Showing posts with label supercrew. Show all posts
Showing posts with label supercrew. Show all posts

Thursday, 13 August 2015

Jenny Everywhere

By AgentCoop
August 13th is Jenny Everywhere Day.


To quote the ever-reliable Wikipedia:

Jenny Everywhere aka "The Shifter" is an open-source, public domain character, originally created by Canadian comic book artist Steven Wintle.

Jenny Everywhere was specifically created when her creators could not find any other truly open source, public domain characters. She is described both as existing in every reality and being able to shift between realities. This gives the character the ability to be inserted into the continuity of any existing or new work, such as various comics or webcomics. The concept may be extended to other media as well.

She is described thus:

She has short, dark hair. She usually wears aviation goggles on top of her head and a scarf around her neck. Otherwise, she dresses in comfortable clothes. She is average size and has a good body image. She has loads of confidence and charisma. She appears to be Asian or Native American. She has a ready smile.

By Steven Wintle
The Original
She's been around since 2002, and has a small, but determined, web-presence. Whilst her lack of specific context is a strength, allowing her to appear in any media and setting, it is also a weakness, as there is not enough core material to really latch onto and give her a strong presence.

Still, I thought that for Jenny Everywhere Day 2015 I'd give her a set of Supercrew statistics, suitable for her inclusion in a world of superheroes.

On the Public Domain Super Heroes Wikia her abilities are described as follows:

Jenny Everywhere exists in all dimensions at once. She has the accumulated wisdom of all her other selves, and she can potentially shape or change dimensional properties. Since she exists everywhere at the same time, she may find herself in any situation, be it riding dinosaurs in the Wild West or arm wrestling Richard Nixon on the moon. For the Shifter, any adventure is possible.

Jenny prefers to get out of dangerous situations without the use of her (undefined) powers. She thrives on the thrill and always plays fair, even if it brings her close to death. The goggles and scarf were her mother's, who was a famous pilot before she disappeared.


Jenny Everywhere aka 'The Shifter

1 - Collective Wisdom
2 - Quick-Witted Adventurer
3 - Shifting

Reroll (Quick-Witted Adventurer) - Outwit
Change Roll to '5' (Wisdom) - Infinite experience
Effect 2 (Quick-Witted Adventurer) - Always finds a way

Despite this Jenny Everywhere being designed for a superhero setting, I have still erred on the side of her being a talented 'normal' - her powers are secondary to her skills and experience. The Wisdom ability represents the fact that she is in touch, mostly subconsciously, with all other instances of Jenny Everywhere in time and space. Thus she can draw on a near infinite reserve of knowledge and experience. Her main ability - Quick-Witted Adventurer - can be run in any way that's suitable for  your setting. She can solve problems and defeat foes with fast-talking, quick-shooting or simple fisticuffs at whatever level of skill and ability you think suits her best. Finally her Shifting ability is the one she uses least and, you'll notice, has no tricks. If you want to run her as a full-on superhero then giver her teleportation, dimensional-shifting or even time-travel abilities. Otherwise restrict her to short-duration. limited effect actions relating to her strange relationship with time and space. That's the beauty of Supercrew; how you define a power is purely for the narrative, and has no mechanical effect on the game. Just define Jenny's capabilities in your game and world and keep them consistent, and away you go.

She has an arch-enemy: Jenny Nowhere. I'll leave you to look her up.

Here's a few more interpretations of Jenny from this thread.

By Valente

By ESCgoat

By Paul Sizer

The creators of the character insist that any work involving her must include the following text:

"The character of Jenny Everywhere is available for use by anyone, with only one condition: This paragraph must be included in any publication involving Jenny Everywhere, that others might use this property as they wish. All rights reversed."
By mthemordant

Sunday, 26 July 2015


We went to see 'Ant-Man' last weekend, and all enjoyed it. It was nice to see a minor Marvel character on the big-screen and in a film which felt like one of the old 'Marvel Premiere' comics rather than the more mainstream titles. The problem with the 'Iron Man' or 'Avengers' films is that they are based on titles which have long continuous runs with many stories, but in a film you can really only get one, Hence you lose one of, to me, the important aspects of the comics themselves. It's like only seeing the special double-sized 100th or 200th or whatever issue of the comic, rather than getting the whole continuity.

