Wednesday, May 26, 2010

Willow & Tara: Big Eyes, Small Mouth 3.0

Willow and Tara in BESM 3.0 

Yes I know, I did these both for BESM 2nd Ed. But I went with a slightly different version here. The 2nd Ed versions were based on a idea of mine to do a Animated series to feature the girls as high school foreign-exchange students to Japan. In this case I am going strict the Dragon and the Phoenix, or rather in this case, my 3rd Season, "Generation HEX" conversions. Given the style of game that Generation HEX has become (low-powered supers/magical girl in a modern supernatural occult dramady) then oddly enough the BESM 3.0 stats work rather well.

The differences are mostly do to the changes in the systems, but also to reflect where the characters were at that point in my games.  These are certainly older versions of Willow and Tara than I had in BESM 2r.

BESM 3.0 makes more use of their multiverse (which sadly we won't be hearing more about) so there is a Universe line now on the character sheet.
Despite all thee differences though (and the change in mechanic) these are obviously related games. The conversion from BESM 2r to BESM 3 is easier than say the conversions between AD&D 2 and D&D 3.

The BIG thing here though is my shift from Power Flux/Magic to Dynamic Powers.   Now some of the BESM guys mentioned to me in the past that this might make them much more powerful than the numbers would suggest.   But I wanted to try it out.  Plus they had become "mages" in my Season 2 arc, "Season of the Witch" and this is supposed to represent them at the beginning of my Season 3 arc, "Generation HEX".   They might bee a tad powerful, but I think that is fine really.

I will say this. Dynamic Powers are so ripe for abuse it is not even funny. Yeah I see why it is there.  I have watched enough anime now to get it.  But it should still have something more to guide the player.  BESM d20 was a handy guide for this, as was True20 believe it or not.

Name: Willow D. Rosenberg
DAM Multiplier: 5
Genre: Modern Occult/Shojo
Universe: Mine

BODY 4 HP: 70 ACV: 8
MIND 12 EP: 115 DCV: 8
SOUL 9 Armor: 0 SSV: 14

Attributes Level Cost Notes
Dynamic Powers +5 +195
(Depletes -1, Backlash -2, Concentration -2)
Energy Bonus +2 +4
Features (Ambidextrous) +1 +1
Features (Attractive) +2 +2
Item (Dolls Eye Crystal) +1 +40
Tough +1 +2
Wealthy +2 +10

Skills (Attributes) Level Cost Notes
Acrobatics +2 +4
Biological Sciences +4 +8
Computers +6 +12
Cultural Arts +1 +3
Intimidation +1 +2
Languages +3 +6 English, Latin, Greek, French
Occultism +6 +18
Physical Sciences +5 +15
Seduction +1 +2
Social Sciences +6 +12
Street Sense +2 +4
Writing +1 +1

Defects Cost Notes
ISM (Jewish, Lesbian Wicca) -1
S.O. (Tara) -1
Phobia (Frogs) -1

Other Stuff: (Items, Equipment, Power Templates, whatever else is needed)
Dolls Eye Crystal. Provides 1 extra level of Dynamic Powers.


Name: Tara A. Maclay CP:
Template(s): DAM Multiplier: 5
Genre: Modern Occult/Shojo Universe: Mine

BODY 4 HP: 75 ACV: 7
MIND 11 EP: 130 DCV: 8
SOUL 10 Armor: 0 SSV: 15

Attributes Level Cost Notes
Companion (witches cat) +1 +2 MKF II, see below
Dynamic Powers +4 +155
(Depletes -1, Backlash -2, Concentration -2)
Energy Bonus +5 +10
Features (Attractive) +2 +2
Heal +2 +6
Sixth Sense (Magic, Empathy, the Sight) +3 +6
Tough +1 +2

Skills (Attributes) Level Cost Notes
Acrobatics +2 +4
Biological Sciences +4 +8
Computers +2 +4
Cultural Arts +2 +6
Languages +3 +6 English, Latin, Japanese, Gaelic
Occultism +6 +18
Performing Arts +2 +2
Riding (Horses) +3 +3
Seduction +1 +2
Social Sciences +2 +4
Street Sense +2 +4
Visual Arts +3 +3
Writing +2 +2

Defects Cost Notes
ISM (Lesbian Wicca) -1
S.O. (Willow) -1
Impaired Speech (stutter when nervous) -1

Other Stuff:

Miss Kitty Fantasitco II. Black & white cat familiar (Companion) 120 points
M: 2 (20 points) B: 2 (20 points) S: 3 (30 points)
HP: 20 EP: 35 Arm: 0 ACV: 2 DCV:2 SSV: 4
Energy Bonus 2 (4), Heightened Senses (sight and smell) 2 (4), Power Flux Magic 2 (26 points), Sixth Sense, Empathy 1 (2), Super Senses, Magic 2 (4), Telekinesis, Any 2 (16)
Skills: Occult 5 (10), Acrobatics 2 (6), Stealth 4 (12), Urban Tracking 5 (5), Wilderness Tracking 5 (5)
Easily Distracted (things that distract cats) -2, Unique Defect, Lazy -2

This version of MKF is more of a witch's cat than wise cracking side kick.  I think she should still talk though.

Tuesday, May 25, 2010

Dracula: Big Eyes, Small Mouth 3.0

So if I am going to do Buffy, I should at least add one of the greatest vampires ever.
Dracula, in one form or another, has appeared in a number of anime.  So it seems natural to include him here.

This build is roughly based on the vampire build in the BESM 3.0 book and on my own Mutants and Masterminds version.

Dracula BESM 3.0

BODY 15
MIND 10
SOUL 14

HP: 145 ACV: 16
EP: 120 DCV: 14
SSV: 29 Dam: 5/9

Attributes Level Cost Notes
Attack Combat Mastery +3 ( +30)
Combat technique (brutal, critical strike, lethal blow, lighting reflexes) +4 (+8)
Defense Combat Mastery +1 (+10)
Features: Appearance +1 (+1)
Heightened Awareness +1 (+2)
Heightened Senses (hear, smell) +2 (+4)
Mind Control (humans, depletes) +2 (+13)
Mind Shield +3 (+6)
Resistance +1 (+2)
Regeneration +1 (+10)
Special Defense (ageing 2, disease 2, freezing water 2, freezing cold 2, lack of air 2, poison 1) +11 (+22)
Special Movement +2 (+4)
Super Strength +4 (+32)
Tough +1 (+2)
Weapon Fangs +2 (+3)

Skills Level (Cost) (Modern-day Occult setting)
Acrobatics +2 (+4)
Climbing +2 (+4)
Cultural Arts +3 (+9)
Disguise +1 (+2)
Etiquette +3 (+3)
Foreign Culture +3 (+3)
Languages +4 (+8) English, Latin, Romanian, Turkish, German
Occult +3 (+9)
Performing Arts +2 (+2)
Seduction +5 (+10)
Sleight of Hand +3 (+6)
Social Sciences +3 (+6)
Stealth +3 (+6)
Street sense +3 (+6)
Urban Tracking +2 (+4)
Wilderness Survival +1 (+1)
Writing +1 (+1)

Defects (Cost) Notes
Achilles’ Heel (Wooden weapons) (-2)
Bane Sunlight (-2)
Bane Mirrors (-2)

Notes: Can move about in the daylight, but is very weakened. When sleeping or in his crypt he appears to be completely dead. Dracula lies in his coffin with his eyes wide open and can see everything even in his torpor.

Dracula here is a vampire at the top of his game with 145 Health Points, the same I put Buffy at.  With these stats they would go toe to toe for a while.  Same as in Unisystem.  But for an Anime Vampire Lord I am thinking he should be a bit more powerful.  That at least is the one thing consistent in all the Anime version of Dracula I have seen; he is a complete bad ass.

Monday, May 24, 2010

Anime RPGs: BESM 3.0

I was eagerly anticipating the release of BESM (Big Eyes, Small Mouth) 3rd Edition. Of course, by the time it was ready Guardians of Order had gone belly up and the rules were now being released by Arthaus/White Wolf. My anticipation was tinged a little with stress. What had happened to the game I had just recently become very fond of and what was going to happen now? And of course, would I be able to convert Willow and Tara to the new version given how much fun I had with BESM 2nd Ed Revised?

Well, many of my fears were put to rest, only to be replaced by new ones (and a couple that just never seemed to go away).  I'll detail those all below.

Briefly here are my comments on the system and the book.

