take Wildfire then.

Sounds good Jesse. I got his character sheet pretty much done already. I'll will review it and send it out to you along with quite a few rules.

- You will get the rules for the Basic Traits (Ability Scores)

- Information on Areas of Expertise (skills)

- How Super Powers are put together and work along with a small sample of those I've finished creating. I'll include information about your power as well.

- The Combat chapter

- The Advancement/Rewards chapter

Each one will be a separate document using Microsoft Word. My email address is: MyLegionofSuperHeroes@gmail.com

You can send me your address through it in case you don't want to post yours here.

jessedenos@hotmail.com and I'll try to be the best plasma contained in suit guy I can.


Jesse Denos wrote:
EileenProphetofIstus wrote:
Jesse Denos wrote:


Well it's either Wildfire or Timber Wolf...hmmmmm (ponders) I'll take Wildfire then.

Sounds good Jesse. I got his character sheet pretty much done already. I'll will review it and send it out to you along with quite a few rules.

- You will get the rules for the Basic Traits (Ability Scores)

- Information on Areas of Expertise (skills)

- How Super Powers are put together and work along with a small sample of those I've finished creating. I'll include information about your power as well.

- The Combat chapter

- The Advancement/Rewards chapter

Each one will be a separate document using Microsoft Word. My email address is: MyLegionofSuperHeroes@gmail.com

You can send me your address through it in case you don't want to post yours here.

jessedenos@hotmail.com and I'll try to be the best plasma contained in suit guy I can.

Sounds good, I'll check over his character sheet and send it out to you. Do you have another Legionnore (or homemade) you also like to go with, I'd like to get the game back to two consecutive groups like it was intended when I started dreaming this whole thing up.


Cosmos Master wrote:
Jesse Denos wrote:
EileenProphetofIstus wrote:
Jesse Denos wrote:


Well it's either Wildfire or Timber Wolf...hmmmmm (ponders) I'll take Wildfire then.

Sounds good Jesse. I got his character sheet pretty much done already. I'll will review it and send it out to you along with quite a few rules.

- You will get the rules for the Basic Traits (Ability Scores)

- Information on Areas of Expertise (skills)

- How Super Powers are put together and work along with a small sample of those I've finished creating. I'll include information about your power as well.

- The Combat chapter

- The Advancement/Rewards chapter

Each one will be a separate document using Microsoft Word. My email address is: MyLegionofSuperHeroes@gmail.com

You can send me your address through it in case you don't want to post yours here.

jessedenos@hotmail.com and I'll try to be the best plasma contained in suit guy I can.
Sounds good, I'll check over his character sheet and send it out to you. Do you have another Legionnore (or homemade) you also like to go with, I'd like to get the game back to two consecutive groups like it was intended when I started dreaming this whole thing up.

That said I'd play any of them...it was my favorite comic for the longest time. And I'm pretty sure I remember most of the characters. I think the run I liked the best was the mid to late 70's if I remember right. And it certainly got very confusing with the reboots over the last ten or so years. REBELS is not bad, but you have to have some Legion lore to figure it out...and maybe that's the problem with attracting new readers. They have 40+ years of canon and who is going to wade into that playing detective when you can just follow a new book.


Jesse Denos wrote:
Cosmos Master wrote:
Jesse Denos wrote:
EileenProphetofIstus wrote:
Jesse Denos wrote:


Well it's either Wildfire or Timber Wolf...hmmmmm (ponders) I'll take Wildfire then.

Sounds good Jesse. I got his character sheet pretty much done already. I'll will review it and send it out to you along with quite a few rules.

- You will get the rules for the Basic Traits (Ability Scores)

- Information on Areas of Expertise (skills)

- How Super Powers are put together and work along with a small sample of those I've finished creating. I'll include information about your power as well.

- The Combat chapter

- The Advancement/Rewards chapter

Each one will be a separate document using Microsoft Word. My email address is: MyLegionofSuperHeroes@gmail.com

You can send me your address through it in case you don't want to post yours here.

jessedenos@hotmail.com and I'll try to be the best plasma contained in suit guy I can.
Sounds good, I'll check over his character sheet and send it out to you. Do you have another Legionnore (or homemade) you also like to go with, I'd like to get the game back to two consecutive groups like it was intended when I started dreaming this whole thing up.
That said I'd play any of them...it was my favorite comic for the longest time. And I'm pretty sure I remember most of the characters. I think the run I liked the best was the mid to late 70's if I remember right. And it certainly got very confusing with the reboots over the last ten or so years. REBELS is not bad, but you have to have some Legion lore to figure it out...and maybe that's the problem with attracting new readers. They have 40+ years of canon and who is going to wade into that playing detective when you can just follow a new book.

Yep I agree, I had taken many years off from comics from when I was a teen until the last few years. When I started re-collecting the Legion comics I had decided to see how large of a collection I could get. I was really thrown for a loop with the re-boots and multiple titles being the same. It took a lot of work to sort it out. I'm still really fuzzy on the Superboy changes, especially now when in the new comics he's back.

Needless to say, you and I were reading the same years and so our interests are the same. The game is intended to be for the Original Group which started in Adventure Comics 1958 and went into the latter 1980's before the re-boots came along.

In a perfect world, my plan was to finish the gaming books for the original group and then move on to supplements for each re-boot. Considering how the game is progressing and the accumumulation of Legion comics I've acquired in the last 3 years, I'd say its more likely to become a reality than not. My collection for all titles (reboots included) is darn near complete.

Think on what other character you'd like, I'll send Wildfire out tonight to you and I'll leave a post for Valegrin (the other player) that you are on your way. Again, thanks for being there to play.

Long Live the Legion!


Hey Jesse, I just sent you a couple of emails with the follow:

Introduction
Chapter 1: The Future is now
Chapter 3: Areas of Expertise
Chapter 5: The Rise of Power
Chapter 6: Heroes Take Action
Chapter 7: The Rules of Combat
Chapter 9: Evolution Unveiled
Wildfire Character sheet

If you don't receive all of this information let me know. I had difficulty sending it because the documents were to large and the email system couldn't handle it, thus I had to divide it up.

Get back to me with any questions you might have about Wildfire or the rules and when your looking to start playing.


Yep, were still looking for new players to add. Feel free to jump in. Email me if you like or post your interest.

MyLegionofSuperHeroes@gmail.com


Yep, were still looking for new players to add. Feel free to jump in. Email me if you like or post your interest.

MyLegionofSuperHeroes@gmail.com

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