Friday, June 4, 2010

Willow & Tara: Macho Women with Guns

Note: Ok, this is a recycled one.  I had done these in the past and wanted something for Friday.  Continuing in my "can I convert a d20 game to play more like the modern horror/supernatural game of my dreams" I chose...well I chose a game I thought would be a joke, but found I liked the way it worked.

Plus it is a good excuse to post pictures of hot witches in their underwear.




These flow from my d20 Modern and d20 BESM stats.  There are few ideas here.  I like the Professions in MWWG d20 (which really work like the ones in CoC d20) and I used the Bat Winged Bimbos in other places.  These do sorta, kinda flow from the Anime d20 stuff.  A lot of the things you find in MWWG are also Anime tropes (gun bunnies, naughty school girls, succubi).


Macho Women With Guns

The original Macho Women With Guns (MWWG) was a bit of RPG silliness from the late 80's from the minds at BTRC (who would later go on to produce some really cool games). They figured with all the games out there that featured men killing things and taking things from other things and women mostly as ornaments or eye candy that something radical should be done. So this is a game about women killing things and taking things from other things. But that is not all. There is also a whole lot of blowing things up real good and looking good while doing it.

Ok, so not the cutting edge game you would expect, but hey, it was the 80's.

Of course in the 2000s Mongoose had opted to give us a new set of d20 based rules for MWWG, but that is sort of missing the point. Yes, it has lots of ways to kill, maim and blow things up while wearing a chain-mail bikini or halter top. Yes you can still kill scores of drunk fratboys, rednecks and sleazy televangelists. And yes there are pages and pages of scantily clad women that would make Larry Flint proud, but that was not really the point of the game. MWWG worked because it was parody. It took an established cliche and turned it on it's head. Course, later it became a parody of itself indulging in the same said cliché it used to send up. So where does that leave us?

Well. Dont pick it up thinking you can use it as a supplement to Spycraft or even d20 CoC. But as an afternoon diversion, you can do a lot worse. As a game with some fun ideas and a reminder that not every single game session is supposed to serious, then it is perfect.

What Does MWWG d20 have to Offer?
For starters MWWG d20 is mostly just the d20 Modern Rules. But it does have some interesting differences. First is the Witch profession. This gives 1st level characters a magic using option. It is similar in many ways to the Hedge Wizard profession of Urban Arcana. The other is a Mana point option, which is like a poor man's Essence system. What I did like is as out of the box rules with no modifications I got similar proportions of Mana as I did with Essence in WitchCraft for Willow and Tara.

The Professions in MWWGs can be used as a poor-mans Qualities (none should be more than 5 points). Nearly all the Heinous Drawbacks can be used in Unisystem in one way or the other. The Advanced Classes are closer to Qualities and can be used as such. Such get your Directors approval first. Assassin is fine, as are Relic Raiders and Criminal Masterminds. Questionable are Holly Rollers (Renegade Nuns on Wheels) and Infernal Mistresses (though they are like an advanced version of Bat Wing Bimbos). I dont even know what to say about the Busty Vampire Layer.

Besides, you have to like a game with a Naughty School Girl profession. Might have to port that over to BESM d20.  And I have to admit the Occult knowledge analogue, "Things Man Was Not Meant to Know (but are ok for women)" just HAS to find a way into one of my games.

New Quality/Feat/Advantage
Here is a new advantage I wrote for the original MWWG rules, converted for d20 and Unisystem.

Large with the Butch (5 per level) (BRTC)
Anytime her girlfriend is attacked or threatened the character can add the number of levels of this to her attacks and Take Charge rolls.

Large with the Butch (Combat Feat, multiple) (d20)
Anytime her girlfriend is attacked or threatened the character can add twice the number of levels of this feat to her attack, defense and Intimidate rolls.(1 feat = +2, 2 feats = +4).

Large with the Butch (1 point per level Quality) (Unisystem)
Pre-requisite: Love (romantic), Must be a woman in love with another woman
Anytime her girlfriend is attacked or threatened the character can add twice the number of levels of this Quality to her attack, defense and Influence rolls.


Willow and Tara
Of course I'll include my two favorite witches. These stats are mostly the same as the d20 Modern ones. I have made some changes to accommodate the world. Namely their professions start out as Naughty School Girls and then they become Witches. Again, I am looking for out of the box solutions here, sure I could make up new rules, but that is not the point at the moment.
Interesting additions are rules for Things Man Was Not Meant To Know which are ok for women to know. Its adds to their Occultism/Knowledge (Arcana/Magic). Would I adopt that for a Unisystem game? Not likely, but here it is fun.

Note they do get the Heinous Drawback for being conservative dressers in the MWWG world, but drop the minority bit about being a lesbian witches.

Willow Rosenberg, Hot Witch (d20 MMWGs stats)

Female Human, Smart Heroine 5, Occultist 1, Mage 7 (level 13). Medium Humanoid. Naughty Schoolgirl/Witch, hp 45, DC 14, Init +0, BAB +3 (+2 melee, +3 ranged), Fort +1, Ref +1, Will +7, Reputation +3, Wealth +1 Action Points 75.
Strength 9 (-1), Dexterity 11 (0), Constitution 11 (0), Intelligence 18 (+4), Wisdom 16 (+3), Charisma 17 (+3)
Height 53, Weight 110lbs, Eyes Green, Hair Red, Date of Birth August 1, 1981 (25 in 2006)
Skills: Bluff +4, Computer +19, Concentration +10, Craft (Chemical) +10, Craft (Electronics) +8, Craft (Mechanical) +7, Decipher Script +14, Diplomacy +4, Disable Device +9, Drive +2, Escape Artist +2, Gather Information +8, Handle Animal +4, Hide +1, Investigate +9, Knowledge (Arcana) +18, Knowledge (Earth Sciences) +8, Knowledge (Physical Sciences) +8, Knowledge (Theology) +9, Listen +5, Navigate +5, Perform (Ritual) +7, Read/Write Languages (Latin, French, Hebrew) +2, Repair +8, Research +20, Sense Motive +4, Speak Languages (Latin, French, Hebrew) +2, Spellcraft +14, Survival +5, Use Magical Devices +9.
Feats: Archaic Weapons Proficiency, Educated (Arcana and Computer), Focused, Gearhead, Magical Affinity, Meticulous, Simple Weapon Proficiency, Studious, Toughness, Ambidextrous.
Talents/Special Abilities: Magic (free), Things Man Was Not Meant To Know, Mana Boost, Mana Battery
Heinous Drawbacks: Conservative (odd) Dresser, Vengeful

