Showing posts with label The Marvel Universe RPG. Show all posts
Showing posts with label The Marvel Universe RPG. Show all posts

Friday, February 14, 2020

Hulk: Session Zero


Shmitty and I had started a Marvel Universe game... that had fizzled out. He was never available when I was, vice versa, and we kinda burned out after two sessions, where Hulk wound up working for S.H.I.E.L.D., specifically with Doc Samson. That and, while we enjoyed the engine, we wanted something a bit more character oriented. Oh, and I was working on that, here, and Shmitty was excited enough to give it another try.

The house rules I added in should make a tragic arc, where the characters are trying to retain their humanity in the face of their epic abilities. They should frequently fail to do so. The system should have the tragedy inherent to Spider-Man and the X-Men: the people who try so hard to live up to their ideals, but are forced to heed the call to be a hero, instead. Shmitty liked the idea, so he wrote Ideals about trying to inspire others through friendship and controlling the monster within.

Yeah, that'll be hilariously awful to play out.

The plot idea is that Banner, working for SHIELD, is a consultant on gamma radiation mutates. He goes from site to site, trying to help people who are exposed to large amounts of radiation. He wants to make friends with these people, to help them survive the thing that he did, to help them be more than they currently are. We'll see how it all shakes out, but we're both excited!

The first session is going to be about a little girl named Amanda, who had been found on the testing site that Hulk was born. She has massive radiation poisoning. Bruce has been sent to help move her, given his own gamma radiation nature....

Thursday, August 15, 2019

The Marvel Universe Roleplaying Game: Drama Rules v1

So after a few sessions I have a few thoughts on how to modify this game. I have a few issues with games that don't have BITs now... which is a flaw, I suppose, but considering how character-centric so many super-hero comics can be can I really be blamed for looking at this and thinking "This could use something akin to BITs?" If you need to know what sorta thing I'm aiming for read my Marvelous Manifesto. My review of the system, which gives some impressions I had of it in my usual rambly tone, can be found here.

A few terms:
Red stone (R): Energy you can put toward an action. You have two numbers to satisfy in being successful: Difficulty (minimum number of stones to complete a part of the action) and Resistance (number of stones you need to complete the whole action). Scaled from 1-10. You normally recover one R for every three white stones you have.

White Stone (W): Your health and your ability to regenerate red stones. If you lose Ws you can choose to be knocked out, which puts you at the mercy of the GM.

These are the two resources in the game. You also have panels, which are a single "unit" of action. Panels can last any number of time, but if it's not specified it's assumed to be 30 seconds. A certain number of panels make a page, which doesn't seem to have a mechanical effect but it makes journaling the sessions really cool. Any number of pages make up a mission, and any number of missions make up an issue.


I want to complicate it a bit. I'd like to introduce the following aspects to the character:

Each player makes up to three Ideals for their hero. Ideals are the thing that the character idolizes and wishes for more than anything and chases as hard as they can... until the call of the hero is finally heeded. There must be at least one Ideal. You are rewarded for betraying your Ideals in a dramatic fashion.

There are also Challenges, which can also be up to three per character. These are the things that the character is incredibly uncomfortable about. Each of these Challenges are rated from 3 (most uncomfortable) to 1 (a minor bother). You are rewarded for letting these things inconvenience you and making your life harder. Being in the presence of a Challenge will make the Difficulty and Resistance of all your tests go up by the Challenge's rating.

Example: One of Wolverine's Challenges is "Can't stand being talked down to"(2). Whenever Wolverine is in a situation where someone is talking down to him and he's trying to accomplish a goal the Difficulty and Resistance of his task increases by 2. Ouch!

There are two Goals each session: the player's Goal and the GM's. The player's Goal is what the PC is trying to accomplish that session. It's a natural extension of one of the player's Ideals. The GM's Goal is the heroic mission that session. You are rewarded for accomplishing these goals.

