Showing posts with label comics. Show all posts
Showing posts with label comics. Show all posts

Saturday, March 9, 2013

Zatannurday: Bloodspell

A recent posting on Paul Dini's Facebook page got my attention.

A draft cover for the oft delayed Zatanna/Black Canary team up comic.


 Joe Quinones is doing the art and I have featured some bits from him before but here are a few more from his blog.


I like Zee's mystical robes here.

Hopefully we will get to see this soon!


Saturday, March 2, 2013

Red Sonja: She Devil with a Sword: Gail Simone on Red Sonja #1

Reblogged from Red Sonja: She Devil with a Sword: Gail Simone on Red Sonja #1

From: http://robojapan.blogspot.com/2013/03/gail-simone-to-wield-red-sonjas-sword.html
and http://www.wired.com/geekmom/2013/03/red-sonja-gail-simone/
and http://www.comicsalliance.com/2013/03/01/red-sonja-gail-simone-dynamite-comics-emerald-city-2013-fiona-staples/

Gail Simone, one of the biggest names in comics right now, is taking up the sword and mail bikini of Red Sonja in a new Red Sonja #1.
In addition cover art will be done by Fiona Staples, Nicola Scott, Colleen Doran, Jenny Frisson, and Stephanie Buscem

Here is Fiona Staples art for Issue #1.


According to Simone:
"It's like this...even most of the best female heroines when I was a kid were pretty polite. What I love about Sonja is that she isn't polite, she says what she means and if you give her any lip about it, hello, sword in the gut. She's smart, she has a heart, she has some compassion. But when it's go time, she's a hellraiser, a mad general, she's a sword edge virtuosa, she's death on wheels. She is the woman you never want to mess with. I can relate, Sonja. No offense to all her guy writers, but THIS Red Sonja is about sex and swords! It's everything you love about Red Sonja, except with more monsters getting stabbed in the eye."
Red Sonia #1 is out in July.

Saturday, January 26, 2013

Zatannurday: Tempting Fate

I have talked about Dr. Fate here before in relationship to Zatanna.

Over at the Tower of Fate there are some new Zatanna/Fate "crossover" images and posts.

DC Dark Characters
http://toweroffate.blogspot.com/2013/01/some-dc-dark-characters-art-by-eddy.html

DC Mystic Cosplay
http://toweroffate.blogspot.com/2013/01/dc-mystic-characters-cosplay.html
More images are here: http://rarityfleur.deviantart.com/

Dr. Fate Art featuring Zatanna
http://toweroffate.blogspot.com/2013/01/dr-fate-art-featuring-zatanna.html
With more images here: http://mantisstudiocomics.deviantart.com/

Despite their similar powers I have not found too many stories that feature them both.
There is the Young Justice episode, but I can't find anything in the comics proper.

So here are some of YJ Zatanna as Dr. Fate,


Zatanna's Fate by *inspector97 on deviantART


Zatanna is Doctor Fate by *Glee-chan on deviantART


Doctor Fate by ~King-of-Losers on deviantART


Doctor Fate Zatanna. by ~Hero-sketch on deviantART


Fated by ~Sherlockmysteries on deviantART

Saturday, December 29, 2012

Zatannurday: Into 2013!

We are nearing the very end of 2012 and the last Zatannurday of the year.

I thought it might be nice to get a preview of the new year and next weeks Justice League Dark.



Looking forward to reading this arc! (Once I catch up of course.)

Saturday, December 1, 2012

Zatannurday: Zatanna Covers

Recently the Justice League Detroit Blog recently did a post  on the top 20 Zatanna covers.  It is worth checking out.
http://justiceleaguedetroit.blogspot.com/2012/11/the-top-20-zatanna-covers.html

While I liked the covers that were picked I didn't always like the reasons or the order.
So here are some of my favorite covers and why.  I am not putting them in any particular order.


Up first a Catwoman cover from Catwoman 50.  I like how you know this is a Catwoman book but Zee is larger  than life.  Plus it is a great bit of art and sets up the story well.


Zatanna #1 of the legendary Paul Dini run.  MUST reading for any Dini or Zatanna fan.


