Continuing on my development of a "new" superhero I want to first talk about a few things from my first post on Justice. I see Justice as a very conflicted sort of hero, but not angsty. She is conflicted because she wants to do good, but is unsure what is the best way to that. She knows she has a duty because of who her parents are and she has obligation because of who she is.
One thing that Justice is really needs is a nemesis. All good heroes are defined by their enemies. For the moment I'll leave that one to my GM. Though I did just finish Batwoman: Elegy and I am thinking that the best nemesis for her would be her own twin sister.
Justice is sort of my anti-Witch. She is smart, yes, but she is strong and has no affinity for magic whatsoever. So this makes for a character that is more physical than I have done in the past.
Since this is a new character I think I need to use the game that was my first new game of 2010, BASH!.
BASH is a pretty simple system. Basically it is kind of a modified point buy with points determined by the campaign setting. Pretty common for a supers game. The mechanic is kind of an odd one with multipliers (but I think it works for supers) and exploding doubles on 2d6, which I admit I like. It also has a cool FASRIP-looking chart for die results, so it gives it an old school feel (something all old school supers games had were charts, lots of them!). I like that the main Abilities have been reduced to just three; reminiscent of Tri-Stat, but these a Brawn, Agility Mind (BAM!). Everything after that are skills and powers.
It has it's legions of fans and that is cool and I can see why. I don't know if I'll ever play it myself. I'll try it out one day to be sure, but if and when I do, I have a character ready to go.
Here is Justice based on a 40 point game.
Name: Justice
Real Name: Astra Kent / Astra Kal-el
Brawn: 4
Agility: 3
Mind: 2
Soak: 9
Defense: 4
Mental Defense: 2
Powers
Martial Arts Mastery (Tough, Fast, Wrestling styles) (+2 Brawn, +1 Agility) 2
Flight, 15 squares, 3
Armor, Impervious (+3 Brawn) 3
Super Senses, Vision and Hearing 3
X-Ray vision 3
Keen Senses, Vision
Skillful, +2 to Skills 1
Heat Vision, Special Attack 2
Super Speed
Skills
Social/Sci - Law
Social/Sci - History
Athletics - Acrobatics
Athletics - Running
Stealth - Prowl
Investigate - Finding Clues
Security - Surveillance
Advantages
Contacts
Never Surrender
Resources
Disadvantages
Outsider
Secret
Magic Weakness (Negates Armor)
Character Points: 39
Again I like the picture being put together here.
If this was an on going narrative, Issue #1 (Mutants & Masterminds) focuses on her powers and how much she is like her parents. Issue #2 here (BASH!) then is told in flashbacks to talk about her training as an Amazon and then her later training with Bruce on martial arts and how to be a detective. Issue #3? Well not sure yet, either Icons or Villains and Vigilantes.
Either way tune in next time for the exciting new adventures of Justice!
Wednesday, January 26, 2011
Tuesday, January 25, 2011
Reviews, True20 Edition
Some more reviews from DriveThruRPG. Since I have been on a True20 kick again of late, here are some True20 products.
Colonial Gothic (True20 version)
The world of Colonial Gothic using the True20 system instead of it's normal house system. Typically when a product is converted to a "generic" system some of the style and feel is lost. Though I will say that CG survived with much more of it's soul intact. The system is normally a very easy one to learn so the conversion here does not sacrifice complexity. The game is still same, one of a supernatural New World as it becomes a new country, America.
The conversion does highlight many of the pluses of the game including it's atmosphere and style of play. It also allows you know to bring other True20 that might be helpful. In some ways I prefer this to the original. This one also gets a plus from me as a fan of this time period for play. So kudos for giving revolutionary era America a go.
5 out of 5 stars.
Legends of Excalibur: Arthurian Adventures (True20)
Legends of Excalibur, True20 edition. This conversion of the very, very good d20 edition is also very, very good. In some ways I prefer it since it takes much of the d20 overhead and trims it out. Instead we are now focused on a game that strives to emulate Arthurian Legends with a very tight and neat system. Everything in the d20 version is also here, so this is not a "trimmed down" version of anything except rules. Maybe some of the unique flavor is lost (no prestige classes or new magic systems), but they are all there expressed in terms of the True20 system, so what would have been a class in d20 is now a background feat in true20. I think the system works well in presenting that low fantasy, high romance feel that one often associates with Arthur too. In the end I think the True20 version works better than the d20 one.
I think I even like this better than Pendragon.
5 out of 5 stars.
Gearcraft: Amazing Machines and Their Construction: The True20 Steampunk Sourcebook
Gearpunk and Steampunk for your True20 games. It is in interesting book. Not set in any particular genre or time the illustrations are evocative of Victorian Steampunk, Pulp and even weird science. The rules are fairly straight-forward on how to build various machines; almost as if they were characters in their own right. Feats and skills are discussed. If you have True20 or a TRue20-based game and want to add some gear based machines (no Matric here yet) to it then this a great little book.
4 out of 5 stars.
World of Nevermore (True20)
Ever wonder what the lands of dream are like? Wonder no more with this world guide book, World of Nevermore. Filled cover to cover with a fantastic world where dreams live. A perfect world for someone with True20 and desire to do something very different. Take your characters (and players) out of their reality and into this one. The book reads like one part Lovecraft's dreamlands, one part Shakespeare's land of the fae and one part Ravenloft.