Willow Rosenberg (BRTC MWWGs stats)
Vitals
Age: 20, Ht: 5'3", Wt: 104#, Hair: Red, Eyes: Green
Strength: 8
Dexterity: 9
Looks: 15
Macho: 16
Health: 13
Intelligence: 19

HTH damage: 0

Skills
Throw things (+2), Hit Things (+1), Hit Things with other things (+2), Cavort about (+3), Seduce Creature (+2), Fly Things (brooms only) (+2), Drive Things (+1), Do Technical Stuff (+5), Know it All (+6), Take Charge (+4).

Advantages
Pet (10), Run Like Hell (10), Scriptwriter (5), Witch
(Remember Willow said she was not "Large With the Butch").

Disadvantages
Conservative Dresser (20), Secret Love (Kittens, Girls, computers) (10)

Possesions
Laptop, books on magic, spell compontents.


Tara Maclay, Hot Witch (d20 MMWGs stats)

Female Human, Dedicated Heroine 6, Mystic 6 (level 12). Medium Humanoid. Naughty School Girl/Witch, hp 49, DC 12, Init -1, BAB +4 (+5 melee, +3 ranged), Fort +6, Ref +1, Will +9, Reputation +2, Wealth +1 Action Points 41.
Strength 12 (+1), Dexterity 9 (-1), Constitution 12 (+1), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 16 (+3)
Height 55, Weight 125lbs, Eyes Blue, Hair Blond, Date of Birth Nov 7, 1980 (25 in 2006)
Skills: Bluff +4, Computer +7, Concentration +6, Craft (Chemical) +3, Decipher Script +9, Diplomacy +10, Gamble +7, Gather Information +3, Handle Animal +7, Hide +3, Investigate +7, Knowledge (Arcana) +12, Knowledge (Philosophy) +11, Knowledge (Theology) +11, Listen +10, Navigate +3, Perform (Dancing) +8, Perform (Painting) +8, Perform (Ritual) +7, Perform (Singing) +8, Read/Write Languages (Latin, Greek, French, Japanese) +2, Repair +3, Research +12, Sense Motive +13, Speak Languages (Latin, French, Japanese) +2, Spellcraft +12, Survival +9, Use Magical Devices +8.
Feats: Archaic Weapons Proficiency, Cautious, Creative, Educated (Humanities), Focused, Iron Will, Low Profile, Simple Weapons Proficiency, Meticulous.
Talents/Special Abilities: Magic (free), Things Man Was Not Meant To Know, Mana Boost, Mana Battery, Large With the Butch
Heinous Drawbacks: Conservative (odd) Dresser

Mana Boost and Mana Battery correspond roughly to Increased Essence Pool.

Tara Maclay (BRTC MWWGs stats)

Vitals
Age: 20, Ht: 5'5", Wt: 110#, Hair: Blonde, Eyes: Blue

Strength: 10
Dexterity: 12
Looks: 15
Macho: 17
Health: 15
Intelligence: 18

HTH damage: 0

Skills
Throw things (+1), Hit Things (+1), Hit Things with other things (+2), Cavort about (+3), Seduce Creature (+3), Fly Things (brooms only) (+3), Drive Things (+2), Do Technical Stuff (+3), Know it All (+4), Take Charge (+3).

Advantages
Large with the Butch* (10), Pet (10), Run Like Hell (10), Scriptwriter (5), Witch

Disadvantages
Awful Family (5), Conservative Dresser (20), Fairness, Loves to Read, Secret Love (Kittens, Girls, books) (10)

Links

Nothing ready yet...

Work has been brutal this week and next week doesn't look any better.  I don't have my OVA write-ups done (or even started) and I still want to cover Open Anime too before I wrap-up this overview of Anime RPGs.

I have a couple of things in "storage" that I could bring out.  Let me check.

Thursday, June 3, 2010

Star Wars d20

Hey all.  I know I promised more Anime stuff today, but I work has got me buried.  I did want to talk about something though really quick and that is the loss of the Star Wars RPG from Wizards.

I have not been a huge fan of Star Wars lately.  I loved the movies as a kid, have tons of action figures and toys.  I still have a couple of Boba Fetts (one I had to save proof of purchases for, one I bought) sitting on my desk.  I went from being a hard core fan to a more relaxed one.  I did like the newer movies despite HUGE plot holes (the first movie was about a trade agreement?? really??) and my kids love them.  My adult tastes went more for Star Trek.

All the same I was disheartened to hear that Wizard's was pulling the plug on d20 Star Wars.  I have (or rather my son has) the Revised d20 version.  It is a bit like D&D 3 and so we have been adding it off and on to our regular D&D game (the previously mentioned Dragon Slayers game).

To me d20 and Star Wars seemed a perfect match.  I think back to the late 70's and early 80's and what my obsessions were; Star Wars and D&D.  Having played the game a bit I can see why some people don't like it and why some still prefer the WEG d6 version (I don't), but to me it just works. Stars Wars and D&D share history, they share a common place in the Gen X collective sub-conscious right there next to video games.  To me D&D/d20 and Star Wars just belong together.

Plus, I have a long history of dissatisfaction with Sci-Fi games.  It's odd really.  I love Sci-Fi, but the RPGs I have tried (Traveler, Star Frontiers, Alternity) have left me feeling flat.  Star Frontiers was my favorite.   So I guess to me then, the perfect Sci-Fi game would have elements of Star Wars, Star Frontiers and Alternity all powered by the d20 system.  That is also easy to do.  I am a touch surprised I have not tried that yet.

Now I am fairly sure I will not use anything from the Saga Edition Star Wars, even if it has some improvements on the game.  I like the Vitality/Wound system from the Revised system better and if I plan on adding in anything from d20 Future (to get my Star Frontiers and Alternity fix).  Maybe this would even let me do my Greyhawk 2000, er Greyhawk 2500 game.  I think the Star Wars universe is big enough for that and flexible enough too.  Can't do that so much with Star Trek, despite how much I love it.

