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Post by simonw on Aug 29, 2018 5:08:40 GMT -6
Currently working on Light Superheroes. It uses S&W Light as its base and goes on from there. Trying to keep it to below 20 pages. There will be no setting as it assumes you will build your own (or take from another product). It's basically bare-bones supers role play. It has 5 origins (Alien, Construct, Highly Trained and Deity). There are 7 classes (Brick, Daredevil, Metamorph, Detective, Psychic, Elementalist and Gadgeteer. I guess it's nearly done, so expect to see it published very soon!
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Post by stevemitchell on Aug 29, 2018 20:16:12 GMT -6
Hi Simon. How would I make a speedster like the Flash or Quicksilver in Light Superheroes? The 7 classes don't seem to offer a likely fit for this. I know you're not going to be able to include every possible superpower in 20 or so pages, but super-speed seems pretty basic for the genre. Very much looking forward to this, by the way.
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Post by simonw on Aug 30, 2018 4:51:50 GMT -6
Well it's out so you can have a look. There are only 7 classes as you say, I can't include everything - pretty much like the S&W Light rules themselves which only has 4 classes. If it does well enough, I plan to do a "Superheroes Extended" version, which will have extra classes (Speedster included) and more superpowers and rules for going above 3rd level. Currently, I'd use the Daredevil to represent a Speedster (as it has the Super Speed power as an option). It is generally aimed at Golden Age as a default (although there is more modern equipment, which you'd drop if you were setting it in the 30's to 50's). Light Superheroes
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Post by stevemitchell on Aug 30, 2018 10:55:44 GMT -6
Wow, that was fast (getting the game out, I mean). I checked here first before making my daily pilgrimage over to RPGNow. I'm "building" an order there and will add this to the list. Thanks for the advice on the Speedster, and I for one would be delighted to see any supplemental material you have in mind. I love the Golden Age, by the way, so that's a great default!
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Post by stevemitchell on Aug 30, 2018 16:46:34 GMT -6
Okay, I have this now and have made a first pass through it. I'm very impressed--it packs a lot of value in its small size, and offers good flexibility for customizing by the GM.
For example, I've been pondering how I would work up the characters from the Justice Society of America. I hit a stumbling block at first with Doctor Fate--there's no Mystic-type class, although the Psychic class could cover some heroes of this nature. But then I thought: give Doctor Fate the Deity origin, with the bonus power of Energy Blast; then give him the Gadgeteer class, with the Helmet of Nabu being the Gadget! (And I would give it Flight and Phase for its first two powers.) Now, Kent Nelson is no god or godling, but the "spirit" of the immortal Doctor Fate transcends its human host. And Kent Nelson did not make the Helmet of Nabu--but the Lords of Cilia did (or the Elder Gods, or the Lords of Order, depending on which origin of Doctor Fate you've read this week).
And the Flash works out nicely as a Mutation-Daredevil with Super-Dexterity and Super-Speed for his first two powers.
Good job, Simon!
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Post by stevemitchell on Aug 30, 2018 19:59:31 GMT -6
Oops, I forgot that Mutations receive a bonus power. I'd probably give the Flash Danger Sense, since everyone else is moving in slow motion compared to him, letting him see threats as they develop.
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Post by simonw on Aug 31, 2018 2:42:17 GMT -6
Oops, I forgot that Mutations receive a bonus power. I'd probably give the Flash Danger Sense, since everyone else is moving in slow motion compared to him, letting him see threats as they develop. Glad you like it - I've already started work on "Extended Superheroes" - which will have a Mage-type class. It will take characters to 6th level and will have more powers and rules for making gadgets. I guess what you must remember is that it's light, so it can't include everything (keeping it to below 20 pages, which was my goal). But it should include enough for you to work with and (as with S&W light) you can add your own house rules where the rules themselves are light on detail.
