Thanks to the blizzard conditions, my son busted out a game that is older than he is: Robotech: Battlecry.
On our 50" TV, the image is a bit blurry but the game is still fun. I always liked this game because it didn't use the 'gon crunching graphics, instead going with the flat looking color pallet of the comic books and TV shows. The voice acting was excellent and the imagery memorable. The story nosedives into a pyrrhic victory, which is forgivable since the game did an admirable job of staying in canon.
The game featured a good story mode and the 1v1 battle mode on a variety of maps. Progress through story mode unlock various Veritechs and paint schemes for a (limited) customized feel.
The game's combat system seems glitch filled at first, but you are in a Veritech. Enemies will hover in your blind spots, behind you or dead ahead and under your nose. If you let them stay there, they will kill you. Enemy bosses are overpowered and you face them after wave upon wave of enemies, with you armor depleted. How can you survive?
Change and adapt. A Veritech is a fighter jet, a hovering vehicle and a flying robot. Jet mode is quick and has the most long range missiles and powerful guns. Gerwalk or Guardian mode can dodge left and right while flinging missiles and gunning down enemy missiles. And of course, the Battloid mode is a killer robot.
By shifting from one mode to another in rapid succession, you can capitalize on the advantages of one mode while actually in another. These tactics don't seem obvious until you play 1v1, which is a little crazy. Starting in fighter mode, you lob missiles, boost for speed and then deploy counter measures before switching to Guardian mode. In this mode, you can strafe, lob missiles and shoot incoming missiles with your gun before going to Battloid mode to hose enemies and missiles will automatic fire or precise sniper fire. You'd do all of that in less than 5 seconds, over and over again.
Oddly, there are no melee attacks.
No console game would be complete without a choice of cheats. Cheat mode can be entered by hold L1 and R1 and pressing left, up, down, X, right, triangle, followed by start. A keyboard appears to enter the codes.
One shot kills - BACKSTABBER
One shot kills in sniper mode- SNIPER
Quick weapon recharge - MIRIYA
Inverts controls - FLIPSIDE
GU-X ammo recharges faster - SPACEFOLD
Invinicibility - SUPERMECH
Missiles recharge faster MARSBASE
Turns off ALL cheat codes - CLEAR
Unlock all levels - WEWILLWIN
Unlock all Veritechs, Maps and Medals - WHERESMAX
Unlock all multiplayer levels - MULTIMAYHEM
Unlock new paint schemes - MISSMACROSS
These cheats are preserved though saves so be careful. Re-entering a cheat turns it off, which is less than obvious. CLEAR of course turns them all off, too. One thing to keep in mind is that the one shot kill codes can ruin your fun, especially in missions where you need to rescue or keep someone alive. One accident shot and they are dead.
The game contains many glitches, one of which is fun for the user. Completing a space mission with the Super Veritech allows the player to continue to use that loadout on missions which it would be precluded. The moment you save, that option is gone.
I would love to rate this game, but since it is my favorite despite all of it's warts. I won't. I'll just say I won by playing out my favorite children's show.
Do you have any favorite games that have been passed from one generation to next? Let me know over on Mewe or right here in the comments.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Saturday, February 2, 2019
Thursday, January 31, 2019
52 Weeks of Magic - 6 of 52 - Scimitar of Smiting
The Scimitar of Smiting is a dangerous weapon. It does not have a bonus to either the to hit roll or damage, but it does grant one additional attack. The sword does count as +1 magical weapon for the purposes of striking targets immune to mundane weapons.
On each successful melee strike, the blade begins to crackle with energy, slowly charging. If a natural 6 is rolled for damage, the sword is fully charged. On the very next round, the wielder can unleash a bolt of lightning for 1d6+1 points of damage. The holder will have this information transmitted to them as a vague instinct, no words, just the idea.
The bolt has a maximum range of 50 feet and comes from the sharp edge of the blade. The weapon has the following range modifiers:
Short: 0-15 feet +1
Medium: 16-20 feet 0
Long: 21-30 -1
Very long: 31-50 -2
Lightning blasts are so random, the user cannot add their Dexterity bonus for ranged attacks. The weapon can be used as a melee weapon or as a range weapon while it is charged. The weapon will fire lightning at the same rate as the users normal attacks, plus one. It can alternate between swings and bolts in any chosen pattern.