Now, all of this is dropped on top of a third resource: Blue Stones (B). Blue Stones are awarded to you for roleplaying your CIGs (c'mon, you know it's catchy).

You can use Blue Stones to:
  • Push: Turn 1B into 3R.
  • Shortcut: Spend 1B to invent a "shortcut" in the narrative and get 1R to boot. Example: Spider-Man is being chased by the Green Goblin and has exhausted all of his red stones in previous battles, saving civilians, and now running like hell. Exhausted, Spider-Man's player chooses to spend 1 Blue Stone to say the wall-crawler pulls up a manhole cover and escape. Goblin can't fly all that well in these particularly tight tunnels! In addition to the 4 Red Stones that Spider-Man normally gets at the end of a panel  Spider-Man's player gets 5, because the player had chosen the Shortcut option.
  • Gather Strength: Turn 3B into 1W, which wears off at the end of the mission or when damaged as normal.
At the end of a session award Lines of Experience as normal. After that award Blue Stones. You get Blue Stones by:
  • Sacrificing Your Dreams: You get 1B per Ideal betrayed in a dramatic and tragic way.
  • Everyman: Sort of like Burning Wheel's Embodiment reward, 3B for great roleplaying. This has to be above Sacrificing Your Dreams, this has to be about portraying  a thoroughly normal person interacting with things that are not normal at all.... including the things that used to be normal but not feeling any real connection to them. This is for those moments of loneliness, beautifully narrated by the player, for the heartfelt speeches about trying to get back to a normal life, for those knock down drag out fights with the significant other about why on earth you can't back down from what you're doing and why you believe in it. Something has to break to get this award. I'll let you decide if that's literal or not.
  • Allowing Something to Die: You close out an Ideal, declare it done, 1B per Ideal given up. This can only happen after an Everyman award.
  • Facing Challenges: Instead of running away in the presence of your character's Challenges you manage the task at hand and the thing that's your Challenge, for a number of panels equal to the Challenge Rating. You gain Blue Stones equal to the Challenge Rating of the incident. 
  • Achieving Goals: If the player achieves his or the GM's Goal that's 1B. If the player achieves both then it's 3B.
  • Making Everyone Laugh: This is a pretty heavy system. If you can stop the table dead with laughter that's worth 3B.
Let me know what y'all think!

Monday, July 1, 2019

Hot and Cold: 1.1



Page 1

Panel 1: There's a tiny town called Taos, New Mexico, and there's a small restaurant called the Taos Diner. Bruce Banner walks into this diner, in brand new clothes and a backpack.

Panel 2: As Bruce walks in everyone looks up, suspicious of the newcomer. A waitress walks up to him and Bruce smiles disarmingly at her.

BRUCE
Good afternoon!

WAITRESS
Well hi! You're new.

Panel 3: They continue chatting.

BRUCE
Yeah, walked on in.

WAITRESS
From- from where?

BRUCE
Oh, I hitchhiked and walked the rest of the way.

WAITRESS
Welcome to Taos then!

Panel 4: Banner looks puzzled. The waitress laughs

BANNER
Wait, what was the name again? I missed it, sorry.

WAITRESS
Taos, New Mexico. I'm Cindy.

BANNER
Thank you, sorry about that! I've never heard of the place.

CINDY
Oh, we get that a lot.

Page 2

Panel 1: Bruce got a window view, and watched as two people rode into the parking lot on motorcycles: a blonde haired man with a creepy grin, and a grim black haired man.

Panel 2: They enter the diner, and everyone goes quiet, uneasy.

Panel 3: Cindy walks up to the pair, uncomfortable.

CINDY
Can I-

BLONDE
Victor, please.

Panel 4: There's a silence, where everyone stares at them, angry. Victor smiles back at them, predatorily.

Page 3

Panel 1: An older gentleman walks over to Victor and "Blackie"

OLD MAN
We don't take kindly to things like you.