Plenty of new rules for characters including roles, feats and powers. Plenty of new monsters and 200 pages worth of world to play with them. Really fun stuff here.
5 out of 5 stars.
Shadows of Cthulhu
Any game that tries to do H.P. Lovecraft mythos has an uphill battle against the very venerable "Call of Cthulhu" which is arguably not just the best Mythos game, but maybe the best horror game ever. That is some steep competition. Shadows of Cthulhu holds up quite well really. Looking at it as a Modern Supernatural game using True20 it works out really, really well. There are plenty of new roles and backgrounds for characters. SoC does what only CoC has been able to do well and this incorporate a sanity system into the game that makes sense. Here SoC makes good use of the True20 rules and gives us the Sanity Save. Works just like the damage track already used by True20 it works very, very well with the system.
There is a great section on role-playing in the 1920s (as it should have) and a great section on sanity and the Mythos, which includes the magic common to the HPL games. All regulars are here in the bestiary and some of the "gods" of the Cthulhu mythos. I didn't notice anyone was missing. The book ends with a bit on the town of Innsmouth.
SoC had an uphill battle, but I think it did a great job of giving us a good mythos-based RPG. You would think that we were all Cthulhued-out by now, but SoC is so good and makes True20 really shine. Fantastic use of True20 and the rule additions, while not earth shaking, are great all the same. A must buy if you are Cthulhu fan or a True20 fan.
5 out of 5 stars.
The Imperial Age: True20 Edition
True 20 has become a great solution for all sorts of Modern d20 based games for me and Imperial Age shows why. The rules are adapted from the Imperial Age supplements for d20, so a lot here has been seen before, but all of it looks new through the lens of True 20.
All the Imperial Age products ooze style and this one is no different. There may be better Victorian Age games out there, but one can't deny that this is a great product and a welcome addition to any Victorian gaming library.
5 out of 5 stars.
Unlike some of the d20 books, the True20 games even by 3rd party publishers, seem to work together a bit better. Hope these games are as fun for you as they were for me.
Colonial Gothic (True20 version)
The world of Colonial Gothic using the True20 system instead of it's normal house system. Typically when a product is converted to a "generic" system some of the style and feel is lost. Though I will say that CG survived with much more of it's soul intact. The system is normally a very easy one to learn so the conversion here does not sacrifice complexity. The game is still same, one of a supernatural New World as it becomes a new country, America.
The conversion does highlight many of the pluses of the game including it's atmosphere and style of play. It also allows you know to bring other True20 that might be helpful. In some ways I prefer this to the original. This one also gets a plus from me as a fan of this time period for play. So kudos for giving revolutionary era America a go.
5 out of 5 stars.
Legends of Excalibur: Arthurian Adventures (True20)
Legends of Excalibur, True20 edition. This conversion of the very, very good d20 edition is also very, very good. In some ways I prefer it since it takes much of the d20 overhead and trims it out. Instead we are now focused on a game that strives to emulate Arthurian Legends with a very tight and neat system. Everything in the d20 version is also here, so this is not a "trimmed down" version of anything except rules. Maybe some of the unique flavor is lost (no prestige classes or new magic systems), but they are all there expressed in terms of the True20 system, so what would have been a class in d20 is now a background feat in true20. I think the system works well in presenting that low fantasy, high romance feel that one often associates with Arthur too. In the end I think the True20 version works better than the d20 one.
I think I even like this better than Pendragon.
5 out of 5 stars.
Gearcraft: Amazing Machines and Their Construction: The True20 Steampunk Sourcebook
Gearpunk and Steampunk for your True20 games. It is in interesting book. Not set in any particular genre or time the illustrations are evocative of Victorian Steampunk, Pulp and even weird science. The rules are fairly straight-forward on how to build various machines; almost as if they were characters in their own right. Feats and skills are discussed. If you have True20 or a TRue20-based game and want to add some gear based machines (no Matric here yet) to it then this a great little book.
4 out of 5 stars.
World of Nevermore (True20)
Ever wonder what the lands of dream are like? Wonder no more with this world guide book, World of Nevermore. Filled cover to cover with a fantastic world where dreams live. A perfect world for someone with True20 and desire to do something very different. Take your characters (and players) out of their reality and into this one. The book reads like one part Lovecraft's dreamlands, one part Shakespeare's land of the fae and one part Ravenloft.
Plenty of new rules for characters including roles, feats and powers. Plenty of new monsters and 200 pages worth of world to play with them. Really fun stuff here.
5 out of 5 stars.
Shadows of Cthulhu
Any game that tries to do H.P. Lovecraft mythos has an uphill battle against the very venerable "Call of Cthulhu" which is arguably not just the best Mythos game, but maybe the best horror game ever. That is some steep competition. Shadows of Cthulhu holds up quite well really. Looking at it as a Modern Supernatural game using True20 it works out really, really well. There are plenty of new roles and backgrounds for characters. SoC does what only CoC has been able to do well and this incorporate a sanity system into the game that makes sense. Here SoC makes good use of the True20 rules and gives us the Sanity Save. Works just like the damage track already used by True20 it works very, very well with the system.
There is a great section on role-playing in the 1920s (as it should have) and a great section on sanity and the Mythos, which includes the magic common to the HPL games. All regulars are here in the bestiary and some of the "gods" of the Cthulhu mythos. I didn't notice anyone was missing. The book ends with a bit on the town of Innsmouth.