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Post by stevemitchell on Sept 3, 2018 10:38:51 GMT -6
I noticed that Light Superheroes is #1 for the "Hottest Small Press" category over at RPGNow. Good job! I'm finding LS to be a very easy set of guidelines to use to develop heroes with--I'm aiming mostly at Golden Age heroes in the public domain, and so far have worked up stats for the Amazona the Mighty Woman, the Blue Flame, Lady Satan, and the Purple Zombie.
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Post by stevemitchell on Sept 3, 2018 10:48:03 GMT -6
I also appreciate the fact that, since LS is derived from Swords & Wizardry/OSR mechanics, it's broadly compatible with many other titles in the OSR library. For example, let's say I want to have my heroes clash with the Fish-Men of Nyarl-Amen (enemies of Dr. Fate). I could easily pull up the stats for the Deep Ones from Black Books and use those at my starting point--wouldn't need to change much except to add their electro-rifles.
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Post by simonw on Sept 3, 2018 12:00:11 GMT -6
I noticed that Light Superheroes is #1 for the "Hottest Small Press" category over at RPGNow. Good job! I'm finding LS to be a very easy set of guidelines to use to develop heroes with--I'm aiming mostly at Golden Age heroes in the public domain, and so far have worked up stats for the Amazona the Mighty Woman, the Blue Flame, Lady Satan, and the Purple Zombie. I'd like to see what you've come up with.
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Post by stevemitchell on Sept 3, 2018 15:18:01 GMT -6
Well, for a test case, here's Amazona, the Mighty Woman. You may remember her, since she had stats provided for her for in supplements for both your Supers and Triumphant games.
*****
Superhero Name: Amazona, the Mighty Woman Character Name: Amanda Saxon (NOTE: This was not provided in the one Amazona story that appeared, so I made something up.) Origin: Alien (NOTE: By Editorial fiat, I define Aliens as not only being from another planet or dimension, but also from "somewhere else" here on Earth that is sufficiently different from the human norm. So I would view such characters as Wonder Woman, the Sub-Mariner, Rockman Underground Secret Agent, and Amazona as all being aliens.) Class: Brick Adventures: 0 Level: 1
STR: 18 INT: 13 (speaks English and Polarian) (NOTE: Amazona's homeland was not named, so I called it Polaria and thus created Polarian as her native language.) WIS: 12 CON: 18 DEX: 12 CHA: 13
Basic Hit Bonus: 0 Armor Class: 10 Saving Throw: 16 Hit Die: 1d10 Hit Points: 13 (NOTE: I give my players maximum HPs for their characters at First Level; after that, they have to take their chances with rolling the dice.) Movement Rate: 12
Superpowers: Fast Healing, Super Constitution, Super Strength
Equipment: None Advantages: None Disadvantages: Vulnerability to heat and heat-based attacks (NOTE: This seemed reasonable given her Arctic origin.)
Background: In the far reaches of the North was born Amazona, the Mighty Woman. She was a member of a super-race that had existed in the Arctic wilderness since the last Ice Age.
An American reporter named Blake Manners discovered Polaria, the lost citadel of Amazona’s people while traversing the frozen northlands after his ship was wrecked. Becoming infatuated with the reporter, and wanting to learn more of the outside world, Amazona followed him back to America. There, with his help, she defeated an attack by gangsters on a society party.
When she wishes to pass unnoticed among mortals, Amazona adopts the guise of Amanda Saxon, Blake Manners’ supposed cousin from Canada.
(Amazona was created and published by Fiction House.)
*****
Anyway, that's how I would handle Amazona in my games. Somebody else might come up with something different, for example, preferring to give her a Mutation origin instead of Alien. If this seems reasonable to you, I'll try to get the other folks in here soon.
