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Tibalt
May 14, 2017

What, drawn, and talk of peace! I hate the word, As I hate hell, all Montagues, and thee

I know other people said it but Jesus Christ Deadlands. Not even a morally grey "good reason for bad things" just straight up villain trying to take over the world.

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wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


That time when they had the ghost of Lee show up, they should have had John Brown show up.

Dawgstar
Jul 15, 2017

wiegieman posted:

That time when they had the ghost of Lee show up, they should have had John Brown show up.

Deadlands has sadly always bought hard into the 'Lee as noble soul on the wrong side.' There's even a bit later on about how he takes over the Dixie Rails railroad in the Great Rail Wars because his nephew or son or whomever was a bumbling oath and Lee simply wanted to be quiet and dignified in peace.

NutritiousSnack
Jul 12, 2011

wiegieman posted:

That time when they had the ghost of Lee show up, they should have had John Brown show up.

Forrester comes up as a ghost to remind the PCs killing John Brown, "Actually there is no difference between good things and bad"

Nessus posted:

There's a new sheriff in town... and he's the ANTITHESIS of what the bosses are up to!

KARL MARX is THE RED SHERIFF in THE PEOPLE'S REPUBLIC OF TEXAS

In this time frame he actually IS in New York.

inklesspen
Oct 17, 2007

Here I am coming, with the good news of me, and you hate it. You can think only of the bell and how much I have it, and you are never the goose. I will run around with my bell as much as I want and you will make despair.
Buglord
So, uh, "Back East" deserves the warning banner, right?

Mors Rattus posted:

No, Haiti's freedom was won in blood. The slave rebellions were, uh, a huge deal.

Won in blood and then crippling debt, enforced by threat of arms, with the connivance of the US.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

inklesspen posted:

So, uh, "Back East" deserves the warning banner, right?

Could I ask for that banner for AdEva in the archive? Stuff like Unshippable and all and what I'll be getting into about the game when we get to the GM's guide will probably merit it. AdEva is weird in that it hides that stuff in The Implication, but I absolutely know it's there because of my experience and others' with the game's community. Also because The Implication is loud and clear if you look for it.

Night10194 fucked around with this message at 04:27 on Mar 10, 2019

inklesspen
Oct 17, 2007

Here I am coming, with the good news of me, and you hate it. You can think only of the bell and how much I have it, and you are never the goose. I will run around with my bell as much as I want and you will make despair.
Buglord
We've also got , which so far I think is used just for "Charnel Houses of Europe".

I'm happy to add either banner to anyone's writeup; probably best to send a PM or Discord message to be sure I spot it.

Hunt11
Jul 24, 2013

Grimey Drawer

Robindaybird posted:

and the writer's full of bull, not only was segregation at full force, but in England, there were a lot of issues that arose due to British military bases and bars refusing to bow to the American military demands for segregation, to the point some bars put up signs saying 'Black Troops only' to annoy the white soldiers.

Just to back this up, in a psa movie designed for US troops stationed in Britain they had to include a section basically about thishttps://www.youtube.com/watch?v=ltVtnCzg9xw. The idea that soldiers had to be warned that the UK populace was not as racist as they were and refused to change to accommodate them is quite the indictment at just how bad the US was.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Hunt11 posted:

Just to back this up, in a psa movie designed for US troops stationed in Britain they had to include a section basically about thishttps://www.youtube.com/watch?v=ltVtnCzg9xw. The idea that soldiers had to be warned that the UK populace was not as racist as they were and refused to change to accommodate them is quite the indictment at just how bad the US was.

yep, American GIs got especially angry about white british women flirting with black men, or bartenders making them wait their turn.

LatwPIAT
Jun 6, 2011

Night10194 posted:

What the AT Tactician does with them is mostly made up for the game so they can have a wizard class, but if it was better done I'd be fine with it solely because adding in a support caster with fun abilities is neat for a group combat game.

One or more of the Children learning to weaponize the AT Field is a recurring thing in Eva fanfiction. It lets authors get a little more creative with fight scenes and/or show off how skilled Shinji/Asuka/their OC is or how weird Rei is.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



mllaneza posted:

Texas goes Red, a wave of pro-labor sentiment sweeps the North. A trio of Constitutional amendments to implement true Communism in the USA fails in 1855. The 1856 election is bitterly contested, but the Communist candidate wins by a hair. He pursues a very Republican policy of internal improvements with the addition of legislation aimed at improving wages and industrial safety. The Department of Labor is created, initially it's remit is OSHA-like, but it is rightly seen as the thin edge of a wedge aimed at prying the capitalists' hands off of the means of production.

And Abolitionist sentiment is on the rise. Lincoln is elected in 1860. Secession proceeds as in our timeline. Immediately upon inauguration he orders Genera of the Army Scott to prepare a plan to enforce abolition with Federal troops. This time it really is the War of Northern Aggression, but Texas is solidly Union. Republican France refuses to assist the Confederacy, but England is torn between anti-Communist and anti-slavery opinions. They decline to intervene, but make strong demonstrations against the Union Navy after the Trent incident, and are much more lax about supplying warships to a belligerent power while neutral. An undeclared naval war smoulders on the Eastern seaboard and in the Caribbean as RN ships "sold" to the CSA attempt to convoy blockade runners in and out of Southern ports (I just want an even more interesting naval war, ok ?).

FATE, PbtA, or BiD ?
I've seen a lot of AU South-wins-the-civil-war have Lincoln basically founding a Socialist party so this doesn't even require much flex. The only two real complications in the eternal victory of Marxism-Lincolnism is, first, you would probably need to lay off the militant atheism, and secondly, Marx himself was pretty in favor of the Union for having a more progressive system of industrial capitalism vs. the quasi-feudal agrarian slaveocracy of the South... so, like, if you're leaning into historical details you might disappoint people looking for fully automated steampunk gay luxury communism in 1862.

e: but you can absolutely have partially-automated racially harmonious social democracy by 1889

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!



Part 7a: Realistic gun rules for this game about robomen


https://www.youtube.com/watch?v=HLIDEVrJoiI

Cyberpunk 2.0.2.0. uses the Friday Night Firefight rule system, which first appeared in the first edition of Cyberpunk. While FNFF has been covered by in FATAL & Friends by hectorgrey (link), reading his review and comparing them to the rules here tells me there are enough differences that I need to go over them myself.

The section opens with a bunch of statistics about firefights, with the main takeaway being “lots of missing, and whoever is hit first is done.” It’s the same intro in hectorgrey’s review. But then, there’s a step back from this appeal to realism.

Cyberpunk 2.0.2.0. posted:

On the other hand, this is Cyberpunk, right? So why are we telling you all this if we don’t intend for you to go in there with guns blazing? If a large caliber handgun is truly something to be respected, who wants to lose character after character until they get the point?