SoC had an uphill battle, but I think it did a great job of giving us a good mythos-based RPG. You would think that we were all Cthulhued-out by now, but SoC is so good and makes True20 really shine. Fantastic use of True20 and the rule additions, while not earth shaking, are great all the same. A must buy if you are Cthulhu fan or a True20 fan.
5 out of 5 stars.
The Imperial Age: True20 Edition
True 20 has become a great solution for all sorts of Modern d20 based games for me and Imperial Age shows why. The rules are adapted from the Imperial Age supplements for d20, so a lot here has been seen before, but all of it looks new through the lens of True 20.
All the Imperial Age products ooze style and this one is no different. There may be better Victorian Age games out there, but one can't deny that this is a great product and a welcome addition to any Victorian gaming library.
5 out of 5 stars.
Unlike some of the d20 books, the True20 games even by 3rd party publishers, seem to work together a bit better. Hope these games are as fun for you as they were for me.
Sunday, January 23, 2011
Red Sonja: Mutants and Masterminds 3rd Edition
Was re-reading my Mutants and Masterminds 3rd Edition book here and thought I should give Sonja a try.
I put her at PL 9, which is about where she would be for the Warriors and Warlocks book for M&M 2nd Ed. Plus it puts on par with Tarot Witch of the Black Rose. The two certainly seem distantly related. Or maybe not so distantly really.
Red Sonja
Real name: Sonja
Gender: F
Age: mid-20s
Height: 5'9"
Weight: 140 lbs
Hair: Red
Eyes: Green
Power Level: 9
Abilities
Dodge: 9
Parry: 9/14
Fortitude: 8
Toughness: 9
Will: 4
Armor (Chain mail)
Sword
Advantages
Accurate Attack, All out attack, Attractive 2, Close Attack, Diehard, Equipment (Sword and Armor), Extraordinary Effort, Fascinate (Intimidation), Fearless, Great Endurance, Improved Critical +3 (Sword), Improved Defense +2, Languages (Hyrkanian), Precise Attack (all), Prone Fighting
Skills
Athletics +7, Close combat (sword) +19, Deception +4, Insight +3, Intimidation +10, Investigation +3, Perception +5, Persuasion +4, Stealth +7
Powers
Gift of the Red Goddess Scáthach
-Enhanced Ability: Dexterity 4
-Enhanced Ability: Strength 4
-Enhanced Ability: Stamina 5
-Enhanced Ability: Fighting 10
Cold Immunity 1
Complications
Compulsion: Must never lie with a man unless he has beaten her in single combat
Fame: Sonja is known throughout the land
Power Points
Abilities: 36 Powers: 47 Advantages: 28 Skills: 14 Defenses: 10 = 135 pp
Fairly pleased with this build. I am sure it is a matter of opinion where fighting skills vs her agility vs her strength lie, but this woks out well.
Cross-posted here:
http://redsonjashedevilwithasword.blogspot.com/2011/01/red-sonja-mutants-and-masterminds-3rd.html
http://www.atomicthinktank.com/viewtopic.php?f=14&t=39403
I put her at PL 9, which is about where she would be for the Warriors and Warlocks book for M&M 2nd Ed. Plus it puts on par with Tarot Witch of the Black Rose. The two certainly seem distantly related. Or maybe not so distantly really.
Red Sonja
Real name: Sonja
Gender: F
Age: mid-20s
Height: 5'9"
Weight: 140 lbs
Hair: Red
Eyes: Green
Power Level: 9
Abilities
STR: 5 (1) | AGL: 3 | FGT: 14 (4) | AWE: 2 |
STA: 6 (1) | DEX: 5 (1) | INT: 2 | PRE: 4 |
Dodge: 9
Parry: 9/14
Fortitude: 8
Toughness: 9
Will: 4
Armor (Chain mail)
Sword
Advantages
Accurate Attack, All out attack, Attractive 2, Close Attack, Diehard, Equipment (Sword and Armor), Extraordinary Effort, Fascinate (Intimidation), Fearless, Great Endurance, Improved Critical +3 (Sword), Improved Defense +2, Languages (Hyrkanian), Precise Attack (all), Prone Fighting
Skills
Athletics +7, Close combat (sword) +19, Deception +4, Insight +3, Intimidation +10, Investigation +3, Perception +5, Persuasion +4, Stealth +7
Powers
Gift of the Red Goddess Scáthach
-Enhanced Ability: Dexterity 4
-Enhanced Ability: Strength 4
-Enhanced Ability: Stamina 5
-Enhanced Ability: Fighting 10
Cold Immunity 1
Complications
Compulsion: Must never lie with a man unless he has beaten her in single combat
Fame: Sonja is known throughout the land
Power Points
Abilities: 36 Powers: 47 Advantages: 28 Skills: 14 Defenses: 10 = 135 pp
Fairly pleased with this build. I am sure it is a matter of opinion where fighting skills vs her agility vs her strength lie, but this woks out well.
Cross-posted here:
http://redsonjashedevilwithasword.blogspot.com/2011/01/red-sonja-mutants-and-masterminds-3rd.html
http://www.atomicthinktank.com/viewtopic.php?f=14&t=39403
Saturday, January 22, 2011
Zatanna Saturday: Zatannurday!
