Thursday, May 29, 2025
Evolved - Part VI (Final Thoughts)
Wednesday, May 28, 2025
Gawd Almighty!
I had to share this piece by Becky Appleyard because it combines two things I love. This is a spoiler of sorts for the Baldur's Gate 3 Find the Nightsong quest.
Here's a clip of the event its referencing:
Tuesday, May 27, 2025
Evolved - Part V (The World of Evolved)
2051 is a dangerous world. The Evolved war shattered the world we know. Some familiar countries still exist, but many other smaller nations have been formed from the remnants. For example, while the United States of America still exists, it's only made up of the stats in south and some of the Midwest. Many states formed new nations that were either Evolved or human supremist. While the focus is on the U.S.A., other parts of the world are given some mention.Friday, May 23, 2025
Evolved - Part IV (Judge Material)
While it's not used throughout the beginning of the Judge section directly addresses the reader in a fun way. The villainous authors address us, their "duly subservient henchmen," the judges. We're given a multitude of excellent advice in various sidebars. The key points I like are let the dice do what they will and "let the rules bend to you, not the other way around." Many gm's (myself included) coddle players and will roll in secret. Make the stakes bigger by doing everything in the open. And don't just give abilities and such, let the players quest for them. It's so much fulfilling to earn something by doing, instead of just gaining levels.
Luck is an important part of Crawl Classics and it's use and the consequences of it are given a few pages. Since luck allows players to modify their actions, understanding it is important. We're also presented with some examples of how it can change, including the "Parker Luck" concept. As someone that loves to play characters that are unlucky for the sake of drama, this is a genre appropriate addition that I absolutely love! Evolved also uses Fortune Token which is similar to luck but can be used to affect others. This idea was cribbed from DCC Dying Earth.
Since Time Travel is in the subtitle of the game, you won't be surprised that there's advice and rules for it. It can be an overwhelming idea, but there is some good advice for making it impactful, including how to not get overwhelmed.
Those of you that know me, know that my all time favorite comic character is Dick Grayson and because of that I have a soft spot for sidekicks. They get their own (one page) chapter and honestly I could see using these rules in any of the Crawl Classics games. Essentially sidekicks are 0-level followers. There are benefits and drawbacks of having one. They are lucky and remind me of DCC halflings. However, if they die they their mentor permanently loses luck and if they are mistreated, players can no longer take a sidekick and all other sidekicks with treat them coldly or even hostile. Sidekicks gain experience (at a slower rate than players) can can gain class levels if they survive.
You won't have any issues populating your Evolved game because the authors went all in with npcs and monsters. We're presented with heroes and villains from both of the games eras. Don't want to focus on those and want to make your own? The game has you covered. There are pages of random charts that allow you to generate npcs, particularly villains, and flesh them out. There is also a random chart that let you modify stats blocks with special properties. A robust bestiary is included. This includes aliens and outsiders (which I'll go more into when I talk about the setting), creatures and people from different eras, and time warped creatures from the future. Honestly this section is pretty useful for any Crawl Classsics game.
If you're an Evolved judge you don't need to worry. The authors have your back and present you with all the tools an advice you'll need. In my next post I'll talk about the setting of Evolved more.
Thursday, May 22, 2025
Evolved - Part III (Doing Stuff)
From Iron Man's armor to Batman's utility belt, gear is an important part of comic books. That's why there is quite a bit of space devoted to equipment, gadgets, and vehicles. Unlike classic DCC (with its gold based economy), characters in Evolved use a system called Wealth. This means you don't have to track every penny of your character's money. No need to go through everything, but characters have access to a plethora of weapons, gear, and vehicles to help them fight. An interesting addition to the equipment charts is a listing of which time (2026, 2051) the items are available. Armor in Evolved is simplified. Instead of several different armor material types (such as plate. leather, etc.), armor is more broadly defined (light, powered, etc.). It can also be modified. The equipment chapter also includes a nice little Superhero Trope sidebar. The vehicle section includes ground vehicles, ships, and even mechs. Mechs are an interesting addition, because while they are vehicles, they're given monster stats.