I am not sure who will be picking up the Star Wars game next, I am pretty sure I will check it out but not so sure I will buy it.  In the mean time I think I am going to go to my FLGS and see what they still have for Star Wars.

Wednesday, June 2, 2010

Anime RPGs: OVA

Open Versatile Anime
This is a new one to me, but not a new game.  I just got it and I like what I see so far. The system is very different that BESM, but it has some good character creation guidelines that I think would work nice with any game.  The book is a thin 125+ pages, but that is really all it needs due to it's system and design.

OVA stands for Open Versatile Anime, and it's a pun in Anime circles.  It also stands for Original Video Animation.   There are the perfunctory introductions for the RPG player, the Anime fan and people in general.

OVA cover
OVA has some artwork from Niko Geyer, the same artist from BESM. This sort of gives OVA the same feel. If you go to his blog, you can see some of the art in OVA, and it is nice.

Character creation is the heart of OVA, and there are some good things here.  The character creation has the player starting with a conversation with the Game Master and even other players.  This would seem pointless in other games but important in OVA.  It helps with the next steps and helps decide what sort of game will be played. The interesting part here is that the rules encourage players to develop their character before reading the rules.  So the next step is the Concept stage.

Many games have something similar.  Here, though, it is an actual step.  Typically, this can be as simple as "magical girl with a flying cat" or "darkly handsome swordmaster with a dark past".  In the world of anime RPGs, these are very common concepts.   Since OVA is an Ability-based system (more on this), the concept helps define what a character can and can't do.

Abilities and Weakness
This is the heart and soul of OVA.  Abilities (sometimes called Attributes, sort of confusing) combine the various numbers you would normally see in other games.  In Unisystem, this would be combining Attributes, Skills, and Qualities.  So things like "Magic", "Weapon" and "Cute" would replace all the other numbers that could be combined to create these; ie Dex + Armed Mayhem for Weapon.  This makes for a very focused sort of character, which is exactly what you would expect in an Anime.  You can add all sorts of other Abilities as needed.  So our Dark Swordmaster can add Hobby (Origami) as a hobby, which would be appropriate.
Weaknesses are the same, only like Drawbacks, such as "Easy to Anger," "Bizarre Appearance," or "Obsession."   
Abilities are ranked from 1 to 5, with 5 being the best of the best.  Weaknesses are ranked -1 to -3.  Characters should start around 1 or 2 with no abilities at 5. Character creation is a matter of agreeing on how many points is the power cap.  You can choose 0, so Abilities have to equal Weaknesses, a top point, say 20 or so points of Abilities where 5 can be free and 15 are bought with Weakness points.  All really easy to be honest.

OVA Witch
There are number of sample characters covering a variety of anime tropes. Some have a lot of Attributes and thus a lot of Weaknesses, others have much fewer.
There is a stat block for "Basic Statistics," which includes the concept, age, height and weight, and other basic information.   It makes for a very simple character sheet that is also surprisingly full of information. There are a good number of Abilities and Weaknesses, and what is not here can easily be converted from other sources.  However, I could not find anything that was "missing".   There are Power Perks and Flaws which act like Power Feats in M&M.
The system is an easy one, roll dice go for a target number.  Combat is similar.
There is a good DM's section and a bunch of sample characters and NPCs, all of which can be used to design other characters or used as NPCs or PCs.

The system is simple and really easy to play.  The character creation is similar to another new game I grabbed, "Cartoon Action Hour 2".  In fact, I bet you could easily convert between the two systems without too much trouble.  Where CAH2 does not give too many examples of Abilities/Powers, OVA does.  You could use some of the Abilities in OVA as ideas for CAH2.  It sort of defeats the purpose of creating your own, as CAH2 suggests, but it is a good place to start.
I also suppose that you could use the abilities from BESM 3 as well.  I would bet that you could take any BESM 3 character and convert it to OVA with just a couple of edits on the sheet.

OVA certainly feels like the spiritual successor to BESM.  There are a lot of similarities in feel and purpose.   While BESM is crunchier than OVA, OVA is more flexible.   The powers are fairly well-defined and easy to use/grasp.

I am going to test this theory here in a bit and try to convert a BESM character over to OVA.  Most likely Robin Sena from Witch Hunter Robin. But first, let's try a tried and true character.

Larina Nix for OVA
Larina Nix for OVA

Larina is a witch and in my mind a perfect test for any Anime RPG.

Larina Nix

Human Witch
40 years old (2010)

Abilities and Weaknesses

Animal Companion (Cottonball) +1, Barrier (Arcane) +3, Beautiful +2, Magic, Arcane (Witchcraft) +5, Occult Knowledge +5, Perceptive +2, Smart +1, Telekinesis (part of magic) +5

Guardian (Taryn) -2, Nightmares -1

Attack

Blast +5 1

Spell +5, by spell type

Defense

Barrier +5

Health 40
Endurance 40

Not a bad build really. And really fast to do. Looking forward to doing more with this game. 

Tuesday, June 1, 2010

Family Game Day: All Wet (rain and ocean adventures)

Taking a break from Anime RPGs for a sec to talk about yesterday's family game day.

Due to the rain yesterday and a general lack of motivation we decided to play a game of D&D.  This is the on going saga of the "Dragon Slayers" which consisted of my oldest son's three characters (I have alway let him play multiple characters since it was just us), my youngest son and his Archer Ranger/Thief and even my wife got into the game for a bit.  A couple of D&D tile sets (which my wife told me to go out and buy more!) a few  of my son's toys that work great with the minis, and a half baked idea all came together for "Dragon Slayers and the Quest for the Dragon Pearl!"



I used my Hero Lab for Pathfinder to put together a character for my wife really fast; a duel wielding Ranger/Fighter multiclass. Now this is not the same game as the Kid's Pathfinder game I have been playing in.  Though Connor is playing an older version of that character in the Dragon Slayers game.  Liam's characters are also somehow related in both games.  I am playing the same witch character.  In Dragon Slayers she is a 9th level witch using my Liber Mysterium rules for D&D 3.0 and in Pathfinder she is a 1st level witch using the new witch class from that game. In Dragon Slayers she is a GMPC/NPC of course, but her job in that group is to record all the knowledge the characters gather on dragons.