The book is very attractive and one of the most colorful RPGs I have seen in a long time. It reminds me of Mutants and Masterminds in terms of color. It is a thick tome, and now sized to fit well on my shelf. The Niko Geyer artwork is great and really captures the feel of the game well. On the other hand I have seen all this artwork before, maybe not in color, but certainly in other editions of this book. Now I understand that money was very tight at GoO and the art is great, so I am willing to cut them some slack here.
The text though also has the same problems. There is text in here that I am now reading for the 5th or 6th time over (BESM 2.0, BESM d20, SAS, SASd20, Tri-Stat core). Some of this text still has the same problems as it always did (Dynamic Powers in particular).

I do like what is new. The analysis of anime, maps of Japan and Tokyo, and the overview of Shôjo anime. The section about the anime multiverse is also rather fun and full of ideas that can be used for any game. Especially as a way to run those pesky crossover sessions.

The new game mechanics are now a Roll-over; 2d6 vs. Target Number. Makes it very much in feel with Unisystem. No Success levels as such, but a very loose difficulty class system similar to many d20 based games. It was reading over these rules in fact that help re-tool my dice mechanic for Unisystem that I have come to call The Chicago Way .
But otherwise, it is still mostly the same BESM. We still have our 3 Stats, Body, Mind and Soul. Still have attributes, defects, and skills. There are different scalings for the game depending on how you want to play it.
Like M&M the powers are all effects based. So if you wanted to make a Pyro Girl, for example, its not a matter of choosing levels in pyrokenesis, but choosing a particular power and have it act like it. This could be Elemental Control (Fire), Power Flux- Fire or something else.

That gets me to a big issue. Magic.

Magic has always been an issue in BESM. There are basically three magical powers. The first is the easiest. Pick a power and call it magical. No big deal really.

The second is Power Flux, which used to be called magic. The idea here is pay for this at 15 points per level and you get 4 points per level to buy any other power temporarily. For that loss of 11 points per level you gain flexibility. So every power in the book then becomes a spell that your magic using character can use. So lets take the power Invisibility as an example.  The power says you become invisible, it does not say how or why.  Since its results or effect based then the Invisibility power can come from magic, be a spell cast by Power Flux, or be a cloaking device of a super-science item. Power Flux does not just have to be magic, it can psi powers, super-science, or just about anything else. For people starting out in BESM I say go with Power Flux. This is what I usually do for starting games and my Teen Witch below uses Power Flux.

Then there is Dynamic Power. Dynamic Power used to be Dynamic Sorcery, but the name change didnt help clear anything up. It is bought like Power Flux (including some of the exact same text copied and pasted in). Now the idea here is to be able to replicate all those kewl powerz you see in anime that the characters just seem to think of and they get. The really weird stuff. The trouble is the power as written is ripe for abuse and it is not very clear. Turning to BESM d20 you can get an idea of what it can do there, but none of that is here. So there is no telling what a person with 3 levels in this can do say differently from what someone with 3 levels in Power Flux do.

The BESM d20 version has Dynamic Sorcery (its equivalent) casting D&D type spells with restrictions on how many, which ones and how often. But nothing like that here. IF I am going to use Dynamic Powers I am going to have to figure out a way to convert over the magic in BESM d20 Advanced Magic for some guidelines.

The designer, Mark MacKinnon, says a lot about this power in and outside of the book. Things like this power is balanced if you know how to use it and It's a mature role-playing tool for mature role-players. If you don't "get it" when you read the description, then it's not for you. Well Mark, you seem like a good guy and I do really like BESM but I am calling BULLSHIT on that one. I have been playing for 30+ years, writing games and playtesting new games non-stop since the mid 1990s. Players, mature or not, still like guidelines, thats why they are called core rules. I don't want to kick you since you have left this biz but please, don't insult my intelligence.

I do understand it, and frankly, its not really my bag. I have some witches I use it with and others I use Power Flux with. In the end, I am finding I still like my own systems better. I appreciate the desire to tell a good story or to give GMs their freedom, but sometimes even the best GMs need a guide.

Though I should not *have* to do this I am going to take my cues on proper leveling from BESM d20 Advanced Magic. There Dynamic Sorcery goes to 10, to make life easier I am going to limit it to 5 levels in BESM 3.0 (level 6 is the realm of Gods). This will correspond to 1 BESM 3.0 level equaling 2 BESM d20 levels. Not perfect, but it is a guideline. Similarly Ill say 1 BESM 3.0 level of Dynamic Powers is roughly equal to having 2 levels of Magic/Sorcery. Its not perfect, but it works well enough.
Still though, I am unhappy with this power as written. Its a cool idea, but not as it is now. Ill revisit this when I do the BESM d20 conversions.

More Mechanics
The rest is very familiar. The main feature of the system is still the Tri-Stat, or Body, Mind and Soul. All skills, attributes and defects as well combat roles are made with these three in mind. They range up to 12, but cannot go over. A quick and dirty conversion from Unisystem would be to add two Unisystem Attributes to get one Tri-Stat stat, so as an example take Strength + Dexterity to get Body.

Unisystem = Tri-Stat
Strength + Dexterity = Body
Intelligence + Perception = Mind
Constitution + Willpower = Soul

Attributes and Skills convert pretty much as is. BESM 3.0s new mechanic is such that the chances of success for a character is about the same as their Unisystem counter-part. Many of the Attributes are nearly the same as Unisystem with minor name differences; Tough vs. Hard to Kill for example.

BESM 3 Skills are now part of Attributes, but otherwise mostly unchanged. Skill Levels range 1 to 6, with 0 as unskilled or unable to use this skill and 5 representing the human maximum in most cases. Unisystem has a lot more Drawbacks for characters than BESM has Defects.

Basically, if I wanted to run an Anime-based game in Unisystem, I would start with the rules that seem to be the closest (WitchCraft RPG, Army of Darkness, Ghosts of Albion) and then add in BESM 3 material as needed.

Teen Witch
Here is a way to get a Unisystem-like witch into your BESM game. Use this template to start out your character. It uses Power Flux as I mentioned above and I went with a more anime-feel to it.

You were living a fairly normal crazy teen-age life. Worrying about school, boys, clothes, boys, popularity and boys. That is till one day you discovered your grandmothers Book of Shadows hidden away and since then nothing has ever been the same. You see ghosts, your cat now talks to you (and gives you advice!) and what worse now all these people are after you; rival witches, government agents that cant apparently tell the difference between you and a vampire, oh and not to mention you have a midterm in a couple of weeks!
College? You just want to make it to the prom!


Value Points Stat
+1 +10 Soul Stat or Mind Stat (choose one to work with Magic)

Value Points Attribute
+1 +2 Companion (Familiar, 120 points) OR
Divine Relationship (Spirit)
+1 +2 Energy Bonus (+5 Energy Points)
+1 +1 Features: Attractive (cute)
+1 +18 Item Book of Shadows restriction:
Unwieldy, easily lost, cannot learn new spells without it -2
+2 +26 Power Flux Magic (8 Flux Points)
restriction: Activation (lesser) -1, restriction: Depletes (lesser) -1,
restriction: Spells must be learned (moderate) -2)
+1 +2 Sixth Sense (One Aspect)
+2 +4 Skill: Occult (+6 points in Modern Occult Horror)
+1 +2 Super Senses (Magical) (uses same
Stat chosen above)
+1 +8 Telekinesis (Any)

Points Defect
-1 Marked (witchs mark)
-2 Nemesis (Usually a rival witch or investigator)
-2 Skeleton in the Closet (Magical family/history)

Total: 60 Points

Book of Shadows (40 points worth, 20 CPs, -2)
Common Spells (spells use same stat as chosen above)
Value Points Attribute
+4 +8 Environmental Control
+1 +8 Flight
+2 +6 Force Field
+2 +8 Healing
+4 +8 Illusion
+1 +2 Telepathy (minor)

Notes on the Template
The Teen Witch chooses one Stat, typically Soul or Mind, and uses it as the basis for all of her magical powers. All Spells in her Book of Shadows will use this Stat instead of the Stat listed. Eg, a Teen Witch that uses Soul as her Stat will use Soul and not Mind when using Telepathy as a spell. Her Super Senses also use the same Stat, but Game Masters can rule that Telekinesis can remain as it is.

For this I choose to use Power Flux as I had with my BESM 2r builds.  I wanted to see how it fared.  I dod like how it works.  Power Flux is "magic" and the powers bought are "spells".  So somewhere in between Ghosts of Albion and WitchCraft RPGs.  I tried out Dynamic Powers too, but more on that later.

Paths of Improvement
To advance the Teen Witch can improve her stat of choice, add more points to her Power Flux Magic (to increase her power), her Energy Points, or to her Item Book of Shadows (to represent more spells learned). Other choices are picking up both a Companion Familiar and Divine Relationship Spirit of Grandmother/Mother or increasing her Occult skills.

