El Sijo's Blog

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Review: Steven Universe’s episode “Reunited”

This episode made it official for me: while I like the Steven Universe series for its mythos, I really don’t care for its normal human characters- with the exception of Steven’s girlfriend Connie, I find them boring at best and annoying at worst. Still, this was an epic episode, once we got to the action.

Summary: After the revelation that (spoilers) Steven’ mom was actually the missing Pink Diamond all along, which led to a brief separation between Ruby and Sapphire, Steven helped them get back together and marry. Just as the ceremony is complete however, Blue Diamond and Yellow Diamond show up, intending to destroy the Earth!

The wedding was OK, even touching. But it had some parts that annoyed me, like why was the usually girlish Sapphire wearing the suit, and the tomboyish Ruby wearing the dress? I get that its a joke and also probably meant to please the show’s LBGT audience, and I don’t really mind it by itself, it just doesn’t make much sense in-universe. Neither does the fact that the guy who had the crush on Garnet and Major Dewey suddenly begin dancing with each other. There’s such a thing as pushing an agenda too hard.

Thankfully, the action part of the episode made up for it. The Diamonds’ plan to use The Cluster to destroy Earth backfires when it sides with Steven. Ok I didn’t see that coming! Nice touch. And I won’t deny that Lapis’ return almost made me tear up. Just one thing: In the battle against the diamonds, the Crystal Gems only merged briefly. Heck, why didn’t ALL of them merge into a new fusion? I get they wanted Steven to save the day, but again, it doesn’t make much sense in-story.

The final resolution however, did make sense as Steve was able to prove that the last fragment of Pink Diamond is now part of him. What now? Judging from the next episode bits [and the fact that next episode is #150] it could very well be the Series Finale. Well there are a few loose ends left [Lars is still in space, where is White Diamond etc.] but overall I don’t see much that could not be wrapped in say, a TV special.

Overall, I must say that Steven Universe is an unique experience, with great ideas even though marred by some bad characters and too much of a LGBT agenda [again, I don’t mind the latter but you know kids are going to be confused, and no I don’t believe gender issues are appropriate for preteens.] Still I have enjoyed the show and am glad it exists.

 

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BASHing Dragons!

Using Basic Action Super Heroes in a Dungeons & Dragons game

Hero vs Dragon

Crossing over Super Heroes and Fantasy is an old idea; there been have comic stories where modern-day supers get somehow displaced to magical worlds. Similarly RPG adventure modules based on the same concept have been occasionally produced over the years. So I thought, why not write an article for a possible BASH/D&D crossover?

The Situation

For whatever reason -Dimensional Teleportation, a Cosmic Being etc.- the Heroes (and possibly some Villains) are transported to one of the Prime Material Plane worlds, such as The Realms.

They will of course, immediately stick out like sore thumbs, what with their bizarre skintight clothing. If they use their powers in public, they will be assumed to be spellcasters of some sort (real spellcasters will notice they are not using spell components though.) For their part, the new arrivals will assume that they have been transported to the Middle Ages, until they spot a nonhuman race such as an elf (and it will definitely be obvious when they run into monsters!)

If they don’t want to attract much attention, they will need local clothing (their modern clothes will not cut it). These can of course be bought… except Earth money will be worthless here. At best they might pass off pennies as copper coins. They will have to find jobs or go adventuring for treasure. (Smart players will figure out they can use their powers as street performers, earning a few coins and explaining their costumes in the process.) Villains of course, either won’t care or will just steal anything they need.

Once properly equipped, the next step is finding where they are and how to get home. Just ask around. NPCs will likely tell them to go ask a sage. The sage, after they find one, will instruct them about planar travel and that they need a spell, a magic item or help from a wish-granting being. This will be the other half of the quest. (Villains might just decide this ‘primitive’ world is easier to plunder or conquer than Earth and remain there. Heroes aware of their presence must collect them first.)

Conversion

Superhumans should use the rules for monsters rather than those for Player Characters, first because of their superhuman abilities, and second because they (usually) do not advance in level. The GM can use them for an encounter (as friends or foes) or even allow them to be playable for a short campaign while they get back home.

SUPERHUMAN

Size: Medium, unless they have the Size (Large) Power (these are Large at Level 1, Huge at Level 2, and Gargantuan at 3 or Higher). Those with the Size (Small) Power are Small at size -1, anything less is Tiny.