Anyway, whilst not a perfect film it did capture the essence of a smaller-scale (no pun intended) character without their own comic, and even the fact that the hero had a history before the film started.

Inevitable I decided that a Supercrew write-up was in order. It has some minor spoilers, but I'm assuming that anyone interested has probably been to see the film now.

Ant-Man (Scott Lang)

1 - Ant Control
2 - Shrinking
3 - The Pym Particles

Reroll (Pym Particles) - Go sub-atomic
Change roll to '5' (Ant Control) - Fly, Anthony!
Effect 2 (Shrinking) - Rapid size-changes

The Ant-Control covers all of the things he can do with individual ants or swarms. The Anthony trick covers their use as transport (in Supercrew a trick can only be used to get the bonus once per game, but can always be used as part of a narration - so Ant-Man can always fly on the back of Anthony, but only gets a bonus for it once). Shrinking is the main ability, with the trick being rapid changes in size - growing into a punch or jumping through a keyhole and landing at full-size. Finally the Pym Particles ability represents the extra gadgets Ant-Man has in the film, which are used in emergencies, plus his own skills as an engineer being used to modify the suit and push its capabilities.

Saturday, 4 July 2015

Captain America For 'Supercrew'

Since it's the Fourth of July, where the inhabitants of one particular country celebrate an act of treason against their monarch by shooting fireworks into the air rather than guns at each other, I thought that I would post an appropriate Supercrew character write up.

Captain America

1 - Absolute peak of human physical ability
2 - Vibranium shield
3 - Inspirational leadership

Reroll (Inpirational leadership) - Patriotism
Change roll to '5' (Vibranium shield) - Throw shield
Effect 2 (Vibranium shield) - Defend others

Monday, 29 June 2015


Several years ago I built a steampunk robot out of Lego. I do that kind of thing sometimes. Since I have been pondering the superhero roleplaying game 'Supercrew' over the past couple of days I thought that it would be an interesting exercise to write him up.

To be honest I haven't thought of a fully fleshed-out background for him (it seems to be a 'him'). The Supercrew games I ran a few years ago were set in an idealised, comic-book Victorian London, this this construct would fit right in there, as a member of The Impossible Club (the organisation which drew the characters together). I see him as a kind of Victorian version of Data from Star Trek; of unknown origin, discovered, reconstrcted and reactivated. An intelligent self-aware mechanical device trying to live in the world of humans and maybe become more like them.

He was originally designated the Steam-Powered Ambulatory Difference-Engine, but 'Babbage' seems a good name for everyday use.

I envisage him as a vast store of knowledge encased in robust humanoid mechanical frame. Powered by a small but efficient steam-engine he also generates and uses electrostatic energy to run his cognitive functions (because the term 'electrostatic cognition' is one I feel has to be used from time to time).

Here he is in Supercrew terms

Steam-powered Ambulatory Difference-Engine

1 - Repository of Knowledge
2 - Robust Mechanical Body
3 - Steam-Power

[ ] Reroll - Efficient Indexing (Repository of Knowledge)
[ ] Effect 2 – Steam Jets! (Steam-Power)
[ ] Change One Die To 5 – Built to Last (Robust Mechanical Body)
[ ] Anecdote Bonus

Hero Points: 0

Toughness: 3

The Repository of Knowledge ability represents Babbage's ability to access data on just about anything he has read (which is a lot). The Robust Mechanical Body means that he is resistant to damage, but it can be assumed that he's pretty strong as well. Steam-Power is the least-used ability, and I would see it as using the body's power-source in creative ways. 

Now all I have to do is encourage my daughter to run a game. Or break out the Mythic GM Emulator and do my own.
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