Monday, January 3, 2011

Justice is Blind

One of my favorite comic series is Kingdom Come.  It deals with the future of the DC Universe and the growing violence of the new heroes compared with the older heroes of the past like Superman, Batman and Wonder Woman.  There are a tons of great nods to comics of old and the art is fantastic.  One thing it did though was have a widowed Superman get involved with Wonder Woman at the end of the story.  It was all "off page" but Bruce was able to tell that Wonder Woman was pregnant.  I had often wondered since reading it what would the child of Superman and Wonder Woman be like?  What would she be like if she were raised by Bruce Wayne?  Well last year my normal group got together to make new heroes for a supers game.  One of my fellow players, a fan of the old "Spider-man and his Amazing Friends" cartoon, came up with the son of Firestar and Iceman.  I came up with Astra aka Justice.

The basic idea was to come up with a next generation hero that would be living in Freedom City.  Gotham, Metropolis, Empire City, and all the superhero cities would be there from Marvel, DC and games we had all played in the past.  So it was quite a mash-up.  But we never got to play.  Maybe we will one day.  But in any case here is the introduction to Justice.  I'll have some stats for her soon.

JUSTICE
Issue 1, Vol. 1
"Justice is Blind"

When Lois Lane-Kent was murdered not just Metropolis was in shock, but so was the world. Not that anyone was surprised when the Pulitzer Prize winning journalist was targeted for murder, Lois had a way of making enemies, but that Superman, the man who had been a constant at her side since he arrived in Metropolis couldn't save her.

After Lois' funeral Superman met with members of the Justice League and told them that Clark Kent was dead. He would never assume the role of Clark Kent again. He left for the Fortress of Solitude where he spent the next five years in self imposed exile. Over the years various heroes attempted to contact him, even try to go to him. Batman was rebuffed. Steel was sent home with a broken arm. Finally one day Wonder Woman returned from the Fortress saying that Kal-El was leaving Earth, maybe forever.

Nine months later she gave birth to a daughter.

Diana had passed the mantle of Wonder Woman over to her sister Donna, she was now the UN Ambassador of Themyscira. The birth of her daughter made her return home. She named the girl Astra after the Goddess of Justice Dike Astraea, but also for its meaning, from the stars. Astra grew strong, tall and proud like any Amazon. Though it was obvious from the beginning she was not an ordinary Amazon. She was much stronger and faster than her sisters, though unlike them she had difficulty with magical weapons. Even in close proximity to her aunt's Lasso of Truth effected her.

When Astra turned 12 her grandmother Hypolata died in battle. Diana became queen of the Amazons. She decided that her daughter, already finding life among the Amazons difficult, would live among humans to learn their ways. She sent her to the only person she could trust with the thing most precious to her in life. Bruce Wayne.

Bruce accepted Astra Kal-El as she was known and crafted a human name and identity for her, Astra Kent, daughter of the late Clark and Lois Kent. Bruce was a good father and teacher to Astra, teaching her history, civics, law and most importantly justice and the value of a human life. She had received training in various combat styles from the Amazons, but Bruce took it to the next level. He taught her not only to how fight, but how to more effectively use her own powers. Where she excelled though was in her studies of the criminal justice system.

She entered Gotham University as a Justice Studies major with a minor in Ancient History. She graduated and was set to enroll in the prestigious Gotham Center of Legal Studies at GSU to get her degree in law. Bruce even arranged for her to work as an intern with State Attorney General Barbara Gordon. This is when Astra met her destiny.

She had been helping Barbara with a case to put away a known mobster. Carlos "the Shark" Diaz was the leader of Diaz crime cartel in Gotham. To date he had been arrested on hundreds of charges but never had they been able to make any of them stick. Then one night he was in his nightclub when in a fit of bravado he pulled out a chrome .44 and shot randomly into the night. His shot hit and killed a single mother of three coming home from working a double shift at a local drug store. A shift she was not supposed to have been working. The police were all over Carlos in an instant. He had been seen not only by dozens of witnesses, CCTV, his finger-prints were also all over the bullet. When he was let off on yet another technicality, Gotham raged. But Astra knew she had to do more.

