This is just a test. Trying out some new software.
Thursday, March 10, 2011
Page Views
According to Blogger Stats my page with the highest amount of page views is not anything from the OSR, witches, Willow & Tara, Zatanna or the Hex Girls.
Coming in at 65,967 page views (between May 2010 and right now) is my Xena and Gabrielle page.
My Warrior Princess can take your hot elf chick in a fight any day. ;)
My highest ranking "OSR" pages are either about vampires or goblins.
My next post will be about an adventure featuring Xena and Gabrielle fighting vampires and goblins in an old school dungeon crawl. The Hex Girls will provide the sound track.
Please contact me if you want me to mention your OSR product in this post. Extra for a link back to your online store. (just kidding of course. unless you actually give me money...)
Coming in at 65,967 page views (between May 2010 and right now) is my Xena and Gabrielle page.
My Warrior Princess can take your hot elf chick in a fight any day. ;)
My highest ranking "OSR" pages are either about vampires or goblins.
My next post will be about an adventure featuring Xena and Gabrielle fighting vampires and goblins in an old school dungeon crawl. The Hex Girls will provide the sound track.
Please contact me if you want me to mention your OSR product in this post. Extra for a link back to your online store. (just kidding of course. unless you actually give me money...)
Season of the Witch: Episode 9 Teaser
Teaser for Episode 9: Web of Lies
Willow on a webcam, wearing only g-string and shear teddy and sitting on a bed: "Ever want to know all those dirty little secrets we keep here in Sunnydale? Ever wonder what we really do in those young wiccan meetings? Well Join me and my very naughty girlfriend (Tara crawls into the scene dressed similarly and begins to nuzzle Willow's neck) for our totally nasty, totally live web show tonight at midnight. I promise you it will be magic.
Join all of us, Young Amy (a very innocent girl joins them on the bed), we don't know how old she really is, but we do know she taught us a few things, and the nasty twins, Kristen and Wanda (two girls, twins, crawl on to the bed to join the other three). Join us tonight at the witching hour of midnight for the show. And leave the credit card in your wallets boys, this show is free!" (All the girls begin making out with each other). Willow stops in the middle of a three way kiss, "see you tonight."
Willow and Tara in their living room watching the action on the computer screen in utter horror.
A pause then Tara says "What the fu--!?"
--
CUT SCENE
A young woman gets off a bus. She is wearing a long heavy coat that seems out of date as well as too much for California. She has auburn hair that is tied up in elaborate pig tails and wears an unflatering pair of half-moon glasses. She walks away from the bus after conferring with a piece of paper in her hands. Her movements are not unnoticed as a solitary vampire begins to follow her. A nearly imperceptible signal and soon more gather.
The young woman, no more than a teenager really, moves forward, headless of her surroundings. She turns down an alley and the vampires close in.
"Not so fast little lady. Don't you know it isn't safe to walk the streets alone?" Laughs as she looks around only now seeing her mistake.
"I am afraid this will have to cost you. An' here we only have one price for everything." The vampire switches to game face. The woman squints at the vampire and says "Kyuuketsuki?" The lead vampire looks confused then suddenly bursts into flames. Soon the gathered crowd one by one bursts into flames. They scream and soon there is nothing left but ash.
Unaffected the young woman goes back to looking for her address.
Friday. Episode 9: Web of Lies.
Willow on a webcam, wearing only g-string and shear teddy and sitting on a bed: "Ever want to know all those dirty little secrets we keep here in Sunnydale? Ever wonder what we really do in those young wiccan meetings? Well Join me and my very naughty girlfriend (Tara crawls into the scene dressed similarly and begins to nuzzle Willow's neck) for our totally nasty, totally live web show tonight at midnight. I promise you it will be magic.
Join all of us, Young Amy (a very innocent girl joins them on the bed), we don't know how old she really is, but we do know she taught us a few things, and the nasty twins, Kristen and Wanda (two girls, twins, crawl on to the bed to join the other three). Join us tonight at the witching hour of midnight for the show. And leave the credit card in your wallets boys, this show is free!" (All the girls begin making out with each other). Willow stops in the middle of a three way kiss, "see you tonight."