I am a huge fan of the special features of some blogs out there. I love Harley Qwensday over at Toyriffic and the respective Wonder Woman Wednesdays at Hero Press and The Happy Whisk are also faves.
When I do my morning blog reading it is something to look forward to. Well I have wanted to do something similar, but I already contribute to both the Amazon Princess and the Red Sonja: She Devil with a Sword blogs, so I didn't want to do something that conflicted with those. Given my likes, I would want to want to do something magical, maybe a little horror themed and something I could use in a game.
Plus I have noticed that a fair number of you are reading my blog on Saturdays, a day I don't often post since that is my day to sleep in! Of course this all lead to obvious choice: Zatanna on Saturdays. Thus Zatannurday is born!
So what's my plan? Not much of one really. Just post some pics, links maybe some game stats. We will see what happens.
So for this first Zatnnurday I'd like to share one of my favorite pics of the Mistress of Magic by David Reynolds, aka MachSabre aka one of the Daves from ShadowGirls.
I am not sure what the deal is with the crab, but I like it.
When I do my morning blog reading it is something to look forward to. Well I have wanted to do something similar, but I already contribute to both the Amazon Princess and the Red Sonja: She Devil with a Sword blogs, so I didn't want to do something that conflicted with those. Given my likes, I would want to want to do something magical, maybe a little horror themed and something I could use in a game.
Plus I have noticed that a fair number of you are reading my blog on Saturdays, a day I don't often post since that is my day to sleep in! Of course this all lead to obvious choice: Zatanna on Saturdays. Thus Zatannurday is born!
So what's my plan? Not much of one really. Just post some pics, links maybe some game stats. We will see what happens.
So for this first Zatnnurday I'd like to share one of my favorite pics of the Mistress of Magic by David Reynolds, aka MachSabre aka one of the Daves from ShadowGirls.
I am not sure what the deal is with the crab, but I like it.
Friday, January 21, 2011
Gen Con 2011 - Ghosts of Albion
So Gen Con 2011 is only like 194 days away! Where did the time go!!
I am going. I am going to run some games.
Here is my issue though.
Should I run Ghosts of Albion?
Every year I go I run Ghosts of Albion, I provide everything people need to play including sheets, a printed rule book and dice. AND I let people keep the cheat sheets, character sheets and dice. I do this on my own dime because I care for this game a lot.
But it seems I am the only one.
Look I don't want to get snarky here, but I run this game all the time I promote it, I make sure that people leave the game feeling like they had a great time. Not to brag, but I get people telling me it was the best game of the whole Con for them. I work hard on it.
Is it too much to ask then that the publisher actually you know, have books to sell?
I am not asking for free books. I just want the book that has been done for YEARS (that I still have not been paid for) to be out.
This year it is weighing on me.
I want to run Ghosts, but the joy is getting sucked out of me every time I have to say "no, you can't buy it yet. No I don't know when." It is very discouraging.
So. Anyone out there want to play Ghosts of Albion at Gen Con this year?
Should I run something new?
I am going. I am going to run some games.
Here is my issue though.
Should I run Ghosts of Albion?
Every year I go I run Ghosts of Albion, I provide everything people need to play including sheets, a printed rule book and dice. AND I let people keep the cheat sheets, character sheets and dice. I do this on my own dime because I care for this game a lot.
But it seems I am the only one.
Look I don't want to get snarky here, but I run this game all the time I promote it, I make sure that people leave the game feeling like they had a great time. Not to brag, but I get people telling me it was the best game of the whole Con for them. I work hard on it.
Is it too much to ask then that the publisher actually you know, have books to sell?
I am not asking for free books. I just want the book that has been done for YEARS (that I still have not been paid for) to be out.
This year it is weighing on me.
I want to run Ghosts, but the joy is getting sucked out of me every time I have to say "no, you can't buy it yet. No I don't know when." It is very discouraging.
So. Anyone out there want to play Ghosts of Albion at Gen Con this year?
Should I run something new?
Season of the Witch: Episode 2
Episode 2: This Blessed Plot
Summer 2004
Willow & Tara travel to England (courtesy of Cordy) where they discover the secret of the "Journal of Tamara Swift" and their suprising connection to the Protectors of Albion. They also run into two groups of supernaturals, one wants the Awakening to happen the other does not. Which side should Willow and Tara choose when they still don't know what the Awakening is?
Synopsis
Now unlike “the Dragon and the Phoenix” adventures, these are not as well playtested or developed. My group was breaking up about this time, I was getting a new job and I was moving back to playing some more D&D. The first half of the season, the “Road Stories” portion, was well thought out, but after the girls get back home was when we all started doing different things. You will notice a lack of cover art for many episodes for example.
“This Blessed Plot” is actually the first “proper” episode of Season of the Witch. While “Semi-Charmed Life” sets up the “rules” of the new series, the actual adventure is not part of the full arc. This is something Charmed did often, an aperitif before the main course.
This episode is an homage to “Coming Up Roses”, a Willow & Tara fan fic site that first convinced me that these two characters were worth playing in a game. I then created a WitchCraft RPG game based in that world (not really Whedon’s). While that was fun, it didn’t last. But that game really shaped how I playtested the Buffy RPG and how I wrote the characters. TBP is also a nod to my own playtest group. We had switched over fully to Ghosts of Albion by this point and this was our way of bring the worlds together. There was a desire to keep the girls in England for a while and make that the series. But in the end I wanted to pursue the “Road Stories” idea some more.