She went home and crafted a costume similar to that of her father's and mother's, and with speed born in her Kryptonian blood she went after Carlos. It did not take her long to find his car which she blasted with her heat vision. She tore the car apart with her bare hands to get to Carlos. She grabbed him by the nap of his neck and flew so high ice formed on their skin. She dropped him, only to catch him moments before he hit the ground.

"Please!" the mobster begged. "I'll give you anything you want! Power, money! Please!"

"I want…" Astra began.

"Yes, I'll give it to you!" screamed Carlos.

"I want…I want Juanita Washington's children to have their mother back!" she yelled at him, she pulled him to her face and her eyes began to glow red with heat vision.

"ASTRA!" came a shout. It was Bruce.

"Bruce. I have too. He just keeps getting away. He kills, he murders, he gets kids addicted to drugs. We need justice!" She called back to him, tears in her eyes.

"This is not justice. This is revenge. Do this and you become him." Bruce said quietly.

She looked at the mobster a long time and finally tossing him to the ground, breaking his legs. She took off with such force that the sonic concussion broke windows eight blocks away.

Bruce called the police and returned home.

There he found Astra in the Bat-cave crying.

"I failed you Bruce." She said.

"No. I failed you. I forgot to teach you that the most important lesson is never too loose yourself. Your mother sent you to me not for my skills as a detective, or our past, but for something I still struggle with."

He looked over her costume. It was crude, but it had a certain style and flair.

"Who are you supposed to be?" he finally asked.

She looked up with an ironic half-smile, "Justice".

Bruce went to her cape and tore off a strip that had come loose. He took the strip and fashioned, not a mask, but a blindfold. He tied it around her eyes.

"Justice is blind." He said. "In the courtroom or the streets you must be fair and impartial. Pursue the guilty, protect the innocent and uphold the law."

After that night Astra packed her bags. Bruce didn't tell her she had to go, but he did not stop her either. She wrote a letter to Attorney General Gordon, apologizing for her actions and submitting a letter of resignation. She dropped out of GSU and by morning had already made arrangements to move to Freedom City. She feared she would not get into FCU so late in the term, but letters from the Gotham Attorney General, the US Ambassador to Themyscira, and not to mention a sizable endowment from Wayne Enterprises with a personal letter from Bruce Wayne brought her in as a mid-semester new grad student.

Astra has spent the last few weeks catching up on her Law School courses making up lost time. But it is rumored that a new hero has been spotted in Freedom City. Her blue, red and gold costume is reminiscent of a Greek tunic, or of superheroes that have not been seen in over two decades.

Though the oppressed, the downtrodden and criminals know…Justice has come to Freedom City!

JUSTICE
PL: 10 (150 pp)

ABILITIES: STR: 30 (+10) DEX: 12 (+1) CON: 19 (+4) INT: 16 (+3) WIS: 10 (0) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+5), Bluff 2 (+5), Climb (+10), Computers 4 (+7), Concentration 2 (+2), Diplomacy 4 (+7), Disguise (+3), Escape Artist (+1), Gather Info 4 (+7), Handle Animal (+3), Intimidate 2 (+5), Investigate 4 (+7), Civics 6 (+9), History 6 (+9), Notice 4 (+4), Search 4 (+7), Sense Motive 4 (+4), Stealth 2 (+3), Swim (+10)

FEATS: All-out Attack, Attractive (2), Power Attack, Defensive Attack, Connected, Benefit (1)

POWERS: Enhanced Strength [20], Enhanced Constitution [6], Flight [8], Blast (Distracting) [7], *Super Senses [4], Extending Sight, , Acute Hearing, , Extended Hearing, , X-Ray Vision, , Super Strength [2], Protection [6]

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

SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 2 Will 5

DRAWBACKS: Vulnerable: Magic (High Freq, Low Severity) -2, Disability (Total) Kryptonite (Low Freq, High Severity) -3

Abilities 43 + Skills 14 (53 ranks) + Feats 7 + Powers 76 + Combat 4 + Saves 11 – Drawbacks -5 = 150 / 150

--
Notes

I figure the blindfold is cooler than a mask. With her X-Ray vision she could easily see through it. Plus she is 6'2", brunette and looks like a super-model, she is going to need something more than glasses to disguise who she is. Plus it is also used as a reminder to her not to use her heat vision, something she almost killed someone with. That Bruce is a thinker.