The weapon will lose its charge if sheathed, touches the ground or if a miss is rolled. This means as long as the wielder strikes a target, they have another chance to strike another target. Swings and bolts can be targeted on the same or different creatures in the same round.
Wiley characters may attempt to charge weapon by deliberately striking objects or the ground. This never works. The weapon will unleash an electrical burst on the holder for 1d6 hp damage if they state they are attempting this. There is no saving throw.
If the holder contrives some situation where they cannot be shocked by this burst of energy, such as a spell, the scimitar will smite them later. The sword will wait until it is good and ready, rather the earliest opportunity. If the sword decides to wait, it will often select a time when the wielder is well away from others or when the strike would most deadly or embarrassing. For example, shocking a swimmer or when entering a church or temple. The delayed damage is 2d6, with no saving throw.
The sword is vaguely intelligent, but does not speak or communicate often. Most communicated information is emotional in nature.
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
On each successful melee strike, the blade begins to crackle with energy, slowly charging. If a natural 6 is rolled for damage, the sword is fully charged. On the very next round, the wielder can unleash a bolt of lightning for 1d6+1 points of damage. The holder will have this information transmitted to them as a vague instinct, no words, just the idea.
The bolt has a maximum range of 50 feet and comes from the sharp edge of the blade. The weapon has the following range modifiers:
Short: 0-15 feet +1
Medium: 16-20 feet 0
Long: 21-30 -1
Very long: 31-50 -2
Lightning blasts are so random, the user cannot add their Dexterity bonus for ranged attacks. The weapon can be used as a melee weapon or as a range weapon while it is charged. The weapon will fire lightning at the same rate as the users normal attacks, plus one. It can alternate between swings and bolts in any chosen pattern.
The weapon will lose its charge if sheathed, touches the ground or if a miss is rolled. This means as long as the wielder strikes a target, they have another chance to strike another target. Swings and bolts can be targeted on the same or different creatures in the same round.
Wiley characters may attempt to charge weapon by deliberately striking objects or the ground. This never works. The weapon will unleash an electrical burst on the holder for 1d6 hp damage if they state they are attempting this. There is no saving throw.
If the holder contrives some situation where they cannot be shocked by this burst of energy, such as a spell, the scimitar will smite them later. The sword will wait until it is good and ready, rather the earliest opportunity. If the sword decides to wait, it will often select a time when the wielder is well away from others or when the strike would most deadly or embarrassing. For example, shocking a swimmer or when entering a church or temple. The delayed damage is 2d6, with no saving throw.
The sword is vaguely intelligent, but does not speak or communicate often. Most communicated information is emotional in nature.
Week | Item | Week | Item | Week | Item | Week | Item |
---|---|---|---|---|---|---|---|
1 | 2 | 3 | Emulous Cursed Sword | 4 | |||
5 | 6 | 7 | The Symbol of Sol Invictus | 8 | |||
9 | 10 | 11 | Aemilla Carna | 12 | |||
13 | 14 | 15 | Shape of Memory | 16 | |||
17 | 18 | 19 | Staff of Eyes | 20 | |||
21 | 22 | 23 | Whispering Wings | 24 | |||
25 | 26 |
Coming Soon
| 27 | Coming Soon | 28 |
Coming Soon
| |
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
Sunday, January 27, 2019
52 Weeks of Magic - 5 of 52 - The Cowl of Death
The Cowl of Death is a magical monk's habit with hood. The cowl is imbued with the spell Feign Death like last week's Cloak of Peaceful Repose. It will immediately affect the wearer under one of two conditions:
1) the wearer is rendered unconscious by any means other than normal or magical sleep,
2) the user pulls up the hood and invokes the words, "memento mori".
If either of these two conditions are met, the wearer will collapse to the ground, seemingly dead as per the spell description.
The cowl has two other features. Over a period of an hour, the wearer will seem to rot while actually regaining one hit point (if any had been lost). Normally, the spell would prevent the recovery of hit points, but this item is designed to protect the wearer. The illusion of rot will prevent all but the most hungry scavengers from attacking the wearer. Intelligent creatures are allowed a saving throw vs. magic to ignore the illusion and the resulting implication that something was horribly wrong with the person before being struck down.
The Cowl of Death normally has 20 charges, but charges are only used when the command word is used. Invocation of the command can be verbal or mental. Being knocked unconscious does not use a charge.
