Kingbeast's Lair

Growling about the RPG industry and my gaming life. RPG and anime reviews from a passionate fan. (Formerly John's Hero HQ.)
Subscribe

Archive for the ‘Games’

Review Of Bulletproof Blues By Kalos Comics

October 23, 2013 By: John Taber Category: Games, Product Reviews

Bulletproof Blues Cover

-== What is it? ==-

Bulletproof Blues is a rules light superhero RPG from Kalos Comics. It was penned primarily by Brandon Blackmoor. Doug Sims, Greg Stolze, and Sean Weir are given contributor status on the product. It appears that the product was initially released in 2010 but then updated again in a second edition dated April 2013.

I am reading the second edition version of Bulletproof Blues in PDF format. The PDF has a color cover and a colored interior. Even though the interior is colored there is not a lot of artwork and essentially no layout. The layout is black text on white pages. The book is 7” x 10” and is 253 pages in length. I believe this is a standard comic book size. I have not played the game I have only read the book from cover-to-cover. I was given a complimentary copy of Bulletproof Blues for this review.

-== What I Like ==-

After briefly describing the setting Bulletproof Blues starts in on the mechanics. One of the early topics is a Plot Point mechanic that is similar to that found in other games. It reminded me a lot of Bennies in Savage Worlds. I like these type of RPG currencies in game settings.

One interesting aspect of the game is that the power levels do not scale evenly. There is a table that shows how scaling is done at various power levels, or Ranks, as the game calls them. The table runs from Rank 1 to Rank 14. For example, at Rank 4 I lift 900 pounds, at Rank 5 I lift 2 tons, at Rank 6 I lift 7 tons, etc. It feels like it would work well during a session.

Greg Stolze penned a section called Basics. This section runs for 11 pages and discusses newbie RPG topics like “What’s Gaming?” and “The Logic Of The Setting”. The tone of this material is very light and conversational. It is a nice set of material but it does feel a big long to me.

The Creation section is next. The section starts with some fluff but it quickly puts a focus on issues that drive the PC instead of the stats. The writing in this section is well done. I like the way the Origin section covers some of the world background in the text. The Archetypes, Motivations, and Complications sections are full of super-y goodness. 🙂 I like the way Complications are used to get the player more Plot Points during a session. In some ways this reminds me of Truth & Justice.

PC in Bulletproof Blues are constructed using a point buy system. There are some recommended power levels given to help in this area. The sample characters are great examples when trying to determine how the various power levels would be combined to create the character.

Skills are presented in a straightforward and clean fashion. An individual Skill is defined as a “group”, or broad topic, where the player can define an Expertise. The Expertise concept is elegant. It really impacts the way skills work in the superhero genre. I like it. 😀 Advantages are covered next. These are akin to Hero System Talents. Small little add on elements that are not really covered by Skills or Powers.

As might be expected one of the meatier sections in Bulletproof Blues is on Powers. Like the Hero System they utilize the concept of a Special Effect. You buy Blast then decide on whether it is a fire blast, lightning bolt, or laser gun. Powers have Activations, an associated Task roll, a Target, a Range, and a Cost. After the Power is purchased Enhancements can be added. These work like Hero System Adders. After the great list of Powers there is a discussion on Power Enhancements and Power Defects. Power Enhancements raise the cost of a power for some gain in effect. Power Defects reduce the effectiveness of Powers at a reduction in cost. These are akin to Hero System Advantages and Limitations except they are simple point additions or subtractions. This is followed by a discussion on how New Powers could be created. I wanted to see more examples in this section.