I liked the idea of Babs being the AG and Astra working for her.

One of the first things I had to figure out was the compelling reasons for Superman not to be in her life (he is gone) and he never knew she was there. Wonder Woman would see it as it being better with Astra living her life away with mortals. Plus as the new Queen of the Amazons she would be busy. Of course if supes ever found out he had a daughter he would be back on Earth as quickly as he could.

I had Donna Troy become the new Wonder Woman when Astra was born, but that is not to say that Cassie Sandmark is not the Wonder Woman now.

I wanted to remove her from Bruce's influence a little more than just she moves to FC. Nearly killing a mobster in revenge would put a big strain on their relationship.

The Bruce here is more of the Batman Beyond Bruce Wayne than the Kingdom Come one.  We initially thought that this would make Terry McGinnis the current active Batman (though that would make this series sometime after 2040 and I don't think we thought of it that far head).

Her costume looks like the statues of "Blind Justice", the Goddess whose name she shares, with elements of her mother's and father's costumes as well. I figure Supes has been out in space (or wherever he was during the whole DC 1,000,000 series) and would not have been around, Wonder Woman is retired so no one has seen the likes of her for a long time.

Shadow Girls Hardcover

One of my favorite webcomics Shadow Girls, is producing a Season 1 hardcover collection of the first round of comics that appeared on their site.

This massive 240 page comic deals with the story of Charon and Rebecca McKay and the powers they discover they have.  And none too soon really, since an ancient God is bent on rising and destroying the world.

The comic is described as "H.P. Lovecraft meets the Gilmore Girls" but there is a lot more to it than that.

One of the nice things about having a blog like this is my chance to introduce others to things I have found very cool.  Shadow Girls is very cool.

I have talked about them here before, but do yourself a favor and check out the collected works.  I get nothing from this, I just think they are cool and would love to have this myself.


Regular Edition: http://th3rdworld.com/store/index.php?main_page=product_info&cPath=29&products_id=199
Artist Edition: http://th3rdworld.com/store/index.php?main_page=product_info&cPath=29&products_id=200

Sunday, January 2, 2011

2011: What's New Pussycat?

So here is the first blog post of 2011 for the Other Side.   I saw a lot of growth here over 2010 and hope to have more interesting things to show you and talk about throughout 2011.

On tap I have some Mutants and Masterminds 3rd Edition stats I want to post, some more about my upcoming 4th Edition D&D game with my kids, and certainly more OSR stuff.  I plan to post the next Season of my Willow and Tara game "Season of the Witch" and maybe even have some all new stuff.

I pulled out BASH, Icons and Villains and Vigilantes 2.1 again to do some write-ups of some other characters including Willow, Tara, Tarot and some new ones like Justice.  I want to give the Smallville RPG another go as well and pull out Doctor Who again.  Maybe I'll do that when the new Matt Smith branded box comes out.

If you are reading this on my blog or Google Reader (or some other RSS feed) then I am very happy to have you!  If you are reading this on Facebook, then that is great too, stop by the Blog proper sometime at http://timbrannan.blogspot.com/ to see the site as it is meant to be.

Of course if there is any topic, game or whatever you want me to cover I am always open to ideas.

So here is to a great 2011.

Wednesday, December 29, 2010

Tarot Witch of the Black Rose for Mutants and Masterminds 3rd Edition

As many of you know I have been in "research mode" on Tarot, Witch of the Black Rose for some time. And you may also know I just picked up Mutants and Masterminds 3rd Edition. Well I felt it was time to give them both a spin and see what I can come up with.