Willow and Tara in their living room watching the action on the computer screen in utter horror.
A pause then Tara says "What the fu--!?"
--
CUT SCENE
A young woman gets off a bus. She is wearing a long heavy coat that seems out of date as well as too much for California. She has auburn hair that is tied up in elaborate pig tails and wears an unflatering pair of half-moon glasses. She walks away from the bus after conferring with a piece of paper in her hands. Her movements are not unnoticed as a solitary vampire begins to follow her. A nearly imperceptible signal and soon more gather.
The young woman, no more than a teenager really, moves forward, headless of her surroundings. She turns down an alley and the vampires close in.
"Not so fast little lady. Don't you know it isn't safe to walk the streets alone?" Laughs as she looks around only now seeing her mistake.
"I am afraid this will have to cost you. An' here we only have one price for everything." The vampire switches to game face. The woman squints at the vampire and says "Kyuuketsuki?" The lead vampire looks confused then suddenly bursts into flames. Soon the gathered crowd one by one bursts into flames. They scream and soon there is nothing left but ash.
Unaffected the young woman goes back to looking for her address.
Friday. Episode 9: Web of Lies.
Wednesday, March 9, 2011
Review: Vampyre Kisses
So I read a lot of horror and modern supernatural books. I like to talk about them here. Not all of them are something I want to use in a game, most are just fun to read. Here is one of the fun ones. Might not be your taste, or it might.
Ok stop me if you have heard this one before. Human girl meets mysterious guy who later turns out to be a vampire! Girl has some vague destiny, vampire has eating disorder, things get in their way of true happiness…lost you yet? Well none of this applies to “Vampyre Kisses”.
“Vampyre Kisses” is a new book from brand new author Elizabeth J. Kolodziej. Yes, Faith is a human girl with a destiny, but she is also a witch, the last of her kind. Trent is a vampire, but he is not your average brooding Baranbas, Angel or Edward. He has a destiny as well and if anything he is just anxious about it. Fate has thrown these two together and together they hold the fate of the supernatural creatures of Kolodziej’s world. Not related to anything, but I kept imagining Faith looking like Fiona Apple. Nothing in the text lead me to that, just the first woman that came to mind.
Yes. There are things in this book we have seen before, not just creatures but plots and circumstances. The difference here, and it’s the difference that makes the book worth getting, is that Kolodziej’s world is very rich and detailed (sometimes too detailed, but I’ll get to that). No Trent is not a Sparkler, he is a vampire, but he is cut from the modern cloth of vampires and more to the point he wants to be more. Faith could have been just another vapid little Gothamite doing 9-5 and partying, but she knows early on there is more going on than just that. In lesser hands these characters would have been annoying characters, or rather caricatures, but thankfully they get much more interesting as the tale weaves on. It is told from the point of view, alternately of both Faith and Trent. Kolodziej does a great job of giving us the proper voice for each character and it is rather easy to hear that voice in your head. There are complications galore including a romantic rival in the form of a werewolf.
A minor criticism, in the beginning of the tale Kolodziej has so much to tell us that she tends to over tell it. I see this as exactly what it is; she was very excited to tell her tale, had all these ideas and wanted to get them out on to the page as fast as she could. It did slow down as the story progressed and a good rhythm was established. Though every once in a while we are hit with a lot of information. While I am calling this a “minor criticism” it is also part of the book’s charm. The author has so much to say and has built up the myths of her world that she just seems excited to tell it all to us. That’s what future books are for.
The book does read like the first book of so many authors, so the pacing is odd at times and there are odd word choices here and there, but that is all something that will work out. Once the pace though is set and the story begins in earnest then you want to keep going and learning more. The book reminds me a bit of the first “Anita Blake” book.
The mythology of this book is well thought out and great care is given to it. Kolodziej is building a world here, not just a novel. I bet if you asked her she could tell you 10 generations of Faith’s ancestors, names and all. Even if she can’t, the book feels like she could.
Admittedly I am not the target audience for this sort of tale. I prefer my vampires darker, my witches more mysterious and werewolves as ravaging beasts. That all being said there is a good tale here and an interesting set of myths. This could very well be the start of a new series of modern supernatural novels that everyone will be talking about, and if not it is also an enjoyable read and in the end isn’t what we want? Kolodziej shares her world with us and we all enjoy it.