"BLACKIE"
What the fuck is that supposed to mean??

OLD MAN
Freaks. Losers. Probably muties.

Panel 2: Three metal claws pop out of Blackie's hand and he cuts off the Old Man's head.

BLACKIE
Well, you ain't wrong.

Panel 3: Guns are drawn by the locals, who quickly find cover and get ready to fire. Victor laughs and Blackie growls.

Page 4

Panel 1: Banner steps forward, towards Victor and Blackie.

BANNER
Hey, c'mon, let's not lose anymore heads.

Panel 2: Victor slashes at Banner

VICTOR
Won't be ours!

Page 5

Splash page, Banner hulks out!

BANNER
I BEG TO DIFFER!

Page 6

Panel 1: Hulk lunges at Victor, who dodges nimbly aside.

Panel 2: Blackie jumps in and takes a swing at Hulk, cutting out some flesh. Hulk tanks the hit and knocks out Blackie.

Panel 3: Victor jumps at Hulk and both try to exchange blows. Both whiff.

Page 7

Panel 1: Victor jumps backward, grabs Blackie, and drags him away. Hulk leaps out of the restaurant, scattering the ceiling, and knocks out Victor. Inset panel of  Blackie waking up.

Panel 2: Blackie grabs Victor, slings him onto the bike and drives like mad. Hulk jumps onto the bike, knocks out Blackie, and kills Victor through the sheer shock of the landing.

Panel 3: Gunshots reflect off of Hulk's skin from behind. The townsfolk have regained their nerve.

Panel 4: Hulk grabs Blackie and smashes him into the ground until his internal organs are jelly.

Page 8

Panel 1: With bullets still ricocheting off of him, Hulk picks up Blackie's body, and throws it in front of the puny humans. The cops are running up.

Panel 2: Hulk gestures at the body. The bullets don't stop.

Panel 3: Cindy runs out of the remains of the diner with a Colt Magnum and tries to blow Hulk's brains out.

CINDY
Get away, you abomination!

Page 9

Splash page. Hulk jumps four miles in a single bound, away from the wrecked diner, along with the dead bodies of Wolverine and Sabretooth. He left his backpack, extra clothes, and wallet.

Tuesday, June 25, 2019

Hot and Cold: Session 0



So I am really excited about this Marvel Universe RPG, so I decided that I wanted to GM a game for it... now. Yeah, that's probably a bit rash on my end, but I'm not known for my patience, or my prudence. Fortunately Shmitty was more than happy to try out the game, with a few caveats: he did not want to be in the current Marvel Universe. He was pleased to find that I wasn't a great fan of the state of modern Marvel either. I basically pitched my article at him and he was happy enough to play in.. whatever it was we came up with? I'm sure that'll be defined over time.

So I asked Shmitty what he wanted to play, and he said he wanted to play the Hulk... who is possibly the most powerful character in the whole book, in terms of action economy. 21 red stones to play with once transformed? AH! I mean, I can handle it... I think. It's going to be a bit of a wild ride, but I think I have a good enough idea of how to handle the regen rate this guy's going to be doing. Shmitty was surprised that I said yes, but the Hulk's Shmitty's favorite character, why on earth would I tell him no?? To the deep end of the pool! Let's go!

The pitch that I threw at him from there was the Bruce Banner wandering around the American Southwest, desperately trying not to get caught by the authorities and running into weird small towns. We'd start in New Mexico, and I'd pick a random town for us to start in. The plan is to use Google Maps to navigate the town and get a good feel for it. I decided, for the lulz, to start in El Rito, NM. Obviously I don't know anyone there, so if anyone from there reads the blog HELLO! Please tell me if I'm getting the town... somewhat correct? I just needed a backdrop.

Anyway, we'll be wandering around places like that for the whole campaign. I pitched the idea of one town an Issue, which gives some time to get to know the inhabitants and do a few fun things and then move on. Shmitty seemed pretty fine with this. Fortunately I've got a lot of profiles I can use before ever needing to make anything.

