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Lemon-Lime
Aug 6, 2009

quote:

We are acting as the order fulfilment agent for Level 99 Games and your order was dispatched on 28-Sep-2015

It's actually happening. :toot:

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JazzFlight
Apr 29, 2006

Oooooooooooh!

Lemon Curdistan posted:

It's actually happening. :toot:
Seriously? The update on the Kickstarter page made it seem like Pixel Tactics DX was still a few months off from shipping.

https://www.kickstarter.com/projects/level99games/pixel-tactics-deluxe/posts/1357287

Kickstarter Update from 9/18 posted:

Greetings everyone!

Earlier this week, we closed up our pledge manager and started sending out notices to everyone whose pledge was not yet locked in.

It's still a few months before we get Pixel Tactics Deluxe (we're scheduled to have the final sample express-mailed to us by next Monday). However, I want to get started right now to get ahead of the game and make sure that we can fulfill the campaign without any hiccups. I'm already contacting services in Europe, Canada, and Australia to handle international shipping (I'm still seeing about the possibility of Australia, as we actually have quite a few Southeast Asia pledges as well).

I'm really excited to see what this box looks like. I know that the tray looks great, and the cover is being printed with shiny UV specular coating (the same kind we used on Argent Black Box). The box also has a reinforced structure, so it should hold up well to both shipping and to general use. It's one of the nicest white samples I've seen in my life, and I think you guys are going to be really impressed with the color version when it comes in.

Over the next week or so, you should receive a packing list that details everything that is coming along with your pledge. Please take a moment to look over this email when it goes out, and let us know if there's anything missing or that looks incorrect.

We want to get everything tightened up and running smoothly for this project, so if you have any questions or concerns, if you need an address change or any other logistical attention, please let us know ASAP at kickstarter@level99games.com.

JazzFlight fucked around with this message at 18:06 on Sep 28, 2015

burger time
Apr 17, 2005

Sefer posted:

Huh, I played it with a couple of friends last weekend and we had a pretty easy time winning- we came close to losing a player or two in the last fight, but otherwise weren't in a lot of danger. The wizard's frost spell being used to stop the boss once all the other monsters were gone helped a lot, as did the fact that none of us were great at aiming but the players were a bit better than the DM. We didn't take that much damage per fight other than the boss fight because we could usually kill a few monsters before the DM's first turn, and we had enough gold to go into the penultimate fight at full health.

Also the monster with the rolling attack was deceptively hard to actually hit with.

The catacomb lords are actually immune to frost shots, but part of the disparity in difficulty can have to do with the heroes you use - the wizard is vastly more powerful than the chicken, for example. But anyway, Catacombs, just like any game with a dungeonmaster, should be about the heroes having fun, the DM is there to try to set the bar at the "just-right" level, not crush them ASAP or allow them to steamroll everything.

Germ
May 7, 2013

The walls are absolutely necessary to keep stuff from flying all over.

Mojo Jojo posted:

We played this at the weekend. Either we were playing wrong (likely) or the game is absurdly hard and relies on a DM letting you win (the difficulty of healing, poison cards, etc)

Also it has player elimination.

My experience, as well. My players hit a room with a crypt spider that wiped them as the spider locked down 2 players a turn while the other creatures ate them. We went ahead and re-healed the players and they hit a room full of tiny poison-monsters, where they got wiped even faster. Poison seems crazy powerful.

Beautiful art and a neat idea, though.

Mojo Jojo
Sep 21, 2005

Sefer posted:

Huh, I played it with a couple of friends last weekend and we had a pretty easy time winning- we came close to losing a player or two in the last fight, but otherwise weren't in a lot of danger. The wizard's frost spell being used to stop the boss once all the other monsters were gone helped a lot, as did the fact that none of us were great at aiming but the players were a bit better than the DM. We didn't take that much damage per fight other than the boss fight because we could usually kill a few monsters before the DM's first turn, and we had enough gold to go into the penultimate fight at full health.

Also the monster with the rolling attack was deceptively hard to actually hit with.
The second room we played in had two bats and two snakes. Which cost us two heroes.

