#henshin batman
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supine-ly · 3 months ago
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art dump
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ajwrites52 · 2 years ago
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Art by Jazz Dunn on Twitter. 
The newest chapter in Bat-Riders war against Lazarus! A mysterious gunner targets Gotham City officials, and Bat-Rider is all that can stop them. But can he do so with both Lazarus and a mystery assassin on his tail?
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starpunz · 5 months ago
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HERE IS HE!! HENSHIN!! CONDIMENT KING!!
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Working on the condiment king design
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Ok I didnt know the new issue of Graduation came out until I checked Jaime’s tag. Everybody in the readcomics comments seems to dislike it because they thought the superhero characters were too mean but I dont think they were mean enough, especially batman, superman, and Ted Kord. Like we got a little bit of a Heroes Are After Jaime Moment but it felt like the writer was too worried about making people look bad.
Anyway I like Jaime’s new henshin
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likecrapthroughagoose · 8 months ago
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I watched a few episodes of Kakuranger, ramble ahead...
The Shout! youtube channel is doing 24 hour streams of a bunch of the various toku IP they have the rights to, so I've been drifting in and out of some of them as the mood strikes me (mainly the Godzilla, Gamera MST3K, and various Ultraman ones). I'm not especially familiar with the sundry Sentai franchises, but Kakuranger appealed to me mainly due to the more elegantly simple design of the main costumes. I appreciate an uncluttered henshin hero design, it's what I like about the Ultras.
I have to say, I'm shocked that this show came out in 1994. It's... well, it's the most 80's thing I've ever seen. The endless synths in the soundtrack, the main villain being a glam rock pastiche... but then there's also the weird cat van the team drives around in, which is more of a 70's thing. Then there's the 60's Batman-esque onomatopoeia popping up on the screen during fight scenes... albeit that part is a component of the framing device being a kamishibai performer.
Honestly that's what immediately clicked with me about the show- how deeply entrenched it is with Japanese culture and mythology while stylistically leaning into a more Western influence (also being extremely, extremely campy). This is a show that activates the same part of my brain that Yo-Kai Watch does.
Idk if this is going to be what gets me into Sentai, but I'm definitely into this.
Other stuff I liked but couldn't fit in organically: - It's absolutely bonkers, like even by toku standards. - The opening and ending themes are both total bangers. Incidental music is pretty great too. - Holy shit, it's the guy from Godzilla Final Wars! - I kinda ship Seikai and Jiraiya... don't ask me to explain why, I don't know. It's just a vibe.
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waterloggedsoliloquy · 3 years ago
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i love comics so much i love them i want to talk about comics forever. that being said if you try to talk to me about the big 2 in anything other than a historical or industry context i will kill you with a brick
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ultraflavour · 5 months ago
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This is very validating because I am currently in-flight on a hobby project that wasn't strictly a Magical Girl game, but rather a Tokusatsu/Anime/Superhero inspired game where the classes are some variety of futuristic "Henshin Hero." Bubblegum Crisis, Kamen Rider, Batman Beyond were my main touchstones, but also pulling inspiration from Utena and Pro Wrestling (Don't ask me how but it makes sense in my head).
It started as a Lancer hack but evolved into a LUMEN system implementation with Daggerheart's Hope/Fear 2d12 mechanic bolted on to replace the "You need to kill monsters to get fuel" and "d6 dice pool keep highest" parts of LUMEN that I am not fond of.
Daggerheart also provides a Stress mechanic which is both helpful for giving the GM something to punish the players with when they don't have anything to "Fail Forward" with, but also allows players to push themselves in a similar way as they would using Heat in Lancer. Plus Experiences are a very lightweight way to add something resembling a "Skills" system without having to decide on which skills are appropriate for your setting (Athletics, Diplomacy, Stealth etc).
Both Daggerheart and LUMEN use abstracted positioning which I think makes more sense for a Superhero combat game, since I think there would be a lot of situations where "You didn't have enough movement squares to make it to melee range this turn" makes a lot less sense when the character is literally wearing an Iron Man suit.
It seems like there is some sort of demand out there for this, and I don't believe for a second that my first-time effort would end up being any better than any actual TTRPG designer's. But I do still want to be a part of this process in some way. A "Tactical-lite" indie TTRPG scene is the "OSR" that I want to be a part of, and I have a suspicion that if Daggerheart becomes really big, that's going to be the standard bearer that opens that market up.
I'm curious for your thoughts on the most left field take I've heard on d&d 4e - specifically, that it is best dusted off if you want to play as magical girls.
I'm aware there are far better ttrpgs for such a goal, but it was such an odd analysis of 4e that it stuck in my head for years since.
Basically, the problem with tabletop RPGs that a. expect a non-trivial amount of system mastery when it comes to building characters, and b. support multiple distinct modes of play is that people who enjoy throwing big numbers around are going to be tempted to spec heavily into one of those modes of play at the expense of sucking at all of the others. You see this issue in many flavours of D&D, where characters who spec heavily into combat end up with no cool toys to play with in exploration mode, and characters who spec heavily into exploration struggle to contribute in combat. It creates a perverse incentive to make yourself bored at the table because you're constantly spending 50% of each session twiddling your thumbs.
