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Legion Roleplaying Game Update
#595267 12/09/10 02:29 AM
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Some of you know that I've been working on a Legion of Super-Heroes Role Playing Game. In fact it was this endeavor that introduced me to this wonderful site. Once in awhile someone will ask me about it. Most of my work I keep to myself but I have started a Play By Post on the Paizo website.

http://paizo.com/paizo/messageboard...ningsPlayTestingGameSystem&page=last

Anyway, I thought I'd share Wildfire with you. I'm looking for folks interested in helping me play test the material and it seems reasonable to mention on "Oh say a Legion of Super-Heroes web site".

Anyway, thanks for looking. If anyone has questions, sees problems, or has an interest, let me know.


I have lived for the Legion and one day I shall die for the Legion.
Re: Legion Roleplaying Game Update
#595268 12/09/10 02:30 AM
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Here is a write-up of Wildfire, the post after this details his power.

Name: Drake Burroughs
Home Planet: Earth
Species: Earthling
Classification: Cyborg
Birth Date: July 10th, Earth Solar Year:

Height: Variable
Weight: Variable
Hair: None
Eyes: None
Handedness: None

Aim: Good/6
Fighting: Excellent/7
Agility: Powerful/11
Speed: Excellent/7
Strength: Excellent/7
Toughness: Astonishing/9
Concentration: Poor/3
Intellect: Excellent/7
Psyche: Good/6
Allure: Sub-feeble/0
Deception: Excellent/7
Leadership: Good/6
Fate: Poor/3
Luck: Average/5
Spirit: Average/5

PERSONALITY TRAITS
Hot Headed: RE/8
Mouthy: EP/12


Hot Headed
The character is quick to anger and when a suitable reason presents itself, they lose their temper. The character must be presented with a suitable reason to be angered and the Representing Player must roleplay the character accordingly in order to activate the benefit of this trait. Once introduced through roleplaying, a challenge roll against a score of 20 (add in the character’s category within this ability) may be made and if successful, their display of anger provides an ongoing +1 modifier per three categories they have in this ability. The bonus only applies towards the target(s) they have become angry with. In order to retain this bonus however, the Representing Player must be sure to roleplay the Hot-Headed personality trait accordingly, else the bonus gained is lost. In order to incorporate the personality trait accordingly, the individual should display brief oratory each action sequence to those the ability is designated against. If this requirement is failed to be met, the bonus is lost at the end of the action sequence but may be regained by proper roleplaying without re-rolling the challenge roll.

Mouthy
The character is frequently opening up their mouth without thinking or is intentionally trying to push the buttons of others that it creates a disturbance. The character may be doing it for the attention, have an obnoxious way of persuading others to see their side of a situation, or simply do it out of amusement. Regardless of the reason, the results are negative. Once per action scene, the character must make a challenge roll to see if this trait comes into play. The challenge score equals 15 + the individual’s category in this trait. If the roll is equal or greater they character may refrain from their undesired behavior. If the roll fails, their natural tendencies arise and they become obstinate, loud, insulting, or simply refusing to cooperate.

Situations which commonly activate this trait include: Dealing with diplomats and negotiations, insulting towards individuals they dislike, friendly insults to friends, threats to those they perceive as “suspicious or untrustworthy”, physically aggressive towards those they see as “weaker”. Not all action scenes are going to naturally develop into a situation where this personality trait applies and in such cases, the Cosmos Master may waive its use. Characters who are warned not to become “difficult” because of the delicacy of a situation are granted a second challenge score roll in order to “re-consider” some of their comments.

AREAS OF EXPERTISE
All of the areas of expertise are listed here. Those which Wildfire as actual training in are listed with a category to indicate his degree of skill (Range is from Feeble/1 to Infinite/19.