EDIT: I usually have a song in mind whenever I GM a game.... and Andy sent me this. It... works. A dark game about PTSD, mental illness, and horrors beyond imagining deserves Katy Perry.


The Marvel Universe RPG: A Marvelous Manifesto


Last week I wrote up my review of The Marvel Universe RPG, along with the play report of Andy's and my Daredevil session. I have ranted and raved to my family and friends about this game, probably to a rather unhealthy degree, but such is life. An entire campaign centered around Daredevil popped into my head over the weekend, which I immediately pitched to Andy. Hopefully we'll get to play even a fraction of what I had in mind at some point. As I worked through my campaign idea, filled with themes, characters, and plot hooks, I realized that I had a particular way of thinking of the Marvel Universe, one which modern Marvel runs counter to, so I thought I'd put it up here. I am quite aware that what I'm writing is my opinion and really have no illusions about it. I'm sure anyone who's a lover of cosmic Marvel or the Avengers could answer me, point for point. Marvel is decades older than I, and I truly cannot pretend to have read it all, even in the default 616 universe.

The Marvel Universe Should be Local

Once upon a time Marvel was about what would happen if super-powers occurred in our world. I would argue they abandoned that concept, opting to insert magical realms, aliens, multiple realities, and other things that completely invalidate that concept, in favor of fan-service feel-good nonsense. Gone are the days when the Marvel Universe felt like the real world, and one could argue that they abandoned that feel rather quickly. Books like Friendly Neighborhood Spider-Man should have been the norm, not an exception, in Marvel's history. If I do so much as leave Hell's Kitchen in the Daredevil run I'm planning then I have done something wrong.  This means that my version of Hell's Kitchen will be worked out in pain-staking detail. It is its own world and will be so full of life that even going a block away from it will feel like going to another planet.

The Marvel Universe Should be Weird

Early Marvel tales were cautionary fables about messing with nuclear power and scientific concepts that challenged the nature of reality itself. Super-powers were just as often heavy burdens or outright curses as they were incredible boons to the people who possessed them. The themes of the best early Marvel stories were adapting to sudden and (at times) horrific change, the moral limits of science, and the thoughts of the common man on the nature of the world. This means that my  version of Hell's Kitchen will have all sorts of weird things happening to its inhabitants as the result of new super-sciences. Gang wars will end because some kid can exhibit calming pheromones... only for one of  gang leaders to kidnap the child to use on potential victims. Mutations should be a common thing, especially after exposure to toxic waste, nuclear power, and really any sort of freak accident, even if it's as simple as getting struck by lightning. 

The (Real) X-Men are the Backbone of the Marvel Universe

Up until about a decade ago the X-Men, and the little guys' reaction to them, was the Marvel Universe default: the vast majority of the super beings in the Marvel Universe were hated, feared, and vastly misunderstood, with the mutants making the heroic decision to protect those that hated them, regardless of the consequences. The Avengers, up until about ten years ago, while they had many a good run, were hardly A-listers, and not even C-listers. This is because, a lot of the time, characters like Iron Man and Captain America were thematically incompatible with characters like Spider-Man and the X-Men. The world of the Avengers is a vast and magical place, filled with gods, vast alien civilizations that may actually be helpful, and cosmic beings that are just as wondrous as they are terrifying. The X-Men's world always seemed to have a creepy science vibe, from aliens like The Brood to space pirates that were as liable to kidnap you as you were to find out they were your father.  And that's before we get into The Phoenix Saga, which shows the lengths the X-Men were willing struggle even against their own selves, in the form of Dark Phoenix and Cyclops. The point always seemed to revolve around doing the right thing, even if it meant your own life being sacrificed in the process. I never seemed to get that vibe from the Avengers, or not as much at any rate. Sure, characters like Hawkeye and Black Widow are amazing, and Iron Man's foibles pushed him to greatness a number of times, but the emphasis seemed to be on a more "heroic" fantasy, which always struck me as wrong, considering Marvel's origins in weird science gone wrong.  The theme of the X-Men was so evocative, so good, so selfless, that it could not help but be popular, regardless of political under (and over!) tones.