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Post by simonw on Sept 4, 2018 2:24:03 GMT -6
Hit Points: 13 (NOTE: I give my players maximum HPs for their characters at First Level; after that, they have to take their chances with rolling the dice.) That's the default in Light Superheroes
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Post by simonw on Sept 4, 2018 3:23:09 GMT -6
Working on a couple of new classes for Light Superheroes - Extended. Here's The Fighter:
THE FIGHTER A pugilist or expert in martial arts that relies on his superior training to beat the crooks Hit Dice: 8 HP at 1st and an additional 1d8 at each new level Saving Throw: 14 at 1st, 13 at 2nd, 12 at 3rd, 11 at 4th, 10 at 5th, and 9 at 6th level. Mystics get +2 on Saving Throws vs. evasions. Task Checks: Fighters make a Task Check at +2 to succeed at escaping bonds, tumbling and leaping. Basic Hit Bonus (BHB): +1 at 1st, +2 at 2nd, +3 at 3rd, +4 at 4th, +5 at 5th, and +6 at 6th level.
Fighters have additional class abilities as follows: • Combat Barrage – Fighters make 1 attack per level against foes of 1HD or lower
Fighters have a choice of Powers. Choose two at 1st level, another at 2nd, another at 3rd, and another at 5th level: • Danger Sense • Meta Senses* • Natural Weapon • Super Constitution • Super Dexterity • Super Leap* • Super Senses • Super Strength* • Super Weapon* • Super Wisdom
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Post by stevemitchell on Sept 4, 2018 8:45:12 GMT -6
Thanks for the Fighter! That lets us add in folks like Wildcat very easily.
On my comments about the Golden Age Wonder Woman having an Alien origin, I realized later that a Deity origin would also work pretty well for her, since she was "blessed" by the Greek gods with various abilities above the norm for the other Amazons. And technically, she could also be a Construct, since she was created from a clay statute, but I wouldn't use that approach--Wonder Woman needs more Charisma, not less.
Here is my second write-up, for the Blue Flame. The Blue Flame is another character who only appeared in one story, and was not given a secret identity or an origin, so I have created all that in the write-up. Somebody else might prefer to make him a Mutation or even an Alien.
*****
Superhero Name: The Blue Flame Character Name: Jack Farrell Origin: Deity Class: Elementalist Adventures: 0 Level: 1
STR: 14 INT: 12 (speaks English) WIS: 12 CON: 14 DEX: 13 CHA: 11
Basic Hit Bonus: 0 Armor Class: 11 Saving Throw: 15 Hit Die: 1d6 Hit Points: 7 Movement Rate: 12
Superpowers: Elemental Form (flame), Energy Blast (fire), Flight
Equipment: None Advantages: Immortal Disadvantages: Weakness when exposed to intense cold or cold-based attack
Background: Jack Farrell is the son of Azarak, a fire elemental who once took human form and lived on Earth for a time. The elemental married a human man, and passed on her fiery form and powers to her son before eventually returning to the elemental plane.
Jack Farrell is employed at an ironworks factory, where the great heat and exposure to flame troubles him not at all.
(The Blue Flame was created and published by Four Star Publications.)
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Post by scottenkainen on Sept 4, 2018 11:56:03 GMT -6
It will take characters to 6th level and will have more powers and rules for making gadgets. I guess what you must remember is that it's light, so it can't include everything (keeping it to below 20 pages, which was my goal). But it should include enough for you to work with and (as with S&W light) you can add your own house rules where the rules themselves are light on detail. So, basically, you're recreating the Hideouts & Hoodlums (2nd edition) basic rulebook.
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Post by simonw on Sept 4, 2018 13:08:17 GMT -6
[/quote]So, basically, you're recreating the Hideouts & Hoodlums (2nd edition) basic rulebook.[/quote]
Is that supposed to be an inflammatory comment?
To answer, I've no idea since I haven't seen Hideouts & Hoodlums 2nd edition.
I saw a free version years ago of some sort of 1st edition draft and I can say Light Superheroes is absolutely nothing like that.
One of the good things about the OSR is that designers can create their own visions of what they like to see in an OSR product. there are tons of fantasy OSR products that are essentially the same or similar. There aren't too many Superhero rpgs, so there's room for more. The only books I have referenced for Light Superheroes are S&W light and D20 Superheroes. I'm looking also at Paragons for Light Superheroes - Extended.