Both have two health, both have a poison attack. The bat poison causes you to draw two cards. Two cards can instantly kill all but the beserker if you get a bad draw.

Maybe if we had taken the wizard things would have been better.

Lemon-Lime
Aug 6, 2009

JazzFlight posted:

Seriously? The update on the Kickstarter page made it seem like Pixel Tactics DX was still a few months off from shipping.

Haha, no, it's not Pixel Tactics, it's War Remastered.

quote:

1 x BattleCON: War (Remastered Edition)
1 x Noir of Indines
1 x Eliza
1 x Anath Adrasteia
1 x Lucius
1 x Takeshi Kamikaze
1 x Raederick Blackforge (Mage Wars)
1 x Bruce Lee (Dragon Tides)

:suicide:

e; arrived on the 29th!

Lemon-Lime fucked around with this message at 09:42 on Sep 29, 2015

Ravendas
Sep 29, 2001




Gloomhaven is down to the final 48 hours. Just passed 300k earlier

$64 gets you the game with standees for everything, $79 gets you the same thing but minis for standees instead.

A legacy dungeon romp for 1-4 players using cards, no dice, doesn't need a GM, with a persistent setting that changes as you play. The guy running it is also chatty and not douchelike, and there's no exclusives because they're bad.

Rahdo loved it.

https://www.kickstarter.com/projects/1350948450/gloomhaven/description

Rahdo's video: https://www.youtube.com/watch?v=rwzB2X9KE5c

burger time
Apr 17, 2005

Ravendas posted:

Gloomhaven is down to the final 48 hours. Just passed 300k earlier

$64 gets you the game with standees for everything, $79 gets you the same thing but minis for standees instead.

A legacy dungeon romp for 1-4 players using cards, no dice, doesn't need a GM, with a persistent setting that changes as you play. The guy running it is also chatty and not douchelike, and there's no exclusives because they're bad.

Rahdo loved it.

https://www.kickstarter.com/projects/1350948450/gloomhaven/description

Rahdo's video: https://www.youtube.com/watch?v=rwzB2X9KE5c

The minis are only for the classes right? monsters still all use standees?

Rivensteel
Mar 30, 2010

burger time posted:

The minis are only for the classes right? monsters still all use standees?

That's correct by my read.

Agrias120
Jun 27, 2002

I will burn my dread.

Ravendas posted:

Gloomhaven is down to the final 48 hours. Just passed 300k earlier

$64 gets you the game with standees for everything, $79 gets you the same thing but minis for standees instead.

A legacy dungeon romp for 1-4 players using cards, no dice, doesn't need a GM, with a persistent setting that changes as you play. The guy running it is also chatty and not douchelike, and there's no exclusives because they're bad.

Rahdo loved it.

https://www.kickstarter.com/projects/1350948450/gloomhaven/description

Rahdo's video: https://www.youtube.com/watch?v=rwzB2X9KE5c

Thanks for posting this--I meant to bookmark it the last time it was posted and forgot. It looks like a ton of fun.

Ravendas
Sep 29, 2001




burger time posted:

The minis are only for the classes right? monsters still all use standees?

Yes.

There's something like 33 monster types and a dozen bosses, with the monsters each having 4 'figures'. So 144 total minis isn't exactly doable for the prices listed.

Standees it is!

Though, there are 17 character classes, one of which has two figures, for 18 figures. In a $20 box, that's a great deal.

Evil Mastermind
Apr 28, 2008

Magpie Games (the folks behind Urban Shadows) just sort-of* launched the kickstarter for Masks: A New Generation, a PbtA superhero game focused on teenage heroes along the lines of Young Avengers and early Teen Titans.

Backing gets you access to an early draft of the playbooks and such, and while I'm still reading through the playbooks I have to say I really like the art style.



* It's not under their company, but they are involved with the project.

Lemon-Lime
Aug 6, 2009

Evil Mastermind posted:

Backing gets you access to an early draft of the playbooks and such, and while I'm still reading through the playbooks I have to say I really like the art style.