Tarot, Witch of the Black Rose

Real name: Rowan Gender: F Age: mid-20s Height: 5'9" Weight: 140 lbs Hair: Red Eyes: Green
Group Affiliation: The Black Rose Coven. Base of Operation: Witches' Hollow, Salem, MA

Power Level: 9


Abilities
STR: 2AGL: 3FGT: 4AWE: 4
STA: 3DEX: 2INT: 3PRE: 5

Dodge: 6
Parry: 6
Fortitude: 5
Toughness: 6/3
Will: 5
Armor +3

Advantages
All out attack, Artificer, Attractive 2, Benefit (Witch of the Black Rose), Connected, Contacts, Diehard, Equipment (Sword and Armor), Extraordinary Effort, Languages (English, Latin), Minion 3 ("Pooka" her flying Goblin Cat), Power Attack, Precise Attack (all), Prone Fighting

Skills

Acrobatics +7, Athletics +6, Close combat (sword) +12, Deception +7, Expertise (Magic) +11, Insight +6, Intimidation +5, Investigation +5, Perception +6, Persuasion +7, Sleight of Hand +5, Stealth +5, Treatment +5

Powers
Healing 2
Magic 5 (Dynamic)
 Eye bite (Blast, does not require hands) 2
 Dazzle 2
 Flight 5
 Forcefield 5
 Impervious Toughness 3
 Teleport 5
Magickal Senses (Awarness: Magic, Precognition (limited to Tarot's loved ones and to tarot card images)) 3
Telekinesis (Move Object) 5

Complications
Rival: Raven Hex (sister)
Enemy: Dragon Witches
Prejudice: Wiccan
Relationships: Jon "Skeleton Man" Webb (lover), Boo Cat (lover), Mother (mother)

Power Points
Abilities: 52 Powers: 34 Advantages: 21 Skills: 20 Defenses: 8 = 135 pp

This version of Tarot focuses on her fighting ability. She admits herself that she is not the most powerful witch, magic wise, around, but she has had quite a bit of training with the sword and in combat as a Swordmaiden of the Goddess. I also wanted to focus on the magical nature of her armor. Sure she goes to the same armorsmith as Red Sonja, but there is a magical aura about it that protects her all the same.

I opted for PL 9 here. She could not stand toe to toe with the likes of Zatanna or even Willow and Tara magic wise, but still has some room to grow her abilities.

ETA: I am also posting this on The Atomic Think Tank.

My First New Game of 2011: Mutants and Masterminds 3

Well, it's still 2010, but 2011 is starting off like 2010 did , with a new Supers game.
In this case the new supers game is Mutants and Masterminds, 3rd Edition.

M&M 3rd Edition first off looks a lot like the DC Adventures RPG also from Green Ronin out earlier this year.

What are the big changes from 2nd Edition?  Well GR is moving more and more away from the d20 3.0 standards and more into True20 land.  That is the Abilities (and there are now 8 of them) are the pluses.  So instead of Strength 18 (+4) like you see in other d20 games, M&M3 just uses Strength 4.  Easy enough and a logical extension of their line of thought with True20.

I mentioned there are 8 abilities now; Strength, Agility, Dexterity, Stamina, Intellect, Awareness, Presence and Fighting.  Agility and Fighting are the big new ones.  Agility had been part of Dexterity and does some of the things Dex used to do.  Agility relates more to "bodily dexterity" and dexterity is more like "hand-eye coordination".  Fighting is now the close combat ability. Now while I rather see this more of a skill than an ability, this is a comic book world and it works here.  There are "close combat" and "ranged combat" skills as well.  So Fighting I suppose is more of a natural aptitude towards combat.

Skills are given greater coverage and are streamlined from the d20 3.0 base, but not quite as streamlined as say D&D 4.  They are closer to Cinematic Unisystem in nature really.  Skills are still linked to a specific ability like d20, but are also now detailed on what sort of action they are, move, standard or free.  Much more detail is given for skills and how to use them in a variety of situations.

Feats have become more Unisystem/GURPS like and renamed Advantages. They are ranked and used very much like a Advantage or Quality would be used in another game.  I can see the next evolution of True20 doing something like this too since they are organized in a similar manner to True20's powers.

Powers come next.  Powers are similar to Advantages, but have a much greater effect on various game systems.  An Advantage might boost a skill or change an aspect of combat.  Powers go above an beyond that.  In general the Powers are much more detailed than earlier editions.  There are a lot of Extras and Flaws to add to Powers for a lot of customization.  Gadgets and Gear are separated from Powers in this edition.

Damage is handled differently in this game.  The Damage Track is gone replaced by a very Marvel Superheroes looking chart.   The results are basically No Effect, some penalty all the way up to incapacitated.  It is simple enough to use.  I am of two minds on this.  First, while I never really warmed to the damage track in M&M/True20 it was easy to use and innovative. The damage chart here is also very, very easy to use as well and works on similar principles. The chart has some Old School "feng shui" about it without it being an "endless chart".