Buffy in BESM?
Well believe it or not, but Buffy owes a lot to the likes of Salior Moon and other Magical Girl or Shôjo anime. Buffy, Faith, Willow and Tara (even Anya and Cordelia) could all be considered magical girls with Xander as the comic relief guy and Angel as the mysterious stranger; its practically anime cliché. These stories are typified by a young girl, normally high school age, which gains or learns of her magical powers. Other girls often join her and they battle evil monsters, evil wizards (almost always older and male), demons and things from somewhere else. Common themes include friendship and the power of love and saving the world. Stop me if you have heard this all before.

Witches and magic I have discussed, vampires, werewolves and all sorts of monsters are more than adequately covered. Can you do a Slayer?

Sure. Why not.

Since BESM is effects based, we can use this to our advantage by describing what happens to a girl when she gets called: Increased strength and speed, increased health, quick healing, sense vampires, prophetic dreams, boatloads of enemies. Unisystem does a fantastic job of capturing this I think. But any game that can feature vampires should be able to feature their hunters. Again, we are going to have to look at the effects here.

Vampire Slayer Template
You are the One, the one girl born to rid the world of vampires, demons and other supernatural threats. You are the Vampire Slayer.

When you are called you get the perks, the increased strength, speed, stamina, fast healing and like Neo you now know Kung-fu. Of course this all comes with a price. You have a stuffy old guy watching you, and not in a creepy way, but in a you better train or you are dead way. Plus every vamp in town now wants to kill you to make a name for himself.
Whatever.
You have the talent, the skills, and damn, these new boots were made for kicking ass!

Vampire Slayer Template

Value Points Stat
+2 +20 Body Stat
+1 +10 Soul Stat

Value Points Attribute
+2 +20 Attack Combat Mastery
+6 +12 Combat Technique (Brutal, Critical Strike, Hard Bodied, Lethal Blow, Lightning Reflexes, Precise Aim [Stake through the Heart])
+1 +2 Heightened Awareness
+1 +10 Defense Combat Mastery
+1 +3 Melee Attack
+2 +8 Massive Damage (Vampires; Demons)
+1 +10 Regeneration (5 health points per round)
+2 +4 Sixth Sense (Vampires, Prophetic Dreams)
+1 +8 Superstrength (+1 damage)
+5 +10 Tough (+25 health points)

Points Defect
-3 Nemesis (vampires, demons and others supernatural bad guys)
-2 Skeleton in the Closet (Slayers have secrets)
-2 Unique Defect, Obligation: kill vampires

Total: 110 Points

Obviously not a point for point conversion, but a very serviceable for a typical Modern Occult powered game.

NOW BIG CAVET here. I can run a Cine unisystem game in my sleep these days, I am still getting used to BESM. I'd wagger that you could speed up things in BESM once you know it all better, but I still think Cine Unisystem is the fastest combat system around. BESM combat reminds me a lot of Classic Unisystem combat, very deadly.

What strikes me though here is how well the fit is between the BESM system and what you might want to do with a "Buffy-style" game. It's not going to be everybody's taste I know, but it is fun and one of the better conversions (in terms of how much the end product captures the feel of the original) I have done.

The BESM guys tell me that this build is a combat machine and may in fact be closer to Buffy in Season 3, not at the start of her game.

Now to do this proper I'll need to read over the combat sections in BESM some more to understand how the Slayer would work. Basically run "holo-deck" simulations. I put the characters in a variety of situations and simulate the combat in Excel.

Now one thing to consider is this. The Eden Slayer is 15 points, as is the Vampire (with a soul, Witchcraft or GoA). Their abilities parallel each other.

BESM's Vampire is 110 points. So is the Slayer. I'd like to move some things around, but I would like to keep this parsimony between the two templates if I can. To me that is worth more than a slightly over-spent character.

Of course one could very easily point out that BESM's vampires are more powerful than Buffy's, and they would be a 20 Point vampire in Unisystem. So doing the math the Slayer in relative strength should be about 80 BESM Points. Does that make sense?  If the 110 point slayer is closer to 3rd Season, then the 80 point  Slayer should be closer to 1st Season.  15 points per season to upgrade then?

About those points. Sure it seems a lot, but I typically* run a 300 point BESM game, gives me the same feel as my Unisystem game. So 110 points off the bat doesnt seem like too much to me. Figure in Unisystem a Slayer spends 75% to 100% of her Quality points on just being a Slayer. So to me it feels the same.

*Typically is a misnomer. I have only run a handful of games, none of any length, but my builds are always aimed at 300 points.

New Unisystem Quality
So now we have seen what BESM gains from Unisystem. What can Unisystem get from BESM? Well quite a bit it seems. Let not even get into Mecha, Giant Robots or Kaiju, lets look at things that could sneak into a Unisystem game unnoticed till its too late!

Cat Girls
Ah Cat Girls. Why do they fascinate us so? Or is that just me? Anyway, with Bast running around, talking cats and other general weird stuff, why not a Cat Girl. We can do this one the opposite of the Slayer, take a BESM Template and reverse engineer it as a Unisystem Quality. I am going expect this to come out around 15 points, but that is only based on guess work. Lets see.

Nekojin (Cat Girl)
15-Point Quality
Prerequisite: Can only be taken at Character Creation
You are a Nekojin, commonly known as a Cat Girl. Some people see you as a demon type, others think you are more like a werewolf, but you know the truth: You have no idea what you are! But you do know that you are not evil (well, most of the time), and you are sure you are not a mindless killing machine (unless cans of tuna count) and the only thing you torment is this toy mouse one of your human friends gave you.
Despite your ears, tail, fur and cat slit eyes, people find you cute. Must be that you still look like a kitten.

* +3 to Dexterity and +1 to Constitution. These bonuses can raise the your Attributes above the human maximum of six. (+4) Dexterity can max out at 9. Other attributes can also go over the human max to 7.
* You get one level of Attractiveness and one level of Acute Senses (Low light vision) and one level of Acute Senses (Hearing). (+5)
* Fast Reaction Time, Situational Awareness. (+4)
* +2 to Acrobatics and Kung-fu (cat-fu?) skills. (+4)
* Natural Weapon (Claws) Strength x 2 damage (+2)
But these perks come at a price, you are not exactly human remember.
* Supernatural Form: Not Human. Sorry Kitty, you dont look human. A big hat and head to toe covering might hide that, but why would a cutie like you hide all that? -2
* Mental Problem: Easily Distracted. Must make a Willpower doubled roll to avoid being distracted by the things that distract cats (string, mice,) -1
* Mental Problem: Mild Cruelty -1

15 points. Not bad. Its a tad high for White Hats, but Heroes can use them and in a Cine Unisystem game they will end up being combat characters.

Thoughts
I like BESM.  I wish more people did too.  Despite it's flaws (and it still has them) it is a great little game.  I like what it can offer other games too.  There are a lot of mechanics I have adopted over to unisystem, some fluff as well.  There are some great ideas on how to run a multiverse game that I think should be essential in an GM's guide for a "universal" game.
The biggest tragedy of BESM 3.0 is it's wasted potential.  ArtHaus/White Wolf go it on the death of GoO and promptly did nothing with it.  I get it in a way. BESM is not their product, not their line and really not in the same genre of their games.  But I think it would have been great if someone had picked it up and expanded it some.  Mark and GoO had some great ideas for the future of BESM 3 and it is sad that these will never come to pass.  The loss of GoO and BESM is more than the loss of one small company and their game in the industry; it was the lost of something very unique.

I want to spend some more time with BESM this week and look into their heirs apparent to the Best Anime RPG title.

Friday, May 21, 2010

Willow & Tara: Big Eyes, Small Mouth 2nd Edition

Big Eyes, Small Mouth (BESM)

I came to this game late. I picked up BESM 2.0 at a game auction and really dug it’s simple style, flexibility and shear “funness” of the game. GoO may be no more and BESM 3.0 is the current version, I still need to do something with all the BESM/Tri-Stat books I bought.

So I did conversions.  I like to think that every game has something to offer me. Whether it is a new complete game to play, or something I can use in some other game.

As everyone knows, normally I play a Unisystem game, typically WitchCraft RPG, Ghosts of Albion or I mix them all up. The great thing about Unisystem and Tri-Stat is they share a lot of compatible features. I can usually pick up a Tri-Stat book and run with it no problems in my Unisystem games, I suspect that the opposite is true as well.

With BESM 2.0 and 2r I spent more time adding material to my Unisystem games.  BESM 3.0 I played more as-is.

Unisystem vs. Tri-Stat
Unisystem has 6 attributes, 3 physical and 3 mental. Attributes, skills and most qualities are all measured on the same metric, 1-5 for normal humans, 6 for the truly exceptional, a 7 and beyond (typically 10) for the supernatural types.