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
1) the wearer is rendered unconscious by any means other than normal or magical sleep,
2) the user pulls up the hood and invokes the words, "memento mori".
If either of these two conditions are met, the wearer will collapse to the ground, seemingly dead as per the spell description.
The cowl has two other features. Over a period of an hour, the wearer will seem to rot while actually regaining one hit point (if any had been lost). Normally, the spell would prevent the recovery of hit points, but this item is designed to protect the wearer. The illusion of rot will prevent all but the most hungry scavengers from attacking the wearer. Intelligent creatures are allowed a saving throw vs. magic to ignore the illusion and the resulting implication that something was horribly wrong with the person before being struck down.
The Cowl of Death normally has 20 charges, but charges are only used when the command word is used. Invocation of the command can be verbal or mental. Being knocked unconscious does not use a charge.
Week | Item | Week | Item | Week | Item | Week | Item |
---|---|---|---|---|---|---|---|
1 | 2 | 3 | Emulous Cursed Sword | 4 | |||
5 | 6 | 7 | The Symbol of Sol Invictus | 8 | |||
9 | 10 | 11 | Aemilla Carna | 12 | |||
13 | 14 | 15 | Shape of Memory | 16 | |||
17 | 18 | 19 | Staff of Eyes | 20 | |||
21 | 22 | 23 | Whispering Wings | 24 | |||
25 | 26 |
Coming Soon
| 27 | Coming Soon | 28 |
Coming Soon
| |
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
Saturday, January 26, 2019
52 Weeks of Magic - 4 of 52 - The Cloak of Peaceful Repose
Last week, we saw an evil weapon. This week, a more pleasant items is available.
The Cloak of Peaceful Repose will cast Feign Death on the wearer under two conditions:
1) the wearer is rendered unconscious by any mechanism except natural or magical sleep,
2) the wearer invokes the command, "Pardon" or "mihi pace".
In the case of being rendered unconscious, this cloak operates differently. The spell lasts 24 hours and the wearer is given the illusion that they've been laid out in a loving fashion. Scavengers will not interpret the wearer as food and intelligent creatures will be loathe to disturb the body. If invoked by the command words, the spell lasts but a single hour. In both cases, the wearer will have one hit point restored.
If the character is moved to a location that would cause actual death, The Cloak of Peaceful Repose sacrifices itself to rouse the wearer. The wearer will be granted all of the hit points they would naturally regain in 24 hours and they will rouse before they are buried, burned, etc. The cloak will disintegrate into a glowing white dust cloud, which will seem miraculous. The risk of death must be eminent, such as being placed in grave or set on on pyre mound.
Being buried at sea or in water provokes a violent response. The wearer will wake immediately and break for the surface with no hesitation. If the wearer loses a hit point to drowning damage, the cloak sacrifices itself by encasing the person in a glowing sphere which pushes them to the surface in a single round while also restoring a number of hit points equal to 48 hours of healing. Any weights, rope or chain wrapped around the character will fall off, undamaged. In this case, the cloak loses all magic but is not destroyed completely. The cloak changes to the color of wet slate and will remain so permanently. It will it will not accept dyes and is not affected by any normal bleaching agents or processes. It is subject to all other forms of damage.
The cloak has 20 charges if invoked by the keywords but functions any number of times unbidden. Obviously, if the cloak turns to dust, it is gone.
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
The Cloak of Peaceful Repose will cast Feign Death on the wearer under two conditions:
1) the wearer is rendered unconscious by any mechanism except natural or magical sleep,
2) the wearer invokes the command, "Pardon" or "mihi pace".
In the case of being rendered unconscious, this cloak operates differently. The spell lasts 24 hours and the wearer is given the illusion that they've been laid out in a loving fashion. Scavengers will not interpret the wearer as food and intelligent creatures will be loathe to disturb the body. If invoked by the command words, the spell lasts but a single hour. In both cases, the wearer will have one hit point restored.
If the character is moved to a location that would cause actual death, The Cloak of Peaceful Repose sacrifices itself to rouse the wearer. The wearer will be granted all of the hit points they would naturally regain in 24 hours and they will rouse before they are buried, burned, etc. The cloak will disintegrate into a glowing white dust cloud, which will seem miraculous. The risk of death must be eminent, such as being placed in grave or set on on pyre mound.