The episode begins with the Cast (Willow, Tara and Cordy) “orbing” (teleporting) to England. The book Tara bought, “The Journal of Tamara Swift” contained a letter addressed to Tara telling her to come to the Swift home in Highgate. When they arrive they discover that the Swift mansion is now a museum of witchcraft and magic. There they meet the curator, Millicent Stuart, and discover that Tara looked exactly like Tamara. They also meet a teen-ager, Sennen, who looks like the newest Slayer. Sennen works with Millicent, but “Millie” is not her watcher.
While in England Willow & Tara are contacted by Anya who tells them that her employer wants meet them. They are surprised that Anya knew that they were coming. I have a great seen were Anya and Cordy meet for the very first time. They don’t actually care for each other. Long story short, Anya is separated from Xander and working for Lilith’s human corporate empire. They meet Lilith (played by Angie Everhart) and Lilith informs them that they are central to the Awakening and she wants to make sure that they do nothing. She does not want the status quo to change. The Awakening could mean the end of humanity and she is rather fond of humans. She promises to make it worth their while and has Anya wipe out their student loan debt. Anya walks them out and tells them they can trust Lilith, after all they trusted the Mormo and those are her children. Upon leaving “L’Enterprises” the girls are intercepted by a van (Anya is knocked out), thrown in and driven off. They can’t use magic in this van at all, even Cordy can’t orb out. When they stop they are greeted by a woman, Morgan (played by Mia Sara), who claims she is the leader of a group known as “The Witches Committee”. She wants to make sure that the Awakening happens and that Willow and Tara are firmly on her side when it does. Morgan tells the girls that they can trust her.
The girls are found by Lilith’s agents and begin to attack the Witches’ Committee members. A magical “turf war” breaks out with Willow, Tara and Cordy in the middle. Millicent shows up and stops the fighting, we discover she is current Protector of Albion. Both sides agree to leave Willow and Tara alone, but they will be watching them.
Millicent tells the girls they are going to need to discover what the Awakening is on their own; not even Tamara figured it out. Millicent does reveal that the Veil is getting weaker. The Veil is what keeps non-magical people from learning about the magical world. As long as it is in place then any magical occurrence will always have a non-magical answer that people will believe. The Veil was not constructed by William & Tamara, but in the 1880’s they helped make it stronger. The last time it was threatened like this was the late 1970’s, but something happened then and the magic that was supposed to be used to fix it never got used. Millicent tells them that their destinies, the Veil and the Awakening are all intertwined and only they can see it all through.
The girls Orb back to the states (“Air Cordy”), once there Tara’s cell phone rings. It is Dawn, she tells her she has been trying to reach Tara for days. Tara’s father has died and she needs to go home to Alabama.
Notes:
Ok setting up the big plots here. Like I said, no big bad, but I do have some lesser antagonists. I wanted to keep the players guessing on which group was really an ally and which one was not. In the end it would depend on what the Cast decided to do.
I make the William/Tamara and Willow/Tara connection more explicit here. Yes. They are reincarnations of the other. Now a couple of people felt it was a little squicky that Willow had been a man in a previous life and the brother no less. I get that really, but I also wanted to go with the idea that as Anamchara they would go through many lives in many different guises to experience love in a number of ways, including platonic sibling love. I won’t spoil the books for you all, but William and Tamara don’t have the best of luck with paramours. My idea is they gave that up and went back to what works in their next lives.
Millicent had been “the Guardian” in Coming Up Roses. Here she becomes “The Protector”. She ran a museum of witchcraft, which I decided was the old Swift mansion. Millicent and Sennen are detailed here, http://timbrannan.blogspot.com/2011/01/sennen-saranta-living-in-love-of-common.html
The Witches Committee look like a bad Rosicrucian rip off, but in my WitchCraft Games, they are Wicce that want to protect all the Gifted in the world. It is just some have decided that the best way to do that is to control all the mundanes. They want the veil to drop and magic to be out again. This way they are poised to be humanities “protectors” from the evils of the magical world. Lilith wants the status quo to remain, but she certainly has plans in place to take advantage of any situation. There are two other factions that need to be introduced and all of them are watching Willow and Tara.
The Veil is a glamour that keeps us from seeing the effects of magic in the world. But it has been weakening for years (thus the proliferation of all the TV shows about the supernatural!). It’s going to fall. The question is what will happen when it does.
Next up, a strange sort of homecoming…
Summer 2004
Willow & Tara travel to England (courtesy of Cordy) where they discover the secret of the "Journal of Tamara Swift" and their suprising connection to the Protectors of Albion. They also run into two groups of supernaturals, one wants the Awakening to happen the other does not. Which side should Willow and Tara choose when they still don't know what the Awakening is?
Synopsis
Now unlike “the Dragon and the Phoenix” adventures, these are not as well playtested or developed. My group was breaking up about this time, I was getting a new job and I was moving back to playing some more D&D. The first half of the season, the “Road Stories” portion, was well thought out, but after the girls get back home was when we all started doing different things. You will notice a lack of cover art for many episodes for example.