BESM uses (used) Guardians of Order's Tri-Stat system, which they use for a variety of Anime-based games. The main feature of the Tri-Stat system is the Tri-Stat, or Body, Mind and Soul. All skills, attributes and defects as well combat roles are made with these three in mind. They range up to 12, but cannot go over. A quick and dirty conversion from Unisystem would be to add two Unisystem Attributes to get one Tri-Stat stat, so as an example take Strength + Dexterity to get Body.

Unisystem                            Tri-Stat
Strength + Dexterity             Body
Intelligence + Perception       Mind
Constitution + Willpower      Soul

Skill Levels are similar, ranging 1 to 5, with 0 as unskilled or unable to use this skill and 5 representing the human maximum in most cases. Tri-Stat's Attributes and Defects size up pretty well to Unisystem's Qualities and Drawbacks respectively.

Unisystem is a roll-over mechanic. Tri-Stat is roll-under mechanic.
BESM 3.0 is now a roll-over mechanic is much closer to Unisystem, but that is another post for another day.

Willow and Tara
I have often enjoyed the “Magical Girl” style of Japanese animation, sometimes called the “Shôjo” or “Maho Shôjo” style. Course the word Shôjo comes from the Japanese word meaning “virigin” or “virgin girl”, not really something I'd attribute to Willow or Tara. Shôjo-ai or Yuri would be more like it. Shôjo does feature strong female protagonists and stories about love.

These stories are typified by a young girl, normally high school age, that gains or learns of her magical powers. Other girls often join her and they battle evil monsters, evil wizards (almost always older and male), demons and things from “somewhere else”. Sound familiar yet? Common themes include friendship and the power of love. There is tragedy, but in the end the world, the girls, friendship and love all prevail.
"Buffy" is "Sailor Moon" without the school uniforms.

Willow and Tara are perfect for the “magical girl” style of anime. But since I have no ability to draw and less to animate, I'll settle for stating them up for Anime RPGs.

Unlike my version of Robin Sena, for Willow and Tara I choose not a direct translation, but rather how would they look around the time of my Unisytem game, “The Dragon and the Phoenix” using the BESM rules.  An alternate universe deal.

Overall I am very pleased with how the girls turned out under these rules. It certainly was a really good fit. Not a perfect one mind you, I still think Unisystem has a leg up on Tri-Stat here, but really, really damn close.

Willow and Tara, the Animated Series

So how can you fit these two witches into an Anime-style RPG? Simple. Create an animated series!
I'll take a page from the Marvel Mangaverse and create a new universe of the same characters, with a twist.
Let's put Willow and Tara in Japan (Tara already speaks Japanese in my games anyway). We have MKF start talking to them, ala Gigi from “Kiki's Delivery Service”. We can retcon the whole thing and place them there as High Schoolers, maybe foreign exchange students, that learn about their new magical powers.

Willow Rosenberg, a shy but brilliant student is dismayed to learn that her mother has taken a new teaching position at the University of Neo-Tokyo. Willow enrols in a new school where she is even more of an outsider than she was before, that is till she meets Tara. Tara Maclay is another American student on cultural exchange. After the death of her mother Tara needed to get away from her home so she applied for and was accepted as a foreign exchange student. Packing her bags and her cat, Miss Kitty Fantastico, Tara left her life behind to discover a new one in Japan.

Willow and Tara meet, discover their common bond of magic and soon their love for each other in many exciting and harrowing adventures against the supernatural. Aided by the wise spirit of Tara's mother (also a powerful witch in her own right) and the smart-ass comments of MKF, the girls fight evil and discover they had to journey to other side of the world to discover what they were missing.

Or something like that.

Demons have been so over-done, so I’ll focus instead on other types of supernatural creatures: ghosts, spirits, faeries and the like. BESM/Cold Hands, Dark Hearts has quite a bit of guidelines for dealing with these types, as well as faeries and spirits from other BESM books. There are plenty of creatures, threats and distractions so I never have to use a vampire or a demon. After all the point of a new universe is to establish it’s own identity.

Willow Rosenberg
Game Type: Occult Horror/Magic Girl (Shôjo-ai/Yuri)

Race: Human
Sex: Female
Occupation: Student
Height: 5'3” Weight: 103#
Hair: Red Eyes: Green

Body: 3 Mind: 11 Soul: 9

Health Points: 60
Energy Points: 140
Shock Value: 12

Combat, Attack: 7
Combat, Defence: 5
Melee Attack Skill: 2x5 = 10
Melee Defence Skill: 2x5 = 10

Attributes:
Appearance 3x1 = 3
Aura of Command 3x1 = 3
Energy Bonus 4x1 = 4
Highly Skilled 4x1 = 4
Mechanical Genius 3x2 = 6

Defects:
Awkward 1x-1 = -1
Phobia (frogs) 1x-1 = -1
Significant Other 2x-1 = -2 (Tara)

Skills:
Biological Sciences 5x3 = 15
Computers 6x2 = 12
Electronics 5x2 = 10 (+2 levels from Mechanical Genius)
Mechanics 2x2 = 4 (+2 levels from Mechanical Genius)
Medical 4x3 = 12
Physical Sciences 5x2 = 10
Seduction 1x2 = 2
Social Sciences 4x1 = 4
Writing 3x1 = 3

Special Attributes (Magical):
Astral Projection 2x3 = 6
Dynamic Sorcery 6x4 = 24
Any Discipline
Force Field 3x4 = 12 (30 damage prevented)
Can Protect Others
Blocks Incorporeal
Item of Power 3x2 = 6 (15 item points left), Doll's Eye Crystal
Magic 5x4 = 20 (50 magic points left)
Telekinesis 3x2 = 6
Anything
Telepathy 2x3 = 6
Universal Utility


Tara Maclay
Game Type: Occult Horror/Magic Girl (Shôjo-ai/Yuri)

Race: Human
Sex: Female
Occupation: Student
Height: 5'4" Weight: 110#
Hair: Blonde Eyes: Blue

Body: 4 Mind: 8 Soul: 11

Health Points: 75
Energy Points: 145
Shock Value: 15

Combat, Attack: 6
Combat, Defence: 4
Melee Attack Skill: 1x5 = 5
Melee Defence Skill: 2x5 = 10

Attributes:
Animal Friendship 2x1 = 2
Appearance 3x1 = 3
Divine Relationship 1x1 = 1 (Mother is a Spirit working for the powers of Good)
Energy Bonus 5x1 = 5

Defects:
Awkward 1x-1 = -1
Inept Combat 1x-1 = -1
Significant Other 2x-1 = -2 (Willow)
Unique Character Defect 1x-1 = -1 (Weird Family)

Skills:
Animal Training 3x1 = 3 (+1 levels from Animal Friendship)
Artisan 3x2 = 6
Biological Sciences 2x3 = 6
Computers 2x2 = 4
Cooking 2x1 = 2
Cultural Arts 4x1 = 4
Gaming 2x1 = 2
Linguistics 4x1 = 4
Performing Arts 4x1 = 4
Riding 3x1 = 3
Seduction 3x2 = 6
Social Sciences 3x1 = 3
Visual Arts 4x1 = 4
Writing 4x1 = 4

Special Attributes (Magical):
Astral Projection 3x3 = 9
Dynamic Sorcery 5x4 = 20
Any Discipline
Force Field 4x4 = 16 (45 damage prevented)
Can Protect Others
Blocks Incorporeal
Healing 2x4 = 8
Magic 6x4 = 24 (60 magic points left)
Servant 4x1 = 4 (Miss Kitty Fantastico, see below)
Sixth Sense 2x1 = 2
Empathy
Sense Spirits
Telekinesis 3x2 = 6
Anything
Telepathy 2x3 = 6
Universal Utility

Miss Kitty Fantastico
Witch's cat, Irreplaceable Servant

Miss Kitty is a normal looking black and white cat.

Body: 10 Mind: 3 Soul: 5

Health Points: 20
Energy Points: 40
Shock Value: 9

Combat, Attack: 6
Combat, Defence: 4

Attributes:
Art of Distraction 1x1 = 1
Combat Mastery 2x2 = 4
Natural Weapons: Claws and bite, 5 damage
Energy Bonus 1x1 = 1
Extra Attacks 1x4 = 4

Defects:
Diminutive: Medium 2x-1 = -2
Less Capable: Strength 2x-1 =-2
Not So Strong 2x-1 = -2
Not So Tough 3x-1 = -3

Skills:
Stealth 8x4 = 32
Wilderness Survival 3x2 = 6
Wilderness Tracking 4x2 = 8

Special Attributes (Magical):
Astral Projection 1x3 = 3
Heightened Senses 2x1 = 2
Vision
Hearing

Miss Kitty cannot be replaced between adventures.