At its core, Evolved combat is the same as DCC. This means that it's like most D&D derived games, but with numerous Fumble and Crit Tables. There are four different fumble tables which correspond to different weapon types. There are five different class related crit tables. There are also firearms and grenade/explosive versions of these tables. There are several foe related crit tables. Tables like these are one of my favorite parts of DCC and its derivative. Evolved contains robust vehicle rules. If you are familiar with the Umerican Survival Guide, they'll look pretty familiar. Again, like most games with DCC dna, there are several random charts to roll one for vehicular crits and wipeouts. And like the critical fumbles, the wipeouts are divided into types. Even in modern games, I don't use vehicles often. I feel like, in general, vehicle rules are clunky or ill-defined. That's not the case in Evolved. While there are a lot of charts and things, the rules for vehicles fall in line with the rules for everything else.DCC Warriors are known for the Mighty Deeds of Arms. Instead of a static to hit bonus, you roll a die and proclaim that you're doing something cool with the attack. Again, this is one of those aspects that makes me love DCC. It's not just swinging your sword. Concept is dynamic. Two of the Evolved classes can do their own Mighty Deeds. There are a few examples presented. This is extremely helpful for groups, though players are encouraged to come up with their own Mighty Deeds. Of the samples my favorite is an iconic X-Men maneuver, the Fastball Special.
The section on combat ends with a collection of useful rules for conditions and complications in the game. Essentially it's a handy catch all for miscellaneous things that will need rules for in the course of a campaign.
While I originally wanted to feature the rest of the games rules that I hadn't touched on in this post, I decided to break things up. My next Evolved post will focus on Judge rules and content.
Monday, May 19, 2025
Music Monday - Kekka Orai
If you haven’t seen it here’s the opening.
Saturday, May 17, 2025
Evolved - Part II (Classes and Evolved Abilities)
Evolved: Super Heroic Time Travel Roleplaying Game says it's "Powered By DCC" but you might wonder what that means. It means when you break it down, the core mechanics are the same. The layout and presentation is also very familiar. I touched on this in Part I.
Games start in typical fashion. Each player rolls up several 0-level characters and goes through a funnel adventure. During the adventure characters will be exposed to chronal energies, likely unlocking their Evolved Abilities (powers). The survivors will choose from one of eight Evolved classes or two non-powered classes. Additionally players will then create level 6 characters that represent their characters in the dark future of 2051. This is a really cool design feature. Sadly a lot of players never see mid and higher levels of play because of character death or games fizzling out. It's not the case with Evolved.
The following 10 classes are available to characters.
Evolved
- Cerebral Adept - Evolved that focused on mental abilities (Marvel Girl, Grifter)
- Metamorph - Evolved that can change their bodies (and occasionally others)
- Movement Monarch - Evolved with powers related to movement and speed (Angel, Flash)
- Overhauler - Evolved that are mechanical masters (Iron Man, Mr. Terrific)
- Regulator - Evolved manipulators of targets physical nature, such as transferring wounds and conditions (Sersi, Isis)
- Scrapper - Evolved that are masters of close combat, like DCC Warriors they do Mighty Deeds of Prowess (Wolverine, Deathstroke)
- Thunderstroke - Evolved that can fire blasts at foes (Human Torch, Black Lightning)
- Warder - Evolved vanguards that know how to take a hit, another class that can perform Mighty Deeds of Prowess (Colossus, Bane)
- Scoundrel - like DCC thieves these characters get by with skills and luck (Black Widow, Catwoman)
- Soldier - hardened warriors and military leaders (Nick Fury, Rick Flag)
Friday, May 16, 2025
Freaky Fist Grandpa
While I’ll post part 2 of my Evolved deep dive later, I wanted to share this now.
I've watched the first six episodes of My Hero Academia: Vigilantes and I love it! I read the manga earlier this year and the series has been a faithful adaptation. Its a prequel to the main series and sets some major events in motion. It also gives us a glimpse of existing heroes and villains in their early days. It also introduces some great new characters.
Knuckleduster (10th level True Vigilante): Init +3; Atk +11 (brass knuckles, 1d6+1); Crit III/2d16; AC 15 (leather coat + dex); HD 10d8+30; HP 88; Mov. 30'; Act 2d20; SP improvised weapons, extreme violence, demolitions; SV Ref +9; Fort +7; Will +6; AL L
Thursday, May 15, 2025
Red Guardian Limo Services
I’ve still not made it out to see Thunderbolts* but I hope to soon. The cast is phenomenal, the reviews have been great, and the marketing is top notch. Take for example this fun advert with one of my fav MCU characters.
