Showing posts with label supers. Show all posts
Showing posts with label supers. Show all posts

Saturday, May 16, 2015

Zatannurday: Hello New DCTVU!

Last week we lost Constantine.

This week we got previews and extended previews of the newest DC Television Universe shows, Supergirl and Legends of Tomorrow.

Supergirl I showed you, but it is worth another look.




But the big excitement now is Legends of Tomorrow.


I have to admit. The 10-12 year old me is excited as all hell.  Firestorm, Atom, Hawkgirl, Canary?  All my favorite heroes.  It is just a Batgirl and Zatanna short of being perfect.

Plus we still have Arrow, The Flash and Gotham.

Great time to be a DC fan!

Wednesday, May 13, 2015

Not a bird. Not a plane.

I am inordinately fond of Supergirl.

This looks so awesome.


And I am going on record that Calista Flockhart is going rock as Cat.

Marvel may have the theaters, but DC owns TV.


Saturday, May 2, 2015

Zatannurday: Scarlet Witch Edition

So I guess there is some Marvel movie out this weekend.
All I know is it isn't the Justice League!

All snark aside, I was never a big Avengers fan.  To me they spent as much time fighting each other as they did the threats attacking from outside.   Not that the JL was perfect mind you, but I still liked them better.

That all being said, I can't not post today and not at least mention the Scarlet Witch.
So for today here is a special Scarlet Witch edition of Zatannurday!



Scarlet Witch by IanJMiller on DeviantArt


Zatanna vs Scarlet Witch by FEVG620 on DeviantArt


Zatanna vs Witch Scarlet by rafabruno0 on DeviantArt


This Magic Moment by EthereaS on DeviantArt


Last Words by ShinyRaven on DeviantArt


Zatanna From Dc Vs Scarlet Witch from Marvel by newsuperdannyzx on DeviantArt

And a few White Witches


Wanda Zatara by AerianR on DeviantArt


White Witch by FYeahSTZ on DeviantArt


Previous Scarlet Witch Zatannurdays
http://theotherside.timsbrannan.com/2012/01/zatannurday-special-guests-white-witch.html
http://theotherside.timsbrannan.com/2012/01/zatannurday-more-scarlet-witch.html
http://theotherside.timsbrannan.com/2014/05/zatannurday-zatanna-and-scarlet-witch.html

Friday, May 1, 2015

Friday Night Videos: Supers Edition

Welcome back to Friday Night Videos! Supers Edition.

I have been thinking a lot about supers this last week or so. I have a big "deep dive" I want to do this summer with supers and of course the Summer movie season starts tonight with The Avengers.

This got me thinking about 2003-2005 (well that and a post at Age of Ravens that I will get too later) when I was working on a big Supers/Supernatural crossover.  Not Supernatural the show, but rather a world, or two worlds, that were "light" and "dark".  The dark world was my regular WitchCraft/Buffy/Ghosts of Albion game.  The light world was a world populated by Super Heroes.  Characters in one world had a counterpart in the other.

It is from this effort that I began working up a number of different versions of Willow and Tara and it gave birth to Justice.  Of course I had a soundtrack.

"Heroes" was not just the centerpiece of this time period, it became the name of the first adventure.  Honestly, there is very, very little about David Bowie's singing and song writing that doesn't inspire me.




Heroes always reminds me of the 1977 movie "Heroes" that starred Henry Winkler, Sally Field and Harrison Ford.  The movie was not about supers, but about a soldier from Vietnam and the loss of his dream.  I remember seeing this movie dozens of times.  But what always, always got me in the end was when the credits closed in on a broken Henry Winkler (he came to the reality that his friend was dead) and a crying Sally Field was "Carry on Wayward Son" by Kansas from their prog-rock classic Leftoverture.   I put this in my top 20 of all time favorite songs.   Like the movie I always felt that this song was what the characters and situations I were working on were about; Noble, but deeply flawed heroes.  The fact that it is use every year for Supernatural only cements it's credibility for my games.




What I wanted to say about my next song was "Fuck you P!nk is my jam!" but you all deserve much better and more than that.  P!nk is freaking fantastic.  I bought Missundaztood for my wife and I promptly left it in my car where I listened to it everyday.  "Just Like A Pill" is not about supers. But it did give me an idea on an old comic/cartoon trope, the drug-addiction episode.  Plus if I am going to mix supernaturals with supers then drugs seem like a no brainer.




What became something of a theme song to my later Buffy games, this also captured something I wanted to capture in my own games.  These characters, these supers are as removed from humanity as the monsters they fight.  I wanted to capture what is was to be human.
Rob Zombie may not have the answer, but in "More Human than Human" from White Zombie's Astro-Creep: 2000 he knows what question to ask.




It's a wicked world we live in. It's cruel and unforgiving. No one raps it better than The Transplants in "Diamonds and Guns".



If you need a theme song for an end of the world Armageddon event then you can do worse than Disturbed and their cover of Genesis' "Land of Confusion" from Ten Thousand Fists.  The video was animated by Spawn creator Todd McFarlane, so it also has "street cred".   If I need to write an adventure about destroying the world I put Disturbed on first.




Mixing Supers and Supernaturals is the Reese's Peanut Buttercup of campaigns for me; mixing two different things together to get something that is better than either on their own. Or at least something new and exciting.
EXACTLY like "Bring the Noise" by Public Enemy and Anthrax.  Rap meets speed metal.  This gets me pumped.  Just like Chuck D says "these lines are dope".



In truth I could do an entire night of rock/rap crossovers and talk about how they influenced my horror writing.