Comparing this to the Unisystem stats, it is fairly straight forward.
What I am trying to do here is use Dynamic Sorcery to replicate their levels of Unisystem Sorcery/Magic and Magic to replicate their magical knowledge and occult library.  Which brings up my biggest gripe with BESM.

Magic vs. Dynamic Sorcery
Where do you use what where?
To me Dynamic Sorcerery feels more like Mage's magic system while Magic seems more like WitchCraft's the Gift with extra points for metaphysiscs. In BESM d20 dynamic sorcery allows you to cast d20 spells of the same level. So in that respect it is more like Cine Unisystem's Sorcery or Magic. In BESM 3.0 Magic (now called Power Flux) feels more like Magic from Mutants & Masterminds. So there is still some debat even among BESM players about which one does what. My prefernce to scrap the whole deal and use Cine Unisystem's Magic system.
Also I'd like import Dynamic Sorcery into Cine Unisystem to get some of those more Mage like effects.

I picked up "Cold Hands, Dark Hearts" a while back and there are a lot of really cool ideas in it. It really plays like a dark horror animated game. It is also largely compatible with Unisystem, though some of the points seem a bit high to me. But if you wanted to play a BESM game out of the box that feels like an Eden game it is a great place to start.

In the end, I really, really liked BESM 2nd Ed revised.  But it was missing something...I am not sure.  I am going to talk about BESM 3.0 in a bit, so maybe that will help.

What Did I Get Out of This?
Well my journey into discovering Anime went hand in hand with BESM.  The roots for a couple of on going projects started here.  While I never got the chance to try out much of "Willow & Tara The Animated Series" it did give me ideas to use in my second season Unisystem game "Season of the Witch".  I also started work on a multi-genre, multi-game idea of a school for magical kids.  It would be part horror, part anime "magical girl" trope, and part supers.  Over the years "Generation HEX" would morph and change, but the ideas are still growing.

Anime Action
The combat and action in a typical BESM game is fast and deadly.  It actually sort of spoiled me for other so called fast and furious combat systems.  BESM is a great design, hampered though by some flaws, but nothing that can't be overcome.

Next time, I'll talk about BESM 3.0 to see if the flaws have been fixed and the ultimate fate of Guardians of Order.

*Yeah I know, those pics are not Willow and Tara, but rather Will and Corneila from W.I.T.C.H.

Thursday, May 20, 2010

Anime RPGs

My first Anime was Akira.  I remember hearing a lot about it in college and I finally watched it, but I was not all that impressed.  Sure I liked the whole neo-Tokyo vibe that pervades so much Anime and it had style, but the story left me flat.

Then, a change happened.  I was teaching at night so I had my days free.I also had a NetFlix account.  Ao I began to get anime, and flankly a lot of it was so good I even dragged my wife into them.  I do admit I sought out what had been considered some of the best, Witch Hunter Robin, Cowboy Bebop were our faves.  We also enjoyed the Witchblade anime as well as some that were even less than family fare.

What I liked about them were obviously the stories and in many the humor, but also the style.  Anime have a beginning, middle and an end.  Obviously due to their manga origins.  Some TV shows in america seem to go on ad nauseum.   It is a style I would want to duplicate in an amime based RPG game.  Get in, tell your story, and get out to let others have the stage.

It's a style more than a system thing.  You could do high action anime D&D (and some claim that is what D&D4 is) or even horror.  But all the same I sought out various games.  Here is a breif run down before I get into details.    For this I even have new "label" for these threads; Anime.

BESM
My first Anime game.  I started with 2nd Edtion and quickly found out that there was a 2nd Edition revised.  What was great about BESM was it was a primer on all things related to Anime.  I learned what "Fan service" was, even if I already had an idea, the history, the conventions of anime (not Anime cons) and in there was also a pretty slick system.  There were parts I didn't like, but that is fine.  BESM + Unisystem in my mind was  a great mix.  I picked up BESM d20 (which I really liked to be honest), Silver Age Sentinels (using the same system) and a bunch of the splats to go with it.  I also bought BESM 3, which I really did like a lot, but never could find anyone to play with.  I like BESM, it is very easy to write for, I just wish there was a market for it.

Mutants & Masterminds: Mecha & Manga
I love M&M and was really looking forward to this.  To me anime and supers are of a similar breed.  Both typically have comics or cartoons as their storytelling medium, so that gives them a lot of surface similarities and similar stories are often told.  Astro Boy and Superman are more alike than different.   But while I like M&M, Mecha & Manga left me a little flat.  It is a great book to add to your normal M&M game and it is a great book to add to a BESM game for other ideas.  But I think I was expecting more.

OVA
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.

Cartoon Action Hour Season 2
AKA CAH:2. Another new one for me.  Like OVA I have not gone over it much other than to print it out.  It is not really an Anime RPG, but a Cartoon one.  But I am not going to let that stop me.
It also has some great character creation ideas and a series creation worksheet that is great for every game really.  Of my recent purchases (OVA, BASH and CAH:2) this one is my favorite so far.

Heart Quest
Heart Quest is a Soujo Anime/Magna RPG using the Fudge RPG. Why did I choose this one? Well a lot of what goes into Shoujo can be found in Buffy as well and visa versa. There is even a very anime looking Buffy-like character on page 43.
It is obvious from the start that while the mechanics are mostly the same to other Fudge games, the tenor is very different. HQ only has five attributes in what looks like an odd cross of Unisystem and BESM. In fact, the holds up that Fudge Universal Translator theory well since HQ looks like it could convert to BESM in a snap. Skills are the same, mostly, as are the Gifts/Faults. Magic becomes a Supernormal Power, so more inline with Buffy here.
Where HeartQuest has the most to offer is half-way through the book with different Shoujo genres. Teen Romance can add lighter feel to a younger Junior High or just starting High School set game and has some good advice on how to deal with relationships and sex on a more mature level.
The chapter on Magical Girls shows the connection between and obvious debt owed to Sailor Moon by Buffy. Here again is advice on how to run a game where a group has magical powers, fighting against some evil, and yet still trying to live a normal life. In fact all seven of the types of Magical Girl games they suggest can be done with the Buffy rules. Extending the TV theme farther it is easy to see shows (and thus Buffy or Now Playing rules adaptations) for most of the Magical Girl types. Team: Sailor Moon; W.I.T.C.H., One Girl: Buffy, Witch Hunter Robin; Rivals: Winx Club, Psychic Girls: Twitches; Witch In Training: Kiki's Delievery Service, Sabrina the Teenage Witch, 8th season of Charmed.
Charmed and my Willow and Tara series has run the gambit to include all of these at one point. The book goes on to describe Historical Romance (great for Ghosts of Albion game), a sample setting for the three different genres and some sample characters. There is also a sample bibliography and resources not to be missed.
There is also another Fudge game actually called Shoujo Anime that covers similar material. The bibliography in fact is identical. Which is fine for Fudge I guess, but a little odd all the same.
I also have a post about Fudge/Fate coming up sometime soon.

Bounty Head Bebop
A game using the Inverted 20 system.  I reviewed it here.

Open Anime
This one just came out from Battlefield Press.  Looking to buy it here soon.

Random Anime
I have never been able to find a copy of this game, but have wanted to try it out.

I'll detail some of these games in, well, detail, as the weeks progress.  I'll start with BESM since that is where I started.  I am most looking forward to OVA and CAH:2.

Looking at any Game through the Anime Lens
What happens when you add a bit of Anime to your games?


Well some things change that is certain. Obviously the easiest answer is, it's the same game only there is more of it. Black Cat above notwithstanding there is more to it than that.

I'll try to detail that when I deal with each game, but the idea is this is something different.  I in fact separated out my normal Unisystem-based Willow and Tara game (the Dragon and the Phoenix universe) and my anime based Willow and Tara the Animated Series.  They had a lot of things in common, but enough differences that I was compelled to make them different worlds.  With doing things Anime or Manga it is ok to break the rules that are often the sacred cows of the normal worlds.  For example, in the Marvel Universe Iron Man is Tony Stark, but in th eMarvel Manga universe it Toni Stark who is the Iron Maiden and the Hulk is a 70 ft tall Godzilla like monster. Small changes, but there are a lot like that.

Wednesday, May 19, 2010

Cartoons and Anime

I am gearing up for a bunch of posts on Cartoon and Anime RPGs.
Not really a genre (like Horror, Fantasy or Supers) it sort of covers them all really.  It is more of a style to be honest.

With anime and Cartoon RPGs you can do things that would seem crazy or otherwise rule breaking in other games.  They can be silly, or very deadly.

Why?  Well I have picked up a few new games.  Cartoon Action Hour Season 2 and OVA.  I will also likely pick up Open Anime from Battlefield Press, so I'll mention that too.  But I am going to start off with the game that got me into all this mess, the late, great BESM.