The Dragon Slayers game has turned into a rather cool one.  It is at it's base D&D 3.0 with various 3.5 add ins, a little Star Wars d20 (for the Bounty Hunter) and some BESM d20 and Mutants and Masterminds where needed.  It is set in my Mystoerth world which is another unholy union of various D&D worlds, so it all fits really.  The over arching plot here is that evil dragons are planning to take over the world by killing all the good dragons, the characters are finding all the big bad evil dragons and hunting them down, while collecting pieces of an artifact so the can defeat Tiamat. So it has it's own built in end game.   While they are seraching for these artifacts they are also looking for other items of power.  They are supposed to head to the South Pole next time, which I am going to draw heavy from At the Mountains of Madness for, but before they get there they will come to Ansalon, a country they did not know was there (it's not on their maps) and this gives me the excuse to have them gain some Dragonlances.  So yeah, this game is more cartoon than it is fantasy adventure epic, so in a way it does connect back to the topic at hand; how to add Anime Style to your games.  My son's character sheets are an odd collection of D&D 3.0, M&M and BESM d20.  For this game the BESM d20 sheets work the best since his wizards tend to have "powers" instead of "spells".
I know there are purists out there cringing, but all I can say is it works and it is fun.

Yesterday the Dragon Slayers were convinced by an Ogre to retrieve a "Dragon Pearl".  Why were they dealing with an ogre?  Well he had the only boat that would take them from The Four Kingdoms north of the Zakhara desert to the South Pole where they believe another piece of the artifact was.  The pearl was in a submerged cave system and protected by a Deep Sea Dragon Eel and an Aquatic Dragon.  Which were stat wise just two adult black dragons with about 200 hp each.  The Dragon Eel was a toy viper fish that my son got years ago and the aquatic dragon was this sea dragon toy he bought recently on Amazon.  The "ogre" was also an "igor" figure from a Castlevania Succubus, so while he is a small figure to her, to a 7ft tall Dragonborn mini he is about 10-13ft tall (hard to tell, he is hunched over).

The adventure went great and nearly everyone gained enough XP to level up.  My sons started talking about the "end game" of this; when they defeat Tiamat and retire to pick up on 4th Edition.  While I Am looking forward to playing some 4th edition with them, I am finding I am not really ready to see the end of the Dragon Slayers yet.  It has been a ridiculously fun ride.

What adventures will the Dragon Slayers have next rainy day?  Unknown, but it will certainly be a blast.

Friday, May 28, 2010

Anime RPGs: BESM recap

Ok, so I have worked through three different versions of BESM.  Each one had something to offer my regular Unisystem games and each one gave me a alternate game when I felt the need to recharge my batteries.

Yes, Unisystem pretty much offers everything I need in a system.  But playing and reading other games, especially other genres of games, can help me build out the game I am playing.  BESM added a need dose of light to my games.  Trust me, I have a stack of Horror games that can provide me plenty of dark, Anime games helped me focus on some of the things that horror games often overlook.

One of the issues in my games (at least in the past) was "what does it mean to be human?".  I had many characters that were were closer in nature to the monsters they hunted rather than the humans they protected.   To help with these issues games like World of Darkness are good, but full of angst that I may or may not want in an adventure where the characters go to the beach on a bright sunny day.  Anime games help with those "days off" stories where there is a lull from the action but it is a good adventure for character development.

BESM, and other Anime games, were very influential on my Season 3 game "Generation HEX" in terms of tone, pacing and story.  It also helped me see the value in a 2d6 mechanic for Unisystem.  BESM 3 only solidified that.

Some Crunch
One of the things I like to do with a new system/game is find some gems and convert them over to what-ever system I happen to be using at the time.  Often that is Unisystem.


Unknown/Undeveloped Power
1-5 point Quality
Prerequisite: Approval of Director/Chronicler

Some characters are born with their gifts turned on or readily apparent. These characters my start the game as normal humans only to have their powers or gifts turned on when it becomes dramatically appropriate.
To represent this the player pays a certain amount of Quality points at character creation (usually 1 to 5) to have the Director/Chronicler develop the new power over time as part of the story campaign or all at once when it is needed. The Player and Director/Chronicler need to agree to this. The player pats the points now and the Director/Chronicler gives them the power that costs the amount paid plus 50% rounded up at a later date. This payoff should be no more than two or three episodes. Longer than that should increase the amount of interest paid on the power. The character is loosing potential at the beginning of the game (making them weaker than other characters) for a larger return.
So a character that is to develop magic at some point can pay 3 points now and get a return to 3 + 1.5 = 4.5 rounded up to 5 points later to buy Sorcery/Magic.

The Director/Chronicler must work to make the payoff worth it not just in terms of points, but also in terms of drama.

This selection also works well for younger characters.

Characters
One thing that BESM 2r/3.0/d20 was missing were some iconic characters for me to convert.  So I have to turn to it's sister game SAS.  And since GoO was a Canadian company I should use one of Canada's finest superheroes.

Mother Raven
Human Witch
This represents Mother Raven at the start of her career. As she progresses she will increase her levels of magic to a max of 8 and increase her skills and loose her recurring nightmares (loss would be something she would have come to terms with). Given that this is "Silver Age" I would imagine she would be "Grandmother Raven" now.