Here’s where we get interfaced, gangboys. We’ve made this edition of FNFF simpler, faster and more direct, so you can concentrate on how to fight; how to win every encounter (you’ll only get to lose once). We’re going to give you all the tips we’ve learned over hundreds of our own encounters, plus hot tips from cops, combat grunts, SWATmasters and other veterans who’ve put in on the line for real.

It’s true - a firefight is dangerous. But you can handle it. That’s why you’re Cyberpunk.

In other words, we have a system at cross-purposes. On the one hand there’s the original desire for gritty, messy realism for the purposes of encouraging “thoughtful play”, but on the other hand there’s the realization that such a system is at odds with the tone the rest of the book is setting. While there's a chance the end result satisfies both design goals, the odds are not good.

Aside from the mixed up mission statement, the other issue with FNFF is that it’s a tactical combat system without any defined grids. While it’s not that such a system can’t work, it’s hard to plan out encounters and take advantage of bonuses when distance between PCs and enemies is nebulous. It ultimately comes down to whether the referee thinks what you are doing is plausible, but if that’s the case then why have such a granular combat system?

The first thing FNFF presents is how long a turn is (about 3 seconds) and how initiative is determined. Each round, Players and the Referee roll 1d10 and add REF, Combat Sense (for Solos) and any added modifiers (mainly from cyberware). The highest number goes first. Either Players or the Referee can roll as a group to speed things up. Combatants also have the option to snap draw, getting a +3 to initiative in exchange for a -3 to hit.

Each turn, a character can take one action without penalty, every subsequent action is taken at a -3 penalty (it’s unclear what this means for actions that have no skill check). Actions include making an attack moving (up to RUN in meters), dodging and parrying (melee only), escaping holds or traps, aiming, reloading or changing weapons, getting into or out of vehicles, making repairs or giving first aid, or performing a quick non-combat task. Trying to use two weapons at once incurs a -3 penalty to both attacks.

We get special rules for setting ambushes. If a character can pull it off, they get +5 to their first attack. All you need to know is that it’s really difficult to ambush Solos, because they add their Combat Sense to all Notice checks

(In the middle of this, we get a quick reference sheet for important rules for combat and common modifiers, and a table for the various Martial Arts bonuses to different moves. The most important modifier that’s not mentioned later is making a called shot to a body part: -4.)

Armor

The game puts the rules for armor and damage before the rules for how to hit targets. Which isn’t how I would organize things, but okay. When a character takes a hit, assuming it wasn’t a called shot, they first roll where the attack landed. Each character has six locations to be hit - head (1), torso (2-4), right (5) and left (6) arm, right (7-8) and left (9-0) leg. If a body section is behind cover, then you re-roll if that section comes up. That last rule will cause problems later, but let’s move on. As indicated in the equipment section, every segment can have its own Stopping Power (SP). SP reduces the damage taken from each hit.

Armor has a lot of restrictions meant to prevent players from just putting layers of armor on themselves until they’re an invincible Michelin Man of armor. Some of these rules were new to this printing. The first drawback is EV, which I explained in section 5. Also, there are limits to how much armor you can wear. You can have only 3 layers over a segment, and only one of those layers can be “Hard”. Just having a layer adds 1 to EV, while having three layers increases the penalty to 3. The exception to this is skinweave armor, which counts as a layer but receives no penalty. Third, there’s diminishing returns with layering armor, so rather than just adding the two SP values together, you have to compare the difference in the SP to a table that gives a bonus SP to the higher SP value. So the most you can get from wearing layers is +5 over the heaviest single piece you are wearing

The main way to get around armor is with armor-piercing bullets and edged weapons. AP rounds treat armor at only half it’s SP value, but any damage that penetrates only does 1/2 damage. Edged weapons treat soft armor at 1/2 SP, but do full damage.

Aside from personal armor, the most effective way of getting SP is taking cover. Cover can provide SP well in excess of anything achievable with the armor in this book. That’s why the earlier ruling of “if the body section is behind cover, then re-roll where the hit landed” is so frustrating, because it circumvents the use of cover unless the target is completely behind (and therefore can’t return fire). But even without this dumb advice, we’re still left with the question of what sections are in cover and what aren’t. I guess we use common sense, even though the paragraph telling us to use common sense also told us to ignore anything short of complete cover.

Characters have one more layer of defense if damage gets through armor, the Body Type Modifier. This reduces damage that gets through armor based on the Body Type. The highest reduction is -5, which is only achievable with cybernetics. Unlike body armor, BTM can’t reduce damage below one.


Man this is a lot of words. Have a gun picture from Section 5 to break up the monotony

Damage

Taking damage in CP2020 can quickly get debilitating. Characters have a health status tract that advances on how much damage they take. Each health state can take four points of damage before moving onto the next state. At LIGHT damage, you suffer no penalties, SERIOUS damage gives a -2 REF penalty to all actions, and CRITICAL damage reduces the character’s REF, INT and CL by half (rounded up). When a character has taken 13 or more points of damage, they have been mortally wounded, reducing REF, INT, and CL by one third (rounded up). Mechanically, there are no ways to avoid these penalties, even though the flavor text for the Endurance skill (and the Pain Editor, which works by modifying Endurance) imply that they do. If the character continues to take damage, they move to higher degrees of MORTAL wounds, which matters for death saves.

There are two important special rules for damage. First, if a limb takes 8 or more damage from a single hit, then the limb is severed or crushed beyond recognition, and the character must make an immediate Death Save. A head wound of this type will kill automatically. Hits to the head do double damage (I assume this means damage that gets through armor).

Aside from the classic death spiral, wounded characters need to worry about stun/shock saves whenever they take damage. The wounded character rolls a d10 against their Body Type, with an increased penalty to this roll based on their health state. If they roll over their BOD, then they pass out (there’s an optional table for Hollywood style over-reacting). The only way to recover is to pass the stun/shock save roll on a subsequent turn.

There’s also the death save, which works in the same way, except characters only start rolling on this once they’ve taken a mortal wound (13 or more damage) and must make the check every turn. A character that fails a death save dies at the end of the turn (although there’s a life line thrown that we’ll get to in the section on wound recovery). The only way to stop having to make death saves is to get stabilized by another character. The check to stabilize is TECH + any Medical Skill + d10 vs the number of wounds a character has taken. Once a stabilization check is made, the character is no longer in danger of dying until they get wounded again.

Ranged Attacks

Well that takes care of damage, now we get to how to hit with weapons in the first place. This works differently depending on whether a combatant is using a ranged weapon or melee. For ranged combat, the attacker rolls their weapon skill and checks against a base difficulty based on the weapon’s range:

    Touching to 1m: 10
    Short (1/4 listed range): 15
    Medium (1/2 listed range): 20
    Long (listed range): 25
    Extreme (2x listed range): 30

Defenders can’t dodge ranged attacks. The only way to influence the difficulty is by moving, and that’s only if their REF is 10 or above.