“This Blessed Plot” is actually the first “proper” episode of Season of the Witch. While “Semi-Charmed Life” sets up the “rules” of the new series, the actual adventure is not part of the full arc. This is something Charmed did often, an aperitif before the main course.
This episode is an homage to “Coming Up Roses”, a Willow & Tara fan fic site that first convinced me that these two characters were worth playing in a game. I then created a WitchCraft RPG game based in that world (not really Whedon’s). While that was fun, it didn’t last. But that game really shaped how I playtested the Buffy RPG and how I wrote the characters. TBP is also a nod to my own playtest group. We had switched over fully to Ghosts of Albion by this point and this was our way of bring the worlds together. There was a desire to keep the girls in England for a while and make that the series. But in the end I wanted to pursue the “Road Stories” idea some more.
The episode begins with the Cast (Willow, Tara and Cordy) “orbing” (teleporting) to England. The book Tara bought, “The Journal of Tamara Swift” contained a letter addressed to Tara telling her to come to the Swift home in Highgate. When they arrive they discover that the Swift mansion is now a museum of witchcraft and magic. There they meet the curator, Millicent Stuart, and discover that Tara looked exactly like Tamara. They also meet a teen-ager, Sennen, who looks like the newest Slayer. Sennen works with Millicent, but “Millie” is not her watcher.
The girls are found by Lilith’s agents and begin to attack the Witches’ Committee members. A magical “turf war” breaks out with Willow, Tara and Cordy in the middle. Millicent shows up and stops the fighting, we discover she is current Protector of Albion. Both sides agree to leave Willow and Tara alone, but they will be watching them.
Millicent tells the girls they are going to need to discover what the Awakening is on their own; not even Tamara figured it out. Millicent does reveal that the Veil is getting weaker. The Veil is what keeps non-magical people from learning about the magical world. As long as it is in place then any magical occurrence will always have a non-magical answer that people will believe. The Veil was not constructed by William & Tamara, but in the 1880’s they helped make it stronger. The last time it was threatened like this was the late 1970’s, but something happened then and the magic that was supposed to be used to fix it never got used. Millicent tells them that their destinies, the Veil and the Awakening are all intertwined and only they can see it all through.
The girls Orb back to the states (“Air Cordy”), once there Tara’s cell phone rings. It is Dawn, she tells her she has been trying to reach Tara for days. Tara’s father has died and she needs to go home to Alabama.
Notes:
Ok setting up the big plots here. Like I said, no big bad, but I do have some lesser antagonists. I wanted to keep the players guessing on which group was really an ally and which one was not. In the end it would depend on what the Cast decided to do.
I make the William/Tamara and Willow/Tara connection more explicit here. Yes. They are reincarnations of the other. Now a couple of people felt it was a little squicky that Willow had been a man in a previous life and the brother no less. I get that really, but I also wanted to go with the idea that as Anamchara they would go through many lives in many different guises to experience love in a number of ways, including platonic sibling love. I won’t spoil the books for you all, but William and Tamara don’t have the best of luck with paramours. My idea is they gave that up and went back to what works in their next lives.
Millicent had been “the Guardian” in Coming Up Roses. Here she becomes “The Protector”. She ran a museum of witchcraft, which I decided was the old Swift mansion. Millicent and Sennen are detailed here, http://timbrannan.blogspot.com/2011/01/sennen-saranta-living-in-love-of-common.html
The Witches Committee look like a bad Rosicrucian rip off, but in my WitchCraft Games, they are Wicce that want to protect all the Gifted in the world. It is just some have decided that the best way to do that is to control all the mundanes. They want the veil to drop and magic to be out again. This way they are poised to be humanities “protectors” from the evils of the magical world. Lilith wants the status quo to remain, but she certainly has plans in place to take advantage of any situation. There are two other factions that need to be introduced and all of them are watching Willow and Tara.
The Veil is a glamour that keeps us from seeing the effects of magic in the world. But it has been weakening for years (thus the proliferation of all the TV shows about the supernatural!). It’s going to fall. The question is what will happen when it does.
Next up, a strange sort of homecoming…
Thursday, January 20, 2011
Willow & Tara: True20 and Blue Rose
I like True20. I do. I am also rather fond of Blue Rose.
In terms of game play and ease of use it is the closest thing I have found like Cinematic Unisystem. Back in the mid 2000 (2005 - 2007 or so) I was looking for another system. Not that I was tired of Unisystem or D&D, I just wanted to try something new. I had played Mutants and Masterminds and I liked it. I had heard of Blue Rose, but had not tried it yet.
So I picked them both up and did some playing I really liked them. I wish I could have gotten more people into both games, but it didn't really work out that way.
I have detailed already why I think Blue Rose is a perfect setting and system to do Ravenloft, but you can read those posts here: Black Rose.
I did get a chance to play an online game of True20 set in a modern supernatural world similar to that of Witchcraft/Buffy/Ghosts of Albion and it went great. It was about a seedy area of Vancouver that was a front for a demonic brothel and swinger's club. Not for the faint of heart or immature of mind.
True20 has some great untapped potential and to me at least it is a shame that more people don't see that.
Part of the idea of "Vacation in Vancouver" started out for WitchCraft. Soon though I converted it to True20 and I was pleased with the results (even if I had a couple of people drop out). Here are some notes from that process.