Please post your impressions of the rules when you get a chance. Young Avengers supers is a thing I've wished PbtA would do for ages now.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
Aiming for a more focused sub-genre than strictly 'supers' is almost certainly a much better way to go for a PBTA game than a more generic "Superheroes" game, so I'm definitely interested here, even if I know people who will grumble about it being teenagers.

Evil Mastermind
Apr 28, 2008

Lemon Curdistan posted:

Please post your impressions of the rules when you get a chance. Young Avengers supers is a thing I've wished PbtA would do for ages now.

I'm putting together an effortpost on the playbooks, but I've got a pretty good feeling this will be right up your alley.

PST
Jul 5, 2012

If only Milliband had eaten a vegan sausage roll instead of a bacon sandwich, we wouldn't be in this mess.
The Delta Green Kickstarter has gone live:

https://www.kickstarter.com/projects/arcdream/delta-green-the-role-playing-game

On top of the base game, an extra $50 gets the hardback of 'The Fall of Delta Green' being written by Ken Hite. It's not a stretch goal but I'm going to guess will come out some time after the main book.

It went live about 30 mins ago and is already over $10k which isn't bad for an 18 year old roleplay setting.

Lemon-Lime
Aug 6, 2009

Evil Mastermind posted:

I'm putting together an effortpost on the playbooks, but I've got a pretty good feeling this will be right up your alley.

Good to hear; it looked pretty promising when the project page kept mentioning that social pressure and having the equivalent of Strings on people were core mechanics. Plus, the art is great.

Cyphoderus
Apr 21, 2010

I'll have you know, foxes have the finest call in nature

Evil Mastermind posted:

I'm putting together an effortpost on the playbooks, but I've got a pretty good feeling this will be right up your alley.

I'm super interested in this as well.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Delta Green AND a Delta Green GUMSHOE hack? Count me in.

PST
Jul 5, 2012

If only Milliband had eaten a vegan sausage roll instead of a bacon sandwich, we wouldn't be in this mess.

gradenko_2000 posted:

Delta Green AND a Delta Green GUMSHOE hack? Count me in.

The DG Gumshoe hack (with Fall of Delta Green setting) isn't immediately obvious but is a $50 add on.

long-ass nips Diane
Dec 13, 2010

Breathe.

They're bad at talking about it, but from interviews and stuff I've heard Fall of Delta Green is a full core Gumshoe book like Trail of Cthulhu or Night's Black Agents, which is pretty cool. I'm almost more into that than the actual new Delta Green game.

Evil Mastermind
Apr 28, 2008

Okay, just going through the playbooks first without looking at the general moves sheets. Also kind of jumping around and writing this during a boring-rear end phone meeting I don't need to be in so I apologize in advance.

tl;rd1: This is basically Monsterhearts, but with superheroes.

tl;dr2: Lemon Curdistan. I know we have had our differences in the past and clashed once or twice over things, but believe me when I say you want this game. This is everything you want out of a PbtA game from what I've seen so far.


The stats ("Labels") are Freak, Danger, Savior, Superior, and Mundane.
There are also Conditions, which are like emotional "damage" that can give you some serious penalties (being Insecure gives you -2 to any roll to stand in defense or reject what others say).

Looks like the inter-character mechanic is Influence. Inter-group dynamics seem pretty important (which makes sense given the topic), as each playbook has two team moves: when you share a triumphant celebration with someone and when you share a vulnerability or weakness with someone.

The XP system is called Potential. Mark it when you miss a basic move, mark it five times and get an advance.

One of the general advances is "Unlock your Moment of Truth", which is your big heroing up come-into-your-own "call me Nightwing" moment. I really like that idea. Like MH, there are also "Adult Moves".

Each playbook is pretty specific; they're going the "powers as a metaphor" route a la Monsterhearts. That means that each playbook represents a specific type of super, and each playbook only has a few options for powers which are separate from your moves for the most part.

For example, you have The Bull, who's the brick and whose powers are preselected as "Someone changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting. Decide how each of those abilities manifests." But The Legacy (who is a direct next-gen hero) gets to pick one of five power suites. Each suite has a bunch of familiar power groups, but he has to pick two powers from that suite he doesn't have.