We get a reminder of the godawful fumble rules, but there’s a special application for automatic weapons-instead of rolling on the fumble table, you have to roll a 1d10 and check the reliability table. If you fail the roll, then your gun jams. It takes 1d6 rounds to unjam a gun. In a way, there’s a perverse incentive for using an unreliable gun if your setting an ambush, because you only have to worry about jamming if you roll a 1, which means you missed anyway. So better for the gun to jam then make a lot of noise and hit nothing.



Automatic weapons have three optional firing modes besides single shot. First is a Three Round Burst. This gives +3 to hit at short and medium ranges. If a hit is successful, then you roll 1d6/2 to see how many rounds hit the target. This can only be used on a single target.

The second mode is Full Auto. This fires the full ROF, and can be shot at one or multiple targets. The attacker rolls for each target individually, and applies a +1 bonus for each 10 rounds fired if the target is at short range, or -1 penalty for each 10 rounds fired if the targets are at further ranges. For every point of success over the target number, one round hits the target, up to the ROF (divided by however many targets being shot at).

Finally there is Suppressive Fire, where the attacker covers an area in meters with bullets. Anyone entering or passing through this zone would have to make an Athletics check against the ROF of the gun divided by the width of the fire zone in meters. A character that fails this check is hit with 1d6 bullets. The minimum width of a zone is two meters.


the rules for these were given 7 pages ago

After that we get special rules for various exotic weapons. Nothing really stands out except for microwave weapons. The rules for microwave weapons is that they have a 5-in-6 chance of completely wrecking anyone with unshielded cyberware, which means after the first time it’s used, everyone is going to make sure to shield their cyberware.

For area of effect weapons, the attack hits the target plus anyone in the area of effect. If the attack misses, than you need to roll on a scatter chart, then another 1d10 to see how far the shot landed (in meters). Shotguns and auto-shotguns are cone attacks, hitting everything between it and the target. There are special rules for AP shotgun shells: not only do they do more damage, but AP shells that pierce hard armor does normal damage. After that we get special rules for grenades, mines, rockets and missiles. The most significant one for rockets and missiles is that AP versions don’t halve the damage that gets through armor.

Melee Attacks

Unlike ranged attacks, melee involves an active defense. The attacker and defender roll their melee skills, and the attacker has to beat the defender’s roll to hit. If using a weapon, the attacker just hits them with that weapon. If using martial arts or brawling, they get a selection of maneuvers to pick from, from doing damage to grappling, disarming, tripping, what have you. Martial arts have an advantage over brawling in that certain maneuvers for a style are key attacks, and they get a bonus to performing them. Martial artists also add their skill to damage rolls. There’s also special rules for parrying with blade weapons that mostly amount to swords breaking 1-in-10 times its used to block an attack. It may be a genre troupe, but it’s best for your character to not get attached to any hanzo steel.

Lastly there are vehicle rules. These are much pared down from the version in Solo of Fortune so I’m not going to be covering them here. I might explain them if I ever get to that book or CP2020’s big vehicle book, Maximum Metal

And that’s combat in a nutshell. For the second part of this update, I’ll put Jamie and Kim through the paces to give a glimpse of how it comes together.

Next Time: Against the half-statted Ninja

Kemper Boyd
Aug 6, 2007

no kings, no gods, no masters but a comfy chair and no socks
My 5 eurocents about Deadlands:

I liked Deadlands a lot more before I found out that it's one of those extremely nineties kitchen sink settings. Scary Cowboy Adventures with Weird Cardsharp Magic seems like a lot of fun.

Scary Cowboy Adventures, But The Confederates Are Cool Now, California Exploded And Also Kinda The 4 Horsemen Are Around, There's Also Weird Science And Skeleton Uranium is way too busy for me.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
Don't forget the aliens!

Barudak
May 7, 2007

Bieeanshee posted:

Don't forget the aliens!

You arent allowed to, the whole setting has to take you to another planet

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Kemper Boyd posted:

My 5 eurocents about Deadlands:

I liked Deadlands a lot more before I found out that it's one of those extremely nineties kitchen sink settings. Scary Cowboy Adventures with Weird Cardsharp Magic seems like a lot of fun.

Scary Cowboy Adventures, But The Confederates Are Cool Now, California Exploded And Also Kinda The 4 Horsemen Are Around, There's Also Weird Science And Skeleton Uranium is way too busy for me.
Pretty much my feels as well, also I prefer the Unknown Armies philosophy of "You did this" and that only works if you keep things relatively subtle.

mllaneza posted:

backstory

I'm totally adding this to my thing that only goes so far:
Marx gets some progress in Texas and then gets to see how the anti-slavery stance of the Mexican army encourages division among the population during the Spanish American war.
He and some followers somehow get up to Massachusetts and meet John Brown (plot contrivance).
Brown and his buddies are deeply religious and the budding Communists are not quite ready to throw in until the loving 1850 Fugitive Slave law forces everyone to sit down with Harriet Tubman and other abolishenists and hammer out an alliance.

I could totally see Marx putting his irreligiousity aside to actually free people from bondage, and Brown would probably be fine as long as he gets to be God's avenging left hand.

By popular demand fucked around with this message at 16:57 on Mar 10, 2019

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Adeptus Evangelion

You Must (Not) Construct Additional Pylons

You knew there'd be a base-building minigame, right? Subsystems! Once again, this is a subsystem only the OD really interacts with. The players will live on your giant NERV base and spend all their time going to school on an on-base school, probably in a fortified city like in the show. There'll be hidden secrets below the base, like in the show, that explain why the angels keep attacking this one specific place. Your job is to keep the goddamn angels out of here, because once one of those pricks gets in there's no stopping Third Impact. Given Second Impact annihilated an entire continent, this is something to avoid unless you're the inevitable insane doomsday cult that's actually running NERV. And even they only want it to happen on their timetable, under their conditions; it's only fun when they do it. No angels allowed.

They also come up with some bases for you, and by giving each base a distinct mechanical effect but absolutely no guidelines in what mechanics to give any future bases you make, they make it much more awkward to pick your own base location. Also, the Boston Base is absolutely the best one, because you start with +20 Research. That puts you one adventure off unlocking, say, Heavy Progressive or Chain weapons (or a good way towards Positron). Given almost every melee weapon base is actually T1, getting a Progressive Spear or something (d10+3+SB Pen3 Breach 2+ATS? With Tearing?) early on is a really good deal. The other bonuses are an extra Weapon Upgrade for everyone if you start in Berlin, -1 to Collateral cost for a defeated Eva in Hamburg (Useless), Recessive Buildings (Take less Collateral for fighting in a city) for Tokyo-3 (they have lost two (2) prior Tokyos), or a tiny number of extra conventional turrets for Area 51 (lol). Okay, so, compare those: A battle or two's research progress, kickstarting your entire tech development and putting you ahead of the game, or a grab bag of mostly meh abilities.