I am pleased to hear there is a second book coming. She has built up a lot mythology here and there is plenty for a lot of books.
Ok stop me if you have heard this one before. Human girl meets mysterious guy who later turns out to be a vampire! Girl has some vague destiny, vampire has eating disorder, things get in their way of true happiness…lost you yet? Well none of this applies to “Vampyre Kisses”.
“Vampyre Kisses” is a new book from brand new author Elizabeth J. Kolodziej. Yes, Faith is a human girl with a destiny, but she is also a witch, the last of her kind. Trent is a vampire, but he is not your average brooding Baranbas, Angel or Edward. He has a destiny as well and if anything he is just anxious about it. Fate has thrown these two together and together they hold the fate of the supernatural creatures of Kolodziej’s world. Not related to anything, but I kept imagining Faith looking like Fiona Apple. Nothing in the text lead me to that, just the first woman that came to mind.
Yes. There are things in this book we have seen before, not just creatures but plots and circumstances. The difference here, and it’s the difference that makes the book worth getting, is that Kolodziej’s world is very rich and detailed (sometimes too detailed, but I’ll get to that). No Trent is not a Sparkler, he is a vampire, but he is cut from the modern cloth of vampires and more to the point he wants to be more. Faith could have been just another vapid little Gothamite doing 9-5 and partying, but she knows early on there is more going on than just that. In lesser hands these characters would have been annoying characters, or rather caricatures, but thankfully they get much more interesting as the tale weaves on. It is told from the point of view, alternately of both Faith and Trent. Kolodziej does a great job of giving us the proper voice for each character and it is rather easy to hear that voice in your head. There are complications galore including a romantic rival in the form of a werewolf.
A minor criticism, in the beginning of the tale Kolodziej has so much to tell us that she tends to over tell it. I see this as exactly what it is; she was very excited to tell her tale, had all these ideas and wanted to get them out on to the page as fast as she could. It did slow down as the story progressed and a good rhythm was established. Though every once in a while we are hit with a lot of information. While I am calling this a “minor criticism” it is also part of the book’s charm. The author has so much to say and has built up the myths of her world that she just seems excited to tell it all to us. That’s what future books are for.
The book does read like the first book of so many authors, so the pacing is odd at times and there are odd word choices here and there, but that is all something that will work out. Once the pace though is set and the story begins in earnest then you want to keep going and learning more. The book reminds me a bit of the first “Anita Blake” book.
The mythology of this book is well thought out and great care is given to it. Kolodziej is building a world here, not just a novel. I bet if you asked her she could tell you 10 generations of Faith’s ancestors, names and all. Even if she can’t, the book feels like she could.
Admittedly I am not the target audience for this sort of tale. I prefer my vampires darker, my witches more mysterious and werewolves as ravaging beasts. That all being said there is a good tale here and an interesting set of myths. This could very well be the start of a new series of modern supernatural novels that everyone will be talking about, and if not it is also an enjoyable read and in the end isn’t what we want? Kolodziej shares her world with us and we all enjoy it.
I am pleased to hear there is a second book coming. She has built up a lot mythology here and there is plenty for a lot of books.
Lost my Projects Drive
Damn.
I work on a lot of projects. Maybe too many to be honest, but they help keep my sanity.
So imagine my horror this morning when I could not find my projects flash drive.
IT's a tiny thing really. 8 gigs, black. But on it were WORLDS. It had my drafts to a couple of Old School projects I was working on. It had my complete draft of my "new" old-school campaign world "Eire". Dozens of characters for a few different games. About 2 gigs worth of PDFs. A few reviews of some books I was reading. Some new adventures for Ghosts of Albion.
Nothing I can't replace or rebuild in time, but irritating all the same. Well the review I have to restart from scratch and the three books I only have the last backed-up versions.
Not at all happy this morning.
I work on a lot of projects. Maybe too many to be honest, but they help keep my sanity.
So imagine my horror this morning when I could not find my projects flash drive.