The next section in Bulletproof Blues is called Actions. This section encompasses all of the combat and environmental rules. Combat is divided into simple 6 second Combat Rounds. In each Combat Round a character may perform a Move Action, a Task Action (e.g. attack), and a Roleplay Action (e.g. soliloquy). A section on Rolling Dice comes next. If a task is unopposed then there is a target number. If the task is opposed it is 8 plus the defenders stat plus a circumstances modifier. Pretty standard stuff but it works. Bulletproof Blues also includes a system for avoiding rolls if the character has time and/or the result of a failure is not bad. In either one is true then the character can Take 7, or take a 7 on the die roll. If BOTH are true then the user can take a 12 on their roll. If the character has Expertise and gets 3 or higher then get an Extreme Success. This has varied beneficial effects depending on the skill. A subsection called Combat is next. Bulletproof Blues uses a standard initiative system. Characters act in order of the highest Perception, then Agility, then Willpower. Environmental effect always go last. Simple and it seems like it would work. I like it. 🙂 There are various combat moves and details on coordinating attacks, distractions, etc. Some of these are a bit complicated but most are simple and easily to enact. The Plot Point section is next. These are the fate mechanic/currency. Players get 1 at the start of a session and get them when complications come into play. 2 to 3 would be used in a single 4 hours session. These can be spent in a variety of ways. These include autosuccesses, inspiration, power boosts, etc. The last section covers Environmental Effects. I felt this section covered each entry in a bit too much details. There was also a section on pathogens and poisons that seemed like it could be entirely removed.

The World section comes next. As you might imagine it covers various aspect of the setting including aliens, corporations, government agencies, magic, laws, etc.

Bulletproof Blues continues with a section called GM Advice. This section was again done by Greg Stolze. It covers plot, hooks, rising action, climax, rules resolution, etc. Everything you would expect in this type of section. 🙂 I liked the GM’s Advanced Duties section the best. It seemed out of place to me (see below for details) and bit too long.

The last section in called Characters. There are a set of sample PC and villains. The example characters cover the various types found in superhero comics (i.e. brick, armor guy, etc). I liked this section as examples are a great way to clarify the intended power levels and point totals.

-== What I Don’t Like ==-

My biggest gripe with Bulletproof Blues is what I am going to chalk up as severe editing issues. Between sections written by various authors there is a distinct change in tone and feel. For example, after talking about the Core Mechanics there is a large section on gaming Basics that is written by Greg Stolze. Even though this material is light and fun to read it uses a light tone that is not found in other sections of the product. The order of the sections also seems like it could be adjusted. There is a section on Core Mechanics, then a Glossary, then a section on Basics in gaming, then a section on Character Creation, then later on the World, followed by GM Advice, then sample Characters from the world. Huh? Why not put stuff together when it makes sense.

There are some tables that are shown in a landscape fashion. For example, early on in the Skills section there is a chart showing chances of completing various tasks based on their difficulty. The tables go up the side of a portrait page in a landscape fashion. It makes the content in this area difficult to read and throws several PDF readers that I like to use. I would have preferred a separate page for these tables in portrait format.

The World section really felt neglected to me. The reason is the artwork. The company putting this out is called Kalos Comics. I felt that a comic company should have access to awesome artwork and this would be the section where I would expect it.

-== Summary ==-

Even though this is the second edition of Bulletproof Blues I came away thinking that they really need a third edition. Getting a professional editor and layout person involved could really make this product shine. If you are looking for a cheap rules light RPG designed in a very standard non-story game fashion Bulletproof Blues is one that should get your attention and dollars.

I give it 7 out of 10 paws.

You can get Bulletproof Blues for $4.95 at DriveThruRPG at this URL. You can get a print-on-demand version AND PDF at the same URL for $14.96. A BARGAIN! 😀

Review Of Trail Of Cthulhu Resource Book & Keeper’s Screen From Pelgrane Press

October 08, 2013 By: John Taber Category: Games, Product Reviews

Resource Screen

-== What is it? ==-

The Trail Of Cthulhu Resource Book (RB) & Keeper’s Screen (KS) is an accessory for Trail Of Cthuhu (TOC). The screen and resource book were primarily written by Simon Carryer with additional information from Adrian Bolt, Lee Valentine, and Kenneth Hite. The RB was published by Pelgrane Press in 2008.

The KS is three panels at 8.5″ x 11″ in portrait format. The three outside panels are in color. The three interior panels are in black and white. The KS is made out of a light card stock.

The RB has a color cover and an entirely black and white interior. The book is 8.5” x 11” and is 68 pages in length. I am reviewing a print copy that I bought. I have used the RB and KS when I ran a TOC campaign.