Okay, I explained that badly. One of the Legacy's available suites is pretty much Barry Allen Flash: Super speed, regeneration, phasing, speed-reading/learning, and air manipulation. If Kid Flash takes that suite, he has to pick two of those powers he can't use. He can get them later with an advance, but until then he's just a bit behind Barry power-wise.

Quick playbook rundown and sample moves:
  • The Bull is the afforementioned brick. The straightforward heart-on-your-sleeve jump in type.

    quote:

    The Bull’s Heart: You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that supports your love or frustrates your rival.
  • The Nova is the energy manipulator. He rolls to generate "Burn" (basically Hold) that he can spend to use his other powers. The downside is that unless you roll a 10+, you're going to take some conditions as your powers (and emotions) get the better of you.

    quote:

    Reality Storm: You channel a destructive burst with your powers. Spend 1 Burn to directly engage a threat using your powers, rolling + Freak instead of + Danger. If you do, you will cause unwanted collateral damage unless you spend another Burn.
  • The Outsider is the alien prince/princess/warrior/etc. The one who sees the beauty in this world because it's all new and exciting to her. Also one of her moves is a "Kirby-craft" spaceship.

    quote:

    The best of them: When you build someone up by telling them how they exemplify the best parts of Earth, roll +Freak instead of +Mundane.
  • The Legacy has big shoes to fill. They have an established hero they draw their power line from, but they aren't as good as their predecesor. I mean, you can stand on your own, and they know it, but you still have a name to live up to. No pressure, right?

    quote:

    The Legacy Matters: Whenever you accept what someone from your Legacy tells you about the world or yourself, mark potential and take +1 forward.
  • The Protege is like the Legacy, but where the Legacy stands more on their own, the Protege is being trained and groomed to assist (or replace) another hero. The other downside is that your mentor is trying to make you into them.

    quote:

    Fireside Chat: When you seek advice from your Mentor, roll + the Label they embody. On a hit they give you insightful advice. On a 10+, take +1 ongoing and mark potential if you follow it. On a 7-9, you get +1 forward to see it through. On a miss, they don't have time for you because something big has gone down. Mark a condition, GM's choice.
  • The Janus has the fun task of having to balance a mundane life and responsibilities with your great power. You have great responsibilities in both lives. The trick is balancing them.

    quote:

    When time passes, roll + your Mundane to see how you're managing your obligations. On a 10+, things are going okay---you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you've lapsed on one obligation, your choice. On a miss, you haven't given your normal life anywhere near the attention it deserves; the GM chooses two obligations that are going to bite you in the butt.
  • The Delinquent isn't doing this poo poo because you want him to. He's doing it for attention, to get a rise out of people, to basically shove a middle finger in the world's face. You got a problem with that? Good.

    quote:

    Mary Contrary: When someone tries to pierce your mask, build you up, or provoke you, you can interfere. Roll + Superior. On a hit, they take a -2 on their roll. On a 10+, take Influence over them or clear a condition. On a 7-9, you expose yourself to retribution, cost, or judgment. On a miss, they get a 10+ no matter what they rolled and you mark a condition, their choice.
  • The Doomed is a ticking time bomb. Sooner or later, everything is going to wrong and you can't stop it. But if you're going to die young, you can at least make sure the life you do have matters.

    quote:

    This one is a little to complex to just one-move-summary it, but it's similar to Corruption in Urban Shadows or the Chosen in MotW. Basically you pick what your "Doom" is, like becoming unmade or opening a dark gateway. You also have a five-box Doom track; when you embrace your doom, you can do things like clearing conditions or get bonuses on basic moves. Mark all five boxes on the track and you can take a powerful Doomsign ability...which marks Doom each time you use it. The last Doomsign is "Your doom arrives; confront it and perish."
  • The Transformed was human once. Now they're a monster, a stranger in your own body, a freak on perpetual display. If you're lucky you're pitied; if not you're feared. Either way your life as you knew it is pretty much over.

    quote:

    Coming for you: When you mark a condition, take +1 forward against the person you most blame for causing it.
  • The Beacon isn't the most powerful. Or heavily trained. He's got maybe a sword, or a bow and trick arrows, or maybe he's just really agile. He's pretty much always out of his weight class. But man, who cares? Dude! You're a loving superhero! Fighting aliens and monsters and poo poo! How cool is that?