Type: Humanoid (though other Tags might apply on an individual basis)

Alignment: Any. Heroes will Always be Good. Conversely, only the truly cruel villains are Evil; Most are Neutral, as are all Anti-Heroes. The Mental Malfunction can suggest more details such as whether they are Lawful or Chaotic.

Armor Class: 10 + DEX bonus + any Armor worn (note that the Armor Power provides no bonus, but Deflect does)

Hit Points: use Hits.

Speed: 30’. Super Movement Powers allow additional movement modes. Speed is 5’ per Square.

Ability Scores: Brawn is Strength and Constitution; Agility is Dexterity; and Mind is Intelligence, Wisdom and Charisma. A 0 is 5, 1 is 10, 2 is 15, 3 is 20, 4 is 25 and 5 is 30.

Saving Throws: Any Power or Advantage that provides a Stat Check bonus for resisting a Power’s effects also provides the equivalent Saving Throw bonus.

Skills: All BASH skills are retained, though some (Pilot, Computer, Technology) are useless. Use the Skill Multiplier as the skill bonus.

Vulnerabilities, Resistances and Immunities: These are all retained. Note that some Weaknesses might no longer matter (or become crippling) for the duration, depending on whether their “trigger” exists in the campaign; for example, a Hero who is weak to radiation does not have anything to worry about, but one who must recharge his powers with radiation will soon lose them!

Senses: All supersenses still work, though their targets might not exist. Range and Area is the same (expressed as 5’ per square where needed). Those that require Mind Checks use Perception Rolls. Keen Senses get a +3 bonus.

Armor, Weapon, and Tool Proficiences: Assume a Superhuman is proficient with any equipment they normally carry. They will suffer penalties from anything else they pick up.

Languages: It’s best to assume that the characters’ Native Language is the same as Common for convenience. The Omni-Linguist Power will also allow communication in unfamiliar languages (to read them they will also need Omni-Reader). Telepathy 3 can also be used.

Challenge: Mystery Men are CR 4; Street Level Heroes are CR 11; World Class Heroes are CR 18; and Cosmic Beings are CR 25. Minions are CR 0 to ½ depending on Hits and Powers.

Special Traits

Powers are treated as Innate Spellcasting. They still work as in BASH except as follows:

*Range and Area are 5’ per square.

*Powers that require a Defense Check use an Attack roll to hit.

*Other effects require a Saving Throw (GM decides which) DC is equal to the Power’s Intensity Level x 4.

*Damage is the same amount (including multiplier) Type is whatever is closest to the Power’s Special Effect.

*For effects with no duration given, assume it is 3 rounds.

Spellcasting: Treat characters with the Grimoire Advantage (or the Wizardry Power) as Sorcerers for purposes of casting spells. Level is equal to their Occultism Multiplier.

Psionics: All Mental Powers should have this Tag.

Advantages: All are retained, with the exception of Social ones such as Celebrity or Resources.

Disadvantages: Similarly Disadvantages still apply except Social ones. In Particular, neither Secret nor Public Identities can be used- the character better come up with a new name for the duration!

Actions: As for PCs. Certain Intense Training Powers allow Multiattacks.

Limitations on number of uses for a Power still apply.

Characters with Martial Arts Mastery (Grappling Style) should be given the Grappler Feat (if Feats are used in the campaign)

Equipment: Modern Equipment like phones will either be useless, or soon run out of charges, bullets etc. For more simple things like Armor, Hand To Hand Weapons and Utilities use the closest equivalent’s game stats. Powers with the Gadget Limitation should be treated as Magic Items.

Legendary Actions: The Quick-Thinking Advantage (and the Valiant Defender Power) qualify.

Regional Effects: Use of high Levels of the X-Mastery Power may cause these.

Conversion Test

American Wonder

Medium Humanoid, Lawful Good

Armor Class 17

Hit Points 100

Speed 30 ft., Jump 450 ft.

STR 20 (+5) AGL 20 (+5) CON 20 (+5) INT 20 (+5) Wis 20 (+5) CHA 20 (+5)

Skills: Athletics, Acrobatics, Persuasion

Vulnerability to Radiation (not applicable )

Senses: Danger Sense (+2 to AC (already figured in) It also reduces penalties when fighting blind or fighting an invisible foe by half, rounded down)

Languages Common

Challenge 11

Leadership: This provides 5 points that can be used to positively modify the rolls of allies, but only if acknowledged as their leader. Once spent they are gone until the next session.