Every single Evangelion pilot has a Boston Accent now. All of them.

There's also wishy-washy suggestions for a sea-based campaign where you fight at sea using the awful crush depth/sea equipment rules. There's a suggestion of having a giant helicarrier for, uh, reasons. No, I don't know why you'd bother, I guess they just wanted to write about it and not really give any useful suggestions for doing it because they think it looks cool. Also a generic 'Oh what if you really play up how magical and spooky angels are and be Lovecraftian!!!' suggestion. To be fair, AdEva DOES have a better ruleset than Cthulhutech if you just want to play Cthulhutech. The real solution is to play neither.

You start each campaing with one (1) Pallet Rifle and Prog Knife for each Eva, as well as a wing-dock to sheath the prog knife in. You have the Magi supercomputers to provide unnecessary Christian imagery. You get some lovely prototypes of the environmental gear in case you have an adventure that calls for them without the OD having read the GM's mind and picked the right envirosuits to waste money on for the Evas. You get one carrier plane to airdrop each Eva in case you need to do an intercept (no idea how a single plane carries a 40m tall robot). Note that airdropping without the A Type Jump Jets is very dangerous to both Eva and pilot. You also get some mobile support batteries and the OD gets to place a bunch of support structures around the base.

You also get to build more structures or order environmental gear with the bonus Surplus money you get after good battles. There's all sorts of minor traps and things you can put down to make the OD feel useful and cool. Some of them might even help a little. All of it is a huge waste of time given how much time you're expected to spend on it. I know when I think Evangelion I think tedious base building minigame. I guess if you max out turrets and build in the Rail Turret system they do d10+10 Pen5 once per round with 0 DoS, so if you've Neutralized the angel completely that's useful damage. If it has even a single point of Deflect left they bounce off, though. Unless you build the Maser turrets, which do d10+10 Pen0 but gain Breach 5 when maxed, so that might actually help, too. Not a lot, but hey. Misato needs to feel useful.

You also get some advice about the characters for a NERV base, namely that you should have some. I'm not being sarcastic, that's about the long and short of their advice. They list a bunch of official positions and say 'well someone should be in this position and they should be important and give people information' but there's nothing about making these people interesting or how they really interact with the players besides saying your Designated Gendo probably rarely does. It also compares the Designated Gendo to an Inquisitor in DH and has a big speech from an in-character Commander about 'MORALITY IS THE SACRIFICE TO WIN THIS VICTORY!!!!!' because that's the groundbreaking fluff writing we come to AdEva for. They suggest the Vice Commander should be a foil for the Gendo instead of a full character, which is an odd suggestion when the GM is playing both characters. There's a lot of implication the GM is going to be playing multiple 'Bridge Bunnies' (their term for the command deck officers) yelling exposition at each other like in the show. That's engaging gameplay.

Every character is written about what they'll exposit about. There's nothing about giving these people relationships or building their relationships with the PCs. There's no actual character to any of the character suggestions, here in a game that's supposed to be all about character driven drama. But that shouldn't be a surprise. These people write like a goddamn TVTropes page.

Also you probably have something important in the basement that only your Gendo and SEELE or SEELE stand in know about.

And that's it for the base building. It's a vestigial subsystem that doesn't need to exist, even moreso than most of the other ones. Which is really a fitting note to end the mechanical writeup for the corebook on.

Because next time, we're getting into the goddamn fluff and 'worldbuilding' as the writers miss the point some more.

Next Time: World a'splode

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Ignoring all the creepiness AdEv seems less fun than a blank book titled "Write your own mecha rpg"

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

By popular demand posted:

Ignoring all the creepiness AdEv seems less fun than a blank book titled "Write your own mecha rpg"

This is what happens when a group of the same amateurs work on a game without ever scrapping any of their work for years and years with no editor. I think it's a genuinely instructive thing to look it because it shows you exactly why and how things should be cut out of a game's design, which is one of several reasons I wanted to talk about it.

This is a game with so much that needed cutting that almost anyone observing it can point at it and go 'Yeah I'd cut this and this is why', which I think is helpful instruction for our own amateur game design projects. Negative examples are still helpful!

The funny part is, even if it missed the point of Evangelion entirely, if it actually realized what it's trying to do with the combat engine (X-COM with kaiju and cool cybernetic horrors that you drive) it would be easy to strip out the creepy and just run that. It just, uh, doesn't. It does not accomplish its goals on any level.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

and even then, Dark Heresy rules are so bad you'll want to run X-Com in a completely different system.

Tulul
Oct 23, 2013

THAT SOUND WILL FOLLOW ME TO HELL.
While you're on the :godwin: analogy, the attitude of Deadlands towards the South reminds me a lot of the "clean Wehrmacht" mythos, which is constructed to let you segregate all the things you like (Rommel, tanks, uniforms) from the Nazis (who are bad). Racism is only active and obvious in its evil, in forms like lynching and gassing, and your hands are clean as long as you didn't directly participate in it. There's the very brave condemnation of genocide and slavery (wow!), but there's either no recognition or avoidance of the infinite other ways bigotry expresses itself, because that could be the precursor to some very uncomfortable questions about yourself and your hobbies.


Fun fact: This is part of a century-old conspiracy theory that the Smithsonian engaged in the destruction and cover-up of thousands and thousands of giant skeletons found all over North America, which further splits into a bunch of sub-theories about nephilim, aliens, the NWO, and/or creationism.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Robindaybird posted:

and even then, Dark Heresy rules are so bad you'll want to run X-Com in a completely different system.

DH1e has a ton of problems and is worse than its predecessor WHFRP2e in very interesting ways. I know I already did DH, but there's just so much to say about how the randomness in stats and stuff matters so much more in DH than it ever did before. Or how the game's decision to throttle stat growths changed the entire system for the worse. Or how removing the general idea of 'caps' on damage and DR and all ruined all combat balance.

Like, I was making a character to show up in a game for WHFRP2e on the concept of 'this person is an archer'. The character did not roll well for BS. Between Shallya's Mercy (set one stat to rolling an 11), the fact that the Hunter starting class gives Marksman (+5 BS), and the fact that Hunter gives +15 BS while in Hunter, despite rolling badly that character is still set up to be a good shot. And her 'by the end of my first career' BS of 51 would be considered very high as a base stat at all in Dark Heresy. By her second Career she can be at 76%, higher than any PC in DH normally gets in a stat, and that's starting from being totally average and needing a mercy rule on the stat. A character with the same starting point in DH would pretty much never be a decent shot.