I don't think I need to tell you which specific characters the playbooks are based on. They're all well-designed enough that you go "oh, this is obviously <name>" by the time you get to the "pick your main powers" section.

So yeah, this is pretty awesome so far. I mean, I can map the character arcs of a few established comic characters through the playbooks, and there's a lot about the interplay between characters and the team. I like how the power selection is limited by playbook to keep things thematic to the core concept, although some of them don't make sense to me (why does the Protege have "Body Elasticity"?), but I don't know if there'll be something in the main text about picking other people's powers without an advance.

Esser-Z
Jun 3, 2012

Okay, that sounds fantastic.

Evil Mastermind
Apr 28, 2008

I'm not even kidding when I say I can map Dick Grayson's whole character arc through the Protege playbook, including him becoming Nightwing and how Bruce being anti-social affected him.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

quote:

Also one of her moves is a "Kirby-craft" spaceship.

Sososososososososold!

Lemon-Lime
Aug 6, 2009

Evil Mastermind posted:

tl;rd1: This is basically Monsterhearts, but with superheroes.

tl;dr2: Lemon Curdistan. I know we have had our differences in the past and clashed once or twice over things, but believe me when I say you want this game. This is everything you want out of a PbtA game from what I've seen so far.

Man, I don't ever remembering us clashing. I'm snarky to everyone, I don't have anything against you. :)

This sounds great and I've backed it at the $10, so thanks for the review. I'm hype for it now.

Evil Mastermind
Apr 28, 2008

Oh man I think I'm going to be gushing about this game for a while. Sorry folks.

So you have five stats, called "Labels":
  • Freak is about being different in some way, shape, or form. Generally rolled to use your powers.
  • Danger is how scary and destructive you are.
  • Savior is how much of a goody-two-shoes you are.
  • Superior is how much better you are than everyone else. This is the most leader-y stat.
  • Mundane is how grounded you are, and how much you can relate to other people (super or not).

They go from -2 to +3 as usual, but unlike other PbtA games they aren't fixed. They'll move up and down as you play and make moves as you discover things about yourself, shift your priorities, and, well, grow up. Once you've five advances you gain access to the "Unlock your Moment of Truth", you can basically come into your own and lock one of your stats in place.

The Janus's Moment of Truth posted:

The mask is a lie, and some piece of you has always known that. Doesn't matter if others can see it. You're the one that can do the impossible. Mask off. Costume on. And you're going to save the drat day. Of course, you better hope nobody nasty is watching...

There are also the five Conditions: Afraid, Angry, Guilty, Insecure, and Hopeless. They can be inflicted via moves (even from teammates), and each one gives a -2 to specific situations until cleared.

sexpig by night
Sep 8, 2011

by Azathoth
Monsterhearts but with super heroes huh. Sold!

Evil Mastermind
Apr 28, 2008

Tatum Girlparts posted:

Monsterhearts but with super heroes huh. Sold!

So that's a good reason to talk about Influence!

Influence is the inter-character connection mechanic, but unlike MH or DW it's an either/or thing. Either you have Influence over someone, or you don't.

But here's the thing: Influence isn't inherently bad. It's not about control like Strings are, they're about much much you value their opinion of you, whether you realize it or not. Or whether you want it or not.

When you do have Influence, you can do a couple of things with it.

First off, you get a flat +1 forward when rolling moves against someone you have Influence over.

If you try to take advantage of that Influence, you can roll and give the target a -2 forward, a Condition, or to get a further +1 forward against them. You can also risk your Influence over a person, tell them what you really think of them, and possibly clear one of your own Conditions or improve your Team pool (more on that in a second).

If you try to reject someone's influence, it's a flat roll. Success means you can cancel the Influence and get +1 forward against that person ("gently caress YOU DAD I'M NOT GOING TO LEAD THE LEAGUE OF ASSASSINS"), shift your Labels a bit, or cancel one of your current Conditions as you prove them wrong.