-== What I Like ==-

The KS screen has very nice artwork o the exterior panels. In shows a picture of a group of intrepid explorers outside of a creepy looking sphere in a mountainous terrain that could be somewhere in Tibet. It fits perfectly with the main TOC book.

There is a good selection of tables in the KS. When running my campaign I found that most of the data I needed was on these charts.

The RB starts with a detailed look at all of the Investigative Abilities, General Abilities, and Occupations. The text has a lot of depth, includes examples of how Spends might be resolved, shows a LOT of research, and has GREAT box text. In fact this materials is so good that it almost feels like content that was edited out of the main TOC rulebook. Fantastic stuff.

Next is a section with NPCs that the Keeper can use during play. I love the layout of this section. Each NPC is given a quote, a summary, a sample stat block, some quirks, and hooks that include how the situation can be escalated. This layout for NPCs should be used by Pelgrane in other products.

The last section of the RB is a recap of the Sanity rules. There is a lot of great detail here in a very compact space. This section is very well written and should be cut into future version of the main TOC rulebook if possible.

-== What I Don’t Like ==-

The card stock of the KS is not that thick. It bends quite easily. I would have liked to see it be a bit thicker.

I prefer to have GM screens in landscape format. I think it provides less of a barrier between me and my players. A neat option would be to have landscape versions available in the PDF version of the product.

The package also includes a link to a web site with period pictures that can be used during the campaign. I thought this was a really neat idea but there could be more pictures available.

-== Summary ==-

The The Trail Of Cthulhu Resource Book (RB) & Keeper’s Screen (KS) is a detailed product that really aids the GM in running a TOC campaign. I thought the material was well presented and evocative. This is simply a product that I think every TOC GM needs to own. Go buy it already! 🙂

I give it 9 out of 10 paws.

You can get a copy at Amazon for $17.02 at this URL. Noble Knight has copies at this URL for $18.95. Finally you can get a PDF copy at DriveThruRPG for $8.50 at this URL.

Session #7 – Daring Tale #4 – Treasure Of The Templars

October 02, 2013 By: John Taber Category: Daring Tales Of Adventure News, Games

Knights Templar[Author’s Note: This is the log for the 7th session. Note that the order of the events in this record may not be in the exact order that they occurred during play. The narrator is shown in italics.]

In this hair-raising adventure of Tesla’s Power Corp you can follow the exploits of the following heroes:

  • Mike Callahan – Tough private-eye with a zest for life.
  • Liam Clark – Heroic world traveler, linguist, and transportation ace.
  • Johnny Kelly – Self-taught mechanic and chemist who knows he is the best at what he does…just ask him!
  • Tommy Kelly – Teen thief with a “Robin Hood” complex.
  • Miles Ravenwood – Mysterious man-of-means with knowledge in all things arcane.

Grave Robbers

After repairing Liam’s plane and flying to France our heroes trudge down into the bowels of the Castle Of Our Lady Of Mercy. After some searching they find an abandoned stairwell that leads into a room lined with statues of knights. At the end of the room is a statue of a priest with his hand up in prayer. Tommy searches the hallway and finds several stones that depress just in front of the priest statue. Johnny and Miles take a look as the area and determine that the walls on both sides look like they might move to the center of the room sealing it off. Tommy triggers a switch that he finds on the priest statue. This causes several knight statues at the end of the room to come to life! As they start to march down the hallway Miles cuts loose with a confusion spell that seems to temporarily confuse them. He then starts blasting at them with lightning bolts. Mike opens up with his twin Colts sending one up in a cloud of stone dust! Tommy places a steel bar between the walls to prevent them from sealing. After Mike fells the final statue with a punch from his brass knuckles the group decides to trigger the switch and let the walls close. When they close the floor drops out sending the group down a slide! Tommy catches himself and Johnny long enough that the weird scientist can apply glue to his hands and feet so that the pair can descend carefully.

At the bottom of the slide the group finds another room. This room contains sarcophagus down the left and right walls. At the end of the room there are three sarcophagus arranged on thick stone slabs. After sensing for magic Miles decides to open the one of the right. Inside he finds a silver medallion with writing in Latin that says, “My brethren have gone to the land of fire and ice, but this secret I take to the grave. While my brethren sailed away, I was left to guard the key to the great secret. I have done my duty. May God accept me into his grace. Amen.”