I legitimately can't figure out why they decided they wanted to throttle stat growth and make it so drat expensive in DH. I get the multi-dice weapons; they were trying to deal with living in a setting where 'man portable anti-tank' weapon exists and they didn't build in any ways to make them harder to use on a PC. It hosed the game but I see the logic; dealing with huge 40k guns is a headache. I just can't understand why they throttled characters' starting skills, talents, and generally made PCs so much more incompetent. I suspect it was an attempt to play up the 'horror' theme by making PCs weaker.

Aside from the fact that WH40K Imperials are almost uniformly dumb as a bag of rocks, I suppose.

Snorb
Nov 19, 2010

SirPhoebos posted:

First, if a limb takes 8 or more damage from a single hit, then the limb is severed or crushed beyond recognition, and the character must make an immediate Death Save. A head wound of this type will kill automatically. Hits to the head do double damage (I assume this means damage that gets through armor).

And there's the rule I was alluding to before: Eight damage to one of your limbs, and it's blown off/blown apart/blown up/otherwise loving Ruined, and "your head" counts as a limb. Thus, helmets are a smart investment.

(Also, my read on that rule was the damage doubled after your armor and Body Type Modifier reduced it.)

NutritiousSnack
Jul 12, 2011

Hunt11 posted:

The idea that soldiers had to be warned that the UK populace was not as racist as they were and refused to change to accommodate them is quite the indictment at just how bad the US was.

Just to note this was a temporary thing. Racial tensions would never hit US levels during the height of Jim Crow, but a couple decades later they'd be dealing with their own poo poo

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Night10194 posted:

I legitimately can't figure out why they decided they wanted to throttle stat growth and make it so drat expensive in DH. I get the multi-dice weapons; they were trying to deal with living in a setting where 'man portable anti-tank' weapon exists and they didn't build in any ways to make them harder to use on a PC. It hosed the game but I see the logic; dealing with huge 40k guns is a headache. I just can't understand why they throttled characters' starting skills, talents, and generally made PCs so much more incompetent. I suspect it was an attempt to play up the 'horror' theme by making PCs weaker.

At a guess, this is probably where wanting a hard cap on maximum to-hits, and perhaps a rough idea of per-round damage etc, runs smack-bang into the need to include every single 40K Imperial weapon from the wargame and make it fit player expectations. You have the Tankfucker Mk1 (gently caress Tanks Pattern)...and the fanbase demand the Tankfucker Mk2 (Double-Penetration Pattern) must be released, and must gently caress tanks at least 50% harder than the Mk1, because that's what it does in 40K itself. Also, GW themselves are leaning over your shoulder insisting you include the ability all space marines have to make tanks melt by staring at them, because their brand management policy says so.

The only place for limits to fit is in the PCs' base stats right back at the start, because nobody is looking at those bits.

inklesspen
Oct 17, 2007

Here I am coming, with the good news of me, and you hate it. You can think only of the bell and how much I have it, and you are never the goose. I will run around with my bell as much as I want and you will make despair.
Buglord

Night10194 posted:

There's also wishy-washy suggestions for a sea-based campaign where you fight at sea using the awful crush depth/sea equipment rules. There's a suggestion of having a giant helicarrier for, uh, reasons. No, I don't know why you'd bother, I guess they just wanted to write about it and not really give any useful suggestions for doing it because they think it looks cool. Also a generic 'Oh what if you really play up how magical and spooky angels are and be Lovecraftian!!!' suggestion. To be fair, AdEva DOES have a better ruleset than Cthulhutech if you just want to play Cthulhutech. The real solution is to play neither.

Children of an Elder God was a good fanfic though.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



inklesspen posted:

Children of an Elder God was a good fanfic though.
Nah I read that thing and not only does it avoid having the obvious money match of EVA-01 vs. Cthulhu, they had the disgusting derail into (nasty sex poo poo)Rei gets Ygolanaced or something and rapes Asuka! So maybe they did put in that money match later.

The flying helicarrier business did happen in the third new Eva movie, though, so that's not completely out of nowhere.

Cease to Hope
Dec 12, 2011
why wouldn't Area 51 get the reduced collateral damage? it's in the middle of the desert

Dawgstar
Jul 15, 2017

Nessus posted:

Nah I read that thing and not only does it avoid having the obvious money match of EVA-01 vs. Cthulhu, they had the disgusting derail into (nasty sex poo poo)Rei gets Ygolanaced or something and rapes Asuka! So maybe they did put in that money match later.

That is super gross and I'm glad I never got very far.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Cease to Hope posted:

why wouldn't Area 51 get the reduced collateral damage? it's in the middle of the desert

That's actually a very good point.

I would guess the reason is the game is stupid, and also the Recessive Buildings is a specific thing you can build later on where you set up an entire city to sink into the ground during an attack somehow, because they did it with Tokyo 3 in the show.

Cease to Hope
Dec 12, 2011
i want to put a finer point on this: area 51 is in the middle of a stretch of desert the us military still uses as a test firing range, including nuclear tests back when the military still did those. there's some neat thematic stuff you could do with the nevada desert, area 51, and an evangelion-like game, but you'd need to replace collateral damage as a game mechanic in such a game entirely.

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!



6. Mutants & Masterminds: Wars for Freedom

You might notice that this picture has a different art style, and that’s no coincidence. This is a snapshot from another book by another publisher for another game line: Worlds of Freedom for Mutants & Masterminds. The general idea for said sourcebook is adapting the “omniverse” concept of superhero comics to handle parallel Earths, different time periods, and dimensions along with sample chapters for the default Freedomverse setting for Mutants & Masterminds. Wars for Freedom details advice, tropes, and sample superhero teams for games set during the American Revolution and American Civil War.

Said chapter is also written by Christopher McGlothlin, the same Neo-Confederate author who helped write Back East: the South. Although I owned this book back in 2007, reading the Deadlands product reminded me of this. I figured that it’s a worthy inclusion of the same ideological mindset and authorial bias, but in a different game line.


Freedom Fighters

Freedom City had a humble beginning as a British colony on the East Coast. Like many other colonists angry at British rule, the city lent its support to the Revolution. The British Navy began a brutal occupation of the city, but were eventually beaten back in 1779 by many brave souls and 3 ur-superheroes.

Major Joseph Clark was the son of an indentured servant who learned how to fight from the neighboring Happanuk Indians. He took his knowledge of guerilla tactics into organizing the Freedom militia into skilled, brave warriors. During the Revolution he went on to perform many great deeds, and his routing of a hundred Hessian mercenaries with only a dozen soldiers is something every schoolchild of Freedom City learns early on in history class. After the war Major Clark retired to a quiet life on a farm, appearing in public only once during the War of 1812 to wish the troops Godspeed, and died in his sleep on the 4th of July.