IT's a tiny thing really. 8 gigs, black. But on it were WORLDS. It had my drafts to a couple of Old School projects I was working on. It had my complete draft of my "new" old-school campaign world "Eire". Dozens of characters for a few different games. About 2 gigs worth of PDFs. A few reviews of some books I was reading. Some new adventures for Ghosts of Albion.
Nothing I can't replace or rebuild in time, but irritating all the same. Well the review I have to restart from scratch and the three books I only have the last backed-up versions.
Not at all happy this morning.
Tuesday, March 8, 2011
Review: The Nameless City
Mythmere Games, who gave us Swords & Wizardry, have recently published a new adventure and I decided to download it. I am very happy I did.
The Nameless City is built in the same vein of the old TSR S-Series, the same that gave us Tomb of Horrors and The Lost Caverns of Tsojcanth. The adventure is for higher level characters, 7 to 10, and the adventure is certainly a deadly one.
The adventure itself is something of a cross between a dungeon crawl and an H.P. Lovecraft story (the Nameless City in fact). There are plenty of degenerate lizard men, a cult to a forgotten god ala Lair of the White Worm, undead galore and of course dinosaurs and crazy snake-people cultists.
While there is nothing per se new here, it is all put together in a rather interesting and fun way. Yes this adventure is dangerous. The first room is enough to kill most parties and they have not even gotten into the city yet.
There is a bit of "old school ecology" here, ie monsters seem to be here for the sole purpose to be killed, but that is fine really and the adventure does give reasons why everything is in the place it is in.
The maps are nice, but I like mine a bit larger, but that's fine.
The plot is thin, but more robust than most of the old school modules it emulates and it does, I think, exactly what it was setting out to do.
What do I like about this?
Well the obvious and acknowledged nod to both Lovecraft and the dungeon crawls of old are nice.
Killing undead is always a plus in my book.
Loved the desert setting. Investigating pyramids is always a blast.
Snake-People as secretive cultist like bad guys pretty much moves anything to the top of my list.
So this adventure succeeds for me on many levels.
I would have liked some more art sure, but what is there is very useful and the rest I guess is up to me and m players. Again, bigger maps would have been nice.
The Nameless City comes in two flavors, S&W Complete or Core Rules/OSRIC version and a S&W White Box Version. The rules are the same, except where needed and the monster stat blocks differ. Of course either version should work well with any version of D&D or it's clones you desire. Heck even with a very, very minor amount of tweaking I bet it would work well with 4th Edition, Call of Cthulhu, Savage Worlds or even Ghosts of Albion. If I were Mythmere games I'd be looking into a CoC version myself.
The Nameless City is fun adventure and one that can be run in an afternoon or so. And for the price it is a steal.
5 out of 5 stars
The Nameless City is built in the same vein of the old TSR S-Series, the same that gave us Tomb of Horrors and The Lost Caverns of Tsojcanth. The adventure is for higher level characters, 7 to 10, and the adventure is certainly a deadly one.
The adventure itself is something of a cross between a dungeon crawl and an H.P. Lovecraft story (the Nameless City in fact). There are plenty of degenerate lizard men, a cult to a forgotten god ala Lair of the White Worm, undead galore and of course dinosaurs and crazy snake-people cultists.
While there is nothing per se new here, it is all put together in a rather interesting and fun way. Yes this adventure is dangerous. The first room is enough to kill most parties and they have not even gotten into the city yet.
There is a bit of "old school ecology" here, ie monsters seem to be here for the sole purpose to be killed, but that is fine really and the adventure does give reasons why everything is in the place it is in.
The maps are nice, but I like mine a bit larger, but that's fine.
The plot is thin, but more robust than most of the old school modules it emulates and it does, I think, exactly what it was setting out to do.
What do I like about this?
Well the obvious and acknowledged nod to both Lovecraft and the dungeon crawls of old are nice.
Killing undead is always a plus in my book.
Loved the desert setting. Investigating pyramids is always a blast.
Snake-People as secretive cultist like bad guys pretty much moves anything to the top of my list.
So this adventure succeeds for me on many levels.
I would have liked some more art sure, but what is there is very useful and the rest I guess is up to me and m players. Again, bigger maps would have been nice.