Life Points: 26
Drama Points: 10

Str: 2 Dex: 3 Con: 3 Int: 4 Per: 7 Will: 7

QualitiesAcute Senses (Sight) ("Raven's Eyes")
Attractive
Contacts (The Guard)
Hard to Kill
Iron Mind ("Raven's Will")
Magic (no TK) 6
Nerves of Steel
Supernatural Senses ("Raven's Warnings")

DrawbacksAdversary (Various, in particular General Winter)
Dependent (Daughter)
Honorable
Minority (Ojibwa Native American)
Recurring Nightmare (life without Raven)
Secret (identity Katherine McCloud)
Spell Focus* (All powers require the use of her Raven staff)

SpellsShadow Form, Illusion ("Raven's Tricks"), Darkness, Pocket Dimension, Negate Powers (drains Willpower), Sunkiss (Blindness, LP damage SLx5, SLx8 to vampires)

SkillsAcrobatics 1, Art 5, Computers 1, Crime 2, Doctor 5, Driving 1, Getting Medieval 3, Gun-Fu 0, Influence 5, Knowledge 8, Kung-fu 2, Languages 5 (English, Ojibwa, Crow, Chippewa, Tlingit), Mr. Fix-it 2, Occultism 7, Science 3, Sports 1

From the d20 version:
IDENTITY: Katherine McCloud (Secret, known to Anisinabe)
OCCUPATION: Teacher, speaker, writer, painter, adventurer
FIRST APPEARANCE: Amazing Presentations, Vol. III, #45
FORMER ALIASES: None
PLACE OF BIRTH: Sunset Lake Reservation, Ontario, Canada
AFFILIATION: The Guard
TERRITORY: Empire City
HEIGHT: 5'8" (173 cm)
WEIGHT: 160 lbs. (73 kg)
EYES: Brown
HAIR: Black

The old ways had been abandoned in Sunset Lake Reserve by the time Katherine McCloud was born; it was a familiar story in Northern Ontario. The Ojibwa sank into despair, suffering from poor diet, sedentary lifestyle, and rampant diabetes. The ancestors and spirits of the world were all but forgotten to gambling and alcohol. Katherine excelled in school, but the instability of her home life took its toll. Her father was often gone for months, and they had to take in her mother's mother. Both parents were alcoholics, but her mother would try putting life in order each time father left. Yet whenever he returned Katherine's mother would take him back, beginning anew the cycle of abuse.

By high school, Katherine turned to drinking and drugs as a panacea for the pain and anger she felt, and for the strange visions that plagued her dreams. She dismissed her grandmother's foolish talk of spirits, and refused to admit she was spiralling out of control; Katherine could no longer ignore life when she discovered she was pregnant at 16. She exhibited a supreme effort of will to finally live clean, which her grandmother noted proudly.

Without the alcohol, her grandmother made sense, and Katherine turned to her grandmother's spirits to ease her burden. Drumming circles and sweat lodges brought the image of the Raven, growing ever stronger. As she neared her delivery date, grandmother sent her on a vision quest into the wilderness. The Great Raven appeared, speaking of the need for change. Katherine's role was to become a symbol for her village, for her daughter, for all Anisinabe - the people of the land. She awoke in her mother's house, now a mother herself. Her grandmother taught her to be a good parent, see the spirits, and represent her people. In time, she became a powerful teacher herself, reaching out as a writer, painter, and speaker.

During Katherine's 20th summer, Lady Starbright pursued General Winter across Ontario, until Winter knocked the hero unconscious and deep into Sunset Lake. Katherine desperately struggled to save her while the General's wake turned the village from summer to winter. Raven helped Katherine save Starbright, before both women co-operated to drive Winter off.

Starbright liked Katherine immediately, and offered to teach her. Katherine accepted, knowing she had a greater responsibility. She left her daughter with her grandmother, and let Starbright show her the world. Starbright introduced Katherine, now Mother Raven, to the American Sentinel, Slipstream, and others, while Raven guided Katherine's abilities, teaching her to draw from his power, to create shadows, and cast visions.

An early mission with Starbright against Artificer resulted in tragedy; Artificer lashed out indiscriminately and killed a young Ms. Matthews. Her son, Samuel, forever blamed the women, calling them false heroes; his hatred grew over the years, turning him into Katherine's frequent enemy.

Raven still whispers secrets in his hoarse caw; Katherine learned to take strength from sorrow, and thus faced Starbright's death by joining the Guard. Raven even taught Katherine to touch the sun, as he once did to bring fire to mankind, but only at great need, and at great cost. Now, she travels to protect and teach, but always returns to the one who needs her most: her daughter.

And what is a hero without a super villain. If Mother Raven represents what is best about motherhood and power, then here is the worst.

Bloody Mary

There are many strange and terrible things in the world, but few target innocence so ruthlessly or cruelly as the monstrous Bloody Mary. She has been called demon, fiend, and vampire, but is she truly otherworldly, or just an example of human capacity for evil?

Bloody Mary was first reported as the perpetrator in a nation-wide kidnapping case, where a dozen children from across the United States were abducted. Street kids were whispering, “Bloody Mary got ‘em,” weeks before the FBI had a name. The Baron recognized something supernatural was involved, and helped the FBI. Mary’s plans to use the children as livestock were upset by the Baron, the FBI, and the appearance of Pan & Belle. Mary was defeated, but escaped.

The story of Bloody Mary, however, was told by street kids for years, but no one ever believed them. She was first called La Llorona by children of Mexican immigrants, and known to stalk children through mirrors. Haitian kids knew she could reach through the tinted windows of Jeeps. She was a demon, or a spirit possessing an evil woman, or even a corruption of the Virgin Mary; she fought with angels, and used children for slaves, living off of their blood and fears.
Blood Mary has been seen several times since then. Mother Raven and Lady of the Lantern teamed up when Mary invaded Empire City, once more chasing her away. Some children say she is building an army of demons, a hellish warmachine powered by the souls of children, to conquer the spirit world. Others believe Mary is mad, perhaps driven insane at the loss of a child, and simply trying to restore her old life. Finally, a few believe she is pure evil, hunting children because she loathes their innocence and can feed off their souls. Many children believe once she’s seen your face, Mary can track you to the ends of the Earth.
In 1997, a doomsday cult in San Francisco, the Temple of Mars, summoned Bloody Mary to tear apart the dimensional veil. They offered 100 refugee children as sacrifice.
Whatever they intended, few seemed to realize the horror they were dealing with. Many died as Mary opened a hellgate, but Pan & Belle appeared and drove her back. Meanwhile, Mother Raven and Slipstream arrived and dealt with the demons ... but during the fight, one incarnation of Belle gave her life to keep the children safe.
The FBI does not know how to deal with Mary, and calls in help whenever she is believed to be involved. The Baron clashes with her whenever their paths cross, but she tries to avoid his territory. He does not know if she truly travels between Heaven and Hell, but has seen her vanish into the spirit realms, and has even seen her personal, nightmare dimension. Mary barely acknowledges these forces, except when they directly interfere with her machinations. She sees most superheroes as bothersome distractions, but regards a few (like Red Phoenix and Sentinel) as hated angels.
Pan & Belle most often crop up wherever Mary is spotted, and much bad blood lies between them. Mary is the embodiment of everything they oppose. She eagerly anticipates the day they, and all the children of the world, lie chained at her feet.