Being buried at sea or in water provokes a violent response. The wearer will wake immediately and break for the surface with no hesitation. If the wearer loses a hit point to drowning damage, the cloak sacrifices itself by encasing the person in a glowing sphere which pushes them to the surface in a single round while also restoring a number of hit points equal to 48 hours of healing. Any weights, rope or chain wrapped around the character will fall off, undamaged. In this case, the cloak loses all magic but is not destroyed completely. The cloak changes to the color of wet slate and will remain so permanently. It will it will not accept dyes and is not affected by any normal bleaching agents or processes. It is subject to all other forms of damage.
The cloak has 20 charges if invoked by the keywords but functions any number of times unbidden. Obviously, if the cloak turns to dust, it is gone.
Week | Item | Week | Item | Week | Item | Week | Item |
---|---|---|---|---|---|---|---|
1 | 2 | 3 | Emulous Cursed Sword | 4 | |||
5 | 6 | 7 | The Symbol of Sol Invictus | 8 | |||
9 | 10 | 11 | Aemilla Carna | 12 | |||
13 | 14 | 15 | Shape of Memory | 16 | |||
17 | 18 | 19 | Staff of Eyes | 20 | |||
21 | 22 | 23 | Whispering Wings | 24 | |||
25 | 26 |
Coming Soon
| 27 | Coming Soon | 28 |
Coming Soon
| |
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
Thursday, January 17, 2019
52 Weeks of Magic - 3 of 52 - Emulous Cursed Sword
Emulous is a cursed gladius (short sword) with dangerous powers. This +2 gladius is neutral evil, speaks, has telepathy along with several other magical powers. As implied by it's name, it invokes jealousy through control of the wielder.
Its primary abilities are fairly useful, detecting magic and good or evil at 1" at will.
Emulous has two extraordinary powers, clairaudience and clarvoyance. Since the sword is intelligent and uses telepathy, these two powers are far more dangerous to the wielder than useful. Emulous is able to present these powers, meaning that the sword can force them unbidden on the victim and opportunistically "reveal" information to that person about allies in an effort to drive the wielder to subvert them. The holder of the sword will notice that the effects of these two powers are about a round each, but the sword is able to speak over the images and sounds to work it's evil intentions. It is the king of context shifting.
If the wielder invokes these powers willingly, it is far less likely that Emulous will be able to spin the effects to it's own advantage.
Emulous has an Ego of 11 and intelligence of 17.
Under great duress, Emulous will detect food and water for the wielder and his allies. Only the sword can decide to use this power and food and water are the only objects it can detect. It provides a direction but not a distance. The price of this power is the loss of all other powers including speech and telepathy while retaining the +2 to strike and damage for 24 hours. During this time, Emulous is deaf and dumb to what is happening around it. Its intelligence drops to 3 and ego drops to 2, meaning most healthy people can set the sword aside. Obviously, it is more likely to take this gamble when the wielder is weakened by hunger and thirst.
The sword usually communicates using the common language or telepathy in that language. It rarely uses it's ability to speak neutral evil. It does not like having detection spells cast at it and will hold a caster in disdain if it notices. On the first encounter with the party, the sword will strike up a conversation and offer knowledge of all of it's powers except detect food and water. It will deflect questions of alignment, but will not lie to do so.
While Emulous is evil, it is intelligently so. It will not willingly strike at other player characters during combat with hostile forces. It desires the wielder to take the lead position in the party and will assist in this endeavor. It never requests that the wielder divest him or herself of other magics and will compel the the holder to have defensive magic and good equipment. It is cagey around animals, especially magical animal companions (familiars warhorses, etc.), choosing not to speak aloud in front of them if it can be helped. It views animals as rival intelligences, no matter how low their actual intelligence or paltry their skills are.
Emulous does not view killing animal companions as a particularly good idea as it invokes fear in humanoids and causes them to raise their defenses. Additionally, it does not like to kill children or women unless they are a viable physical threat. It will refuse to strike if it feels justified and will attempt to move to another, more civilized person as soon as possible. Again, while evil, it is not chaotic. It may engineer a heroic and forlorn fight to do in such a vile creature. Of course, it will do so in front of witnesses so that it's fame increases and someone more pliable will take up the sword.