Given how much I like horror and magic, I am certainly going to look at those from an animated perspective. And what can Anime/Cartoon RPGs help all games with.

Treasure Discovery!

So I found a disk I had burned a bunch stuff.  Mostly this was some writing I had done back in the days of the Buffy-Angel playtests and then later the Ghosts of Albion playtests.

Most of it will stay on the disk.  It is either too old or not really representative of the kinds of things I do now.  But here and there there are some gems I had forgotten about. So things that would make for some good posts. Mostly Unisystem, there is also some d20 stuff, a few other systems, and even I think something for AD&D 2nd ed.  Quite an assortment really.

It might take me a bit to sort it all out, and then a bit more to bring anything on it to post-able quality, but I am looking forward to it.

Tuesday, May 18, 2010

GROGNARDIA: A Common Culture

Saw this today on Grognardia: GROGNARDIA: A Common Culture

Where I grew up Metal and D&D were hand in hand. My first DM was a fan of Iron Maiden and other NWOBHM bands like no other I have since and my next, more regular DM was a fan of all sorts of metal, but also Rush. The covers looked like D&D books, complete with swords, magical looking figures and monsters. It was hard to tell where one had influenced the other.

A quick look at some of the titles of game adventures I have written over the years also shows how deeply I felt this connection: "Veteran of the Psychic Wars", "All Along the Watchtower", "Rainbow in the Dark", I even built an entire series based on the premise that music and RPGs are a natural fit, "The Hex Girls".

I guess though it has a lot to do with where you grew up and when.

Pseudo Slayers

Meetings all day today, so here is a post I had ready a while back.
I have used this in my own Ghosts of Albion games as a way to introduce slayers without the ick factor that later came with them.

It is no secret that I hated the "official" explanation for Slayers. It is a thinly veiled gang rape sequence that implies that a woman can not be empowered until after she has been subjected to a defilement by men (see "I Spit on Your Grave" for a glaring example of this, a movie Whedon as discussed in the past).  Sorry, gore-porn doesn't do it for me.  It is also no secret that I also prefer my own "Angelic birthright" explanation ("Every Angel is Terrifying: The Secret and True Origin of the Slayer and Watchers").

But that doesn’t mean I can’t use this for my own purposes. Let’s go with the idea that Slayers are the offspring of Lilith, but the Watchers, in their own hubris and arrogance decided to try to create a Slayer of their own, using the methods seen (well, seen by you all, I won’t watch it) in Season 7. What they produced though was almost, but not quite a Slayer. And if the Watchers tried doing it you can be assured that they were not alone.



Pseudo Slayers

There have been various attempts to re-create the same circumstances that created the Slayer over the last few millennia. Some have met with success, but most have been abject failures. What follows are three different types of pseudo slayers, one created by the hubris of the Watchers, one created as a tool by the Government and a third group as soldiers in a private war.

All pseudo slayers share the same basic abilities of a natural slayer, save for the visions.

Despite the lack of visions slayers and pseudo slayers instantly recognize each other for what they are. There is at least that level of psychic communication to allow that.

How a Slayer deals with a Pseudo Slayer will depend on the Slayer in question.

The Demonic Slayer

This Pseudo-Slayer was created by the machinations and hubris of a group of Watchers. Already believing the lies told to them by the Demon Belial it was not difficult to convince them to try this blasphemy. What transpired here was later recorded in the official records as the "true" version of the Slayer’s origins. But what was not included was the fate of girl they violated.

The demonic Slayer was a normal girl from a local village subjected to attacks by vampires. The Watchers came to the village claiming they could help, but in exchange they needed a young girl. Fear makes people do things they would not normally consider, so the girl was given to them. After the process the Watchers claimed a new Slayer was discovered and she would fight the creatures of the night. And fight she did. It was not so much of a battle as it was a slaughter. Vampires troubled the village no more, but that was only the beginning of the nightmare. The girl became more and more troubled. She was violent, irrational and many times regressed to a state like that of a much younger child. She alternated between periods of being "The Beast" a mindless killing machine that could not tell friend from foe and "The Child" a helpless creature with the mentality of a five year old. The village begged the Watchers to make her right again; to bring back the young woman they had destroyed. They never got the chance. During one of her episodes as "The Child" the Watchers lured her back to place where they had "made" her. In her fear with memories of her pain and suffering flooding back she reverted to "The Beast" and killed them all. The villagers last saw the girl running into the night. Other Watchers came, tried to find her, but in the end took the writings of their dead brethren and returned to their own lands. It is unknown if she is still alive, but reports as late as 1987 has speculated that her conversion process has kept her alive.

Demonic Slayer

Motivation: Kill
Attributes: STR 9, DEX 9, CON 8, INT 1, PER 7, WIL 5
Ability Scores: Muscle 24, Combat 26, Brains 16
Life Points: 97
Abilities: Attractiveness -1, Hard to Kill 5 (total), Slayer* (no obligation, no visions)

Combat
Name Score Damage
Dodge 26 -
Kick 25 20
Punch 26 18
Stake 26 18

The Initiative Slayer

There is an old saying in the halls of Government. Why build one thing, when you can have two at twice the price. The Initiative fully endorsed this principle. While Maggie Walsh’s ADAM project was deemed a categorical failure it did produce positive research gains. These research notes, as well as some Slayer DNA the Initiative acquired lead to their next project. Not a demonic army they could control, but rather a Slayer Army.

Slayer DNA has proven to be outrageously difficult to clone, so adjustments needed to be made with the DNA of various demonic creatures. Based on data obtained by the Bureau, Lilim and Seraph DNA was acquired. After many trials, a viable clone was created.

The clone, named Galatea, appears to be identical to her template, Buffy Summers, with minor augmentations. Her strength and speed have been enhanced. Her biology has been advanced to what has been described as the "Slayer Sweet Spot" of ability, or about 17 years of age. Galatea also has one other difference from Buffy. Galatea’s eyes are blue.

Galatea is aware of Buffy, they are linked on some sub-psychic level, and Buffy may even be aware of her. Currently Galatea is bidding her time, she is still employed by the Initiative (though they consider her "property") but she will make her break from them and her first stop is wherever Buffy Summers is.

(This is al loosely based on the JLU episode "Fearful Symmetry" and an off comment once comparing Buffy to Power Girl. Galatea is of course from Pygmalion).

Initiative Slayer "Galatea"

Motivation: Kill for her country; find Buffy Summers
Attributes: STR 9, DEX 9, CON 8, INT 3, PER 5, WIL 6
Ability Scores: Muscle 24, Combat 26, Brains 20
Life Points: 109
Abilities: Attractiveness +3, Slayer* (no visions, but knows what Buffy knows)

Combat
Name Score Dam
Dodge 26 -
Kick 25 20
Punch 26 18
Stake 26 18

The Thaumaturgic Slayer

Where the Demonic and Initiative Slayers were created as a means for two groups to control the power of the Slayer in some fashion, the Thaumaturic Slayer (also known as the Necromantic Slayer) was created simply as the best tool for a job.

The first group of Thaumaturgic Slayers (they are always created in groups in 4 or 5) were created by a faction of Mages to battle another faction.

The Delor and Animus factions had been fighting each other for unknown centuries. In the latest round of battles the Animus clan had been cursed by the Delor to a "living death"; their elders do not die, but instead persist in a semi-dead state. This is anathema to a group of mages that rely on the spirits of their dead elders to guide them. In turn Animus cursed Delor and Delor sent more undead monsters to fight Animus. As Mages, Animus felt that physical combat was beneath them (as do the Delor), so given that they were being attacked by undead monsters they discovered the means of replicating the Slayer. They take young girls, 15-17, and ritually kill them. They are then reanimated in new bodies made from magic. These new bodies are identical to their own save they are much stronger and faster. The girls are then summoned by agents of Animus to fight the monsters set out by Delor.

As of 2006 the battle has taken a new turn. Delor is now in passion of the magical tome that Animus uses to create their own Slayers. In the last creation five girls in New York City were converted, but one, Lise, was killed and taken by Delor. The other girls, Kate, Rachel, Rose, and Claire, have been converted and know they must battle Delor directly. If they succeed they will be allowed to return to their old lives.

Thaumaturgic Slayer

The thaumaturgic slayer uses same stats as a standard Slayer. While they do not receive visions or prophecies, they are aware of each other and when and where they are needed.
(Note: The Thaumaturgic Slayer is very loosely based on the Anime "Red Garden" and "Red Garden: Dead Girls", http://en.wikipedia.org/wiki/Red_Garden)

Monday, May 17, 2010

Reflection time!

Lot's going on around the ole' Other Side over the last few days. Let's recap.

New Followers
Welcome all new followers and thank you for your continued support to all!  If there is anything you would like to see me opine about, shoot me an email or a post.  I turned off moderation, which means I do get the occasional spammer, but I thought it would be better for ease of communications.