Bloody Mary  (Unisystem)
Character Type: Demon? (has Faerie and Vampire like attributes as well)
Attributes: Strength 3, Dexterity 4, Constitution 3, Intelligence 2, Perception 5, Willpower 8
Ability Scores: Muscle 12, Combat 12, Brains 20
Life Points: 55
Drama Points: 10
Qualities: Dimensional Travel (requires reflective surfaces), Fast Reaction Time, Hard to Kill 7, Hypnosis, Immortal, Iron Mind, Nerves of Steel, Regeneration, Supernatural Senses, Telepathy, Vampiric Attack (“Spirit Bleed”, Willpower)*
Drawbacks: Adversary (Various, in particular General Winter), Attractiveness -1, Supernatural form (bloody tears, looks supernatural and evil)
Skills: Getting Medieval 2, Influence 4, Kung-Fu 2, Notice 4, Occultism 8

Spirit Bleed Attack: On any touch-based attack Mary can drain 1 point of Willpower. Victims drained to 1 point are completely under Mary’s control. Anyone drained to 0 become zombies.

Maneuvers
Name Score Damage Notes
Dodge 12 — Defense action
Grapple 12 — Resisted by Dodge
Kick 12 8 Bash
Punch 12 6 Bash
Claws 12 6 Slash

Bloody Mary  (Mutants & Masterminds)
PL: 7 (105 pp)

ABILITIES: STR: 11 (0) DEX: 13 (+1) CON: 11 (0) INT: 9 (-1) WIS: 20 (+5) CHA: 13 (+1)

SKILLS: Bluff (+1), Concentration (+5), Diplomacy 1 (+2), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 2 (+3), Streetwise 6 (+5), Notice (+5), Search (-1), Sense Motive (+5), Sleight of Hand 2 (+3), Stealth (+1), Survival 10 (+15)

Languages: English, Spanish, Creole, French, Latin, Portuguese

FEATS: Favored Opponent (Children) (1), Fearsome Presence (1), Attack Focus (Melee) (1)

POWERS: Dimesional Pocket [4], Environmental Control (cold) [4], Immunity [2], Mind Control [4], Mind Shield [5], Obscure (Darkness) [4], Shapeshift (animals only) [4], Super-movement (dimensional, requires a reflective surface) [1], Super-senses (innocence, magic, portals, ultravision) [4], Drain (Intelligence & Wisdom) ("Spirit Bleed") [1], Blast ("Soul Wound") [2], Regeneration (Resurrection) [1]

COMBAT: Attack 0 [Unarmed +0 (Bruise)] Defense 10 (10 flat-footed) Init 1

SAVES: Toughness 0 (0 flat-footed) Fortitude 2 Reflex 3 Will 7

DRAWBACKS: Disability (Holy Gound) -4, Noticeble (looks supernatural) -3

COMPLICATIONS: Enemy (Angels, Those that protect children), Obsession (Kill all Children)

Abilities 17 + Skills 7 (26 ranks) + Feats 3 + Powers 79 + Combat 0 + Saves 6 – Drawbacks -7 = 105 / 105

To make these more "Anime" I would alter Mother Raven a bit to be more of a kindly old grandmother type that has a ton of power.  Bloody Mary would be more inhuman looking.  Abnormally thin with long claws. Something like the Witch in Left 4 Dead.

Next week I want to look at some of the newer games and see what they can offer me.

Thursday, May 27, 2010

Big Eyes, Small Mouth d20 (and SAS d20)

Why BESM d20?

Well again, it seems like a logical next step.
My conversions to BESM Tri-Stat version went so well that a conversion to BESM d20 seems logical. Plus I have done numerous d20 conversions so far and Silver Age Sentinels also has Tri-Stat and d20 variants and are very close to Mutants and Masterminds (with SAS d20 and Mutants and Masterminds both written by Steve Kenson).  So yeah, it seemed logical.

Plus despite that fact that Guardians of Order are no longer with us, the "Anime d20 SRD" rules were released as open gaming content. So if I wanted to I could release an anime d20 supplement or an entire new rule book using the rules of the OGL.

The other advantage to using this set of rules it is fairly easy to convert Unisystem to BESM and BESM to BESM d20. I can also convert d20 Modern or M&M to SAS d20 and SAS Tri-Stat. And both SAS and BESM d20 are built on an odd mix of d20 and Tri-Stat, so in the end it seems that BESM and/or SAS d20 stats should write them selves by now.

Well…

What happens is I get some interesting differences depending on if I start fresh, convert from Unisystem, convert from BESM Tri-Stat, or even from one of the d20 games. I will not bother with the details here (mostly they end up being differences in saves and amount of skills) but all of them are close enough for me to feel there is a good sense of "inter-system reliability" and that was sort of the point of this long experiment; can I represent certain characters more or less the same way under multiple systems.

So when looking at this conversion I am going to be focusing on BESM d20. I am grabbing things from SAS d20 as well since the systems are largely compatible. (nitpick: and by "largely compatible" I mean "powers were cut and pasted from one version to the next" with BESM 2, SAS, BESM d20 and SAS d20 I figure I have paid for the same blocks of text now four/five times). BESM d20 seems closer to D&D3.x and SAS d20 closer to M&M, but that is to be expected. I am also freely dipping into "BESM d20 Advanced Magic", but more on that later.