Not the first Justice League Dark cover, but I like how Zee is front and center here.   Surrounded by magic and featuring her new costume.  Love the look on her face. 


I rather like this one. It has all the things we expect to see in a Zatanna cover except for maybe her top hat.


 Fishnet on the arms didn't start in JLC.  I love how her eye seems to be glowing.


Love this cover too.  I like the black/dark blue lipstick.


 Everyday Magic is just a great collection I love the title.  I also love this cover.  Zee is not hyper-sexualized, but still attractive and feminine in her tux.  Plus I dig the boots.



More stars and more "Cute" Zee.  I like Adam Hughes art and I think he does a particularily good job of drawing women that look like women.  Like Frank mentions on Justice League Detroit. This reminds that Zee can be sweet, but she is no stranger to the dark.  Speaking of which...


I am on record as not being a big fan of Identity Crisis.  But it is/was such a pivotal moment in the history of the character I would be remiss if I didn't include it.  Plus this cover has other things going on.  First it features Zee in her "Supers" costume.  Not often seen anymore.  Also she is once again front and center here.  She is the focus, not the Gods standing around her.


An iconic cover.  More of the fishnet gloves too.


I like this cover. It has a lot of the iconic Zatanna imagery.  Her hat, fish nets, magic.  It has been said that among the supers a woman in a tux, top hat, tails and fishnets looks sorta...well dull.  I don't think so.  They have messed with her style before and this really is the one that works the best.


Going back a bit here.  This is the collection of the earliest Zatanna stories.  The cover is newer than that rest of the book, but that is cool.  I think it also very evocative of what Zatanna is all about.

There are others to be sure.  But these are the ones I most wanted to talk about.

Friday, November 30, 2012

TBBYANR: Two "new" blogs

Well they are new to me.

D20 Dark Ages
http://d20darkages.blogspot.com/

D20 Dark Ages is run by Stelios a writer and historian.  The blog mostly focuses on his one gaming exploits from the time period of 1989 to now.  There is a strong old-school vibe to his blog and details on what really were the Dark Ages in my mind as well, the period of the death of TSR but before 3.0.

Interesting site and I hope to see a lot more.

Comiccritique
http://comiccritiqueblog.wordpress.com/

Coniccritique was turned on to me by an old friend.  It's not an RPG blog, but as the name suggests, a comic review blog.  There is quite a bit of good critical insight.  It is a work in progress, but the writing is good.
I enjoyed his reviews of Batwoman and Justice League Dark and honestly he reminded me why I was reading two of the best New52 comics.

So go out read them, follow them.  I am expecting them both to get bigger and better.

Saturday, September 22, 2012

Zatannurday: When Zee met John

Justice League Dark #0 will be out next week.

In it we get a new perspective on when John Constantine met Zatanna.

I don't recall if this has ever been covered before.  In the Books of Magic it was understood that they were once a thing and not anymore.

Looking forward to seeing this one. I have not been keeping up on JLD, though I do have them in my queue at Comixology.

We also get a new (old) outfit for the younger Zatanna.  I have to admit I like it, though I do miss the fishnets.



Wednesday, September 19, 2012

We are talking about this again

Another article basically asking the current status-quo in fandom to stop being a bunch of jerks.


We only get this on the periphery in the RPG community, but it is there.  Maybe only because old-fashioned table-top RPGs are not quite as popular in the same way comics and comic book movies are.

I talked about this back in June, and again, I hope that we as gamers are doing better.


Tuesday, August 7, 2012

Capes, Cowls and Villains Foul, Part 2 (sorta)

I wanted to have at least one write-up done for you today.  But work has been really busy and I crashed last night while watching the Olympics.

So instead here are some links that be helpful till then.

Thread on RPG Net
http://forum.rpg.net/showthread.php?639850-Capes-Cowls-and-Villains-Foul

The Author's Blog
http://capescowlsandvillainsfoul.blogspot.co.uk/

Facebook page
http://www.facebook.com/spectrumgames

Website with some freebies
http://www.spectrum-games.com/

Enjoy!  I hope to have something more useful soon.