The Nameless City comes in two flavors, S&W Complete or Core Rules/OSRIC version and a S&W White Box Version. The rules are the same, except where needed and the monster stat blocks differ. Of course either version should work well with any version of D&D or it's clones you desire. Heck even with a very, very minor amount of tweaking I bet it would work well with 4th Edition, Call of Cthulhu, Savage Worlds or even Ghosts of Albion. If I were Mythmere games I'd be looking into a CoC version myself.
The Nameless City is fun adventure and one that can be run in an afternoon or so. And for the price it is a steal.
- The Nameless City: Swords & Wizardry Complete or Core Rules/OSRIC version
- The Nameless City: Swords & Wizardry White Box version
5 out of 5 stars
Willow & Tara: Mutants & Masterminds 3rd Edition
Willow & Tara: Mutants & Masterminds 3rd Edition
I have been on a Mutants and Masterminds 3.0 kick of late. I like M&M and I love the new 3rd Edition game. So really it was only a matter of time before I tried out my favorite witches in the new system.
I have done Willow and Tara before for Mutants and Masterminds 2nd Ed. But my write-ups were straight conversions of Unisystem and that might not have worked as well as I thought. So with this I went back to who and what the characters are and stated them up from the ground up. I kept many of the same powers and skills, or at least tried to.
I set the girls at PL 10. I did PL 11 previously with 2nd ed and they ended up being really super-powered. Granted, that is fine for me, but I wanted to see what I could do with PL 10 and going by the book. Willow has more powers/spells under Witchcraft, but Tara still has her healing ability and minion in MKF II.
Given that this is for the 3rd edition version of M&M and I was working on a 3rd season for Willow and Tara called "Generation HEX" I am going to combine them together into one. Only fair really since Generation HEX's genesis was in my attempt to add more M&M and BESM style play to my games. In this case this Willow and Tara share a lot of the same history as the ones in my Unisystem games. It is 2011 and they are still together, celebrating 10 years as a couple.
Don't know if they are living in the same world as Justice, but I'd like to think so if I can figure out how, but they are certainly living in the same world with Tarot.
For the purposes of a game I would want them (or at least Tara) be teacher(s) at the local School for the Gifted. For M&M 2nd ed this would be Claremont Academy and I still like that idea.
Willow Rosenberg
PL 10
Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 6, Awareness 4, Presence 2
Advantages
Artificer, Attractive 2, Benefit, Wealth 3 (millionare), Equipment 1, Extraordinary Effort, Inspire, Languages 4, Occult Library, Ritualist, Skill Mastery (Expertise (Magic)), Teamwork, Well-informed
Skills
Expertise (Magic) 14 (+20), Expertise (Science) 12 (+18), Insight 4 (+8), Investigation 4 (+10), Perception 2 (+6), Persuasion 1 (+3), Ranged Combat (Arcane Blast: Blast 10) 1 (+1), Sleight of Hand 1 (+1), Technology 10 (+16), Treatment 8 (+14), Vehicles 1 (+1)
Powers
Magickal Senses: Senses 8 (magic, Awareness: Magical, Counters Illusion: Magical, Detect: Magical 2 (ranged), Postcognition (Limited): Touch, Radius: Magical; Affects Insubstantial 2 (full rank))
Telekinesis: Move Object 4 (mystic, 800 lbs.; Concentration)
Throw Object: Blast 2 (Alternate; magic, DC 17; Diminished Range)
Witchcraft: Magic 12 ([10 active, 30/38 PP, 3/r], DC 25; Affects Insubstantial 2 (full rank), Multiattack)
Arcane Blast: Blast 10 (Alternate; DC 25; Distracting, Noticeable (Light flare))