Ronnie Jame Dio
RJD died.  Truthfully he was as much an influence on my games as are names like Moorcock and Tolkien.  OK, maybe not that much, but he was still an influence.

Twilight the RPG
WOW. That struck a nerve.  I want to spend some more time on this one.  Just not sure what else I want to say yet.

Pathfinder weekend
Got to play Pathfinder with "the big kids" again this weekend.  I am just 125 XP for leveling up!   IT was a great time.  We were also just a table down from where Mike "Chgwiz" was playing his old school OSRIC game.  I didn't talk to him about his leaving the blog scene (I thought that would be rude), but it sounds like he has a hell of a game going.  So that is awesome.

More later today I think.

Friday, May 14, 2010

Willow & Tara: d20 Modern

d20 Modern and Urban Arcana

D20.  To many it was the best thing since sliced bread and the Internet. To others, well, they were vocal on how much they hated it.   D20 Modern is the modern version of the 3.x Dungeons and Dragons game (there is no Modern d20 game out yet for 4th edition).   I was always mostly neutral to it.  I liked it, yes, but it seems like a huge tool to do the job I was already doing quite well with Unisystem.  Though I really wanted to run a modern D&D game that took place on Oerth or even my own world.  So all the same countries and species, in a world where jet fighters and computers exist next to dragons and magic.  Yeah Dragon Mag talked about doing it years ago with their Greyhawk 2000 game.  One day I'll get to do it.

Anyway, back in the day I was doing tons of conversions.  I would (and still do really), pick up a game read it, digest it, and then figure out how to convert some of my characters.  I have a lot I convert, an immortal assassin, a teen witch, a staunch defender of good and a hunter of demons, and an occult scholar.  All of which are very interesting. To me.  But not so much to others I think.  Sure I have had a long history with these character since the early 80's in some cases.  I know them, but no one else really does.  My old players from High School and College might, but I don't think they read this blog or my posts at all.

So I figured if I was going to do conversions then I needed a) the same character(s) each time so I could compare and contrast the outcomes, b) characters others knew so I could talk about them and get some opinions back and c) had magic since that was what I most interested in.  Since I had already been playing a Willow and Tara based game that began with WitchCraft, moved to Buffy and then Ghosts of Albion the choices seemed obvious to me.  Plus it was part of my mandate to get Willow and Tara together in every world.  So, my course was set.  I was going to try out a bunch of d20 based modern games to see if I could create a world that was a modern supernatural horror game with more of an emphasis on character building and role-playing than I had done before.  Unisystem was perfect, but if I wanted to do something on my own I needed a system I could use on my own.



The best way to emulate a Willow & Tara RPG style game using the core d20 Modern rules is to use the Urban Arcana supplement. Urban Arcana is a little heavier on the open magic than your typical Unisystem game, but less so than your average D&D game. But perfect for my Willow & Tara, Season 3 game that I had planned out.  In fact I would have to say that it was these d20 conversions, in particular this one, the Mutants and Masterminds one and even, if I dare, the Macho Women with Guns d20 one.  The whole idea here is this would be a world where everyone knew magic was real and the monsters that used to haunt the night would walk about during the day.  Urbana Arcana then seemed a good fit.  Almost.

Here is the first problem. None of the six basic core classes has a magic using option. Most of the magic using advanced courses require at a minimum 6 ranks of a skill. Sure you can get to that in two levels, so that is not so bad (and actually works well for Willow) it is more difficult with someone like Tara who has been casting since she was little. The Hedge Wizard profession works ok for level 2 and the magical heritage feat can cover some more, but this feels less organic than say just taking a level of Sorcery/Magic or the Gift.

Here are Willow and Tara for the d20 Modern RPG

Willow Rosenberg: Female Human, Smart Hero 5, Occultist 1, Mage 7 (level 13). Medium Humanoid. Student/Hedge Wizard, 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 5’3”, Weight 110lbs, Eyes Green, Hair Red, Date of Birth Jan 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 Sciences), Focused, Gearhead, Magical Affinity, Meticulous, Simple Weapons Proficiency, Spell Slinger, Studious, Toughness, Trustworthy
Talents/Special Abilities: Savant Computer Use +5 and Research +5, Plan, Spell Resistance +6, Arcane Spells and Skills, Combat Casting

Tara Maclay: Female Human, Dedicated Hero 6, Mystic 6 (level 12). Medium Humanoid. Student/Hedge Wizard, 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 5’5”, Weight 125lbs, Eyes Blue, Hair Blond, Date of Birth Nov 7, 1981 (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, Magical Heritage, Meticulous, Simple Weapons Proficiency, Studious, Trustworthy
Talents/Special Abilities: Spell Resistance +6, Divine Spells and Skills, Arcane Skills Talent: Empathy, Talent: Intuition 5/day, Talent: Healing Knack, Brew Potions, Combat Casting, Turn Undead

Willow is obviously a Smart Hero, no question. I also gave her a level of Occultist to cover her “dabbling” stage and Mage to cover her spell casting. Tara on the other hand is less obviously a Dedicated Hero but it fits well. I opted for Mystic for her and not Mage since magic feel different. This does give her the troublesome Turn Undead which is a power that does not exist in Unisystem. However, since this is the Dragon and Phoenix canon Tara did gain the divine ability to frighten vampires and undead. I’ll tone down this power and amp up her Healing Knack to cover her Healing power in Unisystem.

Both start out as students and then gain the Hedge Wizard occupation as well. This gives them a few more cantrips (minor spels) before they enter their magic classes proper. Both can use incantations. Tara also has intuition and empathy to cover her Empath and Sight qualities from Unisystem.

Neither are strong fighters, here or in Unisystem, so that converts well enough.

Qualities convert to Feats as per AFMBE-R (Eden's "All Flesh Must Be Eaten"). Many were based on what feats were offered by class and what makes sense. At this point I’d imagine both girls (and any Unisystem character for that matter) would have Archaic and Simple Weapons Proficiencies.
Willow has Magical Aptitude to cover her quick rise in the magical ranks and Tara has Magical Heritage since her mother and grandmother were both witches.
Toughness (feat) is roughly the same as Hard to Kill (quality).

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.

Drawbacks are (will continue to be) the big issue. Modern d20 has nothing similar and this is a problem because they really should. For this we will have to move to other games. To use the Nega-Feats rules from AFMBE-R then conceivably we swap in a few feats and reduce their overall level. But that might not be an issue really and should only give us an extra level or at best two.

Overall I was pleased, just not overly so.  They certainly worked but they were not as satisfying as the Mutants and Masterminds versions I post earlier (but actually did later).  The nice thing about d20 was (and is for those still using it) that there was always going to be some 3rd party product that would come along that I could add in to all of this.

After I wrote these conversions the d20 Dark*Matter came along.  I had been a fan of the Alternity/Dark*Matter game when it came out, but went down the path of the WitchCraft RPG instead.  I added some bits from that, but mixing Urban Arcana and Dark*Matter is like mixing WitchCraft RPG with Conspiracy X.  Yes tehy cover similar ground, use the same rules and even have things in the games that the other game can use, but most of the fundamental philosophies of the games make even the same thing look complete different.  So they were less compatible than I hoped.

I have other ones I have tried to various levels of success.  But in every case I took something away from the process that I would use in later games, regardless of the system used.  From this I got obviously the d20 feel, but also the idea that running a modern game in a magic rich world is a good idea.

Thursday, May 13, 2010

Twilight RPG? Sure, why not.

I was talking with some friends online and couple of topics came up that were not-quite but sorta-related.  The first was the rash of vampire fiction and the "changes" happening to it.  Namely that vampires are no longer terrible monsters but super powerful, but dangerous, boyfriends.  They do things now like fall in love with women several decades their younger or move about in sunlight.

To this I simply say.

When was this new?  Cause I seem to recall reading similar things in "Interview with a Vampire" and "Dracula".

We are in the midst of another "Vampire Craze" that seems to pop up every so often.  The last one was of course Anne Rice, Lost Boys and Vampire the Masquerade.  Now it is Twilight, The Vampire Diaries and even True Blood.   I am going to focus on Twilight a bit since it is the most contentious of the lot.
Honestly, I have no big issue with Twilight's vampires (except they are not really vampires are they) or even the fact that a 100+ year old is in love with a High School Girl.  I tend to believe that if a person becomes a vampire that regardless of the chronological age their body is stuck at a certain physical age and mental age.  They might learn more, but in a sense their mentality is stuck, frozen in time.  My biggest issue with the books is the vapid empty dialog,  Mary-Sue characters, and thinly veiled personal sermons.  But I will grant this.  The success of those books has lead to an entire publishing craze of "Modern Supernatural Romance" or "Chick Lit" that has been a huge success in their own right.
Laurel K. Hamilton may have been one of the first, but it took Stephenie Meyer and her "Sparkly Vampires" to make it cross-over.