What Should Be vs. What Is


For me, Marvel has always been about the friction between the human and superhuman, ideal and need, personal and communal. This struggle is universal; I don't know of a single person who doesn't connect with the concept of wanting to do the right thing and not being able to, or finding the right thing repulsive. The point is not to look at any one hero and say "They represent me!", but to say "Boy, I get what they're feeling". If anything the point would be to connect with others that you are not like because the both of you see something in a character that you communally admire, even if you admire them for differing reasons. 

And I think that a Marvel RPG would take this as far as it can go. You take on a character that you like, without the intent of putting yourself into the character but to play out the character as you understand them, while allowing them to develop and to change to their own internal logic, as you understand it. RPGs in general attempt to do this, but a Marvel Campaign would have to do it more explicitly. "Would I gut that dude? No, but Wolverine would, because they're in his way, and Wolverine has a very short fuse on things like that", even though the action might be something you actively don't want Wolverine, a well known comic book character, to do. And that objectivity is an important thing when playing a well-established character. Wolverine isn't going to bring flowers to someone he loves, as healthy of an action that would be. No, he's probably going to shut her out and make sure she gets as far away from him as possible! 

And sure, during a person's playtime, the character will change; your Wolverine may eventually bring flowers to a woman that he loves, it's totally possible! You are putting your own spin on it, after all. But, no matter what happens, that character is still a character that you did not make. That's part of the fun: you are putting your own spin on something that others will as well, in their own time. As dumb as an interconnected multiverse is in Marvel it is attempting to answer a need we all have to see ourselves in modern day mythological archetypes.

Marvel is Tragic

Marvel is, at its core, about failure. Science fails people. People fail each other individually and corporately. The people of the world fail to appreciate the X-Men. Spider-Man failed his Uncle, Gwen Stacy, and literally everyone else in his life. The Avengers fail each other. Bruce Banner fails to find peace with "The Big Guy". All of the great Marvel stories feature this element of tragedy. For all their power the characters of Marvel are powerless to stop the fundamental issues of humanity: heartbreak, loneliness, and death. 

Conclusion

Anything I do in the Marvel Heroic Roleplaying game will feature grounded settings, weird science, with super-powered people consistently hated and rejected, constant friction between what is desired and what is, and heart-wrenching tragedy. Superpowers can only fix so much, and sometimes not even that. I don't know if anyone else sees the Marvel Universe this way, but when its firing on all cylinders this is what I see Marvel doing. It's awesome. And I'm sure as hell not going to leave it.

Friday, June 21, 2019

The Marvel Universe RPG Review


When I was younger my mom used to let me go into Borders to read whatever I liked while she went into Whole Foods, which was next door. I would browse the shelves of unlimited knowledge, usually stopping at the art books or the graphic novel section. And, of course, the RPG section was right next to it. While it would be a number of years before I started playing RPGs this section was always very interesting to me, particularly the non-DnD stuff. The game that caught my eye the most was The Marvel Universe RPG. In between reading graphic novels and checking out the weirder RPG titles I would stare at this game. It was the only diceless game in the whole shelf of a (relatively) diverse shelf of games, and that piqued my interest! What was this thing like? Why did they decide to go diceless? I had no answers.

Years went by, and I finally began to play DnD. Eventually I jumped ship to Burning Wheel and, to be honest, they ruined most dice RPGs for me. Burning Wheel's engine appears finicky but, once the learning curve has been mastered, it is a masterpiece. It is complete and utter control, at least as far as dice systems can go. I found myself "selling" my other dice games back to Half-Price books, mostly because I knew that I didn't actually want to play them. The bar had been set, for better or worse, at Burning Wheel, Mouse Guard, and Torchbearer (Urban Shadows is still sitting here, needing playing!).  There was a bit of a heavy feeling in my stomach as I gave the extra games I had away, but I wanted others to be able to use what I wasn't.