Capes, Cowls and Villains Foul

Capes, Cowls and Villains Foul (CCaVF) is the eagerly anticipated supers/comic book emulation game from Spectrum Games.  The same folks that gave Cartoon Action Hour.

I want to start off by saying that this is an attractive book.  At 164 pages of full of color it feels like a comic. Since that is what the author aims to emulate I would say it so far is a success.

I think that is a good place to start.  What is CCaVF?  Well yes it is a supers game, but it is more a comic book emulation game.  Meaning it tries to emulate the play-ability of reading a comic book.  This sets it apart from the likes of other purely "Supers" games that might be trying to emulate how a super hero could exist in some sort of reality.  Instead the assumption here is comic book reality. This would include things like editorial control or even breaking the 4th wall.  Both of which are discussed later.

Chapter 0 is our Introduction which helps lay the ground work for what we will be reading. We are told that physics and logic often take a back seat to drama and excitement.  So far I feeling that this will be closer to Marvel Heroic Roleplaying than say Villains and Vigilantes (both of which are great games for different styles of play).  We are told that this game is about telling exciting stories with your friends.  So far this sounds good.  We are told next that this game uses the d12.  I love that.  The d12 is the oft forgotten die stuck between the mighty d20 and the diva that is the d10.
We also learn that CCaVF is a resource-based game.  Now my experiences with resource based supers games has been mixed.  So lets see what we have here.

Traits are match against other Traits with various Linked traits.  Traits can be Primary or Secondary and after they are Used they become less effective.  So someone like Superman would have a Primary Trait of Super-Strength with Secondary Traits of Flight and Heat Vision. Following the example in the book the Traits are bolded.  Characters are likely to have 5 to 12 traits.  Characters can also have Complications and Factoids. Sounds great! Let's get into the design!

Chapter 1 is Character Design.  I like the term "Hero Design" myself, but that is cool.  Your "Editor" (GM) will determine how many starting points your character will have.  Much like the Power Points of M&M or other games. Except you are not buying the trait itself, you are buying what the trait represents.  So a Signature Triat vs. a Secondary one or an Auto Defend.  There is a handy chart with all the trait types and levels/ratings so you can add up your points quickly.
CCaVF encourages thinking about your character as a whole.  So when making your Batman-clone you would not list all his martial arts but would just list Advanced Combat Training or something like that. Superman would have Super-Sonic Flight while the Carol Danvers Captain Marvel would have Hyper-Flight.  So where are these traits listed?  They are not.  Yup.  YOU define what the traits mean.  So for example I define an Anamchara trait to go with my Willow & Tara characters.  This is a Shared Trait, so the points are split up, but I define what it means and what it does.  But don't worry the author gives you some ideas to work with.

The neatest thing though has to be the Editorial Control. These are like supercharged hero points or drama points. Editorial Control can be purchased with points, but is more expensive for more powerful characters. The Editor also gets a pool of EC points as well to use for the villains.  There are also examples of various ways to regain EC points.  Finally you fill out the character with factoids.
The chapter ends with an example of character creation.  This is followed by a quick generation card to get you plying right away. Finally a listing of Heroes and Villains.

Chapter 2 is the Rules chapter.Typically rolls are a d12 + some trait.  Other times you might need to roll 2 d12s and keep the highest or even 3.  The basic idea here is that the action needs to be like that in a comic book. So a bit of time is spent on combat.  Now heroes and villains in CCaVF don't have hit points, but they do have Setbacks.   Most of the chapter is dedicated to this this idea and some example difficulties are explored.  All and all pretty easy.

Chapter 3 is all about Villains.  Villains get special treatment in CCaVF.  They are created with the same rules that give us heroes, but there is more to them than that.  Given the treatment given them here, I think this should be must reading for any superhero RPG player/GM.  Heroes are often defined by their villains or rogues gallery.  This game did not forget that.

Chapter 4 deals with Options. Things you can do to tweak characters or games.  One really nice thing is about how deal with super hero team-ups and what to do when some characters are more powerful than others.  There is even a bit on killing (and why it should be avoided) and live action (LARP) supers.