Never Surrender: Once per session, if unconscious, paralyzed, charmed or stunned, he can snap out of it. His hit points are also restored to 20 (if they were below that).

Actions:

Star Bolt. Power: range 150 ft., one target. Hit: 2d6 x 6 Radiant damage.


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Familiars of Terra quickstart review

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Familiars of Terra is a fantasy role-playing game that will soon be available on kickstarter. A free quickstart is already available so I decided to check it out. This is my review of it.

Setting: The world of Terra seems to be a hodgepodge of genres- its like modern Earth, except everyone has a Familiar -and yes, that’s very similar to the premise of The Golden Compass. However it also has unique features such as The Badlands, their equivalent of mutant-filled post-apocalyptic wastelands!

Character Creation: Each player creates two characters: a human (known as a Seeker) and its Familiar, which is a normal animal with unusual features and powers. Both have typical RPG Attributes such as Strength and Wits, but also make use of descriptive words that both define the character and provide in-game bonuses. For example, all Seekers have a Calling, which is the thing they seek to achieve; meeting these goals earns experience points. Meanwhile their Familiars have a Legacy, which is their equivalent of a Calling.

Game Mechanics: Here is where the game turns really unusual. For no given reason, it uses playing cards (regular ones) for combat, as opposed to dice. This is not the first RPG to do this, I just wonder why (maybe it is explained in the full rules?) It doesn’t bother me though- I’ve played Yugioh and this is kind of like it.

Adventure Seeds: There are two playable scenarios provided, along with several pre-generated characters to choose from.

“The Sacred Heart” is about reuniting the soul of a deceased Familiar with its (now reincarnated) Seeker. (Yes, she already has a new Familiar, but conveniently its soul feels “incomplete”) Note that some of the opponents here are dangerous- the game warns that the PCs might die! The point being that running away or asking for help are also valid options.

“Veins Run Deep” is about a city that actually makes a living by allowing others to dump their garbage there! Which they then proceed to scavenge for recyclables. But lately they have been hit by tremors. If you think this is your classic “nature rebelling against pollution” scenario, you’re kind of right, but it has some surprising twists as well.

Art: Personally I don’t feel art matters much for an RPG- you’re supposed to use your imagination after all. But it cannot be denied that it helps sales. Here, I found the cover a little bland. Its just a girl Seeker playing with her winged catkin while two more fly nearby. Sounds like it should be cool, but it looks kind of crude. Not the worst I’ve seen, but a book like this begs for something better.

The interior art, while sparse and only in shades of gray, is much better. It reminds me of Teenage/Young Adult novel covers whose readers are (probably) the game’s main target audience. Why the cover is not this good is a mystery. Hopefully they will do a better one later.

Conclusion: Judging from the quickstart, Familiars of Terra is a setting I’d love to explore, and even my peeves about cards and art would not stop me from trying it. Expect a full review when I get my hands on the complete game.

Recommended for: Fans of Sci/Fantasy, of any age (the preview says there are rules in the full book to adjust the tone for different audiences) especially animal lovers.

 

 


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BAFF! Basic Action Final Fantasy

david-adhinarya-lojaya-combs

Those who follow my blog know that I love crossovers and conversions- and have in fact already converted concepts such as Pokemon and the Steven Universe characters to the BASH (Basic Action Super Heroes) role-playing system. And given that Final Fantasy is one of the greatest science fantasy franchises ever -which incidentally is currently celebrating its 30th anniversary- the time seems right to try a BASH conversion of it as well.

Of course, given that nearly every FF game, series or movie takes place on a different world, it is impossible to describe all of them here. But we can discuss the themes that keep recurring; you can go from there. You’ll of course need a copy of BASH Ultimate Edition as well.

The Elements

These are forces or substances that provide powers to certain monsters, characters or items. There’s always at least four- Earth, Wind, Water and Fire– and often Ice, Lightning, Holy and Dark. Sometimes Poison is considered an Element as well. In BASH terms these are considered damage types. Powers or attacks that do not use any of these are referred as Non-Elemental.