One approach to solving this problem is to institute some form of game-mechanical siloing: player characters are given distinct, non-competing sets of rules toys for each supported mode of play, so it's not desirable – perhaps not even possible – to favour one by short-changing the others. This is the approach that D&D4E tried, largely successfully. However, some players found it counterintuitive, because it didn't provide a good narrative rationale for why your character's rules toys should be siloed in this fashion. You ended up with players squinting at the flavour text of their combat moves and arguing that a strict reading suggested their rogue ought to be able to double-jump, or trying to drop into exploration mode in the middle of a combat round in order to take advantage of one of their exploration mode rules toys, both of which tended to break the game in interesting ways.
Conversely, when there is a good narrative rationale for why player characters aren't allowed to cross the streams in a game which supports multiple distinct modes of play, such siloing can be an easier sell. Take Tumblr's favourite indie game Lancer, for example; Lancer has a great deal of D&D4E's DNA in it, except its two mechanically distinct modes of play aren't "combat" and "exploration": they're "piloting a giant robot" and "not piloting a giant robot". There's typically very little narrative ambiguity regarding whether or not you are, in fact, currently piloting a giant robot, so D&D4E style siloing of player-facing rules toys rarely creates situations that are difficult to reason about.
And what's another popular genre of media which will handily furnish any tabletop RPG based on with a built-in narrative rationale for having two mechanically distinct modes of play?
Yep: magical girls.
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theultratom · 3 years ago
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Ultraman manga vol 16 is now mine hahahaha & 1-15
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secretsocietyxmen · 4 years ago
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Thinking about DC heroes, but inspired by Tokusastsu. Here are some ideas:
Batman: Kamen Rider style suits, transform using belts. As well, Batgirl and Robin are legacy allies, and the suits change to match the personalities of the current wearer.
Superman: I’m thinking something like the original Ultraman, where the power of an alien flows through an average human. (Toku Ultraman, not earth 3 Ultraman).
Wonder Woman: Look, Golden/Silver age Diana already falls into so many classic magical girl tropes, so you could just fall face first into them. So just use the story where she takes up a human identity, but with more magical girl poses. (Look into tokusatsu magical girls, they’re neat).
Green Arrow: Pretty much every tech/gadget based hero can be adapted into a toku hero with minimal struggle.
The Flash: Either a suit fueled by the Speed Force, or human experimentation to give him speed powers.
Green Lantern: Already halfway there, with the henshin item and phrases. You just need more toku tropes.
Hawkgirl: Suit and superpowered weapons. Basically, Golden age Hawkgirl.
Aquaman: Pretty much the same as WW, just with more water and orange.
There’s probably more, but this is all I could think of. Add more if you want.
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supine-ly · 4 months ago
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continuing the struggle to understand motorcycle anatomy
featuring joyful batdad based on an actual comic panel
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decreare · 2 years ago
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Is this fucking henshin Batman in neo Japan. God I would love this, escpically due to Japan’s sense of magical realism works well with a place like Gotham. You can imagine shine gates graffitied and poorly made all around Neo Tokyo Gotham
I'm not gonna accuse Dan Mora of reading batfamily fanfic but I'm not NOT gonna say he absolutely wrote fanfic for his Batman: The Brave and the Bold mini.
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like??? street orphan siblings Dick and Jason???? LOOKING FOR THEIR BROTHER??? Tim perhaps? like I've READ that fanfic trope so many times! Also his cyberpunk Batman design is so fucking cool. and his little bat companion!! I want this as a full series yesterday DC!! Let Dan Mora write his own series!!!
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ajwrites52 · 2 years ago
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Artwork by the talented @kevinkomics
Episode 3 of Gotham’s Masked Rider: Bat-Rider has appeared! Jump over to Ao3 and give it a read!
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jasonheichel · 4 years ago
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Tokutember 2020 10/30: "Camp"
I kinda dig the idea of Rider '71 with Batman '66 style sfx popping up on screen.
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lizardude · 5 years ago
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Coco the superhero!? Requested by someone
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twotommyolivers · 1 year ago
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I expect @newtypezaku to be more of an expert and I'm sure there's some sicko out there who keeps stats FiveThirtyEight style and would have the data to test the statement empirically.
I would lean towards false but would concede that the win rate is higher when there is a roll call, because a henshin hero roll call is like a pro wrestling entrance: it's big and bombastic and infers the level at which the person is at. (Jobbers don't get entrances; main event-level wrestlers get pyro or FX, and sometimes even special versions of their entrance at major story points). If a hero calls roll, they're probably going over.
When a series doesn't do a roll call, it's likely because the plot has become more interesting, and one way to make the plot more interesting is to have the hero not win.
But that's just [MatPatVoice] a theory[/MPV]. FYI I've kept it to the realm of traditional henshin hero-type dramas and anime. If we expanded it further, the statement would be demonstrably false because Batman always beefed it the first time around.
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chat is this true?
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zzztab · 6 years ago
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kamen rider robin
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