Chapter 5 is a fairly comprehensive example of play.  If you normally ignore these please read this one.  Many of my questions were answered here. It is a good walk through of how to play the game.

Chapter 6 talks about Issues, or adventures for your new set of heroes and villains. Again there is a lot of good information here for Editors/GMs of any sort of supers game.  In particular there is the all important Introductory Issue which brings the team the together.  I could not help but think of the team of misfits in the new Justice League Dark while reading this.  Fantasy RPG fans should also take note of this chapter since it helps get past that old "you all met in an inn before an adventure".

We end with an Afterword where the author discusses why he made this game.  The Appendix has a great glossary, index and cheat sheets for the game.

All in all I am quite pleased with this game.  I agree with the author in that I love Supers games, but it is hard to find that perfect game for your group.  There have been some great choices that have come out in the last few years, but none are 100% perfect.  CCaVF may not 100% perfect either, but it is really damn nice and has a lot of great things going for it.

Up next I'll stat up some characters.

Tuesday, May 29, 2012

Willow and Tara Digital Comics

I don't read the Buffy comics. No desire really, and the world I had created with the RPG was far more interesting to me anyway. 

But when Amber Benson and Christopher Golden team up to write a Willow & Tara based comic, well how can I possibly say no?

This month Dark Horse re-released the two (well three, two stories in three books) Willow & Tara comics.  Wanna Blessed Be and Wilderness. 

You can get them here:



I enjoyed the heck out these and went ahead and bought them again in digital format.

I ran a Ghosts of Albion adventure loosely based on these, it seemed appropriate.  The adventure still needs some work, but I do like it.  And it has a pedigree. 

So here they are.  Thought you might like to check them out.

Now if someone would make a comic of the Dragon and the Phoenix I'd be thrilled to death! 

Marvel HRP links

Quick one today.
Found some links for various builds for the Marvel Heroic Roleplaying game.

The Lost of Files of Marvel is just link after link of tons of builds.
That 70's Game also has a few, but in particular are his build builds of Zatanna, Fire and Ice from the DC world.

And only quasi-related, Tim Marchman over at the Wall Street Journal wants to know why comics aren't doing better than they are.  Actually he has a pretty good idea.

Saturday, March 31, 2012

Zatannurday: Marvel Heroic Roleplaying

Continuing my exploration of the new Marvel Heroic Roleplaying game. So here is everyone's favorite Sorceress Supreme, it's Saturday it must be Zatanna!

We worked this the same night as Justice.  Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats.   Both have a place in my world.

Name: Zatanna
ID: Zatanna Zatara (public)

Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)

Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)

Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack

Specialties 
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8

Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.

Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.

Saturday, March 17, 2012

Zatannurday: Justice League Dark, the first 5

Switching from Young Justice Zatanna to the more mature and tattooed Justice League Dark Zatanna.

Justice League Dark concluded it's first story arc, the threat of Enchnatress and the mystery of June Moon. 

Tattoos and a chain wallet?
To be honest I liked it.  I like the idea that sometimes there is crap out there so scary that even the Justice League is incapable of dealing with it.  That it takes a misfit group like this to deal with it.


Lets be honest here.  This is a messed up group.  I am not sure if Enchnatress will be a regular, but there are signs pointing to that.  If so she might be more powerful than Zee.
Zatanna, in this incarnation seems to be bit over her daddy issues.  Course that doesn't mean she is all healthy either.  She tells Constantine that she wants to erase his memory when he uses one of her own spells, which of course gets to predictable response.  She is not wearing her classical outfit and she has more than one tattoo on her.
Speaking of John. He seems younger here, but we assume that everything about him that was true before is still true now.  He doesn't have any magic himself, but knows a couple of tricks.  Still smokes.  I am not a fan of smoking, but I am glad they didn't take that away.   This is not the Hellblazer Constantine, but he is close.  My fear is he will become the "Spike" of this bunch.
I am not sold yet on Shade or Mindwarp.  But man do they have potential.  I like how Shade, who's power is to reshape reality, only has a basic grip on reality himself.  Mindwarp is just a couple shades of grey away from being a villain himself I think.
Deadman is really the only "hero" in the bunch.  I liked his character more here than any other time I have read him (mostly in Batman).
Madame Xanadu is a treat.  She has power and sees the future.  I like how she sees it all the time and has to numb herself with pills just to get through the day.