Converting Unisystem and True20
For attributes take the True20 score (-5 to +5) add 6 and divide by 2, round up. The table below helps. I am working on the idea that +5 in True 20 and 6 are both the human maximums and very few people have those.
All True 20 feats would be qualities, skills are skills. Skills work like M&M skills, so 2 points of True20 skills equal 1 point of Unisystem skills.
Converting Characters
Converting characters is not too bad really. True20 tries to do a lot of the same things Unisystem does, just in different ways. I convert characters to get a rough idea of what I want, but then I stat them up from scratch. It works better than a direct conversion.
Given that my interest in True20/Blue Rose was right after finishing up with Season of the Witch I did do Willow and Tara versions for True20. No, they did not appear in "ViV", but I did toy with the idea of Vampire Willow and Vampire Tara showing up in it..
These builds are based on the girls during Season of the Witch. I used True20 as a base but I also like the Calling aspect from Blue Rose, so I am using that as well.
Willow Rosenberg
Human
Expert 2 / Adept 10
Abilities
Combat
Initiative: 0
Defense: +6
Base Attack bonus: +6 (Melee +6, Ranged +6)
Saving Throws
Toughness: +0
Fortitude: +3
Reflex: +6
Will: +8
Virtue: Curious (Queen of Rods)
Vice: Domineering (Nine of Rods)
Calling (Blue Rose): The Adept, Master of Arcane Arts
Reputation: +4
Prog Skill: Business Owner
Skills
Acrobatics +2, Bluff +7, Computers +16, Craft (Chemical) +13, Craft (Electronics) +13, Diplomacy +6, Disable Device +10, Research +13, Intimidate +6, Knowledge (Science) +15, Knowledge (Occult) +16, Medicine +9, Perform (Ritual) +10, Notice +7, Search +8, Sense Motive +7, Sleight of Hand +4, Concentration +13, Survival +7
Feats
Contacts, Talented (computers, craft electronics), Master Plan, Attractive, Wealthy, Innate Power (Move Object)
Powers
Computer LinkM, Fire ShapingF, Elemental BlastF, IllusionFC MC, Light ShapingF, Manipulate ObjectF,M, Mind ShapingF, MC, Mind TouchM, Move ObjectFM, WardC
Special Abilities
Expertise
Other
Languages: Latin, French, Hebrew, Greek, Russian, English
Equipment: Dolls Eye Crystal (Empowering Focus)
Conviction: 8
Notes: Starts out as an "Expert" to reflect her computer hacker skills but picks up "Adept" pretty quickly.
Adept powers are based on Intelligence.
Philosophy: Witchcraft.
Tara Maclay
Human
Adept 9 / Expert 1
Abilities
Combat
Initiative: -1
Defense: +9
Base Attack bonus: +4 (Melee +3, Ranged +3)
Saving Throws
Toughness: +2
Fortitude: +4
Reflex: +2
Will: +10
Virtue: Devoted (Queen of Chalices)
Vice: Inhibited (Three of Chalices)
Calling (Blue Rose): The Star, Artistic mastery (Though The Moon is also good here)
Reputation: +4
Prof Skill: Teacher (Art History)
Skills
Acrobatics +1, Bluff +6, Computers +8, Craft (alchemical) +6, Concentration +9, Diplomacy +5, Research +9, Handle Animal +6, Knowledge (Art) +11, Knowledge (Occult) +12, Medicine +8, Perform (song) +8, Perform (dance) +8, Perform (Ritual) +9, Notice +13, Search +7, Sense Motive +8, Ride +4, Survival +7
Feats
Attractive, Supernatural Talent (Heart reading, second sight)B, Empower, Defensive Roll (+1)
Powers
CureF, Enhance Senses, Heart Reading, Light Shaping, Manipulate Object, Aura Reading,
Mind Touch, Move Object, Plane Shift, Second Sight
Special Abilities
The Talent (use convection for any power)
Other
Languages: Latin, French, Hebrew, Greek, Russian, English
Equipment: Dolls Eye Crystal (Empowering Focus)
Conviction: 8
Notes: Starts out as an "Adept" and picks up a level of "Expert" to cover her monster hunting days (gains defensive roll).
Adept powers are based on Wisdom.
Philosophy: Witchcraft.
So the idea here is I did Willow and Tara slightly different than their Unisystem counterparts. Here each approached their magic from a different point of view. While this has no real in game effect, it does give each a different feel, and something I really liked about these versions. I did in fact stat up a witch that uses Charisma as her power source too.
Makes me want to do more with this game.
In terms of game play and ease of use it is the closest thing I have found like Cinematic Unisystem. Back in the mid 2000 (2005 - 2007 or so) I was looking for another system. Not that I was tired of Unisystem or D&D, I just wanted to try something new. I had played Mutants and Masterminds and I liked it. I had heard of Blue Rose, but had not tried it yet.
So I picked them both up and did some playing I really liked them. I wish I could have gotten more people into both games, but it didn't really work out that way.
I have detailed already why I think Blue Rose is a perfect setting and system to do Ravenloft, but you can read those posts here: Black Rose.
I did get a chance to play an online game of True20 set in a modern supernatural world similar to that of Witchcraft/Buffy/Ghosts of Albion and it went great. It was about a seedy area of Vancouver that was a front for a demonic brothel and swinger's club. Not for the faint of heart or immature of mind.