Of COURSE this was sitting at Half Price Books.
Of course.
WASN'T I TRYING TO CUT BACK??
Yeah yeah yeah, I picked it up.Yes, I rolled my eyes at myself as I did so. It had been about eighteen years since I'd last seen this game, so why even bother now? I had Burning Wheel, Mouse Guard, Urban Shadows, and Torchbearer, why did I need of any other games?
Yes, I backed it. So what? I like Chinese film!
I CAN QUIT WHENEVER I WANT!
ONLY GOD CAN JUDGE ME AND THIS ISN'T EVEN AN RPG!!!!
OK, that's just spite.


So, after the usual self-loathing I encounter was played out in a manner everyone else finds funny (comedy is tragedy remembered, after all!), I began to look through the book. The system is simple: if you have the stones (resources) to spend on the action, you can do it. There's a Difficulty and Resistance chart that you helps set up the minimum number of stones necessary to start the action and the number of stones necessary to complete it. A lot of the time those two numbers are the same, but not always. In the case of the Resistance being higher than the Difficulty the action could take multiple panels to complete. What's a Panel, you ask? A Panel is the standard increment of time in the game (30 seconds if it's a question of timing, although most of the time the actual timing of Panels is incredibly open), with a certain number of stones regenerated at the top of each Panel. An undefined number of Panels making a Page. An undefined number of Pages makes for a Mission, an undefined number of Missions makes for an Issue... not incredibly well defined, any of that, nor is there any actual mechanics attached to this names. They're just there. The rulebook is also filled with editing errors of a structural and rules nature, making some things unclear and necessitating some research to verify how often Stones recharge and the structure of sessions. My armchair designer senses began to tingle. Where was the tension in this game? Why was it so badly edited? How on earth was I going to GM it or play in it? I called my buddy Andy and we went over it, but the more we went over it the more confused we got. A playtest was in order.

As we began the playtest I found that the session organized itself into a natural comic book script format. I have reproduced what we wrote, in a semi-script form, which can be found here. And... we had a blast. None of our questions seemed relevant, not one! Andy was always scrambling to pay for the actions he wanted to do, and there always seemed to be a clear idea of when to end a page. We're both fairly analytical people when it comes to RPGs and we had no idea why what we did worked. Oh sure, we both thought the idea of constructing a comic book page could be taken a whole lot further than what the game did, and that recharging stones could be hooked into a splash and double splash page economy. But we had such a blast playing that we found ourselves hardly caring, at least at that point. I awarded him a Line of Experience, which is basically a blank check to the player, allowing them to write down an experience and attach it to an Action. Whenever you use that action you get to add a stone for all the Lines you have that apply to that situation. Ten such bonuses nets a permanent +1 to that action, those Lines are erased, and you start all over again. And that was great too! Andy wrote down "Dodged automatic gunfire". He chose how the character advanced. I'm a huge fan of the player getting to define the experience and what's important to them about it, and it did my heart good to see such a freeform reward mechanic.

I gotta say, The Marvel Universe Roleplaying Game was way ahead of its time, and it's a shame too. Had this game come out today it probably would have killed in the Indie RPG market. But it released in 2003, when DnD was really the only thing that dominated the market. I'm really glad that I found it, though. Some things really are worth the nostalgia you attached to them as a kid. Not a whole lot, but man, when it lives up to those shiny moments from childhood, when the world was still an awesome place and when you still had hope, it's worth holding onto that as tightly as possible.

I will, trust me on that.

I'm going back to that Half-Price Books and I'm getting the rest of this game's books, ASAP. I highly recommend everyone else do it too.