She doesn't look dangerous.
As a book, well I am enjoying writer Peter Milligan's work but think he needs to do a better job with why this group has to deal with the problems they have and will face. The art by Mikel Janin is actually top notch.  So few comic book artists draw women well, though they do keep on doing it.  These are not the paragon of superpowers, so they are drawn like normal people (well except Deadman).  Plus the scenes are great.  When Shade looses his grip on reality and his M-vest reacts it is just cool to see.

My hope is that JLD will become something more akin to the supernatural and occult comics from the 70s.
I also have to admit that this group would be a fun one to stat up for Marvel Heroic Roleplaying.

If I have a complaint it is that the story building was so slow.  I understand that there were a lot of characters we had to be introduced too and give enough of their back story, but I think the pace should have been faster.  That being said it was all still a great read and now that we have the characters in place I am hoping for even more.

I have not read #6 yet, but I understand the next big story is building.



Monday, February 27, 2012

Marvel Heroic Roleplaying

Well unless you have been living under a rock this last week the newest, hottest game on the market right now is Marvel Heroic Roleplaying from Margaret Weis Productions.



It is kinda-sorta billing itself as the spiritual heir to TSR's old Marvel Superheroes Game  (aka FASERIP).
The new book out is called "The Basic Game" , obviously meant to recall the "Basic Game" of MSH and there is even a forward from Jeff Grubb.  So MHR has a pedigree, of sorts, but how does it stack up to it's forefather?

Well...

I will be100% honest here.  The rules took me a bit of reading, re-reading, asking other players and spending some time on RPG Net to understand.  AND I Am still not 100% sure I got it right.

I have played around with Cortex+ before.  I like ti for what it is and I'll admit I was a little concerned when I heard that the Marvel Game was going to use Cortex+.  I like it for Smallville and Leverage where drama is important. I even suggested using it for a Modern Supernatural game, but I was not sold on it as a Supers game.

At this point I should point out that "Supers" might not be a good genre for this game.  After all, "Supers" is not even in the title at all and the assumption here that everyone has powers of some sort.

In many ways this game is exactly as my friend Greg describes as the "Antithesis of the OSR".
This game is about building characters, the relationships between them and the drama.  Which, if you think about it, is kinda what Marvel Comics is about.   Does it matter really what the Hulk's strength is?  No.  Just that he is really damn strong.  Can he pick up a tank and throw it?  Sure if the Watcher (the GM, I kinda like that) says he does then he does.  That simple.  If it is a challenge, say can he out punch The Thing or Thor, then that is a different matter.

I think back to a scene I remember reading years ago.  Spider-man teamed up with the Ghost Rider to catch a common foe.  They are obviously very different kinds of heroes and they have their own way of doing things.  The bad guy was actually not essential to the story, so much so that I can't even recall him.  But the issue was more about their contrasting styles and more about how Spidey was horrified when Ghost Rider used Hell Fire on a bad guy.    This sort of thing is perfect for these rules.

So I am going spend some time this week with this game and looking at the support information out there and how one can use this game.

My opinion of the game has gone up since I first picked it up.  So who knows where I'll be by this Friday.

Saturday, January 21, 2012

Zatannurday: More Scarlet Witch

To follow up on last week's post, here are few more pics of Zatanna and the Scarlet Witch.

First up, one that was posted midweek and pointed out to me by Martin R. Thomas.  http://braveandboldlost.blogspot.com/2012/01/zatanna-and-scarlet-witch.html



A color version of one of last weeks.



And some Deviant Art pics



SCARLET WITCH - ZATANNA by *J-Estacado on deviantART


Magical Time by *petercotton on deviantART


Zatanna Vs. Scarlet Witch by ~DarthTerry on deviantART


Fishnets and Hexes by ~mrfuzzynutz on deviantART

And Hermoine showing how it is done.


hermione scarlet witch and zatanna csbg by ~stejam13 on deviantART

Saturday, January 14, 2012

Zatannurday: Special Guests White Witch and Scarlet Witch

It is expected that I would be a big fan of Marvel's Scarlet Witch, but surprisingly  I am not.  I mean after all there is the whole witch thing, but she just never quite grabbed me the same way Z or even Doctor Strange did.  Just an FYI Strange is still one of my favorite Marvel characters.