Saturday, April 25, 2015

Zatannurday: Rise of the Vampires

Rise of the Vampires was mini-series/crossover event starting in March 2012 between the then new comics Justice League Dark and I, Vampire.

It was a minor success in my mind. Interesting story but didn't set the comic book world on fire at all.   It did have Zatanna and Constantine in it, so that was good for me.




It did however feature one of the reasons why there is a Justice League Dark, there are some threats out there that the regular Justice League just can't deal with.  In the first arc it was the Enchantress June Moone (played in the Suicide Squad Movie by model Cara Delevingne) going crazy.  This arc featured the rise of a vampires (natch) and their charismatic leader, Cain.  Yeah that Cain.  Same as in the Vampire the Masquerade books.



What I liked about the series was it had a beginning, middle and an end.  And at only six issues (3 for each title) it was a great size.

The story mostly takes place in Gotham, which is also always great. So we get to see Batman and the Bat Family.   But what bugged me was that the main cast ultimately didn't do anything.  I won't get into details about it here (spoilers) but it gave me a lot of ideas.



I have often wanted to bring in Dracula as a big bad in a Supers game.  And frankly I love the DC universe so that is an easy choice.  Dracula has always had such a great presence in the Marvel Universe that I feel he should have the same in the DC Universe.

David Baymiller has been stating up the various supernatural/horror monsters for D6 including Dracula, that it all seems to come together well with something else I have been working on.

So it would be better to use Dracula than Cain because, lets be honest, Dracula is way cooler.

Hopefully I will have something for you all soon.

Tuesday, January 13, 2015

Crisis on Infinite Earths

This month is the 30th anniversary of the the biggest event in comics history.  Well. At least from my point of view.  In truth if it had not been for 1985's Crisis on Infinite Earths we would not have seen a lot of the big events in comic we have seen over the last 30 years.  That can be good or bad.


Sure Marvel's Secret Wars predates it by almost 6 months, but Crisis was a much bigger deal to me.
At the time I was reading a lot of sci-fi and I loved the idea of alternate Earths, parallel dimensions and all that good stuff.  One of my favorite books from the time was Fredrick Pohl's "The Coming of the Quantum Cats" (1986) and Robert A. Heinlein's "Job, A Comedy of Justice" (1984).

I have always wanted to do my own Crisis-like arc.  Back in the day it wasn't too difficult of a prospect.  Back then we all played in Oerth. Greyhawk was the campaign setting of choice.  The idea was to do a huge Crisis like event and in the end have all of our worlds merged into one.

Later I thought about doing it with different systems; where each Earth was represented by a different game system.

Needless to say it has left a deep imprint in my psyche.

Now in DC we are coming up the new Multiversity.
The optimistic would say it has been all part of a larger super-arc.  The pessimist would say that DC is out of ideas and cashing in on their last good one 30 years ago.

One day I will do a Crisis-like campaign in one of my games.  Maybe something like CoIE where it is a large in scope but limited in duration sort of mini-campaign.

In any case I am sure it would be fun.

Friday, December 19, 2014

Gamer Christmas 2014

Soon the fat man in the red suit will come to you house, eat your cookies and maybe leave something behind.  I am not talking about your weird uncle, I mean Santa Claus!

So what RPG item are you all hoping to get this year?

I am somewhat at a loss myself.  I really got into the new D&D 5 system this year, so I am just hoping to get some gaming in.  But nothing really on my Christmas list.

I did pick up an early Christmas/late Halloween present for myself, the old WEG d6 DC Universe Game.


My family are all bigger fans of DC than Marvel so this should be fun to try out.  My youngest wants to play an Arrow-like character (not "Green Arrow" but something closer to the Stephen Amell version).  I am going to suggest something like a DC-TVU version of Connor Hawke.
My oldest want to play a Green or Blue Lantern.

This is my first big dip into d6.  I had Ghostbusters and the Xena game, but I am planning on doing a bit more with this.

I am still a HUGE fan of the Green Ronin's DC Adventures game, so I am going to use their Universe book along with it.


Hopefully I will have more to say in the New Year.

Saturday, July 5, 2014

Zatannurday: Bloodspell

I finally got around to reading the new Zatanna/Black Canary graphic novel Bloodspell.  In short. No one writes Zatanna as well as Paul Dini.


Bloodspell was not what I expected it to be and that is a good thing.  I knew the idea behind bringing these two together was an off the cuff remark by Dini years ago about doing a Zatanna/Black Canary story that he was jokingly referred to as "Trouble in Fishnets".  But this was so much more than that.



The eponymous "Bloodspell" is only a plot device (though it is a good one, more later) to tell the real story.  The story about two very different kinds of women and their long friendship.

When we first see the characters in the book Zatanna is a 12 year old sorceress in training.  Nice cameos here by her father AND mother.  She meets 16 year old Dinah on the top of Mt. Everest.  Zatanna floated up, Dinah climbed. Both to prove they could do it.



We fast forward a number of years to Dinah/Black Canary foiling a heist while undercover. She defeats the baddie, but soon all the members of the heist start dropping dead. Canary takes her concerns to Zee and they discover that Canary is under a Blood curse.    I'll leave it at that since I don't want to spoil the reading.

Like I said though the Bloodspell takes a backseat to the real story. The friendship between Zee and Dinah.  We are treated to a number of "insider" jokes (Green Arrow not having a car anymore because Batman made fun of it) and cameos of Superman, Plasticman, Green Lantern, Martian Manhunter, Wonder Woman and of course Green Arrow and Zatara. Plus there are some great scenes too. Zee animating the Black Canary and Green Arrow action figures (all profits of the sales of official JL merchandise go to help the children hurt by super-villains), to Canary mentioning that "the Hawks speak very highly" of Zee (a nod to Zatanna's first appearance in the pages of Hawkman. To what is a good reason for Ollie not to bring expensive glass vases of flowers to Dinah's apartment.