True20 has some great untapped potential and to me at least it is a shame that more people don't see that.
Part of the idea of "Vacation in Vancouver" started out for WitchCraft. Soon though I converted it to True20 and I was pleased with the results (even if I had a couple of people drop out). Here are some notes from that process.
Converting Unisystem and True20
For attributes take the True20 score (-5 to +5) add 6 and divide by 2, round up. The table below helps. I am working on the idea that +5 in True 20 and 6 are both the human maximums and very few people have those.
True20
|
Unisystem
|
-5
|
1
|
-4
|
1
|
-3
|
2
|
-2
|
2
|
-1
|
3
|
0
|
3
|
+1
|
4
|
+2
|
4
|
+3
|
5
|
+4
|
5
|
+5
|
6
|
All True 20 feats would be qualities, skills are skills. Skills work like M&M skills, so 2 points of True20 skills equal 1 point of Unisystem skills.
Converting Characters
Converting characters is not too bad really. True20 tries to do a lot of the same things Unisystem does, just in different ways. I convert characters to get a rough idea of what I want, but then I stat them up from scratch. It works better than a direct conversion.
Given that my interest in True20/Blue Rose was right after finishing up with Season of the Witch I did do Willow and Tara versions for True20. No, they did not appear in "ViV", but I did toy with the idea of Vampire Willow and Vampire Tara showing up in it..
These builds are based on the girls during Season of the Witch. I used True20 as a base but I also like the Calling aspect from Blue Rose, so I am using that as well.
Willow Rosenberg
Human
Expert 2 / Adept 10
Abilities
STR: | -1 | INT: | +5 |
DEX: | 0 | WIS: | +3 |
CON: | 0 | CHA: | +3 |
Combat
Initiative: 0
Defense: +6
Base Attack bonus: +6 (Melee +6, Ranged +6)
Saving Throws
Toughness: +0
Fortitude: +3
Reflex: +6
Will: +8
Virtue: Curious (Queen of Rods)
Vice: Domineering (Nine of Rods)
Calling (Blue Rose): The Adept, Master of Arcane Arts
Reputation: +4
Prog Skill: Business Owner
Skills
Acrobatics +2, Bluff +7, Computers +16, Craft (Chemical) +13, Craft (Electronics) +13, Diplomacy +6, Disable Device +10, Research +13, Intimidate +6, Knowledge (Science) +15, Knowledge (Occult) +16, Medicine +9, Perform (Ritual) +10, Notice +7, Search +8, Sense Motive +7, Sleight of Hand +4, Concentration +13, Survival +7
Feats
Contacts, Talented (computers, craft electronics), Master Plan, Attractive, Wealthy, Innate Power (Move Object)
Powers
Computer LinkM, Fire ShapingF, Elemental BlastF, IllusionFC MC, Light ShapingF, Manipulate ObjectF,M, Mind ShapingF, MC, Mind TouchM, Move ObjectFM, WardC
Special Abilities
Expertise
Other
Languages: Latin, French, Hebrew, Greek, Russian, English
Equipment: Dolls Eye Crystal (Empowering Focus)
Conviction: 8
Notes: Starts out as an "Expert" to reflect her computer hacker skills but picks up "Adept" pretty quickly.
Adept powers are based on Intelligence.
Philosophy: Witchcraft.
Tara Maclay
Human
Adept 9 / Expert 1
Abilities
STR: | +1 | INT: | +4 |
DEX: | -1 | WIS: | +4 |
CON: | +1 | CHA: | +3 |
Combat
Initiative: -1
Defense: +9
Base Attack bonus: +4 (Melee +3, Ranged +3)
Saving Throws
Toughness: +2
Fortitude: +4
Reflex: +2
Will: +10
Virtue: Devoted (Queen of Chalices)
Vice: Inhibited (Three of Chalices)
Calling (Blue Rose): The Star, Artistic mastery (Though The Moon is also good here)
Reputation: +4
Prof Skill: Teacher (Art History)
Skills
Acrobatics +1, Bluff +6, Computers +8, Craft (alchemical) +6, Concentration +9, Diplomacy +5, Research +9, Handle Animal +6, Knowledge (Art) +11, Knowledge (Occult) +12, Medicine +8, Perform (song) +8, Perform (dance) +8, Perform (Ritual) +9, Notice +13, Search +7, Sense Motive +8, Ride +4, Survival +7
Feats
Attractive, Supernatural Talent (Heart reading, second sight)B, Empower, Defensive Roll (+1)
Powers
CureF, Enhance Senses, Heart Reading, Light Shaping, Manipulate Object, Aura Reading,
Mind Touch, Move Object, Plane Shift, Second Sight
Special Abilities
The Talent (use convection for any power)
Other
Languages: Latin, French, Hebrew, Greek, Russian, English
Equipment: Dolls Eye Crystal (Empowering Focus)
Conviction: 8
Notes: Starts out as an "Adept" and picks up a level of "Expert" to cover her monster hunting days (gains defensive roll).
Adept powers are based on Wisdom.
Philosophy: Witchcraft.
So the idea here is I did Willow and Tara slightly different than their Unisystem counterparts. Here each approached their magic from a different point of view. While this has no real in game effect, it does give each a different feel, and something I really liked about these versions. I did in fact stat up a witch that uses Charisma as her power source too.
Makes me want to do more with this game.
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