Though this cosplayer might make me change my mind.



In the Marvel-DC Amalgam Comics Zee and Scarlet Witch are merged into one character Wanda Zatara, The White Witch. She sounds like an interesting character, but I have not read the issues she has been in.  I guess her father was a combination of John Zatara (DC) and Doctor Druid (Marvel).


"Skulk" there is like the Hulk, except think John Constantine getting angry and becoming Solomon Grundy. Frankie Rayner is Jade, Kyle Raynor and Fire all in one.

Since this is an RPG blog, here is a link to her stats for the Marvel SAGA system, http://www.chopshoptoys.com/Games/WhiteWitchsht.jpg

Trouble is, in truth, the things that irritate me about Scarlet Witch will also happen to Zatanna; ie making her too powerful, then not powerful enough, never know what to do with her powers.  I feel that the latest round of authors, starting with Paul Dini, have made Zee better.  Scarlet Witch is just dead in the Ultimate Universe as far as I know.

Any way here are some pics of Zee and Scarlet Witch teaming up.





Edited to add:

Scarlet Witch / Zatanna team up over at the Brave and the Bold/Super Team Family.


Saturday, December 17, 2011

Zatannurday: RPG DC Heroes (Mayfair)

Given my love for Chill and DC, it should be no surprise then that I also liked the DC Heroes RPG from Mayfair.  I did, but it was never a "love" of mine.  It was a cool game, just not something I got to play a lot of.

DC Heroes used Mayfair's MEGS system, Mayfair's Exponential Gaming System who's DNA I can still see in Mutants and Masterminds.

Now I did love the Magic supplement that later came around and thought it was one of the better magic books for an RPG I had seen in a very long time.
I was flipping through them all recently and thought I'd post some stats for Zee for anyone still playing this game.

And given when this book came out let's use her costume from about that time.
These are not the same stats that appear in the books...mostly.

Zatanna (DC Heroes, 1st Edition, Boxed set)

DEX: 6 STR: 2 BODY: 5
INT: 7 WILL: 4 MIND: 5
INFL: 12 AURA: 14 SPIRIT: 14
Initiative: 19 Hero Points: 80


Powers:
Mystic Link: 
Air Control: 12, Earth Control: 12, Flame Control: 12, Flame Projection: 6, Fog: 12, Ice Control: 12, Lightning: 12, Plant Control: 12, Water Control: 12, Weather Control: 12

Limitations:
Power Limitation: All spells must be spoken backwards.


Skills: Artist (stage magic) 6, Gadgetry 4, Occultist 10, Scholar (Magic) 7


Connections:
Justice League, Supernatural, United Nations (high level)

Motivation: Responsibility of Power

Wealth: Affluent

Job: Stage Magician, Adventurer

Race: Human (Homo Magi)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: (none) Zatanna Zatara, The Witch

Base of Operations: Shadowcrest; San Francisco, CA


I think I should give Raven a try next.

Friday, December 16, 2011

Willow & Tara: DC Heroes

DC Heroes from Mayfair Games was one of the "Big Games" for me back in the day.  One of those games that was like entering into an entire sub-culture, not just a game.  You know like old World of Darkness, Call of Cthulhu, Rifts or Exalted.  One where they have their fans and they are very loyal and the entry seems to be a bit high.

I loved DC comics at the time, though I was slowly going over to Marvel.  I never got into DC Heroes.  Villains & Vigilantes seemed easier to get into coming from D&D and when I finally got back around to Supers, it was Marvel Super Heroes.  I feel I missed out on something though to be honest.