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Post by stevemitchell on Sept 4, 2018 20:42:38 GMT -6
Hideouts & Hoodlums, Mystery Men, Sentinels of Echo City, Guardians, the Super Hack, the Powers Hack, the Four-Color Hack, and now Light Superheroes all draw on the OSR to some extent. And each of them manages to arrive at a different solution! Lots to choose from depending on your taste, just like having six different fantasy flavors of Swords & Wizardry (and many more games based off Swords & Wizardry.
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Post by scottenkainen on Sept 5, 2018 9:06:45 GMT -6
Never heard of three of those. Mystery Men is a much different animal, using only some D&D mechanics as its base and then building on top of it until it's unrecognizable as D&D.
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Post by scottenkainen on Sept 5, 2018 9:19:56 GMT -6
Is that supposed to be an inflammatory comment? I'm generally tolerant of people wanting to reinvent the wheel. I just thought it very strange that your book was also built on S&W, also about Golden Age superheroes, and also will cover just levels 1-6. That is a very specific set of coincidences.
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Post by simonw on Sept 5, 2018 10:32:12 GMT -6
Is that supposed to be an inflammatory comment? I'm generally tolerant of people wanting to reinvent the wheel. I just thought it very strange that your book was also built on S&W, also about Golden Age superheroes, and also will cover just levels 1-6. That is a very specific set of coincidences. Well, maybe great minds just think alike; or you've just got a suspicious mind. Either which way, I don't give a monkeys. Do you want me to repeat what I said? I didn't copy H&H - I didn't even like it. Besides, you can't go claiming they're the same if you don't even have a copy to compare. That's ridiculous.
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Post by stevemitchell on Sept 5, 2018 15:11:21 GMT -6
Well, I have both Hideouts & Hoodlums 2E and Light Superheroes, and I don't view them as being particularly close to each other. The H&H mechanics are modeled very closely on Original Dungeons & Dragons, while LS derives more loosely, and in a more streamlined fashion, from Sword & Wizardry Light. H&H is rigorous in its attempt to emulate Golden Age superhero themes and usages; LS is a more broad-brush approach to the Golden Age, and can be used for other comic book eras. I think both are good games, but I imagine LS would be easier to just pick up and start playing, while players looking for a more immersive Golden Age experience might prefer H&H.
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Post by stevemitchell on Sept 5, 2018 15:14:47 GMT -6
And now, my write-up for Lady Luck as a Light Superheroes character:
*****
Superhero Name: Lady Luck Character Name: Brenda Banks Origin: Highly Trained Class: Detective Adventures: 0 Level: 1
STR: 10 INT: 12 (speaks English) WIS: 13 CON: 10 DEX: 13 CHA: 18
Basic Hit Bonus: 0 Armor Class: 11 Saving Throw: 15 Hit Die: 1d6 Hit Points: 6 Movement Rate: 12
Superpowers: Super Charisma
Equipment: None Advantages: Lucky Disadvantages: Prejudice from police
Lady Luck is actually Brenda Banks, a debutante who has grown bored with social life, and who has taken on the role of veiled crime-fighter. She has solved blackmail cases, spy cases, kidnappings, and many other cases that have come her way. Unfortunately, her vigilante actions have resulted in her being hunted by the police.
(Lady Luck was created and published by Quality Comics.)
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Post by stevemitchell on Sept 5, 2018 19:41:36 GMT -6
The Golden Age Lady Satan actually existed in two configurations, both of them short-lived: a World War II freedom fighter battling the Nazis in occupied Europe, and a post-war magic-user. It was never clear if they were supposed to be the same person--or possibly sisters--or two different characters altogether. My write-up for Lady Satan leans toward the second version, while retaining some minor elements from the first.