Lady Liberty I: A bit of Freedom City metaplot: the Spirit of Liberty is an entity which represents the idealized form of US values, what the country’s people could be rather than what they are at the moment. Life, liberty, the pursuit of happiness, and all that good stuff. The entity passes on its powers to mortals it feels can best make use of them, and as such the Lady Liberty title has been a multi-generational legacy.

The original Lady Liberty was a woman by the name of Elizabeth Forester who donned a red, white, and blue costume and domino mask to conceal her identity when fighting British soldiers. In fact, her husband’s execution from a mock show trial by British port authorities set her on the path to a more fair and just world. She became a steadfast companion of Major Joseph Clark, but grief over her late husband prevented their relationship from progressing into anything other than platonic.

Minuteman I: The first Minuteman was Captain Isaiah Hawthorne of the Continental Army, who gained the powers of super-strength after saving Happanuks from a massacre by colonists. To reward his deeds, the tribe gave him a rare manaka root plant to eat. With superhuman strength, speed, and endurance he proved a valuable asset in the war, as long as he had a dose of manaka to power himself up. He wore a costume to avoid being identified and thus compromising the secret, and his frequent absences during his Minuteman intervals put his normal career perilously close to a court-martial.

The Viscountess: Lady Samantha, the Sixth Viscountess Savory of Sudbury, is our sole villain for the American Revolution era. She’s basically an evil non-powered Wonder Women: she’s into S&M, uses a whip as her primary weapon, and heavily relies on seduction and blackmail to get what she wants. Her archenemy was Joseph Clark, who earned her undying enmity as one of the few men who wouldn’t sleep with her. After the American Revolution she began to fall from grace: some say she ended up in a loveless marriage and raised 3 daughters to follow in her footsteps, others say she eventually ended up in an asylum for “the ailments of Venus,” which was a real-world made-up mental illness for women who expressed an interest in sex.

Statwise the four characters above are Power Levels 5 to 6, which in Mutants & Masterminds terms means they’re “peak human” levels of power: a SWAT Officer is PL 6, a typical gangster PL 3, and the default superhuman PL 10. Only the Minuteman has an actual superpower, with the other three Badass Normals specializing in being well-skilled with a variety of mundane abilities and knowledge.

The Late Unpleasantness

Let’s face it guys and gals, this is the one you’ve all been waiting for, the section covering the American Civil War! It has a lot more content with two full-fledged superhero teams. At this point in history we get the lowdown on 1860s Freedom City: the place was an abolitionist stronghold with slavery banned within its environs. But when the Civil War broke out half the populace was divided because a lot of these otherwise abolitionist types wondered what right they had to “kill the Southerners who democratically voted to leave it.” The federal government’s broken promises to bolster Freedom’s economy and dredge the silting Centery Narrows made many citizens angry enough to join the Confederacy.


The Patriot Regiment

The remainder of this chapter focuses on two superteams, known contemporarily as “mystery men” for their strange powers. The Patriot Regiment fought for the Union, formed by Abraham Lincoln himself, securing many important Northern victories against all manner of menaces in and out of Rebel uniform.

Minuteman II: The superpowers from the manaka roots were heritable in nature, and passed on down the bloodline to Joseph Hawthorne. The powers manifested as super-speed as well as a preternatural “sixth sense” which helped him predict events in the near-future. Although he answered the fall of duty, the chaos and bloodshed of war tortured him with scenario after scenario of his friends’ and comrades’ inevitable deaths. He was discharged from his unit for mental trauma, only to become a masked mystery man in the new Patriot Regiment by donning the garb of his great-grandfather as an icon of the Revolution. The assassination of Abraham Lincoln was the final straw for him. Able to see it but unable to prevent it, he burned his costume and took the secret of his legacy to the grave.

Goliath: Incredibly strong but with the mind of a child, Columbia saved this unknown man from a lynch mob for an “unspeakable crime.” His sheer might was put to use in the Patriot Regiment, but he was a loose cannon who distrusted all of the others, at times expressing wildly swinging moods with childlike temper tantrums. He came to an end during the siege of Richmond, when Columbia discovered him in “the commission of an unspeakable act” which I presume to be either rape or killing children. She regretfully snapped his neck, even as he begged for forgiveness.

The Ironclad: This three foot tall man would be a villainous mad scientist in another time and place, but his sheer arrogance and prejudice against the unenlightened Confederacy drove him to join the Patriot Regiment to show onlookers the wonders of SCIENCE. His custom steam-powered warsuit let him participate in battle, and it was common for many people to assume that there was an unnamed test pilot in there. Most people were unable to believe that such a short person could be a great soldier. His post-war fate is unknown, beyond traveling west for new research projects.

Pathfinder: Steven Mullray inherited a superpower which made all five of his senses more powerful than the normal human limits, and such stimuli made his life one of toil. He personally believed that this was divine retribution for his ancestor’s sins, so he became an Abolitionist and Underground Railroad conductor as a means of repentance. Even more so when he heard the horror stories from escaped slaves themselves. He finally joined the Patriot Regiment after the Emancipation Proclamation was passed, previously viewing Lincoln as too soft on the Peculiar Institution. After the war he fought against the KKK and violent racists during the Reconstruction Era, but over the years his condition worsened to the point that he committed suicide to free himself from the overwhelming stimuli.

The Sharpshooter: Nicole Winchester’s husband died during the Battle of Manassas, putting her on the path to vengeance. She disguised herself as a man to join the Union Army, becoming the most feared sharpshooter in her unit. She was eventually court-martialed for letting her vendetta against all Confederates get in the way of good judgment, but her talents did not go unnoticed and soon was recruited into the Patriot Regiment. Also a mistress of disguise, she carried out orders without fail as long as they involved killing a Rebel soldier. After the war she left her team without saying goodbye, heading down South armed with but just a rifle.

Lion-Man: The Patriot Regiment’s token angry black man, Daniel was a slave in Missouri whose powers manifested after being tortured by his master. After killing him and heading North to freedom via Pathfinder’s aid, he joined the Liberators. This super-team of African-Americans were formed by Frederick Douglass to kill slavers and free their brethren in bondage. Daniel was highly skilled, but his bloodlust creeped out his other team members who “wanted to set a less threatening example.”

Errr...come on guys, you’re armed black people with superpowers killing slave-owners. Your mere existence is threatening to the dominant power structure as is!

When Abraham Lincoln recruited the Liberators for the war, Daniel felt singled out for some reason and joined Pathfinder in the Patriot Regiment. He became the teammate willing to do the dirtiest work:

quote:

Daniel coolly accepted inhumanity as a part of life, having known little else, and he carried out the often horrific duties of war without flinching. He was reliable under the toughest of circumstances, and in wartime, there’s no better thing to be.