We also get to see via flashbacks important milestones in the friendship of Zee and Dinah.  Zee's first trip to the Watchtower thanks to Dinah (featuring their older costumes) and Zee and Dinah (with Wonder Woman and Plastic Man) battling Granny Goodness and her Female Furies. Also with costumes appropriate to the publishing time.




No one gets Zatanna quite like Paul Dini. This in not the new 52 DC, this is classic DCU and Paul Dini has Zatanna's voice down so well he can make us really feel for her at these different points in her life. He can do powerful Zatanna, stage magician Zatanna and even starry eyed fan girl Zatanna on her first trip to the Watchtower.   Equally he shows us a great evolution of Black Canary from "Loud Mouthed Girl" to founding member of the Justice League.

But just like this is not just Zee's story, it is also not just Paul Dini's.  The illustrations from Joe Quinones bring this to life.  Teenage Zee and Dinah are adorable and quickly sets the stage for how different they are.  The short hair-perm of Zee on the Watchtower easily makes you think that this is still a very young hero.
Quinones has been showing off his work on his blog for a number of months, but one of the real treats with the book are all the sketches in back (with Dini's original script) that show how this project evolved under the creative talents of both men.



For those that are curious does Bloodspell pass the Bechdel Test? This is fair to ask since the book does feature two female leads.  Briefly the test of the media is:
1) Two named female characters
2) who talk to each other
3) about something other than a man.

Bloodspell is passed this test in the first few pages and then went on to pass it over and over again.  Zee and Black Canary are fully realized characters with names. Who spend pages talking to each other on every sort of topic to who gets the money from licensed products, to Zee's tiger, to whether or not stores should give them a bulk-discount on fishnets, to basically recalling years of friendship and kicking evil's ass.  The two main men in their lives are either dead (Zatara) or sidelined (Ollie Queen).  Important to them, but not to this story so much.
It also passes the Mako Mori Test, as both characters have arcs. Well Canaray's arc is more relevant to the story at hand.

Honestly there is nothing I didn't like about Bloodspell.  Black Canary was one of my first super-girl crushes and I have always loved Zatanna.  Paul Dini is a master at his craft and no one can do Zee better.  Quinones is also a master, but in a more subtle way that makes you check every panel to make sure you didn't miss something important.

The story has been described as feeling like it was taken out of the Justice League Unlimited series.  I can totally see that. It actually shares a number of similarities with the Batman the Animated Series episode "Zatanna".

I hope against hope that this is not the only chapter in the adventures of this Dynamic Duo. But it nearly took us 8 years for this one, I hope more won't be as long.

Saturday, May 24, 2014

Zatannurday: Zatanna and Scarlet Witch Again!

X-Men Days of Future Past is out and supposed to introduce us to the Cinematic Scarlet Witch. Well, one of them anyway.  But it looked like a lot of her scenes may have been cut.  Maybe to put her more in line with the Scarlet Witch and Quicksilver we saw at the end of Captain America Winter Soldier.

So in any case, here she is once again with The Other Side's resident superhero Zatanna!


Zatanna + Scarlet Witch by HaphazardMachine on deviantART


Zatanna and Scarlet Witch Beach Bikinis by justinprime on deviantART


Zatanna Vs. Scarlet Witch by DarthTerry on deviantART


Scarlet Zatanna by SamwiseTheAwesome on deviantART


Zatanna VS Scarlet Witch by Broken-Endings on deviantART


Zatanna Vs Scarlet Witch by Wonder-Heroics on deviantART


Counterparts: Zatanna Zatara and The Scarlet Witch by nhiaphengthao on deviantART


Zatanna Vs Scarlet Witch by VitamineJJC on deviantART


Magic DC Vs. Magic Marvel by olybear on deviantART

Saturday, December 14, 2013

Zatannurday: ICONS

Digging through some characters and found some ICONS stats for Zatanna.  Time to share!

It's been a long time since I last talked about ICONS.  I would like to do more with it someday.

Zatanna
Zatanna Zatara

Abilities
Prowess: 3
Coordination: 5
Strength: 2
Intellect: 6
Awareness: 7
Willpower: 8

Powers
Wizardry (Magic) 8
- Blast
- Mind Controll
Telepathy 4
Teleport 5
Astral Projection 6

Specialties
Performance (Stage Magic) - Mastery
Sleight of Hand - Mastery
Occult - Mastery

Stamina: 10
Determination: 1

Aspects
Qualities
Connections
Epithet
- "World's Greatest Magician"
- "Mistress of Magic"

Challenges
Weakness - Must speak backwards to use her magic
Relationship issues.

Links

Sunday, September 22, 2013

Fire & Ice: Superbabes

My son's favorite girl super heroes are Fire and Ice.  When playing D&D he always goes with elemental-style casters, particularly fire ones.  So when he saw Fire on Justice League Unlimited years back he had to know who they were!  I guess the apple doesn't fall too far from the tree!


Fire and Ice are not heavy hitters.  They do what they do well, but outside of a career in modeling, not much else.  Yes, Fire is a spy and an agent in checkmate.  But for Superbabes I think the best thing to do is keep them in their JLU guise, or even their Batman Brave and the Bold characterizations.  Fire is not a killer, checkmate operative or whatever. Ice is not dead.