Academics Business & Trade
Agriculture Products, Energy Crystals, Mining, Slavery, Weapons

Academics: Law, Government & Military
Diplomatic Relations, Government Procedures: Typical/4, Interplanetary Law: Typical/4, Military Negotiations Planetary Law(Earth): Average/5
Tactical Command & Planning

Academics, Linquistics & Literature Study
Interlac: Excellent/7, Planetary Language, Current, Planetary Language, Obsolete

Academics Specie Studies
Anthropology, Archaeology, Genealogy, History, MythologyPhilosophical, Studies, Political Science, Psychological Studies, Sociology, Theology

Artistic Creations
Drawing, Flower Arranging, Painting, Sculpting

Athletic Sports
Air Skating, Batball, Boating, Climbing, Diving, Ice Skating, Magno-ball, Moopsball, Parachuting, Ricochetball, Skiing, Swimming

Brawling & Martial Arts; Blocks
Block: Excellent/7, Dodge: Excellent/7, Instant Block, Multiple Blocks, Opponent Shield, Prone Block, Prone Dodge, Withstand Blow: Astonishing/9

Brawling & Martial Arts; Blows and Punches
Punch: Astonishing/9, Elbow Jab, Face Punch or Slap: Astonishing/9, Head Butt, Instant Punch, Iron Fist, Kidney Blow: Excellent/7, Low Blow, Multiple Blows, Prone Punch, Round House Swing: Remarkable/8, Shattering Blow, Stomach Punch: Excellent/7, Stomach Punch Flying & Double Fisted, Upper Cut: Excellent/7

Brawling & Martial Arts; Holds and Breaking Holds
Grab: Excellent/7, Arm Lock: Excellent/7Bear Hug: Excellent/7, Bone Breaking/Arm & Hand, Bone Breaking/Back, Bone Breaking/Leg, Bone Breaking/Neck, Bone Breaking/Ribs, Break Hold: Remarkable/8, Choke Hold
Disarm, Dodge, Block or Catch a Flying Weapon, Eye Gouge, Nelson: Excellent/7, Hair Pull, Head Lock: Excellent/7, Leg Lock, Overhead, Throw: Excellent/7, Reverse Choke Hold, Tackle: Astonishing/9, Unconsciousness Hold

Brawling & Martial Arts; Kicks
Kick: Excellent/7, Back Kick, Bone Breaking/Arm & Hand, Bone Breaking/Kick/Back, Bone Breaking/Kick/Leg, Bone Breaking/Neck, Bone Breaking/Ribs, Flying Kick, Instant Kick, Knee Smash, Leg Sweep, Low Blow Kick, Multiple Kicks, Prone Kick, Prone Leg Sweep, Shattering Kick, Spinning Kick, Trip: Astonishing/9

Brawling & Martial Arts; Leaps and Falls
Leap, Break Fall, Precarious Edge Fighting

Brawling & Martial Arts; Mental Moves
Ki Energy, Blind Fighting, Death Touch, Immovable Stance, Meditation Healing the Body, Meditation Healing the Mind, Meditation Healing the Spirit, Meditation Resisting Pain, Mesmerizing Gaze, Paralyzing Touch

Brawling & Martial Arts; Throws and Shoves
Hip Toss, Shoulder Shove Remarkable/8, Backward Throw, Overhead Throw Excellent/7, Throw to the Ground Excellent/7

Computers and Communications
Advanced Alien Technology, Computers & Communications Remarkable/8, Computer Hacking, Computer Programming Astonishing/9, Computer Repair Excellent/7, Create and Download Virus, Decode Message, Disable Security Systems, Encode Message, Virus Detection and Removal


Creatures Knowledge
Beast Rapport, Care and Knowledge, Capturing Beast, Riding, Training

Entry & Surveillabce
Bypass Computer Security Systems, Eaves Dropping Good/6, Lockpicking, Surveillance

Games
Gambling, Hologram Dungeons & Dragons, Mini-Magnoball, 3-D Chess

Miltary Artillery Weapons and Explosives
Disrupter, Designing Explosives, Disarming Explosives, Explosive Placement, Ion Cannon

Occultism
Assess Target, Control Spirit, Exorcism, Occult Knowledge, Perform Readings, Summon Spirit

Perfomance
Acrobatics, Acting, Dancing, Musical Instrument, Singing, Ventriloquism

Planetary Travel
Civilian Air & Space Transport Instrument Reading Excellent/7, Maneuvering Good/6, Navigation Good/6, Repair Astonishing/9

Military Air & Space Transport: Instrument Reading Excellent/7, Maneuvering Good/6, Navigation Good/6, Repair Astonishing/9