Affinities

Creatures and objects often have Elemental Affinities, so that they take less (or more) damage from certain Elements. This is usually based on which elements are “opposed” in the setting. See a typical list of opposites below:

Earth vs Wind

Water vs Lightning

Fire vs Ice

Holy vs Dark

Poison has no opposed element, but its damage may still be resisted or increased by certain abilities.

The affinities, and their corresponding BASH traits, are:

Absorb – Absorption Power

Immunity – Immunity Power

Resistance – Resistance Power

Vulnerable – Damaging Weakness* (double damage)

Weakness – Devastating Weakness (triple damage)

* = not the BASH Vulnerability Weakness

The Summons

Known by many different names -Espers, Eidolons etc.- most Final Fantasies include these- creatures of enormous power from a far realm that can be summoned for help in combat. In some versions, they just appear, deliver a magical effect, and vanish- making them no more than a vision that takes place during an otherwise-normal spell. But in some settings, they actually materialize and take part in the battle. To simulate this, use the Summoning Power with the Limitation: Summons Only. All Summons are creatures with 60 Hits and at least one Power that fits their “theme”. For example, Shiva The Ice Goddess always has Diamond Dust, a Special Attack that does ice-based damage. The basic form of this Power gets you a specific Summon; for 1 extra character point you can call three of them, and for 2 extra points you can summon any of them. Note that Summoning often requires Magic Points to use (that is, it has the Energy Cost Limitation.)

Limit Breaks

Most main FF characters can use these: abilities that can exceed their personal limits, usually in dire circumstances. Typically they are attacks, but they can be any Power, even Healing. A Limit Break must be high in Level -at least 4 or higher- and always has the <Situational> Limitation (Usually, Only when Hits are below 25% maximum).

Spells: As in most classic Fantasy, FF spells always have the Limitations <Casting> and <Energy Cost>.

Spell names: traditionally, level 2 spells have the suffix “a”; 3-level spells have the suffix “ga” and 4th level spells have the suffix “ra”. Example: Fire, Fira, Firaga, Firara. 5th Levels spells have unique names.

Status Effects: These effects are caused by certain abilities, spells and items. There are two types: “negative” statuses that hinder the target, and “positive” status that are beneficial. These are some of the most common:

Negative Statuses

Status – BASH equivalent

Berserk – Boost (Brawn, only while berserk) [Usable on Others] Linked to Mind Control <Only to cause the target to attack using only physical attacks>

Blind– Confusion

Charm– Mind Control

Confuse- Confusion [Friend from Foe]

Fear– Daze [repels enemies]

Transform- Shape Shifting [Usable on Others] <Only into a harmless animal such as a frog>

Petrify- Immobilization [Target Only] Linked to Increased Density 1 [Usable on Others]

Poison– Continual Damage (Poison)

Seal– Nullify

Sleep– Daze

Slow– Slow [Lethargic]

Stop– Immobilization [Target Only]

Stun– Daze <one Page only>

Zombie– Shape Shifting [Usable on Others] <Only into a zombie>

Positive Statuses

Status – BASH equivalent

Auto‐Life– Healing [Usable on Others] <Delay (only when target reaches 0 Hits)>

Flight– Flight [Usable on Others]

Haste– Super Speed [Usable on Others]

Invisible– Invisibility [Usable on Others]

Protect– Armor [Usable on Others] <Physical Attacks Only>

Reflect– Deflect [Double-Maker] <Spells only>

Regen– Healing [Usable on Others, Regenerative]

Shell– Resistance (Spells) [Usable on Others]

EquipmentWeapons, Armor, Shields, Accessories and other Items are considered Standard Equipment unless they have magical or technological properties- in that case they are Special Equipment, possibly boosted with Equipment Enhancements (see Awesome Powers #6.) Particularly powerful items might be Powers with the Gadget Limitation.

Leveling Up– If you are planning on running a FF campaign rather than just a few sessions, you should use the Optional Experience Points rules (UE, page 130) to allow the PCs to level up. Preferably, use Method 2 to simulate the games more closely.

Credits: My thanks to the Final Fantasy Wiki and the fan-made Final Fantasy D6 role-playing game for providing inspiration and ideas for this article!

Art by david-adhinarya-lojaya-combs.


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Men & Monsters of the Aegean: my review

 

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As the title indicates, Men & Monsters of the Aegean is a bestiary for the Sword of Kos setting in the BASH Fantasy game (a spin-off of Basic Action Super Heroes) . The fact that it describes creatures from Greek mythology makes it a great reference source for other games or even when writing fiction as well.