Overview
A lot of what is in BESM d20 can be found in BESM and SAS d20. A lot. So much that I wish I had just one omnibus edition with say a d20 conversion chapter. Almost all the attributes have the same (or similar) point spread across all the systems and to convert to d20 from Tri-Stat is often just a matter of doubling the points. BESM d20 includes rules for converting the D&D and d20 Mod classes to their point system so I am not at a lack of choices. I did notice right away that BESM d20's Dynamic Sorcerer is not 100% compatible with SAS d20's Costumed Wizard; and similar inconsistencies have popped up. There are also minor balance issues between the SAS classes and between the SAS and BESM classes. Converting the lot to Unisystem might help, or might make things worse. So my first conversion rule is giving any character an extra 5 "fluff" points to spend as they see fit. I found that these points usually balance everything out well. See defects below for more on this.

Levels, Classes and Hit Points
Ok, lets get this out of the way now. BESM d20 and SAS d20 both have levels, classes and hitpoints. I typically find that people can deal with one, but not the other, and rarely both unless it's D&D. On the surface level can convert roughly to M&M's PL, rough enough that I am going to say it's fine and not worry about it. But Hit Points do not work with M&M's Damage system. On the other hand levels do not work well with Unisystem.

And then there are Classes.

While some don't like this, I think it works well in terms of Anime, but less so for Supers. Ok for the most part these can be ignored since they only decide what powers a character will get and when, what Hit Die, attacks and saves. BESM d20 offers a classless option which should work fine for the class haters out there. Also BESM d20 deconstructs the D&D classes by what they get with points to show their relative merits (useful for anyone playing D&D). We can convert the Classes to archetypes but we are still stuck with levels. It is d20 after all.

The Classes in BESM d20 seem to work better for me. The SAS d20 classes felt too restrictive. One thing I wanted to do was stat up my son's favorite female super heroes Fire and Ice, but the closest thing that seems to work is "Adventurer" with maybe some "Acrobat"? Not very satisfying.
At this point I go to my d20 Modern and Mutants & Masterminds conversions to get an idea of what level I want. I have a basic understanding of their skills, so I can work backwards from that point. I also have knowledge of what types of magic (lower case m) they can do, so I can work backwards from that point as well. In the end I think I want to use the lowest possible level (so I have room to work up) and given them the 5 fluff points. Willow comes out to about level 13 and Tara level 12 total.

Magic and Dynamic Sorcerery
Like BESM, BESM d20 has a "Dynamic Sorcery" power, "Dynamic Powers" in SAS and BESM 3.0. This is used in BESM d20 to emulate the power of wizards. Its roots are in Anime of course to mimic the special magical effects of characters that are not really Vancian-style wizards. Witch Hunter Robin for example could have dynamic sorcery limited to fire. Using Dynamic Sorcerery is one of the benefits (and one of the problems) of BESM (either Tri-stat or d20).

Dynamic Sorcerery is primarily used for improvised casting. It is bought in levels and how many levels you have decides on what it is you can accomplish. It's not cheap, 8 points per level in BESM d20 (4 points per level in BESM 2.0 Tri-Stat, 20 points per level in SAS d20), but limitations on powers (like the fire only stipulation for Robin above) drops it to 4 or 2 (or 2 and 1, or 15 and 10) points per level. Ranks in the power determine what level of spell you can cast. So to cast a 0-level d20 cantrip you need 1 rank of Dynamic Sorcery, to cast a 9th level d20 spell, you need a Dynamic Sorcery rank of 10. The parallels between this and Cine Unisystem's Magic/Sorcerery should be obvious. Buffy's Sorcery includes Telekinesis, d20 BESM has TK as a separate 4 point per rank power.

So Dynamic Sorcery is a way to do spells and on the spot magical effects.

Now BESM d20's "Magic" attribute ("Power Flux" in SAS and BESM 3.0) also allows the character to perform magical feats, seemingly similar to Dynamic Sorcery, but they caution using the two together. Magic then becomes a descriptor and then the extra 10 points per rank are used to buy other attributes/powers. This makes it most similar to M&M's "Magic". Then to power those magical attributes/powers, the character must pay some cost from their Energy Points (like Essence in WitchCraft) So a Techno Pagan then could buy Magic and use the points to buy Mechanical Genius or to be a Super Scientist. BESM d20 Magic then in Unisystem terms is a means to buy Supernatural Qualities. In this respect BESM's Magic + Energy Bonus is most similar to Classic Unisystem's The Gift + Extra Essence and Essence Channeling.
Magic becomes a means to buy other powers, that can sometimes be called spells, sometimes called powers.

Willow then could have a level of Magic, use the points to buy TK and use the associated Energy Points to power her TK OR she could do it with a level in Dynamic Sorcery. Tara would do the same to power her Empathy and the Sight qualities, but those "feel" more like magic and less like dynamic sorcery. BUT keeping track of Energy Points is not how Cinematic Unisystem works (otherwise it would have Essence) so, I am going to limit how Dynamic Sorcery and Magic are used together (as the rules suggest) and treat them much the same way I treat Sorcery and The Gift. Separate, but equal (and not in a Kansas Board of Education way).
Magic and Dynamic Sorcerery are also known as Power Flux and Dynamic Powers respectively in other Tri-Stat books (SAS and BESM 3.0).

So which one should I use to represent the magic I want?
Good question.

I have spent a lot of time working this out and the truth is for d20 BESM I want to go with Dynamic Sorcery. It's more cinematic in it's feel, it's parameters (in d20 anyway) are a little better defined. Thanks to "d20 Advanced Magic" it is also a better choice in terms of multiple spells. Plus at this point in my game Willow and Tara are whipping out spells left and right. For a BESM d20 "Willow and Tara" or "Charmed" game, I would say each witch character gets a special power with the Magic descriptor added on and then Dynamic Sorcery as well. To use TK they use their Dynamic Sorcery with a power level equal to that of their power level in Dynamic Sorcery. Sure it's expensive, but cheaper than buying DS and TK at the same time.
Note: BESM d20 vs. SAS d20. I am further making my options for BESM d20 over SAS d20 clearer here. The Dynamic Sorcerer in BESM is much more powerful than Costumed Wizard of SAS d20. Not only in terms of points given (twice as much for BESM) the cost for the dynamic sorcery power is 8 points per level compared to SAS's 20 per level. Now the arguement can be made that BESM is way overpowered. But this can be controlled though the use of the character points. In the end BESM d20 has a closer fit for me and what I want to do.