I like that you can use Influence for inspiring each other, supporting each other, cutting each other down, or pissing Banner off to get him to Hulk out (the Bull and the Transformed get some nice bonuses if they get certain conditions).

Oh, and every adult gains influence over you when they're first introduced. Just FYI.

So, the Team Pool. The pool starts a 1, then when the team enters a fight or dangerous situation, the leader (whoever he may be) makes a flat roll, getting a bonus if he has Influence over everyone and/or everyone's on the same page, or a penalty if there's mistrust or you're unprepared. People can spend points from the pool to give help someone else (giving them +1 forward), or can spend them to make the act selfishly move which can let you shift your Labels around a bit.

Lemon-Lime
Aug 6, 2009
They made international shipping free, which is super worrying from a financial perspective. :ohdear:

Zurui
Apr 20, 2005
Even now...



Wizard School just went up. The theme and art look great but $45 shipped seems a bit steep for 172 cards (or $30 shipped for 150 cards).

Zurui fucked around with this message at 19:23 on Sep 29, 2015

Evil Mastermind
Apr 28, 2008

Zurui posted:

Wizard School just went up. The theme and art look great but $45 shipped seems a bit steep for 172 cards (or $30 shipped for 150 cards).

Yesh, Epic was $20 for like 120 card shipped. I think they need to not bother with the fancy box.

Also the "NSFW" expansion for the goofy high school game is making me look a little side-eyed at this.

Evil Mastermind
Apr 28, 2008

Sorry to double-post, but I just found out another reason to buy Masks:

Almost all of The Beacon's moves are named after Kate Bishop lines, and Clint Barton isn't an adult, he's The Delinquent.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.

Evil Mastermind posted:

Sorry to double-post, but I just found out another reason to buy Masks:

Almost all of The Beacon's moves are named after Kate Bishop lines, and Clint Barton isn't an adult, he's The Delinquent.

The Bull's full of America Chavez, too.

ChiTownEddie
Mar 26, 2010

Awesome beer, no pants.
Join the Legion.
7th Continent went up and funded basically instantly.
I need to read the rules/watch the rahdo but the concept is that you're stranded on a new continent and you must survive a choose your own adventure card game. That is a terrible description for what seems like an insanely cool and innovative game though.

https://www.kickstarter.com/projects/1926712971/the-7th-continent-explore-survive-you-are-the-hero/description

Cyphoderus
Apr 21, 2010

I'll have you know, foxes have the finest call in nature

Evil Mastermind posted:

Sorry to double-post, but I just found out another reason to buy Masks:

Almost all of The Beacon's moves are named after Kate Bishop lines, and Clint Barton isn't an adult, he's The Delinquent.

You've sold me on this already, but here's a question: how much of the game would you say is teenage drama, compared to just being drama? "Super heroics with a focus on messy relationships" can go to some very unconventional, cool places such as Doom Patrol and Hitman, not just Runaways and Ms. Marvel.

Agrias120
Jun 27, 2002

I will burn my dread.

ChiTownEddie posted:

7th Continent went up and funded basically instantly.
I need to read the rules/watch the rahdo but the concept is that you're stranded on a new continent and you must survive a choose your own adventure card game. That is a terrible description for what seems like an insanely cool and innovative game though.

https://www.kickstarter.com/projects/1926712971/the-7th-continent-explore-survive-you-are-the-hero/description

Wow, this looks cool as poo poo.

Andarel
Aug 4, 2015

Not very fond of that graphic design for 7th continent. Looks awkwardly templated.

homullus
Mar 27, 2009

Andarel posted:

Not very fond of that graphic design for 7th continent. Looks awkwardly templated.

Ferdinand looks like a Pez dispenser on his second card.

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DigitalRaven
Oct 9, 2012




Evil Mastermind posted:

Sorry to double-post, but I just found out another reason to buy Masks:

Almost all of The Beacon's moves are named after Kate Bishop lines, and Clint Barton isn't an adult, he's The Delinquent.

So could you run Pizza Dog as the Bull?

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