Civilian Aquatic; Military Aquatic,

Civilian Ground Transport: Instrument Reading Average/5, Maneuvering Average/5, Navigation Good/6, Repair remarkable/7

Military Ground Transport: Instrument Reading Excellent/7, Maneuvering Good/6, Navigation Good/6, Repair Astonishing/9

Observation & Interaction
Bribery, Database Research Good/6, Follow Target Excellent/7, Interpret Behavior Good/6, Lip Reading, Psi Scan Interrogation, Resist Physical Interrogation, Resist Psi Scan Interrogation, Resist Psychological Interrogation, Perceive Target Excellent/7

Sciences Engineering
Android & Robotics Engineering Excellent/7, Nano-Technology, Spacecraft Engineering Astonishing/9

Sciences Mathematics
Mathematics Excellent/7, Chemistry Excellent/7, Physics Excellent/7

Sciences Medicine
Cloning, Cryogenics, Genetic Engineering, Life Form Study Typical/4, First Aid Average/5, Medicine, Post Mortem Examination, Surgery

Sciences Planetary Studies

Agriculture, Animal Study, Conservation, Entomology, Geography, Geology, Geo-Thermal Study, Metallurgy, Oceanography, Seismic Activity, Weather

Social Interaction
Alien Interaction, Connoisseur, Cooking, Dating, Elite Society Gathering, Planetary Customs, Public Speaking, Subtle Conversation Good/6

Space Travel & Astronomical Applications

Astronomy Remarkable/8, Hyper-Space Travel Excellent/7, Planetary Survival, Space Anomlalies

technological Alteration and Detection
Detect Falsified Hologram, Electronic Voice Alteration, Electronic Voice Detection, Evidence Evaluation, Falsify Hologram, Manual Impersonation Detection, manual Impersonation, Manual Voice Alteration, Manual Voice Detection

Ancient Weapons

To numerous to mention

30th Century Weapons
Energizer, Mega Blaster, Molecular Disrupter, Retro Rifle, Ion Cannon, Photon Ray


I have lived for the Legion and one day I shall die for the Legion.
Re: Legion Roleplaying Game Update
#595269 12/09/10 02:30 AM
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Here are Wildfire's powers thus far.........

The characters body is able to generate energy and using it in various fashions, such as energy bursts, continuous blasts, fine energy manipulation even using it to project themselves through air and space, effectively expending it to fly. The energy typically surges throughout the individuals’ body and is generally inexhaustible with the exception of a Complete Energy Release or suffering from energy reduction.

Common sources of energy, such as heat, cold, electricity, wind and light are powers amongst themselves and therefore are not part of the Energy Generation and Manipulation power. Representing Players and Cosmos Masters selecting this power must define exactly what kind of energy the character utilizes beyond these common types. Viable selections include: Anti-Matter Energy, Fusion, Nuclear

ENERGY BURSTS
Source: Internal
Emanation Point: Hands, feet, face, eyes
Appearance: Orange and black mixture of energy
Prerequisite: Energy Generation and Manipulation
Trait: Aim
Activation Time: At-Will; 1 Action per damage intensity
Target & Contact: Other or Object; Distance
Range: 25’ per category
Duration: 1 Action
Deactivation Time: At-Will/1 Action
Power Unfamiliarity: Yes
Training Challenge Score: 15
Zeniths Required: 10
SSM: Category × 45

This power effect enables the character to produce energy blasts which are discharged from specific areas of the body such as hands, feet or eyes. The destructive blast is capable of producing significant if not critical injuries.

The character is able to generate the degree of damage intensity they choose. It takes 1 action to concentrate for making a low damage intensity attack, 2 actions for a medium damage intensity attack, 3 actions for a high damage intensity attack, 4 actions to generate an attack inflicting severe damage and finally, 5 actions to produce a damage intensity of extreme. Once the activation time is complete, the blast itself utilizes one more action and finally a final activation discontinuous the blast.

Characters that produce a blast and do not wish to discontinue it after a single action must use the Continuous Energy Blast power effect.

Energy Generation and Manipulation Power Effects
The effects herein are various methods in which the character’s stored energy may be utilized. Selections include: Continuous Energy Blasts, Flying, Energy Absorption and Fine Energy Manipulation.