Powers into Qualites
Again the basic conversion is divide the BESM d20 power cost by 2 to get the Unisystem quality cost, unless the BESM one is 1, then it stays 1. There is so much overlap between BESM d20/SAS d20 and Mutants and Masterminds that whatever works for one will work for the other.

Defects into Drawbacks
If BESM d20 and SAS d20 have one edge over their d20 brethren then it is in the use of Defects. The issue here is that both games use point systems along with levels, so defects give you more points. This makes it sometime unwieldy for other d20 games, it makes it perfect for converting them into Unisystem Drawbacks or Mutant & Masterminds.
Again, as with Powers, divide the Defect points by two to get a Unisystem equivalent, with some rounding. 1 point defects remain 1 point, 2 points = 1 point and 3 points = 2 points. Most defects never go beyond 3 points. Now if you remove the "fluff" points option I have above then it is possible to convert them on a one to one basis; keeping in mind that a Unisystem character should never have more than 10 points in Drawbacks.
Since all the drawbacks are "scaled" in BESM and SAS they can be converted more on an as-needed basis too.

Skills
Skills convert on a 1 for 2 basis, so every one rank of Unisystem gives you 2 ranks of d20. That works fine as a base, but the two games are not powered the same. So to get a level based on Spell power, you end up with a higher level character (Willow is 13th level here) and a lot more skill points to spread around. Fortunately there are a lot more skills in d20.

Silver Age Sentinels vs. Mutants and Masterminds
I have mentioned it above quite a bit, but I'll detail it here. These two games have a lot in common. Yes both have Steve Kenson's name on them, yes both are d20 (and thus maybe not interesting to Unisystem players) and yes both are about superheroes.
But what you don't get from reading one or the other game is how well they can work together.
When doing my conversions I have decided that in my d20 Supers game, SAS represents my Silver Age (1956 - 1968) while M&M is the modern age. So I just roll back any dates of the characters back 40-30 years, where necessary.

The great thing is that this has brought greater definition to my "Superhero World". It is a mix of Mutants & Masterminds, with SAS as part of it's history and elements from BESM where needed. No cute and fuzzy fighting seizure monsters, well, not yet anyway, but there are dragons and some other magical beasts.

Willow and Tara in BESM / SAS d20
Why always these two? Lots of reasons. But here are my salient points.
- I am interested in how witches in particular will convert. I don't really care about demons, vampires or other stock creatures; every game has those.
- Eden has Willow and Tara sheets on their site (used to anyway), this allows people not overly familiar with Unisystem, but d20, to make judgments on my conversions.
- I like Willow and Tara. If want to do all this work on converting then you can pick your own characters.
Now I also use them as "out of the box" characters. That is I try not to make up any special rules regarding them. I have another character I use that for. But the idea here is take something that I know very well (and most people here have some idea about) and see if I can re-create them using another system.

Instead of using "The Dragon and the Phoenix" canon/timeline, I am going to be using my "Willow & Tara: The Animated Series" timelines; so the same as BESM 2r. Truth is, vampires and demons, especially the kind that show up on TV are not much of a threat to humans that can leap tall buildings in a single bound.

I don't feel the need to post their full stats (unless anyone wants them), but here are their levels.


Willow D. Rosenberg
Female Human
Classes and Levels: Student 2, Adventurer 2, Dynamic Sorcereress 9 (13)
Strength 9 (-1), Dexterity 11 (0), Constitution 11 (0), Intelligence 18 (+4), Wisdom 16 (+3), Charisma 17 (+3)
Student (to cover her time during 1st and 2nd seasons), Adventurer (starting in 2nd season and into 3rd where she 'buys' more tech and magic skills) and finally Dynamic Sorcerer. I'll make her a Student 4, Adventurer 2, Dynamic Sorcereress 7 (level 13).
Compare this to her d20 Mod incarnation who is a Smart Hero 5, Occultist 1, Mage 7 (level 13)


Tara A. Maclay
Female Human
Classes and Levels: Magical Girl 3, Student 2, Dynamic Sorcereress 7 (12)
Strength 12 (+1), Dexterity 9 (-1), Constitution 12 (+1), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 16 (+3)
Magical Girl (to cover her time before meeting Willow and to power her Sight and Empathy) and then Dynamic Sorcerer. Maybe a level of Student in there too.

Her companion is the ghost of her dead mother (or grandmother if you want her to start earlier). She also has MKF as a companion, and in true anime fashion Miss Kitty is a talking cat. I could also make her a Magical Girl 5, Student 2, Dynamic Sorcereress 5 (level 12). Compare to her d20 Mod incarnation, Dedicated Hero 6, Mystic 6 (level 12).

I'll say they pick up the bulk of their Occult Knowledge while they are students.

While I am not as thrilled with these versions as I am the BESM 3.0 or the Mutants and Masterminds ones, they are still pretty good.

What gets me about BESM d20 is the huge amount of untapped potential here.  There is just a ton of stuff in this book for the taking.  Same with SAS.  Speaking of SAS, the best super-hero history I ever read was in the pages of SAS.  They are the same in both the d20 and Tri-Stat versions (another grumble).  SAS looks like it should mix well with M&M but I guess they are really too close to each other that their differences are more obvious.  It's a shame that SAS never really got it's due. It does read like a rough draft of M&M at times.

Is BESM d20 Anime?  Well I guess I have to ask, what is Anime?  BESM d20 is a good d20 version of BESM.  I am not convinced though it taps into that collective known as "Anime" as well as BESM 2 or 3 does.  I have played more BESM d20 than BESM 3 so to me it came off more like "Cartoon Cinematic d20".  Which is in itself not so bad.  I have mixed BESM d20 and D&D3 and gotten something a bit more cinematic. I have also mixed BESM d20 with d20 Star Wars for some really weird stuff, but all of it fun.

As I wrap up BESM (all versions) I have to reiterate what a shame it is that we lost GoO.  I know companies come and go all the time and each time something unique to the industry is lost.  Not to say there were not issues with GoO; there were plenty, and they were hardly a model of how to run a business.  It is just too bad that what they provided to the game industry is now gone.