When Johnny finds no obvious way to leave the room he examines the other two sarcophagus. When Mike lifts off the cover he is surprised to find an older French gentlemen holding a Tommy Gun on him! The man confronts the group calling them, “Nazi devils!!!” After Miles quickly calms down the man he tells them that his name is Pierre de Molay. After a bit of questioning the group says that they were sent by the Templars to ensure that the treasure does not fall into the wrong hands. When Pierre asks to see their “mark” they admit to not being members but to be working for them. Still a bit nervous Pierre leads the group upstairs so that they can talk in a bit more comfort. At the top of the stairs he opens a strange stone lock then escorts the group into the courtyard.

To everyone’s surprise the courtyard is crowded with Nazi’s and flying overhead is a zeppelin! Leading the Nazi soldiers is the undying Mister Scar. After taunting the heroes he orders his men to open fire. At this point Tesla’s Power Corp jumps into action! Johnny uses his flame thrower to send several men screaming down the sides of the castle walls. Liam darts across the courtyard dodging gunfire to take out a couple more on the far wall. Tommy orders his spiders to attack some men while another falls to a deadly knife throw. Miles takes a shot then lets go with a lightning bolt on Mister Scar. The tough gumshoe, Mike Callahan, barks fire from his twin pistols sending soldier after soldier to their grave! Pierre fires back with a pistol. As the battle rages Miles shoots a massive lightning bolt at the zeppelin which causes it to erupt in a massive ball of flame! With the Nazis defeated the heroes examine the wreckage of the blimp. Even though the blimp went up in flame the gondola fell away as the blimp went up in flames. It is severely dented but relatively in tact! Inside the group finds the Captain with a broken neck from the fall. In his coat is a notebook with sketches and drawings. When the book is opened the silver Templar amulet pulls to a certain page. The page is a rough drawn sketch of a region of Iceland…the Land Of Fire And ice. With that the Corp members say goodbye to Pierre and the Templars.

Ice Castle Chaos

On Iceland the group gathers cold weather gear and heads into the mountains following the pull of the Templar amulet. It leads them to a majestic castle made completely of ice. After opening the doors with the amulet the Corp treads carefully inside. At the far end of the first pillar lined room are a set of double doors. As they approach the doors ripple with a faint blue glow. Emerging from the doors and walls behind the group are four strange ice elemental creatures! The group cuts loose with lightning blasts and guns but Johnny’s flame blast sends them reeling. Tommy warns Johnny about shooting the flame for fear of it weakening the pillars holding up the roof. After quickly taking out the creatures the group proceeds.

The next room is a large chamber with small alcoves containing books and scrolls of various origin. In the center of the chamber is a large round table with 13 chairs. On 12 of the chairs are skeletons wearing chainmail. On the chair facing the doorway a man in armor who stands to address the group. After convincing the knight that they are here to prevent the treasure from falling into the wrong hands he loosens up and explains the situation. He tells the Corp that his name is Sir Richard. He explains that six hundred years ago he became the guardian of the Templar treasure. The treasure is the documents around the room. They are the collected wisdom from now forgotten kingdoms. Sir Richard then acknowledges that the location of the treasures could not stay hidden forever.

As the group moves towards the shelves they hear a voice from the hallway with pillars. A Nazi commander named Sturmbanhfuhrer Heinrich Kempler enters the room backed by many soldiers. He compliments the group for finding the treasure then tells his men to attack! Again the group jumps into action! Johnny sends a flame blast down the hallway with the pillars taking out almost all of the Nazi soldiers! Miles and Mike blast away at Kempler. Liam takes out some stray soldiers with his pistol. With his men down and the castle structure weakened by flame attacks Kempler decides to beat a hasty retreat. Before leaving Johnny quickly sets up a sled using a table and two chairs. The Corp quickly gathers some random paperwork then moves quickly out of the castle as it collapses behind them!

In our next fantastic tale the heroes of Tesla’s Power Corp uncover a nefarious plot backed by an immortal force of nature who is on the verge of gaining world dominating power!