Showing posts with label Taryn. Show all posts
Showing posts with label Taryn. Show all posts

Tuesday, November 28, 2017

Mighty Protectors: We Can Be Heroes

There are two central features of Villains & Vigilantes and Mighty Protectors that I have always enjoyed.  First, the conceit that you play yourself with superpowers in the game. And secondly, that characters of all sorts of power level can play next to each other in the same adventure.


Back in the day though that is not exactly what we did.

In the early 80s I went over to my buddy Jon Cook's house to play some Basic-era D&D.  We stopped by one of other friends, Dave, who was younger but had been playing longer than I had.  He had, at the advanced age of 10-11, already moved on from D&D and was playing V&V.  It had only been out for a while but he loved it.  I really wanted to play some D&D though, so we compromised.  I used my D&D character.  Dave did all the behind the scenes rolls and math, or he just made stuff up I don't really know or cared at the time.  But back then this was something you could do with D&D and V&V pretty easy.  I took a healing power and the ability to turn undead; one of the reasons I was playing a cleric in the first place. And we had a great time.  I know while I was doing it I was struggling with the rules, but I had fun.

So when I got my nice new copy of Mighty Protectors one of the first things I did was try to convert some "D&D" style characters.   I wanted to do this for nostalgia reasons but also to try out some different levels of play that correspond to Standard (150 CP), High (200 CP), and Low (100 CP).

For my choices, I went with my iconic witch Larina ("Witch Queen"), an amalgam of many of the clerics, paladins and cavaliers I have played ("Paladin"), and a new character that has seen play in Pathfinder, D&D 5, M&M, Superbabes and Marvel Super Heroes ("Teen Witch").

For these, and most of the characters I'll be posting, I did all the character generation by hand and checked that against the Excel Character sheet pack.  Click on images for full res PDFs.

Paladin
Standard 150 CP Build

Paladin is based on a number of paladins, clerics, and cavaliers I have played over the years. He is also based on the first character I played in D&D and then took over to V&V.  I used the standard array of BCs and picked powers as they worked with an eye to keep my number right around 150 CPs.


I like it. I gave him the ability to turn undead with the repulsion blast.  My thought is that he goes out to hunt undead and demons with the magical sword Demonbane.  Given the tenor of most of my supers games he will have a lot of work to do!

Teen Witch
Low 100 CP Build

Teen Witch, aka Taryn Nichols is the daughter of my iconic witch Larina.  In D&D she is half-elf but I say she is more half faerie since her birth was during a time my witch was in the D&D 3.5 Feywild.  She was a Pathfinder witch and a D&D 4 Warlock.  I played a game of Marvel Super Heroes with her powers were manifested while she was in school. Here first power was flight.


The goal here was to keep her under 100 CPs and I did...with some weaknesses.  But that is fine really, they are also part of her backstory.  Basically, Larina was pregnant and trapped in the world of the Faerie.  In order to leave she had to give up her daughter.  Long story short, she found a way to keep Taryn and leave, but Taryn is indebted to her Elven father.  I did not put that on yet since this is starting Taryn. That drama comes up later! ;)


Witch Queen
High 200 CP

Witch Queen is, of course, my iconic witch Larina. I have played this character in nearly every game I have ever played. So I know her well.  Which was the point of all of this really, to take characters I know well and convert them easily.  Larina is also always my experimental character.  Here I am experimenting with the Arsenal Ability (think Batman's utility belt or Green Arrow's arrows) to build a spell book.  I REALLY like it worked out.   I also used the Inventing Ability to simulate Ritual Spells. Ones that take longer but have a bigger effect.  I will explore this concept some more in other builds.


There she is. My girl.  Now there are hundreds of ways I could do magic powers and spells, but this is an experiment.  So I can move numbers around later.

I like how all of these worked out to be honest.