DC Heroes has a certain style to it.  A certain elegance I see now on the other side of several graduate level statistics courses.  It is a game I'd love to give another chance too. Course parts of it seem pretty dated too. Tables with "column shifts" and exploding doubles.  Course that sounds exactly like the kind of thing that would get the OSR's blood pumping.  I also like it because in many ways DC Heroes is the antidote to "grimdark" and "gritty", not that you can't do those with this, you can rather easily, but DC Heroes was about being a hero, being the good guy.



I have not done a lot of posting of Willow and Tara in a while.  When "Season of the Witch" died down and "Generation HEX" never took off I had run out of creative juices.  Plus I had moved on Ghosts of Albion by then and other games.  Though Gen HEX was going to be my supers/animie/comics game.  I still have great plans to run each "issue"/episode/adventure with a different rule set.  But I am not likely to get to it all now.  More's the shame.  In any case here are my girls, in their Generation HEX best.
Since these are very seasoned vets of many battles they are starting higher than your average character.

Willow Rosenberg

DEX: 2 STR: 1 BODY: 3
INT: 9 WILL: 4 MIND: 5
INFL: 11 AURA: 13 SPIRIT: 12
Initiative: 22  Hero Points:  20



Mystic Link:
Empathy (Will) 2, Magic Blast (Spirit) 6, Magic Shield (Spirit) 6, Mystic Shield (Will) 5, Telekinesis (Will) 7, Telepathy (Int) 5 (9 with Tara), Teleportation (Will) 4, Truesight 3

Limitations: Since the events in "Season of the Witch" Willow has no limitations on her powers.

Skills:  Detective 2, Gadgetry 5, Medicine 1, Occultist 7, Scholar (Supernatual) 7, Scientist 5

Connections:  
Business (high),  Supernatural (high)


Motivation: Learn more about her power

Wealth: Affluent  (maybe a bit higher, but not Multimillionaire)

Job: Semi-retired software designer and CEO, teacher

Race: Human (Homo Magi is what she would be in the DC universe)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: none

Base of Operations: Boston, MA


Tara Maclay 

DEX: 2 STR: 2 BODY: 3
INT: 8 WILL: 5 MIND: 4
INFL: 10 AURA: 14 SPIRIT: 12
Initiative: 20  Hero Points: 20


Powers: Mystic Link:
Empathy (Will) 6, Heal (Spirit) 4*, Magic Blast (Spirit) 2, Magic Shield (Spirit) 3, Mystic Shield (Will) 2, Telekinesis (Will) 4, Telepathy (Int) 5 (9 with Willow), Truesight 5

(*Heal is not in the rule book, but something Tara can do.  At 4 AP she can heal 4 AP of damage per touch)

Limitations: Since the events in "Season of the Witch" Tara has no limitations on her powers.

Skills: Animal Handling 2, Artist (dancing) 4, Artist (singing) 5, Artist (painter) 4, Occultist 6, Scholar (Witchcraft) 7

Connections:  
Supernatural

Motivation: Responsibility of Power

Wealth: Affluent

Job: High school art teacher, girls counselor

Race: Human (Homo Magi)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: none

Base of Operations: Boston, MA

Willow and Tara in Generation HEX
In Generation HEX we pick up a few years after the events from Season of the Witch.  Magic is outed and the first generation of magic using children are reaching high school age. One of which is their own daughter. Tara is an art teacher and girls counselor at a school for magical teens.  Willow, having sold off her software firm is also teaching.  They relocated to Boston, MA and despite being older, there is still plenty of adventure left to have.

Willow and Tara in the DC Universe
Personally I would think that the girls would have fared much better in the DC Universe than in others.  I can easily see them both joining the Teen Titans, or depending on when we do this, Young Justice.    Though Willow would need something else to do than turn evil since that was already done by Raven.
Given their backgrounds I would expect they would be viewed as resources into the occult and supernatural worlds the same way that Zatanna, Doctor Fate and Madame Xandu are.  Only less dangerous to deal with.  In the DC universe though, the nod has to go to Zee.   I am assuming a more magic-rich world than the 1st edition rules laid out, maybe something closer to what we saw in the 3rd ed DC Heroes.

In either case the girls work as a team.  Willow is the heavy hitter, but Tara has a greater store of power and more subtle powers.