*****
Superhero Name: Lady Satan Character Name: Celeste Josephine Marietta LeBlanc Origin: Highly Trained Class: Psychic Adventures: 0 Level: 1
STR: 15 INT: 15 (speaks English and French) WIS: 15 CON: 13 DEX: 13 CHA: 13
Basic Hit Bonus: 0/+2 with garrote Armor Class: 11 Saving Throw: 15 Hit Die: 1d4 Hit Points: 5 Movement Rate: 12
Superpowers: Danger Sense, Mental Blast, Telekinesis
Equipment: Garrote (1d4+1 damage) Advantages: None Disadvantages: None
Celeste Josephine Marietta LeBlanc—the woman known as Lady Satan--is descended from a long line of French magic-users. She is remorseless in her battle against supernatural foes.
(Lady Satan was created and published by Chesler Comics.)
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Post by Deleted on Sept 6, 2018 6:45:01 GMT -6
How about a 'Dark Superheroes' option - Alan Moore stylee hack of LSH, anti-heroes with personal flaws/traumas jeered and disdained by a cynical public and hassled by cops/military/politicians, dark age tone rather than golden age ?
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Post by stevemitchell on Sept 6, 2018 15:44:50 GMT -6
Here is my approach to Timely's Mercury for Light Superheroes. In Marvel today, he has been retconned as Makkari of the Eternals (and ditto with the similar Hurricane from Timely). I've preferred to present him as he was originally intended, though I was happy to borrow the "Mark Curry" secret identity.
*****
Superhero Name: Mercury Character Name: Mark Curry Origin: Deity Class: Daredevil Adventures: 0 Level: 1
STR: 12 INT: 13 (speaks English and Latin) WIS: 13 CON: 14 DEX: 22 CHA: 12
Basic Hit Bonus: +1 Armor Class: 15 Saving Throw: 15 Hit Die: 1d8 Hit Points: 9 Movement Rate: 24
Superpowers: Phase, Super Dexterity, and Super Speed
Equipment: None Advantages: Immortal Disadvantages: Enemy (Pluto)
Background: Mercury is the son of Jupiter, King of the Roman Gods, and Maia. From the celestial retreat of the gods, Jupiter, the All-Wise, sent Mercury to Earth to battle against the increasing tides of war and, in particular, to oppose the interference of Pluto, the Prince of Darkness, in mortal affairs.
When he needs to pass among mortals unnoticed, Mercury uses the identity of Mark Curry.
(Mercury was created and published by Timely Comics.)
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Post by simonw on Sept 7, 2018 7:25:19 GMT -6
Here's the Mystic, from the "Extended" rules:
A mysterious student of arcane powers and spell casting Hit Dice: 4 HP at 1st and an additional 1d4 at each new level Saving Throw: 14 at 1st, 13 at 2nd, 12 at 3rd, 11 at 4th, 10 at 5th, and 9 at 6th level. Mystics get +2 on Saving Throws vs. magic. Task Checks: Mystics make a Task Check at +2 to succeed at occult knowledge and ancient languages. Basic Hit Bonus (BHB): +1 at 4th level.
Mystics have additional class abilities as follows: • Cast Spells – The Mystic is able to cast spells. At 1st level they get 2 1st level spells. At 2nd level they get another 1st level spell. At 3rd level they add a 2nd level spell. At 4th level they add another 1st level spell. At 5th level they add another 2nd level spell. At 6th level they add a 3rd level spell. Spells are detailed below. Some are similar to Powers but they don’t actually work in the same way, because they are sourced from the mystical energies of the universe. The spells can be cast once each per adventure. • Create Talismans – The Mystic is able to imbue rings, amulets and other objects with magical properties. Between adventures, they can work on one item into which they can place a spell or a power they know, as long as they are doing nothing else in that time.