Which leads me to my next thought.
Should there be a Twilight RPG?

There are a lot of compelling reasons to do so.
Let's start with the obvious, Twilight sold nearly 30 million books in 2008 and 27M in 2009.  There have been two movies of her books, which have made close to $1.2 Billion (that's a "B").   That's a lot of money.  A licensed RPG would be make money if only for the Twilight fans wanting more of this world.

Other obvious reasons.
There is the werwolf/vampire back-story that, and lets be honest here, seems totally cribbed from White Wolf, but it is more of a turf war ala "West Side Story" than the bloody wars of "Underworld".  Though now the mental image of vampires and werewolves singing while fighting is certain to haunt me for days.  But it does make for a good game.

Lets talk marketing.  Who loves "Twilight" besides Kelly Clarkson and President Obama? Pre-teen and teenage girls.
What market have RPGs not done particularly well in?  Yeah.
"Twilight the RPG" could be the gateway drug to RPGs for this market.  Look, this is 2010, we have dropped the stereotypes.  We know girls like and play RPGs. Maybe we have White Wolf to thank for that as well. But we also know that it is still a very territory for marketing.  AND I should point out it is not just young girls and women.  It is "older" women (and by that I mean older than the protagonist Bella, so 20+) that buy and enjoy these books.  What do we know about women in the marketplace?  Well how about this (from Neilsen Media) Women make the buying choices in the family, women have more money now than they ever did, and while men are being laid off at double-digit rates, women are keeping their jobs.

And the game companies know all of this.

We have products out now that are specifically try to appeal to young girls.  Games like Bella Sara are a perfect example of this.

A Twilight game would need to focus on the things that made the books so popular.  Interpersonal relationships, destiny, fated-loves and so on.  As a game it would need to have mechanics that were simple so they do what they need to do and then get out of the way (for the newbie gamers) and powerful enough to keep the narrative flowing (for the more experienced ones).  Blue Rose I think tried to do this to some degree, and I think design-wise they mostly got it right.  It does all the things I mentioned above, but I think ultimately Blue Rose was hampered more by what people thought it was rather than what it really was.
By putting the Twilight label on the game you eliminate that and everyone knows what you are getting up front.  Plus we all know I am convinced that Blue Rose would be fantastic as a horror game.
Combat would be minimal, but it would still occur.  Afterall these vampires and werewolves have to attack something sometime.

Of course I could see this using White Wolf's World of Darkness games too or even Cinematic Unisystem.  Though in both cases somethings might need to be tweaked or redesigned.

The downsides though are numerous as well.  Gamers, it seems to person, hate Twilight.  Or at least I never met one that likes it.  I don't even like it.  The vampires of Twilight are mocked and rightfully so. Gamers would not buy a Twilight RPG unless it had something so mind wracking cool about it that getting it was more of a lure than anything else.
So lets pretend for a second there is a Twilight game out there and people pick it up for whatever their personal reasons are.  Who is going to play this game? and how?

The trouble with the RPG biz is there is shit all nothing in terms of market research.
Companies rarely know what people wan't and they rarely can provide it when they do know.  There are exceptions of course. Paizo and Green Ronin take a lot of customer feedback for example.  But I bet you that if there was a demand out there for a particular game, no company would know about it in any systematic way.  We rely a lot on word of mouth.  Maybe this is fine, but it is very reaction-based and sometimes companies move too slow to do anything about it.

Twilight the Role-Playing Game is not coming to a FLGS near you anytime soon.  But part of me still wonders that maybe it should.

Tuesday, May 11, 2010

Review: Still Sucks to Be Me


Kim Pauley is back and so is new vampire Mina Hamilton Smith in the new (as in as of today new) book "Still Sucks to Be Me".

This book is of course a sequel to her Freshman attempt, Sucks to be Me. StbM was a great book. It surprised me how quickly the characters grabbed me and how I wanted to know all about them. You can read my review (linked) and then read this one. This review will assume that you have read StbM, so if you haven't then here there be spoilers….




Ready? Great.
Ok "Still Sucks" starts off not too long after Mina's conversion and her "funeral". No. She did not get to go. So deaths faked, names changed the Vampire Council relocates them to Louisiana. Not somewhere cool like New Orleans or even Bon Temps, no they end up in a one-stoplight town so Mina's dad (now called her brother) can study with this ancient vampire historian. Very nice for him, terrible for Mina.

Mina discovers that vampire powers not withstanding she is now, again, an outsider at her new school. Sure she is the "New Girl from California" but that doesn't help when the local school jock takes and interest in her and not in the girl that wants him.

Kim Pauley does a great job of juxtaposing Mina-as-a-vampire with Mina-as-a-teenager-in-a-new-school very well. Yes, Mina can easily overpower or glamour anyone in the school to get what she wants, and she knows it, but she doesn't. Of course life is made more difficult by the arrival of Cameron, a new vampire who is cute and smells nice, who may or may not be a Black Talon. Plus she has not heard from her best friend Serena (with whom she broke like a zillion laws to keep in contact with) or her boy-friend George since getting to Nowhere, LA. Yeah. Life, or Unlife can suck like that.

Kim gives us another great tale that in many ways mirrors the first. In the first book Mina's school life was finally going good and it was her vampire life that needed all the work. No her vampire life unlife is going as well as can be expected (she is even learning to glamour and shape-change) her school life is a chaotic mess.

What I liked most about this book was the ending. It was a reminder that we are dealing with vampires here. Not sparkly guys with bad orthodontic work that talk about their feelings all night, but some pretty nasty characters that not only can, but want to kill people. I'd love to see Kim try her hand, even if for a short story, something a bit darker. I bet she would do well.

Now there are a few caveats here. Yes, this book is aimed at the Young Adult crowd and my blog isn't. So if you pick up this book (and I would like it if you did) then keep that in mind. There is a lot of "Teen Girl Angst" here, but not as much as you might suspect given it is about teen girls and teen vampires. There is angst, but a lot of it is not the "my life is miserable teenage sort but of the "OMG this crazy chick is trying to kill my best friend!" sort.

I don't know if there are future books in store, but I hope so. I'd like to see how a college bound Mina reacts to situations. Or maybe she could tour Europe or something. Either way I can see a lot of adventure ahead for Mina and her friends.

Like I said of her first book, this is a good, well-written book with characters that a likable that relatable. I liked the new aspect to Mina's parents' lives unlives. I did miss seeing more of Uncle Mortie, but hey, it's not his book. The Black Talons were interesting, what little we got to learn of them and so were the Carters.

Using Mina in your Games

Of course it is very tempting to use Mina in a game. And since I tend to give in to temptation, here we go!

Cinematic Unisystem (Ghosts of Albion/Angel/Buffy)



Mina Smith (Apprentice level in Ghosts of Albion)
Life Points 44
Drama Points 15

Attributes
Strength 3
Dexterity 3
Constitution 4
Intelligence 3
Perception 5
Willpower 4

Qualities
Attractiveness +1
Hard to Kill 2
Fast Reaction Time
Situational Awareness
Vampire (Ghosts of Albion type)
- Glamour (note: this is shape shift ability from the book) 1
- Mesmerize (note: this is the glamour ability from the book) 1
- Sunlight Immunity (part of the Vampire package in this world. They do not burn up, but it is uncomfortable and they try to avoid it.)

Drawbacks 
Adversary (Black Talons, anti-vampire groups)
Honorable 1
Love (George?)
Teenager (from Buffy/Angel)


Useful Information
Actions 1
Perception 1d10 + 8

Skills
Acrobatics 2
Art (writing) 2
Crime 1
Doctor 1
Driving 1
Getting Medieval 1
Influence 2
Knowledge 3
Kung Fu 1
Languages 1 (English)
Notice 3
Occultism 3
Science 1
Sports 1

Witch Girls Adventures
Mina Smith, Vampire
Rank: 2

Body: d6 Mind: d6 Senses: d6
Will: d6 Social: d6 Magic: d8

Life Points: 12 Reflex: 9
Resist Magic: 11 Zap Points: 16

Skills: Athletics +2, Basics +2, Fighting +1, Hear +2, Look +2, Magic Etiquette +2, Mundane Etiquette +4, Mysticism +1, Mythology +1, Streetwise +2

Abilities: Brave, Friendly
Heritage: Vampire
Common Vampire Abilities



Links
http://community.wizards.com/bookclub/blog/2010/05/11/five_tips_for_writing_funny_fiction
http://www.amazon.com/Still-Sucks-Be-Me-Confessions/dp/0786955031