CONTINUOUS ENERGY BLAST
Source: Internal
Emanation Point: Hands, feet, face, eyes
Appearance: Orange and black mixture of energy
Prerequisite: Energy Generation and Manipulation
Trait: Aim
Activation Time: At-Will; 1 Action per damage intensity
Target & Contact: Other or Object; Distance
Range & Area: 15’ per category;
Duration: 1 Action Concentration Trait number
Deactivation Time: At-Will/1 Action
Power Unfamiliarity: Yes
Training Challenge Score: 17
Zeniths Required: 12
SSM: Category ×60

With this power effect, the character is able to generate energy and hold it for a continuous duration, inflicting damage to the affected persons or area for an extended number of seconds that remain within the affected area. The target(s) defense will often consist of dodging the blast or trying to flee the area it fills.

The character is able to generate the degree of damage intensity they choose. It takes 1 action to concentrate for making a low damage intensity attack, 2 actions for a medium damage intensity attack, 3 actions for a high damage intensity attack, 4 actions to generate an attack inflicting severe damage and finally, 5 actions to produce a damage intensity of extreme. Once the activation time is complete, the blast itself lasts a number of actions equal to the character’s category number or until dismissed.

As a continuous blast, the energy produced inflicts greater damage than an ordinary energy burst. Damage is determined normally when calculating the type of blow and the severity of the attack. The damage result rolled takes place within the first action the blast is maintained. Each action thereafter the attack inflicts an added amount of damage equal to twice the character’s category number. No additional attack rolls are required to strike the target throughout these remaining actions, providing they remain within the area of effect and are otherwise a viable target the entire time.

Individuals attempting to dodge generally move an area equal to what their body size takes up in combat; thus for a individual of Typical/4 to Average/5 size category, it becomes a 5 foot move. Often times this will not be sufficient in escaping the characters blast area even if their dodge roll exceeds that of the attack. In such cases, the individual successfully dodging has all damage reduced to ½ ability while yet remaining in the affected area.

Targets that intend to escape the attackers affected area may do so by running, flying, or utilizing some other form of moving. In order to succeed, the target must make a power or basic trait roll based on the type of movement selected. If the roll equals or exceeds the attack roll and the individual is capable of moving the necessary distance in one action, they escape the affected area in time. Should the target’s defense roll equal or exceed that of the attack but the individual is unable to move far enough to escape the affected area; they suffer ½ damage. In the event that the target’s power or basic trait roll fails, they are caught in the attack and take normal damage.


COMPLETE ENERGY RELEASE
Source: Internal
Emanation Point: Hands, feet, face, eyes
Appearance: Orange and black mixture of energy
Prerequisite: Energy Generation and Manipulation
Trait: Aim
Activation Time: At-Will; 1 Action Sequence
Target & Contact: Other or Object; Distance
Range: 40’ per category
Duration: 1 Action
Deactivation Time: None
Power Unfamiliarity: Yes
Training Challenge Score: 18
Zeniths Required: 15
SSM: Category × 60

The character is able to release all of his or her stored energy and direct it in one giant blast. This attack is incredibly powerful and devastates nearly anything it strikes. Once the Legionnaire or NPC has unleashed all of their power in one devastating attack, they
are in a state of limbo; for all that remains are their essence in the form of sub-atomic energy particles.

Activating the power and releasing it takes an entire action sequence. When the character unleashes this attack, their category momentarily increases by two greater than their Energy Generation and Manipulation category. For example, Wildfire has the power at Ultra/15 and therefore has this power effect at Super/17. As a result of this category increase, the character is able to affect beings and objects with a greater Toughness trait than they would normally. The power effect has no deactivation time since the character has released everything they have and as a result are in a state of limbo.
The attack acquired through this power effect is made normally, a power roll is made and the target(s) receive a suitable defense. The attack’s damage intensity is extreme; but because the individual has unleashed “all” of their power, the damaging effect is much greater. Each damage die is treated as if its maximum was rolled; including the USD should it come into play.

FLYING
This is identical to the Flying power on page xxx. The character is capable of using their energy to achieve movement through air and space.