Character: Fire
AKA/Secret ID: Beatriz Bonilla da Costa, Green Fire, Green Fury
Age: unknown   Apparent Age: late 20s/early 30s
Birthplace: Rio de Janeiro, Brazil
Origin: Scientific Accident (5cp) Going with the 'caught in a pyroplasm explosion at WayneTech' origin.
5 CPs

Primary Stats
Muscles: 13  Muscles Damage: 0 Max Press: 650
Health: 17   Regen, Combat: - Regen, At rest: 1pp/3rds  HTK/Day: 2d10
Moves: 19  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 1
Brains: 11  Mental Attack Bonus: - Mental Hittability: 3
Will: 14 ("Ambitious")  Regen Rate: 1pp/10rds HTK Regen/Day: 1d6
Personality: 21
Looks: 26 (pretty much every woman from Brazil is hot)
242 CPs

Secondary Stats
PP: 121
HTK: 50
Fame: 12
Bimbo Points: 3
XP:
Level: 8
CPs: 13 more to spend

Powers
Flight 20 levels (80" 80cp)
Blast (fire blast) 20d6 120cp
Big Blast (fire ball) 10 levels 110cp
Change Body (fire) 50cp
Force Field 20 60cp
Invulnerability 4 20cp
440 CPs

Gizmos
none

Skills
Agent 100cp (good one for her skils)
Acrobatics 40cp
Contacts 20cp
Languages (English, Portugese, Spanish) 20cp
Martial Arts 2 levels 100cp
Persuation 20cp
Survival 20cp
300 CPs

Character Description
Height: 5'8"
Weight: 140 lbs
Hair: Green
Eyes: Green
Skin: Caucasian, dark


Character: Ice
AKA/Secret ID: Tora Olafsdotter, Ice Maiden
Age: unknown   Apparent Age: late 20s
Origin: Genetic Quirk (32cp)
32 CPs

Primary Stats
Muscles: 14  Muscles Damage: +2 Max Press: 700 
Health: 16   Regen, Combat: - Regen, At rest: 1pp/4rds  HTK/Day: 1d20
Moves: 16  Bonus to hit: +1 Movement: 6Hittability: 6 Initiative Bonus: 1
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 17  Regen Rate: 1pp/4rds HTK Regen/Day: 1d6+2
Personality: 18
Looks: 25
244 CPs

Secondary Stats
PP: 122
HTK: 50
Fame: 11
Bimbo Points: 2
XP:
Level: 8
CPs: 0 more to spend

Powers
Blast (ice) 20d6 120cp
Big Blast (ice storm) 11 121cp
Blind (ice storm) 75cp
Change Body (ice form) 50cp
Control Weather 75cp
Force Field (ice wall) 20 60cp
Go Places, line of sight (ice bridge) 50cp
Invulnerability 5 10cp
Run Fast (while on ice bridge) +5"  15cp
576 CPs

Gizmos
none

Skills
Animal Handler 20cp (pet seals)
Contacts 20cp
Languages (English, Norwegian) 10cp
Martical Arts 2 levels 100cp
Survival 20 cp
Swimming 10cp
180 CPs

Character Description
Height: 5'7"
Weight: 136 lbs
Hair: White
Eyes: Blue
Skin: Caucasian, pale

So both girls ended up around 8th level.  A little bit lower than I expected to be honest.  I could bump up their martial arts both by 2 and get them to 10th level, but this is fine.

Actually stating them up here was a lot of fun.  I think I would like to try giving them a go in Marvel Heroic Roleplaying just to see how they work.

I guess my week of Superbabes is over.  Too bad really, this is a fun system and it was a lot of fun trying this out.  Maybe I'll have more tomorrow anyway.

Thursday, September 19, 2013

Batwoman: Superbabes

There is almost something not right about stating up Batwoman in Superbabes.  First of the character would not be amused, but she is also not "Super", well at least anymore than Batman is.  And "babe" is never something she would seek out. Yes she is athletic, rich and very attractive.  She considers herself a soldier first and foremost.  Plus she has a lot of pathos that you don't see in the world of Superbabes.  She was kicked out the Army for being gay. Her mother and twin sister were murdered. She had been kidnapped. Spent most of her days after the Army in an alcohol and sex-fueled daze. And she has some father issues as well.

But there are also a lot of reasons to include her.  For starters the system includes what is obviously a "Batman" option; the Adventuress.  Also, unlike the Batman himself, there are a lot of things going on in Kate's world that make her perfect for this game. She is still learning how to be a super hero for example.

Also given the recent shake-up of her creative team it would be a good idea to showcase her here.

Character: Batwoman
Secret ID / AKA: Kate Kane, Katherine Kane, the Twice Named Daughter of Kane
Age: 24   Apparent Age: mid 20s
Origin: Adventuress (0cp)
0 CPs

Primary Stats
Muscles: 18 ("Peak")  Damage: +4 Max Press: 900
Health: 17  Regen, Combat: - Regen, At rest: 1pp/3rd  HTK/Day: 1d10
Moves: 20  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 2
Brains: 15 ("Remarkable")  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 20 ("Forthright") Regen Rate: 1pp/2rds HTK Regen/Day: 1d6+3
Personality: 8 ("Unpleasant") Batwoman and Kate have some issue relating to others.
Looks: 18
232 CPs

Secondary Stats
PP: 116
HTK: 57
Fame: 15
Bimbo Points: 0
XP:
Level: 9
CPs: 3 left to spend

Powers
Hit Em Harder +2d6 20cp
20 CPs

Gizmos
Batsuit ("Uniform of the Bat") Obvious, hard to loose Gizmo
Invulnerabilty 12 60cp
Super Senses
- See Far Away 10cp
- See in the Dark 5cp
- Good Hearing 15cp
Go Places, Line of Sight (Grapple gun) 50cp

Batarang (free)
140 CPs


Skills
Soldier 200cp
- Acrobatics
- Demolitions
- Detect & Deactivate Alarms & Traps
- First Aid
- Fire Pistols/Rifles
- Fire Unknown Weapons
- Mechanic
- Melee Weapons
- Skydiving
- Stealth and Concealment
- Squad Tactics
- Survival
- Thief
- Trapping

Blind Fighting 25cp
Contacts (Criminal) 20cp
Interogation 30cp
Martial Artist 7 levels 350cp
Persuasion 20cp
Streetwise 10cp
655 CPs

Character Description
Height: 5'10"
Weight: 135 lbs
Hair: Red
Eyes: Blue
Skin: Extremely pale Caucasian
Unique Characteristics: Out of uniform Kate has a number of unique tattoos.