The book is divided in sections: it begins by describing those semi-human races that could be played as characters, then it handles the rest. In most cases, it does not reprint creatures already featured in the main books unless they are variants.

My favorite feature is the fact that the book makes it clear that most of these creatures are not necessarily malicious or unintelligent, and that violence is not the only answer when dealing with them. In fact every “monster” comes with an ‘Adventure Hook’ that shows how it can be used. Some of the hooks can be even be tied together for a longer adventure.

If I had a nit to pick, it would have to be the art. It ranges from crude drawings to full paintings. While I feel this is hardly important, some people might wonder at the inconsistency.

The final section of the book is a summary of all the new stuff (weapons, powers etc.) introduced, plus tables for random encounters.

Overall, I find M&MOTA to be a very well put-together sourcebook, much more than just a simple bestiary. Recommended for fans of Mythology and Fantasy.


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My problem with Little Charmers

Little-Charmers-Cauldron-Mishap

Little Charmers is a doll line for little girls; here I’ll talk about the cartoon based on it.

The show is about three little girls living in a Magical World, trying to learn magic and inevitably getting in trouble. You can tell its true purpose is to sell the toys- every episode features the Charmers using their tools, flying on their brooms and going to their “charmhouse” right down to the same musical sequences. But this is par for the course for cartoons these days. That’s not what bothers me. It’s the (probably unintentional) message the show carries.

You see, most episodes go like this: a grownup warns the Charmers not to do something; they do it anyway; trouble ensues, and they usually end up going to a grownup to help them fix things and say they are sorry. So far so good.

But in almost all cases, the grownups will say “Oh well, I guess you learned your lesson” and forgive them. They never get punished. Sometimes they get congratulated or thanked! And it’s not like the stuff they do is always harmless; in one episode they ruined magic for the whole town, and in another, they froze it over!

But perhaps most annoying of all, they never learn! You can bet that not only they will be disobeying their elders again by next episode, but that often they commit similar errors too. It’s an insult to the intelligence of even its intended preteen audience to believe they could get away with that.

If I might be sounding too harsh, it’s because we are living in an age of enlightened cartoons that can teach lessons and still be entertaining- My Little Pony and Sofia The First are great examples of this. And other than this, the show is very good- in animation, design, music, and even worldbuilding.

To be fair, not all episodes are like that. Maybe someone took notice and a memo was passed around because some latter episodes improved. In some the problems were not caused by the Charmers, and in a few, they actually managed to solve things on their own! Possibly the best episode was the one where they turned themselves into ogres so they could win a game, only to learn that playing unfairly ruins the fun for everyone.

Overall, Little Charmers is a cute, harmless show. Just make sure you watch it with your kids and that they don’t get the impression they can away with a “sorry” in real life.


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My Fifty Years as a Fan

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As I post this, I’m now 50 years old. Mine has been mainly an uneventful life; yet I feel very grateful for my existence. I have friends, I have family, I have my health- and I have Fiction. As far as I can remember, Fiction in one form or another has formed part of my life, helping me escape the dullness of my reality. So today I want to take the chance to celebrate it. (Warning: this is going to be long. 😛 )

It all began for me in the 60’s as for most people: with TV cartoons. In particular, there was one about a little turtle (sorry, can’t remember the title) who wanted to fly. After many attempts, it succeeded in the end… because it got KILLED and became an angel! O_O What?? I know, it was a joke, I get that now but boy was I PISSED as a Kid! And I actually did something about it, too: I took a book that (conveniently) had printing only on one side of the pages, and used it to draw my own version of the story in which the turtle fulfills its wish without dying. Yep, that was my first fanfic! Oh, and I was in the story, too- making it a self-insert as well! How appropriate. XD

Next came comic books. In Spanish, at first. There were two types: translations of American companies such as DC or Gold Key (no Marvels- probably due to some copyright or distribution issues) as well as original ones made in Mexico featuring characters such as Kaliman or Fantomas. Comics in English started being sold here in the late 70’s; I was floored by my discovery of the Marvel Universe (I already knew Spider-Man, The Fantastic Four and The Avengers from the cartoons, but had no idea there were so many more!) From then on I actually would spend my lunch money once a week on comics. 😛 I ended up becoming known as the local “comic book kid” and my collection, by the time I stopped, had soared to about 700. I still have it btw.