He was a trusted member, if not necessarily a likeable person. After war’s end he disappeared much like Sharpshooter, heading off to find more battles to fight.

So if you haven’t noticed, just about every team member of the Patriot Regiment is basically an anti-hero, Pathfinder excepted. Now how do they compare to the Confederate super-team I wonder?


Knights of the Confederacy

quote:

Though outnumbered by the Patriot Regiment, the Liberators, and other mystery men fighting for the Union, the Knights of the Confederacy were able to stave off their country’s defeat for four long years. Courage and cunning were the team’s greatest assets, and they served the Knights well in their shadowy war with the Union’s super-agents. Though theirs was ultimately a Lost Cause, the Knights proved that glory, honor, and valor are not exclusively the victor’s province.

I thought as much.

Achilles: Achilles was found stumbling naked in the woods of Tennessee without knowledge of his origins, and grew up contented on a farm. He joined the Confederate army, impressing many as he single-handedly took on legions of Union soldiers, immune to bullets. This deed caused him to join the Knights of the Confederacy, dubbed Achilles for his seeming invulnerability. He’s also the first character here who is a non-conflicted, non-bloodthirsty good guy:

quote:

Powerful as he was, his most remarkable traits were his innate goodness and sense of mercy, even in a time of war.


His virtue faltered only once, when Lee’s surrender at Appomattox and the atrocities of Sherman’s March pushed him over the edge. Michael resolved to throw himself into the blue ranks just as he’d done at the war’s beginning, only this time he’d drown the Yankee soldiers in their own blood. Before he could do so, however, Michael disappeared. Not long after that, some strangely clothed visitors told his friends “Mik-El” was one of them, lost in the outside world, and that he was now home among his people, leaving behind only a legend.

Fun Fact: Achilles’ dubious origins spawned a minor number of fan theories, as well as a minor flame war on the Green Ronin forums regarding the presumption that he was actually an angel in an earlier draft, thus meaning that God in the setting took the side of slavers.

The Fouke Monster: A member of the rare skunk apes, the existence of said creatures became fact when one of them was saved from frightened Union soldiers near the town of Fouke. Grateful to the Knights which rescued him but only able to express this in grunts, his mystical powers to teleport between swamps for speedy getaways was a great boon to the team. He was abandoned by war’s end, and with a single tear for his absent friends he returned to his marshy homeland.

The Mermaid: Found adrift at sea as a baby, Varina Beaulieu was actually a member of the undersea race of Atlanteans. She did not find out about her true nature, so she joined the Confederate Army to find a sense of purpose in sabotaging Yankee vessels with water-controlling powers. She began a romance with a Confederate sailor who later drowned on the CSS Hunley in spite of her best efforts. She became heartbroken, and later met an end in the fires of her homes during the destruction of Charleston in 1865.

The Night Stalker: Thomas Pembroke was a Virginian aristocrat who made his fortune in slaves and was darling of the Richmond social scene. He became seduced by a vampire and cursed with undeath. His own personal scruples made him drink only the blood of the wicked, becoming a vigilante in the state capital known as the Night Stalker. He joined the Knights at Achilles’ behest, the two becoming fast friends in spite of many disagreements.

quote:

Only Achilles truly understood Thomas’s endless battle against his dark side, and he carried out his wishes when he ultimately lost it. After the fall of Richmond in 1865, Achilles found Thomas feral and blood-drenched in the ruins of his plantation, and he tearfully beheaded his friend, freeing him from his curse in the only way possible.

Awww, that poor rich well-off man who made a fortune off of systemic degradation and torture. If only his own vampirism did not drive him to the dark side in killing all of the slaves he previously treated like subhuman property. :(

Nunnehii: The Cherokee man Yartunnah Watie gave up his cultural traditions to please the white man, and all he had to show for it was being forced off his homeland during the Trail of Tears. Old and broken, his faith in human nature was restored when benevolent spirits of legend known as the nunnehii spoke to him. When his tribe sided with the Confederacy who treated his people honorably, this event was enough motivation to find something worth fighting for. He eventually came to serve in the Knights of the Confederacy, using summoned spirits to great advantage and being called the name of said spirits by others. After the war he used his spirits for the betterment of his tribe, only to be shot by a Union officer scared of “some crazy old Indian preaching mumbo-jumbo.” And so Yartunnah joined his companions, the nunnehii, as his final dying request.

The Ranger: Charles Napier was a Texas Ranger par excellence. Ahead of his time, he used more modern investigation methods to solve crimes as well as guns and fists. He gained the powers of super-speed from a nearby glowing meteor, and donned a costume to use his powers for good while also avoiding the social stigma of being branded a freak. He joined the Knights of the Confederacy due to a sense of duty to Texas who sided with them, and he used both his costumed and civilian identity to great effect. He lost the use of his powers during the final days of the War, where he tripped and broke both legs at super-speed. However, he managed to live a long and happy life post-war, raising eleven children inspired by tales of a Ranger who could outrace the wind.

So basically, every Confederate Knight is a traditional hero save the tortured soul of the Night Stalker. Even the Fouke Monster’s “uncivilized brute” status is mostly good-natured in comparison to Goliath who may be a potential rapist/baby-killer. Half of the Patriot Regiment’s team ends either in tragedy or unknown fates, while the Ranger’s the only one who gets a true happy ending.

Divided Liberties: Although both sides are part of the respective mystery men super-teams, Lady Liberty’s second incarnation gets a special sidebar. Due to the Union and Confederacy’s differing ideals regarding freedom, there were two Lady Liberties instead of one. I could surmise it, but I felt that the half-page sidebar speaks for itself:



Even as an 18 year old kid picking this up in 2007, this did not sit well with me at all. For a proper context, the modern-day Lady Liberty superheroine is part of the Freedom League, who are the Freedomverse’s Justice League expy. They are a non-governmental organization, which has at alternate times allied with and fought against the US government, the latter particularly during the Iron Age of the 1980s.

Being very much against the Iraq War and seeing its devastating effects, as well as learning the various times said government abrogated the Constitution, this sat well with my conception of the superheroine. America’s inspirational ideals are such that our government is bound to run up against them, so an independent team seemed best for someone channeling the spirit of American Liberty.

But when I read Wars for Freedom, the Southern Belle’s pro-slavery attitude, and Columbia being an ineffectual anti-immigrant zealot, pretty much shattered my view that the Spirit of Liberty was in fact concerned with well...Liberty. My headcanon thus was that Lady Liberty was empowered more by what Benjamin Franklin as dubbed two wolves and a sheep voting on what to have for dinner. The Spirit manifested as what the majority of the American people conceptualized liberty to be at the time, rather than what it is. One could definitely make arguments about the North and the Union’s own tyrannical methods (particularly the American Indian Wars), but the idea of a racist slave owner channeling “liberty” is so ludicrous that I cannot see it being used in any respectable gaming sessions.