So this one was a real test of the Adventuress Origin.  Kate can't have any ability above 20 and really no super powers.  Everything comes from her own skills and the gizmos she has.
I didn't refer to her previous stats or even her official ones in DC Adventures in order to make her more "organic".  She ended up about a level higher than I wanted, but I really wanted her Martial Arts at 7 or even 8.

Links
Elegy
Unisystem
Marvel Heroic Role-Playing

Batman Wikia
DC Wikia
ComicVine

Wednesday, September 18, 2013

Justice Issue 7: Superbabes

Doing something a bit different from the supernatural characters I wanted to try out my other supers character "Justice".

You can read about the character in my various posts and her introduction here.
Justice is very much a perfect fir for Superbabes.  She is young, good looking and of strong moral fiber.  Where she doesn't fit really is she not really a good candidate for "Good Girl Art" she is more a straight forward super-hero.  Plus she has some angsty background elements (she did nearly kill someone with her heat vision).  But besides all that she was a fun character to stat up.

So continuing the the theme of Justice's posts here being an issue in her comic what does Issue 7 give us?  Well this is the time that Justice had to team up with a bunch of other Superbabes from across the multiverse (Taryn, Tarot,... to stop a threat.   If it is going to be something that requires all these heroes (including a younger version of her own mother) then it would have to been something that had also took out the original Superbabes team.
How about this. The big bad is this fetish dude known as The Refrigerator. He captures women and freezes them.  Plenty of subtle and overt S&M and dominance context that makes this guy a bit creepier than Mr. Freeze or Captain Cold, yet fits rather well in this.  After all the perfect foil for a Good Girl is a creepy misanthrope.  All these heroes are gathered together, kick his ass and rescue the original team.  Yeah it's a bit like the X-Men #1 that introduced us to Wolverine, but that's fine. Or any similarities to this scene are probably totally intentional.


Character: Justice
Secret ID / AKA: Astra Kal-El, Astra Kent
Age: 24   Apparent Age: mid 20s
Origin: Extrateristrial (25cp)  Closest thing really.
25 CPs

Primary Stats
Muscles: 32  Damage: +2d6 Max Press: 3,200
Health: 22 ("Amazon" natch)  Regen, Combat: 1/10rds Regen, At rest: 1pp/1rd  HTK/Day: 3d10
Moves: 51  Bonus to hit: +5 Movement: 11" Hittability: 11 Initiative Bonus: 5
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 17 ("Driven") Regen Rate: 1pp/4rds HTK Regen/Day: 1d6+2
Personality: 20
Looks: 75
466 CPs

Secondary Stats
PP: 233
HTK: 60
Fame: 8
Bimbo Points: 1
XP:
Level: 6
CPs: 32 more to spend (still has some skills to learn but I want to improve her Flight later on).

Powers
Flight 10 40cp
Don't Breathe III 20cp
Invulnerabilty 12 60cp
Hit Em Harder 2 +2d6 10cp
Blast (Heat Vision) 2d6 12cp
Super Senses
- See Far Away 10cp
- See Through Things 25cp
- Good Hearing 15cp
222 CPs

Gizmos
none

Skills
Melee Weapon (Sword) 10cp
Blind Fighting 25cp
Law Student 20cp
Contacts (Criminal) 20cp (thanks to the Batman)
Contacts (Government) 20cp
Detect & Deactiveate Alarms & Traps 30cp
Streetwise 10cp
Acrobatics 20cp
155 CPs

Character Description
Height: 6'1"
Weight: 135 lbs
Hair: Black
Eyes: Blue (but wears a blindfold)
Skin: Caucasian
Unique Characteristics: Wears a red blindfold.

Movement
Ground: 11"
Flight: 40"

Again, I am pretty pleased with this build.  Justice and the build I did for Wonder Woman showed that you can spend the points really fast.

Monday, September 16, 2013

Review: Superbabes the Femforce RPG

Superbabes was always one of the games that seemed to exist out there in the periphery for me, but I never knew if anyone actually played it.   I was able to pick up a copy a while back and it has been sitting in my collection, unused and unread.  Recently I have been doing some more research on the game and found it had a small bu loyal following.  I knew I had to give it a try.



The first disclaimer about the game. Superbabes is billed as the Femforce RPG.  Not a Supers RPG or even a comic RPG but a very specific comic, Femforce.  Femforce was created in 1985 and is still running in some form today.  The comic is based on number of public domain and original female super-heroes.  Based on the "good girl" art of the the pulp era.  This is an important distinction.   Don't go into Superbabes expecting angst, or shades of grey.  There won't be any cases of the heroes getting into sexual situations that would besmirch their character. Sure they can be curvy, sexy and maybe have the occasional wardrobe malfunction.

Superbabes came out in 1993 (also something to keep in mind).  The first edition was part of a boxed set that included 132 page rulebook, two Femforce comics, a poster, cut out miniatures and more. My box had more sheets and some maps too.