REASSEMBLE SUB-ATOMIC PARTICLES
Source: Internal
Emanation Point: None
Appearance: Invisible orange and black mixture of energy reforming
Prerequisite: Energy Generation and Manipulation
Trait: Concentration
Activation Time: At-Will; 1 Action Sequence
Target & Contact: Self
Range: 40’ per category
Duration: 1-3 Action Sequences
Deactivation Time: None
Power Unfamiliarity: Yes
Training Challenge Score: 19
Zeniths Required: 14
SSM: Category × 10

The individual has unleashed all of his energy and must use this power effect in order to return his sub-atomic energy particles together again in order to form a cohesive being once again. Should the individual’s sub-atomic particles become too separated, reassembling becomes difficult. The distance in which the sub-atomic particles spread depends upon how direct and focused the attack was. The greater the blow type, the closer together the remains are.

Each blow type has a challenge score which must be met in order to re-assemble the individual’s sub-atomic particles. If the challenge score listed succeeds, the effort takes 1 action sequence. Should the character fail their re-assembling attempt they may try again and if successful, it takes 2 action sequences to complete the processes. If the second power roll fails the separate continues and the character is allowed their final attempt, of which success takes 3 action sequences. Finally, should all three attempts fail, the character is unable to properly re-assemble and themselves and suffers a “Mysterious Event”, of which the Cosmos Master will have full details of.


Sub-Atomic Energy Release Chart
Glancing Blow: 24/26/28
Solid Blow: 23/25/27
Stunning Blow: 22/24/26
Reeling Blow: 21/23/25
Critical Blow: 20/22/24


I have lived for the Legion and one day I shall die for the Legion.
Re: Legion Roleplaying Game Update
#595270 12/09/10 02:32 AM
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And even though we all know his origin, I'm a completionist...so I feel compelled to post it even though I know I don't have to.

ORIGIN
Drake Burroughs was a student attending Metropolis University. Although he was a very bright student, he had no interest in applying and had enrolled in the institution only because his parents had died in government service and as a result acquired money for a scholarship. He began taking classes in astro-engineering but his lack of self discipline prevented him from meeting his full potential. One day in class, Drake was mildly disruptive in class and at Professor Vultan’s request stayed after in order to speak one on one with his instructor. Professor Vultan began lecturing Drake about the importance of applying himself when Drake informed him that he had plans to drop out of school. As the conversation ended and Drake turned around, he accidently bumped into Zera, the daughter of Professor Vultan who would later become a person of great significance to Drake.

Sometime later, while assisting on some routine work for anew propulsion system being developed by the multiversity, Drake started to clown around and got careless. The blow torch he was using accidently blew off a safety valve which resulted in spewing anti-matter rocket fuel, which engulfed Mr. Burroughs. Somehow, the anti-matter encompassing Drake did not destroy him but rather kept him from dying, though now he was a being of energy. In an effort to help Drake, he was eventually contained in a human-sized test tube. Even here, what remained of him began acting differently for he found himself capable of hearing when others spoke.

Professor Vultan announced to his daughter Vera that the experimental ERG 1 suit he had been working on. The ERG 1 suit was a containment suit designed with an incredibly high-tech circuitry that would keep him alive as well as grant him incredible powers. The experimentation went quite successful and Drake soon began to learn to adapt to the suit and the amazing abilities that it gave him. Capable of flight, energy power bursts, artificial eyesight which enabled him to see through barriers, the ability to alter his height and weight, pass through physical objects, even assume complete control of elements; solely, he was a one-man Legion of Super-Heroes or at least he hoped to be when he applied for membership.

Introducing himself to the Legion as ERG-1, Drake displayed his incredible powers, he impressed the Legion, but failed to meet one important requirement; he needed a unique power. Claiming to have such a power, Drake was given the opportunity to prove himself, citing that he “Could not explain” and as a result he refused and walked away from his dream. Moments later, an emergency arose and Legionnaires Chemical King, Phantom Girl and Colossal Boy were dispatched to Manna-5 an important agricultural planet which was being threatened by an eating-machine which was destroying tons of crops at an incredible rate. As the Legionnaires departed for Manna-5, they failed to realize Drake had snuck himself aboard.