Green Ronin has always produced top notch products.  This one is no exception.  I didn't notice much in the way of recycled text from earlier editions or even from DCA, but it very well could be there.  I would be surprised if there wasn't really;  I only really noticed one or two bits of recycled art and that was from their Magic book and Powers book for 2nd Ed.  There were few other bits here and there and there might have been others, but if I didn't notice it that is the same as it not being there right?

All in all this looks like a great game and it might even be superior to M&M 2nd ed aka "The World's Greatest Superhero Game", which I notice M&M 3 does not say on the cover.

The big issues for me of course are conversions.  How easy will it be to convert to/from M&M2 or Unisystem?  Converting actually looks pretty easy.  To/from M&M2 might even be trickier than Unisystem.  I am going to have to give it a try in the next few days.

Well I just put away all my M&M 2 books.  Looks like it was only to make room for my new cache of M&M 3/DCA books.

Tuesday, December 28, 2010

Year End Review?

Last year I did a "Best" and "Worst" of the year.

This year I have seen so much more that it is hard to quantify and qualify it all.
So here are some random highlights of the year.

D&D Essentials
D&D Essentials became basically what 4e should have been.  I think if WotC had waited and not done D&D4 like they did and came out with Essentials....well people still would have bitched and moaned cause that is how gamers are.

God we suck.

D&D Essentials boiled down D&D 4 to its, well, Essentials.  Presented in a format that certainly owes something to the old-school vibe (note I don't say Renaissance or movement here), Essentials does an end run around edition wars by focusing on being fun.
Interestingly enough WotC seems to be acknowledging the old-schoolers out there with the release of the Red Box Starter set and the revamp to their website.

DriveThruRPG Reviewer
I became a featured reviewer at DriveThruRPG this year.  My plan to have more reviews up next year.  At least a couple a week.

Blogs
Lots of great blogs out.  Just look down the side of my blog here.  Many of them have very interesting things to say.

Stats
I am a stats junkie.  I love seeing what people are reading here, what pages people go back too the most and which ones are the most popular.
While this will skew my data,  here are my most popular pages of the last year.


My top referring sites were:


Games
A lot of really fun games came out this past year as well.  I have not had a chance to catch up on last years even yet though!  Pathfinder was a big hit this year in addition to all the new D&D 4 and OSR games I scored.

For me though the highlight was the release of B/X Companion.  A really well done book and a lot of fun too. Best release of the all the OSR games this year.
B/X Companion as well as some nice buys at this years's game auction at Games Plus, has gotten me really interested in Basic Era D&D again.  It is very much nostalgia, no two ways about it, but it is still very fun.





The Bad
Still no Ghosts of Albion in print format.

I guess the Worst part of the year, gaming wise, was getting hit by another driver coming back from Gen Con this year.  I on the plus side, everyone was fine and now the van is back to running fine too.

What will 2011 bring?

Monday, December 27, 2010

How much Fantasy in your FRPGs?

I am still thinking about world building in my game and I was thinking about Oerth, the Greyhawk world.  In Greyhawk the sun goes around the world, as it did in some dark ages beliefs.

Now here is the thing.  Or two rather.  First, in today's age we tend to think of ourselves as very progressive and smart and forget that a lot of the things we know now, people also knew then.  Sure there are some "fantasy" style beliefs.  After all the Greeks knew a lot about Astronomy and even knew the size of the Earth (and the fact that it was round) as far back as the 4th century BC.  Sure today some people still think the world is flat or created by magic, but for the most part people are and were smart.
Secondly I like my universe to make some sort of sense.  Afterall I still would like to play a Greyhawk 3000 game someday and that might be harder if  my sun is really just a burning mountain going around a flat earth.

So yeah, I like magic, vampires and ghosts in my games, but draw the line at Earth-centered cosmologies.
Maybe I can have parallel cosmologies.  If one goes to the sun via magic, they find the realm of Pelor there, but if you launch a probe, it is just a ball of nuclear fusion.

What do you all do in your FRPGs?  Do you even bother?   What is your cosmos like?