The game was written by Marc Schezzini and Cameron Verkaik, art comes from the various artists from the comics.

Superbabes starts out pretty much like all RPGs, introduction, where to get dice are RPGs evil... typical drill.  The tone of the book is somewhat tongue in cheek.  Some of the language can sound snarky or even condescending, but I actually think that is part of the humor of the game.

Characters begin with an Origin (which can cost Creation Points). Some are easy to figure out, Extraterristrial, Biological quirk, Supernatural and Adventuress.  Adventuress is the interesting one since it doesn't cost any points, but your are limited in how high your Attributes can go.  This is the "Batman" er rather "Batwoman" option.

You start out with 600 Creation Points to build your superbabe. Your abilities are bought on a 2 CP for 1 point of ability option.  The abilities are roughly equal to the D&D standard. They include Muscles, Health, Moves, Brains, Will, Personality and Looks.  Human normal is between 1 and 20 with average at 10.  The charts go to 1,000.  The levels have numbers (17-18) and titles (Peak Performer for Muscles for example). Some are silly, but others I used as an idea of what to rank various characters.  Secondary abilities are then calculated.  All the primary ones adjust HTK (hit points) in some way.  Interestingly enough the better looking you are the LESS HTK you have.  But before you create the female version of Dogg the Bounty Hunter,  Looks also help your Fame.
You start at Level 0 and then as soon as you get 1 XP you go to Level 1.  You gain 50 CP for every level you go up.

You can buy superpowers, gizmos and skills with your remaining points.   Both are very much taken from the AC Femforce comics.  So no Death Touch powers.  People looking for a full Super RPG might want to look elsewhere OR spend some time with the Game Master making the powers you like.  But I think that defeats the purpose of this game.  There are no "drawbacks" to give you extra CP; remember these are good girls.

Skills cover the basics with some "professions" that bundle skills.
Gizmos are devices that hold powers and can be ranked as obvious or not.  Vehicles and bases though are not gizmos. So they are bought with cash and not CPs.   Stuff are also not Gizmos, but things that can be made by anyone.  This includes the amazing Span-XX material.  All costumes are made from this and can stretch and grow with the character.

The remainder of the book is dedicated to combat, vehicle  chases and the normal things you find with supers games.   There is also a starting adventure.

What sets this game off from the rest, outside of subject matter, is the use of the Bimbo Points.  Like Hero Points, Bimbo points allow you to change the outcome or situation you character can find herself in.  The difference here is you are trading a success now for some GM controlled mishap later.  So you could take a Bimbo Point to avoid some damage in a fall, but then expect to have something go on later.  What?  Well there is a huge table for it.  Things like "Character linked to Public Figure in Tabloids" or "Men's Magazine publishes compromising photos of character". So are embarrassing, others could cause your character to loose Fame and others are pure plot device.   It is actually a nice little mechanic and even neater given when it came out.

There are a lot of similarities between this game and Villains and Vigilantes.  Outside of both being level-based supers, characters take damage to Power Points before their HTK points.  In fact there is a general tone of both games that makes them feel rather close.

The other game this is likely to invoke is Macho Women with Guns.  Both feature female centric characters and both exist to bust stereotypes.  Where MWWG attempts to do this with over the top humor and embracing the cliche head on, Superbabes attempts to subvert it.  While there is plenty of what we might call fanservice in the game and the comics, you can also play it straight.  If Superbabes in Good Girl Art, then MWWG is Bad Girl Art.

At the end of the day there is nothing wrong with Superbabes. It is a fun little game with an interesting premise and history.  You could do the same sort of game with any number of other games, but I think some of the charm would be lost. Certainly some of the innocence.

Building a Character
There are other reviews out there for Superbabes if you want more details.  There is a particularly good on over at RPG.Net and another in Dragon Magazine #208.  What I like to do when putting a system through the ropes is build a few characters.

"Teen Witch" is one of my Supers characters that I never get a chance to play.  Well...that isn't entirely true. I have played her in a low powered M&M game (PL 5) and in Marvel Super Heroes/FASRIP.  I also stated her up for BESM 3.0 but never got to play her there.
She is a teen that discovers she has magic. She is also my "embracing the stereotype" character.  She has a talking cat named Mojo and her "supers" outfit includes a broom, black pointy hat and striped leggings.  In this case I figured she was at least 2nd level now. So that gave me the ability to buy a flying broom as a gizmo.

Character: Teen Witch
Secret ID / AKA: Taryn Nichols
Age: 15   Apparent Age: 15
Origin: Supernatural Pupil (50cp)
50 CPs

Ok so first we have her origin.  Since the Teen Titans were such a big influence on super hero gaming I am making her a teen.  She is the daughter of my regular witch character Larina so supernatural pupil seems right.

Primary Stats
Muscles: 9 (she is just a young kid with some super powers), Max Press: 180
Health: 14  Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 2d6
Moves: 10  Bonus to hit: - Movement: 4" Hittability:Initiative Bonus: 1
Brains: 15  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 14  Regen Rate: 1pp/10rds HTK Regen/Day: 1d6
Personality: 16 (Likable)
Looks: 14 (Cutie)
184 CPs

Since she is a teen I don't feel I need superpowered stats just yet.  I might improve them over time since that is also how I get more PP.  Very much like WitchCraft in that respect, that the Primary Abilities/Stats sum up to your Power Points.  I am in for 184 Creation points here.

Secondary Stats
PP: 92
HTK: 14
Fame: 2 (mostly unknown)
Bimbo Points: 2 (Taryn is due for some embarrassing moments)
XP: 1002 (just hit level 2)
Level: 2 ("Junior Heroine")
CPs: 16 more to spend

These are derived, more or less, from the Primary Stats.

Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (60cp)
- Flight 10 (80cp)
- Super Senses: Sensitive Touch (20cp)
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp
380 CPs

Magic Spells are not cheap.  For that cost though I get more flexibility.  You don't see it here, but when I roll out Zatanna or Tarot later this week it becomes obvious.  I like to keep my Telekinesis seperate from my spells. Something that started with Buffy.  I also like my magic using characters to be able to see more magic than other.  So that is a seperate power too.
I am in for 380 Creation Points now.

Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs

The broom she bought at 2nd level.  In the game she challenged a guy to a race, him on his motorcycle her on her broom. She won and maybe gained a potential "bad guy" boyfriend.  I think I know how her Bimbo Points will be called in.  For 40 CPs worth of flight I paid 20 CPs on an obvious Gizmo.

Skills
Occultist 50 cp (gained at 1st level)
(she is only 15, not a lot of skills yet)
50 CPs

She is just learning so not a lot of skills yet.  50 CPs.

Character Description
Height: 5'0"
Weight: 95 lbs
Hair: Short black with purple and green streaks
Eyes: Green with cat-like slits
Skin: Caucasian
Unique Characteristics: Cat-like eyes

There is also a place for measurements and quote. Again the parallels to MWWG and V&V should be obvious. I am not going to bother with those.

Compared to her other sheets (M&M, MSH & BESM 3.0) I am pretty pleased with the results.

Sunday, September 15, 2013

Superbabes Week is here!

I have been going through my collection and wanted to spend some quality time with some of the lesser known, or lesser remembered games.  So this week I want to cover Superbabes: The Femforce RPG.



If you don't know about Superbabes or Femforce, then I hope you find the week enjoyable.
I'll discuss the merits of how much Looks should affect your ability to get hit by a weapon, the pros and cons of level based supers and what exactly is a Bimbo Point!

ETA: In the mean time, here is a character build.

Larina "Nix" Nicohols
Larina "Nix" Nicohols

Character: Witch Queen
Secret ID / AKA: Larina Nichols
Age: 45   Apparent Age: 30s 
Origin: Supernatural (50cp)
50 CPs

Primary Stats
Muscles: 10 , Max Press: 200
Health: 12  Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 1d10
Moves: 12  Bonus to hit: - Movement: 4" Hittability:Initiative Bonus: 1
Brains: 19 ("Savant")  Mental Attack Bonus: +2 Mental Hittability: 7
Will: 21  Regen Rate: 1pp/10rds HTK Regen/Day: 1d6+4
Personality: 18  ("Sparkling")
Looks: 16 (Babe)

Secondary Stats
PP: 108
HTK: 60
Fame: 5
Bimbo Points: 1 (Larina is a serious witch thank you very much)
XP: 
Level: 13 ("Junior Heroine")
CPs: 16 more to spend

These are derived, more or less, from the Primary Stats.

Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (Scream)
- Big Blast (Lightning Bolt)
- Invisibility
- Illusions
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp

Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs

Skills
Occultist 50 cp (gained at 1st level)
Language 100 cp
150 CPs

Gizmos
Book of Shadows (obvious) 100 cps

Character Description
Height: 5'5"
Weight: 125 lbs
Hair: Long red hair
Eyes: Blue
Skin: Caucasian
Unique Characteristics: Large triple-moon Goddess tattoo between shoulder blades

Total CPs: 650

Friday, June 7, 2013

Willow & Tara: Villains & Vigilantes

I want to continue talking about Villains & Vigilantes today.

It seems like years ago that Tim Knight of Hero Press asked me to do V&V write-ups of Willow & Tara.  I actually remember it being almost exactly 2 years ago because I was sitting in the DMV getting my licensed renewed. I had my copy of V&V 2.1 on my tablet and jotting down some notes on powers.

The biggest issue with any supers game is magic. It really is the "break all the powers" power.  Especially in systems where you can take Magic and then take all the other powers as spells.

Here are the girls in their post Dragon and the Phoenix versions.





Thursday, June 6, 2013

Justice is Blind, Issue 6: Villains & Vigilantes

Today is the Heroes & Villains Blogfest  hosted by Jackie and Dani.  This is Part 2 of my post for that, Part 1 was posted earlier today.
http://danibertrand.blogspot.com/2013/06/heroes-villains-blogfest.html

I want to continue talking about Villains & Vigilantes I thought it would be interesting to bring back my superhero character Justice and introduce her new arch nemesis.


To bring everyone up to speed Justice is a character I created for the Mutants & Masterminds RPG for a game we were going to play that day.  Her real name is Astra Ka-el, aka Astra Kent and she is the daughter of Superman and Wonder Woman.  I based her off the last few pages of the comic Kingdom Come, which deals with the superheroes we know in about 20 or so years.  I won't spoil it all for you. Read it, it is fantastic (or watch this fan made trailer). But one of the futures they point to is the possibility of Superman and Wonder Woman having a daughter.  You can read the back story I did for her in "Issue 1: Justice is Blind".  The last time we saw Justice was Issue 5. In Issue 6 I wanted her to go to London where she could potentially run into the legendary, but retired, Acrobatic Flea.  This serves a number of purposes. It gets her to England to meet her new arch-nemesis, it ties in Villains & Vigilantes and it gives a shout out to +Tim Knight (the Flea himself!)  who has been wanting me to do more with V&V forever.

So I introduced my hero.  Here is my villain.