In the 70’s I also discovered Anime. Well actually I had seen “cartoons” such as Speed Racer before, I just didn’t realize they were from Japan- much less the potential in them! That changed with the Giant Robot show Mazinger Z in 1972. While barely known in the US, in Hispanic America it became very popular, to the point people still remember it today. It became my favorite anime then and while I have seen better ones since, I still have a lot of appreciation for it.

I met some fellow geeks in high school- wow, I wasn’t the only one?- who introduced me to Dungeons and Dragons and therefore to the concept of role-playing. We didn’t get to play much, but I found the whole idea that you could mathematically describe even magic mind-blowing; I began collecting rpg books for its own sake.

In the 80’s, something unexpected occurred: one of my hobbies led me to a profound revelation. I used to read Fantasy novels- not many, but I was a fan of Piers Anthony, especially his Incarnations of Immortality series. In them, concepts such as Death or Nature were physically embodied by humans as if they were jobs that had to be passed on. The bad guy was The Devil, who was supposed to not be an Incarnation at first. But in the last two novels, it was revealed that not only was the Devil a human too, but so was God, and the Devil had been trying to undo the injustices caused by the current, uncaring Divine Officeholder all along! I was raised Catholic and I got very nervous as I realized where the novels were heading; I even considered dropping them. But after some thinking, I realized that was silly. What kind of faith you have if you allow something made for entertainment challenge it? Even more: I realized that I had never actually thought about religion. Like most people, I just accepted what those who raised me taught me to believe. But people are free willed, and we should decide by ourselves what we believe in.

In 1996, I played my first RPG video game- Super Mario: Legend of the Seven Stars. OK I mostly bought it because it was a Mario game, but I so greatly enjoyed the experience that buying the guide/then the RPG/then playing for hours till I found everything became a habit for years. Too bad they don’t make game guides anymore (online walkthroughs aren’t quite the same.)

The coming of the new millennium… was not a nice time to me. Because of the recession, I lost many of my resources- Blockbuster Video, my local movie theater, local bookstores- all gone. Worst of all were the comics. The things DC and Marvel did to characters I had followed for years left me aghast. DC started it with the “Secret Identity” event where the rape AND murder of Elongated Man’s wife was a major plot point; and Marvel’s lowest point came with the “One More Day” story where Spider-Man makes a deal with Mephisto (aka as Satan) to save his aunt’s life, erasing his marriage from history in exchange! By the time DC decided to revise its history *yet again* with 2005’s “Flashpoint” event, I threw up my hands and gave up on comics altogether. Not on the characters- I still follow Marvel and DC in movies, cartoons etc; just not in the comics. I keep hoping some day things will improve… but from I’ve heard, that’s not the case, yet. Oh sure, there are exceptions, I hear good things about comics like Batgirl or Miss Marvel. But not enough.

Things improved with one thing, tough: the Internet. It put me both in contact with old friends (such as Liz, a lady from the States I had befriended via an animation newsletter in the 80’s) and an the RPGClassics Agora, a website where I posted my first online stories and spent a lot of time chatting with people of similar interests. However problems both personal and with my computer led me to reduce my activities for a while.

Finally, last year, something happened. After being paid to do a video on my computer, I found the experience so enjoyable I started my own Youtube channel. That felt so fulfilling I started this Blog as well- another experience that’s been greatly rewarding. 🙂 And recently, I started my own webcomic- that one has been harder to pull off, but I still enjoy it. (You can see it here, if you want: http://raitokomikku.thecomicseries.com/comics/1/ ) Oh btw, I also made a special video to celebrate some of the events mentioned above. You can find it here: https://www.youtube.com/watch?v=1L9a0FV8OoA&feature=youtu.be

So what’s next? Well, who knows? That’s half the fun- taking things in as they come, enjoying what you can, learning from what you can’t. I guess that’s the lesson I learned after 50 years of life, and now share with you all.

Before I finish, I want to send a message to some very special groups of people: To TV Tropes.com, especially to my fellow players in the Justice Avengers Forum Game; and also to the Basic Action Super Heroes RPG Facebook group, where I hang out and post ideas often. Thanks to all of you for your support in recent times. May we have fun together for many years more! 🙂