Arriving on Manna-5 shortly thereafter, the Legionnaires immediately went into action. As Chemical King went for a forward assault on the incredible machine and yet having no success. Phantom Girl dematerialized and attempted to enter the device; only to be stopped by scramblers which prevented her from succeeding. Meanwhile, Colossal Boy enlarged himself and tried to physically man-handle the machine. It’s many devices, projected a blow so hard that Gim was knocked unconscious immediately. At that moment, ERG-1 emerged upon the scene to assist. Using his one and only unique power, he blasted the machine with his anti-matter energy so hard that he destroyed the rampaging machine in one blow. The results however, had taken their toll and there was nothing left of him, his containment suit, fallen to the ground, an empty shell of an apparent dead man made of enti-energy.

Properly mourned by the Legion, the ERG-1 incident became part of the Legion tryouts, where newcomers would learn of the applicants sacrifice. About a year later, new applicants Porcupine Pete, Infectious Lass and Molecular Master applied for membership and were shown the Visi-tape of ERG -1’s ordeal. Shortly afterwards, the new applicants were given the opportunity to show their powers. Porcupine Pete was the first to fail, immediately followed by Infectious Lass. When Molecular Master took his turn however, he showed promise of success. Unbeknownst to everyone however, ERG-1 had been spending the last year travelling through space as an invisible blob of anti-matter and he had just reached the Legion headquarters. Located in the Legion Museum, he found his containment suit but quickly discovered he was unable to penetrate the barrier which proudly displayed it. With the intent of invading and controlling Cosmic Boy’s body he felt he could take control of his mind and have the defenses removed in order to acquire his suit, but was once again stopped, this time by the effects of Rokk’s Legion Flight Ring.

Drake then attempted to enter the body of Molecular Master only to discover he was actually an android sent to infiltrate the Legion and steal the Miracle Machine.

As Molecular Master began his task, he silently breathed poisonous gas into the air in which the Legionnaires quickly succumb to it. With the gas unable to affect him, Drake attacked the android with his energy and ERG-1 went one on one with Molecular Master and destroyed him. Moments later, ERG-1 revealed he had utilized the Miracle Machine to deactivate his containment suit’s display defenses. Once the Legionnaires recovered from the effects of the gas, they saw ERG-1 standing before them who re-christened himself as Wildfire.


I have lived for the Legion and one day I shall die for the Legion.
Re: Legion Roleplaying Game Update
#595271 12/09/10 03:44 AM
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^^^You know, I never realised the Miracle Machine played such a part in Wildfire's origin. It kind of begs the question...why didn't he use it to restore his human form?

Re: Legion Roleplaying Game Update
#595272 12/09/10 04:50 AM
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That all seems pretty interesting Phantom Girl and you've obviously put a lot of time/effort/work into it.

It looks really fun too. Wish I had the time to get involved in something like that.

I don't have much to add other than asking if you're aware of the Legion of Super-Heroes RPG books that came out in the late-80s/early-90s? (Even though I'm sure you probably already are.) They'll probably have a lot of good info you could use for setting up your game.

Re: Legion Roleplaying Game Update
#595273 12/09/10 05:16 AM
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Quote
Originally posted by Blacula:
That all seems pretty interesting Phantom Girl and you've obviously put a lot of time/effort/work into it.

It looks really fun too. Wish I had the time to get involved in something like that.

I don't have much to add other than asking if you're aware of the Legion of Super-Heroes RPG books that came out in the late-80s/early-90s? (Even though I'm sure you probably already are.) They'll probably have a lot of good info you could use for setting up your game.
I know of the material but don't have any. Aparantly its pretty hard to find and very costly.


I have lived for the Legion and one day I shall die for the Legion.
Re: Legion Roleplaying Game Update
#595274 12/09/10 06:02 AM
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^ Yeah. I've never been able to get my hands on them either. Would love to one day though.

Re: Legion Roleplaying Game Update
#595275 12/09/10 06:27 PM
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eBay is your friend:

DC Heroes Legion of Super-Heroes Sourcebooks

Starting bid of only $9.99 for both books. Not bad, considering that other current auctions list them for $50 each.

Re: Legion Roleplaying Game Update
#595276 12/09/10 10:34 PM
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^ Thanks DL. That's a pretty good deal!


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