Maggie "Mags" Shaw nee O'Neill aka "The Iron Maiden"
Maggie O'Neill was a plain, if brilliant girl, who lived in one of the poorest areas in Belfast, Northern Ireland. Maggie hated being poor, she hate being scared all the time (the Troubles were at their height) and she wanted nothing more than to get away.  To her that mean London.  After a car bomb destroyed the bus she was supposed to get on for school that morning (no one was killed) she had haad enough. At age 14 she ran away from home and made her way to London a couple of months later.  The education she had on the road was a hard one, and it hardened her.  When she got to London she was "discovered" by a talent scout looking for young, and maybe disposable, girls for modeling. Mags, as she called herself now, quickly turned a would-be tragic situation to one where she was on the cover of every fashion magazine by 16 and a national and tabloid celebrity by 18.  She used her keen intellect, charisma and complete lack of moral center to get to the top of the heap.  Her looks, while plain as a child, transformed her into "The Face of London".  Her name even became so synonymous with magazine covers that people thought it was a play on words.
In her 20s her career took a dip when she tried acting and was terrible.  Same with pop songs. She quietly completed degrees in mathematics, engineering and robotics while people suspected she was out partying.
At 24 she stunned the world when she married multinational billionaire Halloran Shaw, depiste being nearly 40 years younger.  She took a keen interest in his business and became a full partner and soon rose (by much of the same combination of lack of ethics and keen intelligence) to a position of VP and a seat on the board.  Her enemies begrudged her polished public image and despised her ruthless private one.  When Shaw died he left everything to her including controlling stock in his company, locking out his own grown children.
Mags would have had it all had it not been for a PR stunt gone tragic.
Shaw International was responsible for making high capacity batteries for cell phones and small electronics.  Their factories though were located in India and were the worse sort of sweat shops.  Thousands, cramped into small spaces to build batteries with caustic chemicals.  Ventilation was poor, and deaths were common, but as they were the only employer for hundreds of kilometers she had all the workers she could want.  Protest groups caught news of this and were making a stink.  Mags herself went to the factory to hold a press conference. Most of the employees where cleared out (with out pay) so tours could be given.
In the midst of this pr stunt the factory exploded.   The death toll was high, but would have been much higher had it not been for Justice, who had been near by and heard the explosion with her super hearing.
One person though she didn't save, because she didn't know, was Mags.  Mags watched and Justice saved all these people, while she was pinned under tons of rubble while chemicals and fire burned her skin.
Mags was found, alive, but the damage was too great.  For a year she was in the hospital. She lost her legs, an arm, part of her face, some the fingers on her other hand.  She eventually recovered, but swore she would have her revenge.  The news (thanks to a healthy pay off) made the claim that eco-terrorists caused the explosion, so popular opinion was for the "poor woman" who had "lost everything".
Secretly Mags has built herself a suit of armor that not only keeps her alive, but also enhances all her physical stats.  She has been using it to steal what she can't buy or make herself.  She has killed and seems likely to do so again.  Though no one suspects that the armored thief the tabloids call The Iron Maiden is really Mags Shaw.  And no one know that she is building a weapon to kill Justice!

Here they are in their Villains & Vigilantes glory.  Justice and her arch nemesis The Iron Maiden!





There might be errors here.  It has been years since I played V&V.

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Heroes & Villains Blogfest: Villains & Vigilanties

Today is the Heroes & Villains Blogfest  hosted by Jackie and Dani.  This is Part 1 of my post for that, Part 2 is later today.
http://danibertrand.blogspot.com/2013/06/heroes-villains-blogfest.html


The idea is to talk about our favorite heroes and villains.  But I do that a lot here.  So I am going to do that today, but I also want to talk about about one of my favorite superhero role-playing games.  It is also the first superhero RPG I ever played.  Villains & Vigilantes.
The current edition is the 2nd edition and you can get the classic version from Fantasy Games Unlimited (the one I played) or the new 2.1 edition from Monkey House Games. They are functionally the same, even with the same text and some art.


V&V was written by Jack Herman and Jeff Dee.  Jeff Dee got his start on D&D doing some of the classic module art and book art for the 1st edition game.   So the game has some obvious D&D roots.
V&V was unique at the time (and still somewhat) in that in the game you play yourself.  You work out with the other players what your strength, endurance, intelligence and the rest are and then you roll randomly on a table of super powers.  It's a very interesting and fun concept that we completely ignored.  Back in the day we liked playing a "multi-verse" so our V&V characters were our D&D characters in a supers universe.  The stats were the mostly the same and both games had levels.  Plus it gave us excuses to have strengths of 50 or more (human max is 18).  I remember it being a very good time.

As typical of many old school games there are lots of random rolls, charts and a fair amount of math involved. I went back recently to make a character and was thrilled to see that Monkey House Games had an Excel character sheet.  The math isn't hard really, but Excel is still faster. Though such things have been around for a long time even with the older edition.

Powers are list by type.  So Power Blast is just a blast of some sort of power. It could be Superman's heat vision, Iron Man's repulsors, or even Zatanna's magical blast.   What is interesting is teh combat matrix of powers vs. defenses and how they interact. Again, the D&D DNA is here since it reminds me of the Psionic Powers Attacks vs Defenses in 1st Ed AD&D.

There is a V&V campaign world as well.  It is loosely defined in the core books, but much greater detail is given in the supplements.  It is also one of the few Supers games I can recall where the characters were working for the government at some level.  The ill-fated City of Heroes RPG was another.

There are a couple of great sections on Being a Superhero and Gamemastering that work great with any supers RPG.

IF you like old school RPGs and want to get into a supers game that feels like those, then this is a great choice.  The price is low and there are plenty of places on the web that support either version of the game with materials, character write-ups and community.

A little later today I'll have a write up of a hero and a villain.

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