Evolved - Part I (Overview)
The game is 480+ pages and the physical copy is a hardcover very comparable to the hardcover DCC core book. Honestly production and layout wise, you could easily guess this is a Goodman Game release, rather than a third party DCC game. Retail price is 69.99, which is definitely pricier than previous DCC comic book inspired material I've reviewed (Comic Crawl Classics and Gunzo! True Vigilante #1). However, you might guess from the page count that it's packed with material.
Interior artwork will look familiar to fans of Bloat Games. Several pieces from Phil Stone and Runehammer that have appeared in previous comic-inspired releases can be found. Additionally Christopher Torres is a regular artist featured in Bloat Games material and his artwork can be found throughout the book. The writing has been done by Jeff Scifert, Josh Palmer, and Eric Bloat, with Jeff being the chief designer. Jeff has previously done some DCC conversions of Bloat Games video game with the serial numbers filed off monster books.
Crunch wise this is what you will probably expect out of DCC. There are funky dice, classes, 0-level characters, and wild fumble and critical tables that are varied by class and weapon type. There are some changes from the core rules too, but if you've played DCC or MCC, you won't have problems catching on. I'll dive more into the rules and what you get soon.
Fluff wise this 80's/90's X-Men with a healthy dose of time travel and Rifts. Most characters will be Evolved, beings granted power by exposure to chronal energy. Basically they are Marvel's mutants. There are two timelines featured. Low level play will mostly take place in the near future of 2026. High level play takes place in 2051, a dystopian world where various factions vie for power (or to simply survive). Additionally because of the unstable nature of time travel, people and creatures from any time (or world) could show up. Like the rules, I'll do a bigger dive into the setting in another post.
I think this game is amazing and I'm really excited to talk about it and tell y'all why you should pick it up.
Monday, May 12, 2025
Comic Crawl Classics Review
If you've played DCC, this is going to look familiar. Character creation is similar in a lot of ways mechanically. However, there's no 0-level funnel and there's a lot more background and story involved in character creation. You need to name your superhero, come up with an alter ego, and choose a background. It doesn't matter if you're an alien, a mutant, or gained your powers accidentally, your powers work the same.
Fame and Wealth are new character traits for CCC. Instead of keeping track of every dollar your character has a wealth score and needs to make a role when making some purchases. Fame starts at 0 and can rise and fall based on deeds. Fame can be used as an ability score or skill when interacting with the public.
There are also no classes in Comic Crawl Classics. Everyone uses the same level advancement table. If you would like to add classes, I think you could easily layer True Vigilante on top of these rules. The game includes mental combat and in addition to HP, characters have MP (mind points). These can be lost because of psychic attacks and stress. They can potentially cause mental corruption.
You're probably wondering about powers. A majority of powers focus on them. Each character has a number of power build dice. These are used to increase a power score, up an ability score, or increase a skill (weapon or general). There are 40 powers includes. Twenty-four are active and sixteen are defensive. The power entries look a lot like DCC spells. Also like spells, you roll the dice when you use them and that determines the effectiveness. Treating powers like spells just makes sense for DCC inspired supers. The mutations presented in MCC are done the same way. The powers cover all the common ones you'll find in comics and quite a few uncommon ones.
After powers there's a page and a half of equipment and a page giving basic rules of sidekicks and superpets. The book ends with an eight page level 1 adventure set in the exciting metropolis of... Canton, Ohio in 1988. The time frame and location is odd, but the author Ed Stanek is from Canton. A team of level 1 heroes is presented after the adventure.
Visually the book is kind of plain. The text looks like open sans. There are no borders and the layout is very old school. This also means the text is very tight. Personally I find this distracting. Just adding a space between the power entry results would have helped. There's not a lot of art, but the art that's included is good. Nearly all of it is from JE Shields and Inspector97.
While it's not as flashy as I like, this is a very solid DCC supers game. Other than the adventure, there is no setting which has advantages and disadvantages. The pdf is $15 and print is $25, which also means this is the most affordable DCC supers game (not counting True Vigilantes because those characters are unpowered vigilantes).
RIP Sabu (1964 - 2025)
*Once per combat Sabu can take an action to duct tape up his wounds and heal 1d7 HP.
Music Monday - Gangnam Style
I know it’s been a hot minute since I’ve posted. Went through a creative dry spell, but I think it’s past. Later today I’ll post a review of Comic Crawl Classics. Tomorrow I’ll post the beginning of a multipart Evolved review.
Until then enjoy this German medieval metal cover of an iconic South Korean pop hit.