To a degree, it will evaluate equipment and magic items found and try to direct them to the person in the party it feels is the best match, including hirelings and retainers not normally allowed a choice of equipment. It will use oration over out and out demands to do this as only the wielder can be compelled. The sword seeks to dominate the whole party, not just the holder. It desires to be come a legendary sword in the hands of a legendary hero, at nearly any cost.
If granted a quiet moment, it will attempt to eliminate all those who are critical of it's owner or itself, either by revealing information that diminishes them in the eyes of others or more rarely, by murder. It will only engage in murderous ploys once the owner is subverted to its will for a couple of weeks, perhaps months.
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
Its primary abilities are fairly useful, detecting magic and good or evil at 1" at will.
Emulous has two extraordinary powers, clairaudience and clarvoyance. Since the sword is intelligent and uses telepathy, these two powers are far more dangerous to the wielder than useful. Emulous is able to present these powers, meaning that the sword can force them unbidden on the victim and opportunistically "reveal" information to that person about allies in an effort to drive the wielder to subvert them. The holder of the sword will notice that the effects of these two powers are about a round each, but the sword is able to speak over the images and sounds to work it's evil intentions. It is the king of context shifting.
If the wielder invokes these powers willingly, it is far less likely that Emulous will be able to spin the effects to it's own advantage.
Emulous has an Ego of 11 and intelligence of 17.
Under great duress, Emulous will detect food and water for the wielder and his allies. Only the sword can decide to use this power and food and water are the only objects it can detect. It provides a direction but not a distance. The price of this power is the loss of all other powers including speech and telepathy while retaining the +2 to strike and damage for 24 hours. During this time, Emulous is deaf and dumb to what is happening around it. Its intelligence drops to 3 and ego drops to 2, meaning most healthy people can set the sword aside. Obviously, it is more likely to take this gamble when the wielder is weakened by hunger and thirst.
The sword usually communicates using the common language or telepathy in that language. It rarely uses it's ability to speak neutral evil. It does not like having detection spells cast at it and will hold a caster in disdain if it notices. On the first encounter with the party, the sword will strike up a conversation and offer knowledge of all of it's powers except detect food and water. It will deflect questions of alignment, but will not lie to do so.
While Emulous is evil, it is intelligently so. It will not willingly strike at other player characters during combat with hostile forces. It desires the wielder to take the lead position in the party and will assist in this endeavor. It never requests that the wielder divest him or herself of other magics and will compel the the holder to have defensive magic and good equipment. It is cagey around animals, especially magical animal companions (familiars warhorses, etc.), choosing not to speak aloud in front of them if it can be helped. It views animals as rival intelligences, no matter how low their actual intelligence or paltry their skills are.
Emulous does not view killing animal companions as a particularly good idea as it invokes fear in humanoids and causes them to raise their defenses. Additionally, it does not like to kill children or women unless they are a viable physical threat. It will refuse to strike if it feels justified and will attempt to move to another, more civilized person as soon as possible. Again, while evil, it is not chaotic. It may engineer a heroic and forlorn fight to do in such a vile creature. Of course, it will do so in front of witnesses so that it's fame increases and someone more pliable will take up the sword.
To a degree, it will evaluate equipment and magic items found and try to direct them to the person in the party it feels is the best match, including hirelings and retainers not normally allowed a choice of equipment. It will use oration over out and out demands to do this as only the wielder can be compelled. The sword seeks to dominate the whole party, not just the holder. It desires to be come a legendary sword in the hands of a legendary hero, at nearly any cost.
If granted a quiet moment, it will attempt to eliminate all those who are critical of it's owner or itself, either by revealing information that diminishes them in the eyes of others or more rarely, by murder. It will only engage in murderous ploys once the owner is subverted to its will for a couple of weeks, perhaps months.
Week | Item | Week | Item | Week | Item | Week | Item |
---|---|---|---|---|---|---|---|
1 | 2 | 3 | Emulous Cursed Sword | 4 | |||
5 | 6 | 7 | The Symbol of Sol Invictus | 8 | |||
9 | 10 | 11 | Aemilla Carna | 12 | |||
13 | 14 | 15 | Shape of Memory | 16 | |||
17 | 18 | 19 | Staff of Eyes | 20 | |||
21 | 22 | 23 | Whispering Wings | 24 | |||
25 | 26 |
Coming Soon
| 27 | Coming Soon | 28 |
Coming Soon
| |
Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.
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