Mystics have a choice of Powers. Choose one at 1st level, another at 3rd level and another at 5th level: • Heal Others* • Meta Senses* • Super Charisma • Super Intelligence • Super Wisdom
Mystics have magic spells that they learn from their mentors and from ancient texts. These spells are powered by mysterious forces that pervade the universe. Mystics have two level 1 spells at 1st level and can cast each of them once per adventure. At 2nd level, you can add another level 1 spell. At 3rd level, you can add a level 2 spell. At 4th level, you can add another level 1 spell. At 5th level, you can add a level 3 spell. At 6th level you can add a level 2 spell.
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Post by stevemitchell on Sept 7, 2018 20:12:47 GMT -6
And here is the Purple Zombie. Technically, he should have some kind of "Immunity to Electricity," since an attempt to kill him in the electric chair failed, but I decided to treat that as him using his "Is That Your Best Shot?" advantage.
*****
Superhero Name: The Purple Zombie Character Name: Zoro Origin: Mutation Class: Brick Adventures: 0 Level: 1
STR: 18 INT: 10 (speaks English) WIS: 10 CON: 18 DEX: 9 CHA: 7
Basic Hit Bonus: 0 Armor Class: 14 Saving Throw: 16 Hit Die: 1d10 Hit Points: 13 Movement Rate: 12
Superpowers: Indestructibility, Super Constitution, Super Strength
Equipment: None Advantages: Is That Your Best Shot? Disadvantages: Prejudice (from police, they still don't trust him even after he was pardoned by the Governor), Weird Appearance
Background: Created by Doctors Kimberly Hale and Emil Malinsky, the Purple Zombie was intended by Dr. Hale to be used to prolong life, not to revive the dead. However, the evil Dr. Malinsky wanted to create zombie armies and become the “ruler of the living and the dead.”
When the two men argued over these differing intentions, Malinsky shot Hale, but was then strangled to death by the zombie. As the zombie stated: “I am a zombie without a conscience. . .Aye, but not without a brain!” The Purple Zombie then tracked down and destroyed Malinsky’s secret Nazi allies.
The rampaging creature was finally captured by the police and sentenced to death for the murder of Dr. Malinsky. Luckily, Dr. Hale had recovered from his gunshot wounds, and the Purple Zombie, who Hale called “Zoro,” was still obedient to him. Hale explained how Zoro had actually done America a great service by destroying Malinksy and his supporters, and upon the Governor’s recommendation, the court released the zombie into Hale’s custody.
The Purple Zombie was created and published by Eastern Color Printing.
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Post by simonw on Sept 8, 2018 2:08:40 GMT -6
Nice!
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Post by stevemitchell on Sept 9, 2018 14:39:51 GMT -6
Completing the roster of the All-Losers Squad (er, I mean, the Victory Legion), here is the White Streak:
*****
Superhero Name: The White Streak Character Name: Dan Sanders Origin: Construct Class: Elementalist Adventures: 0 Level: 1
STR: 15 INT: 13 (speaks English and Utopian) WIS: 11 CON: 14 DEX: 12 CHA: 6
Basic Hit Bonus: 0 Armor Class: 10 Saving Throw: 15 Hit Die: 1d6 Hit Points: 13 Movement Rate: 12
Superpowers: Energy Blast, Flight
Equipment: None Advantages: None Disadvantages: None
Background: The White Streak was a super-powered android created centuries ago by an advanced South American civilization called Utopia, intended to help mankind during times of war. He was deactivated when the civilization succumbed to internal strife and became extinct, but he was awakened from his slumber as new conflicts broke out around the globe.
The android decided to fight for America and went to work for the F.B.I., under the guise of Dan Sanders.
The White Streak was created and published by Novelty Press.
*****
And now, since some nameless hombre has just brought out a new set of rules called Wild West Light, I'm switching genres and heading back to Texas in 1875.
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Post by simonw on Sept 10, 2018 4:47:30 GMT -6
Superheroes Extended is now out! It takes characters to 6th level, includes The Fighter and The Mystic and a bunch of new powers. Only $5 - but I've sent out a coupon to purchasers of Light Superheroes - it's only $2 to them!
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