Wars for Freedom Series

Our final section gives some short role-playing notes for respective time periods and tropes, although nothing in-depth enough that you can run an authentic-feeling 1776/1860 game without doing a boatload of research.

“Back in George Washington/Abe Lincoln’s Day…” are short sections describing common foods and social occasions along with what ideas are considered radical at the time.

Back in Abe Lincoln’s Day posted:

In the 1860s, much of 18th Century America remains more or less intact, especially in the South. The further North a person travels, the more aspects of 19th century life assert themselves. Around the Mason-Dixon line, slavery and agriculture begin to give way to immigrants and industry, and railways point the way to the untamed American West. Manners and customs change along with the geography. Traditional courtly Southern manners and archaic codes of honor vanish, replaced by less genteel folk coping with 14-hour workdays at the factory. Southerners continue to chat about the weather, crops, and chinch bugs, while Northerners discuss the stock market, the wonders of steam power, and radical new ideas like women’s suffrage and the temperance movement.


In short, America is a country divided between past and future, as well as what the nation is and what it might become. These differences were so profound they led to war, and driving home the contrast is key in getting across the spirit of the age to the players.

I find it funny how the Northern factory laborer day is emphasized in-text, even though Antebellum slaves had similar if not longer work schedules from dawn to dusk.

We get some brief rundowns of Freedom City in this era: in Colonial Times it had British immigrants along with Puritan and Dutch founders, with Happanuk Indians living nearby. Some neighborhoods from the modern-day sourcebook were independent settlements, and most people’s lives focus around religion and chores. By 1860 the City grew a lot, with many rail lines connecting to other places. The West End housed a lot of immigrants, especially Germans, Italians, Greeks, and Jews, and the waterfronts were busy with steamship traffic. Being a haven for soldiers, spies, abolitionists, runaway slaves, and partisan firebrands, costumed mystery men were not all that unusual given the behind-the-scenes factionalism going on everywhere.

We then get some notes about character creation, with PL 6 as the default standard. Just enough to be powerful in comparison to the average human, but not so powerful that the team can fly/teleport to Richmond/Washington DC to end the war.*

*Granted this is still possible with an assortment of the right powers such as Invisibility, particularly if heads of state and bodyguards are not super-powered. Additionally the USA/CSA government is structured so that a Presidential assassination will just pass down the chain of command, meaning that a behind-the-scenes mind controller is a much better method than straight-up punching Jefferson Davis in the face.

quote:

This is why the characters in this chapter mostly consist of those considered unfit for military service: women, blacks, the elderly, the disabled, and space aliens. This historical facet can result in the creation of some truly diverse characters and allow the GM to address the realities of life during these time periods. However, if the players would simply rather not deal with this limitation, feel free to disregard reality in the best comic-book tradition and go with whatever’s most fun.

Errr...all of them joined the respective super-teams, there’s only one black character, Achilles served in the traditional military before being promoted, and half of both team’s members are (or can pass for) white dudes.

We also get rules on period-appropriate firearms: Revolutionary War flintlocks required six rounds to reload, while cap and ball Civil War era revolvers function just like their modern counterparts. Both era’s weapons also can Critically Fumble on a roll of natural 1 (or 1 and 2 for flintlocks) in a harmless misfire.

We then talk about military-centric campaign advice, which we can basically sum up as “sidekicks are common, codes against killing are counterintuitive, provide mission parameters than aren’t just ‘kill all these dudes,’ and going on furlough can serve for a nice break for alternative stories.”

Overall Thoughts: Unlike Deadlands’ Rebel Wankfest, Wars for Freedom tried to pull off the Both Sides fallacy and the States’ Rights card. However, this is still jarring on account that the Confederacy in this timeline still has slaves, and although portrayed as more “heroic” the Knights of the Confederacy included a tragic slave owner who became friends with the not-Superman analogue. Even though having Freedom City divided and a Union superteam makes this chapter ostensibly neutral, the fact that the Knights overall had happier endings and “good guys” smacks of favoritism.

Dawgstar
Jul 15, 2017

That's an interesting point on Lady Liberty, who in her current incarnation is a trans Latina.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Basically everything about that book is vile.

E: Of course the black man is an anti-hero for being willing to kill the fuckers treating his people as things. Of loving course.

Night10194 fucked around with this message at 02:56 on Mar 11, 2019

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
As a European the whole loving Lost Cause poo poo is insane to me.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Night10194 posted:

Basically everything about that book is vile.

E: Of course the black man is an anti-hero for being willing to kill the fuckers treating his people as things. Of loving course.
It is one thing to have the struggle against the desire to use your super-power to murder people, however richly they may deserve it, and another to paint the ~lost cause~ as somehow good guys. If you want the Confederate superheroes in your setting fiction to be sympathetic you have them realize the entire project is a crock of poo poo and turn coat or, at the very least, peace out - I guess you could also do some kind of "the innocent alien super-robot was told lies by Jefferson Davis" thing.

As for that angel guy: There is a name for an angelic being that appears in fair form and supports the cause of evil. it's demon

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



...That Michael guy is really transparently 'Superman if he landed in the South and was raised to support slavery' which is a terrible idea already. Like, nobody is in the market for 'Superman lands in Weimar Germany, is raised as a Nazi' and for good loving reason.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

PurpleXVI posted:

As a European the whole loving Lost Cause poo poo is insane to me.

As someone from the Deep South, it's probably less insane to you than it is to me. :(

Cease to Hope
Dec 12, 2011

Joe Slowboat posted:

...That Michael guy is really transparently 'Superman if he landed in the South and was raised to support slavery' which is a terrible idea already. Like, nobody is in the market for 'Superman lands in Weimar Germany, is raised as a Nazi' and for good loving reason.

this is pretty close to the premise of Superman Red Son which is okay I guess

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AmiYumi
Oct 10, 2005

I FORGOT TO HAIL KING TORG
The Eva unit carrier plane was actually a thing in the show, because the units had wildly varying sizes based on the need of the episode. I’m not even sure the carrier planes stayed the same size between appearances!

Tokyo-3 was absolutely the way to go in prior editions btw; Surplus and Research were the same stat, so Collateral damage directly cut into your base/science budget and recessed buildings was a very expensive T2* upgrade that minimized that damage. If you had a bunch of players, a Berserker, or just in general played the game anything like the show, Collateral damage started to add up very quickly and stunt your R&D to a crawl. IIRC you could end up in enough poo poo that you didn’t even have the budget to repair all the Eva units, and got to have the totally fun and cool game decision of which player doesn’t get to deploy next time.

*or was at least hard to get and explicitly out of reach of the “design your own NERV” rules

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