The Marvel Universe RPG Review: Daredevil Playtest Report


Preamble: Matt Murdock and Foggy Nelson are representing Vincent D'onofrio and yes, I had to explain to my Best Man who Vincent D'onofrio was and why it's funny! One day I shall forgive him for being a lesser man. One day. One More Day.... I need to take a shower. D'Onofrio was the head of the Italian crime family in New York, and had been captured by the vigilante Daredevil. But, shortly after being captured, the Italians began a gang war against the other gangs... and were operating just as efficiently as when D'Onofrio was free, if not better! Matt had sat with D'Onofrio while questioned by the police concerning the possibility of his involvement with the gang war while in jail and could practically taste the lie on D'Onofrio's lips as he told the cops he wasn't involved. It was time to get proof.

PAGE ONE

Panel One
 We're at the offices of Nelson and Murdock, as Foggy and Matt go through bunches and bunches of files in the late evening. Matt's pulled up information on an Angelo Bottecilli, D'Onofrio's former number two. He runs things now.

FOGGY
We really need a secretary, Matt. 

MATT (CAPTION)
Lead one. Now to step two.

Panel Two
 Daredevil's cornered some nameless thug in an alleyway and is beating the tar out of him with his billy club.

SFX
THUNK! WHUD!

DAREDEVIL (CAPTION)
Ugly business, but it'll work.

Panel Three
Thug crying.

THUG
I don't know nothin'!

SFX
THUMP THUMP THUMP THUMP THUMP.

DAREDEVIL (CAPTION)
Well that's an obvious lie.  Shouldn't take long.

Panel Four
The thug is on the ground, still sobbing from the beating he's gotten.

DAREDEVIL (CAPTION)
Ten minutes does wonders for a guilty soul.

THUG
*cough* Botticelli's just a patsy! He claims to be running everything, but who believes THAT??

DAREDEVIL
Where can I find him?

PAGE TWO

Panel One
Inset panel of a finger pulling a trigger. Daredevil is dodging gunfire from three sources in the main panel.
ANGELO BOTTICELLI
You don't need to look far.

SFX
BRRRAP BRAAAAAP! PT PT PT PT PT PT!

Panel Two
Botticelli pitches forward off the building he's on as Daredevil's billy club hits him square in the face.

SFX (GUN)
BRAAAAAAP BRAP BRAP!

SFX  (BILLY CLUB)
THUNK!

BOTICELLI
Uuuuuh....

Panel Three
Daredevil, with bullets glancing off of his kevlar suit, uses his billy club to bounce up into the air and catch Botticelli. Above the panel are three insets showing the billy club at work.

SFX
BRAP BRAAAAAP BRAP!

DAREDEVIL (CAPTION)
RETRACT. ANCHOR. SWING.

Panel Four
Daredevil is swinging as fast as he can, away from the goons, Botticelli in arm.

THUG 1
Don't shoot! He's got the boss!!

THUG 2
Damnit!

PAGE THREE

Panel One
We're inside an abandoned warehouse, at the docks. Botticelli is waking up in the background. He's grabbing a wooden board to defend himself. Daredevil is silhouetted in the foreground. The rest of the scene is bathed in the  blue of Daredevil's radar sense.

BOTTICELLI
Huuff... huff... bastard... will show him.

DAREDEVIL (CAPTION)
Seconds awake and this guy is already acting like an idiot.

Panel Two
Close up on Botticelli's fearful face as he hears a weird scraping noise. We cut to an inset panel of a crate crashing into the wall behind him!

BOTTICELLI
AH! ENOUGH! ENOUGH!

SFX 1
SCRAAAAAAAAAAPE.

SFX 2 (INSET)
KURASH!

Panel Three
Botticelli takes out a burner phone, chucks it, and runs like hell.

BOTTICELLI
TAKE IT! TAKE IT!

Panel Four
Daredevil carefully picks up the phone, a grim smile on his face.