Astral Projection (Alternate; Activation: Move Action)
Computer Link: Other Communication 5 (Alternate; Sense Type: Computer Link; Linked (Remote Sensing: Remote Sensing 13))
Flight: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Concentration)
Forget: Mind Control 1 (Alternate; mind, DC 11)
Glamour: Illusion 5 (Alternate; magic, Affects: All Sense Types, Area: 30 cft., DC 15)
Magic Sheild: Force Field 20 (Alternate; +20 Toughness)
Remote Sensing: Remote Sensing 13 (Alternate; Affects: 2 Types, inc. Visual - Vision and Hearing, Range: 30 miles; Linked (Magickal Senses: Senses 8) [4 extra ranks]; Concentration)
Telepathy: Mental Communication 5 (Alternate; Advantages: Extended distance with Willow; Distracting)
Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
Veil: Concealment 10 (Alternate; All Senses)
Equipment
Ritual Tools 1, Cell Phone (Smartphone), Computer
Offense
Initiative +0
Arcane Blast: Blast 10, +1 (DC 25)
Forget: Mind Control 1 (DC Will 11)
Grab, +0 (DC Spec 10)
Telekinesis: Move Object 4, +0 (DC 14)
Throw, +0 (DC 15)
Throw Object: Blast 2, +0 (DC 17)
Unarmed, +0 (DC 15)
Witchcraft: Magic 12, +0 (DC 25)
Complications
Prejudice: Jewish Lesbian Wicca
Relationship: Tara
Languages
English, French, Greek, Hebrew, Latin, Russian
Defense
Dodge 3, Parry 0, Fortitude 5, Toughness 1, Will 7
Power Points
Abilities 26 + Powers 65 + Advantages 20 + Skills 29 (58 ranks) + Defenses 10 = 150
Tara Maclay
PL 10
Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 3, Awareness 5, Presence 2
Advantages
Animal Empathy, Artificer, Attractive, Benefit, Wealth (well-off), Equipment 3, Extraordinary Effort, Inspire, Languages 4, Minion 2, Occult Library, Ritualist, Skill Mastery (Expertise (Magic)), Teamwork, Well-informed
Skills
Expertise (Horse Riding) 4 (+7), Expertise (Humanities) 8 (+11), Expertise (Magic) 10 (+13), Insight 8 (+13), Investigation 5 (+8), Perception 2 (+7), Persuasion 2 (+4), Ranged Combat (Arcane Blast: Blast 10) 2 (+2), Sleight of Hand 2 (+2), Technology 2 (+5), Treatment 8 (+11), Vehicles 1 (+1)
Powers
Magickal Senses: Senses 8 (magic, Awareness: Magical, Counters Illusion: Magical, Detect: Magical 2 (ranged), Postcognition (Limited): Touch, Radius: Magical; Affects Insubstantial 2 (full rank))
Mystic Healing: Healing 9 (Activation (move action), Limited (Touch only))
Telekinesis: Move Object 4 (mystic, 800 lbs.; Concentration)
Throw Object: Blast 2 (Alternate; magic, DC 17; Diminished Range)
Witchcraft: Magic 11 ([9 active, 27/35 PP, 3/r], DC 24; Affects Insubstantial 2 (full rank), Multiattack)
Arcane Blast: Blast 10 (Alternate; DC 25; Distracting, Noticeable (Light flare))
Astral Projection (Alternate; Activation: Move Action)
Flight: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Concentration)
Glamour: Illusion 5 (Alternate; magic, Affects: All Sense Types, Area: 30 cft., DC 15)
Magic Sheild: Force Field 14 (Alternate; +14 Toughness)
Remote Sensing: Remote Sensing 12 (Alternate; Affects: 2 Types, inc. Visual - Vision and Hearing, Range: 16 miles; Linked (Magickal Senses: Senses 8) [4 extra ranks]; Concentration)
Telepathy: Mental Communication 5 (Alternate; Advantages: Extended distance with Willow; Distracting)
Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
Equipment
Apartment, Athame 1, Car, Cell Phone (Smartphone), Computer
Offense
Initiative +0
Arcane Blast: Blast 10, +2 (DC 25)
Grab, +0 (DC Spec 11)
Telekinesis: Move Object 4, +0 (DC 14)
Throw, +0 (DC 16)
Throw Object: Blast 2, +0 (DC 17)
Unarmed, +0 (DC 16)
Witchcraft: Magic 11, +0 (DC 24)
Complications
Prejudice: Lesbian Wicca
Relationship: Willow
Languages
English, French, Gaelic, Greek, Japanese, Latin
Defense
Dodge 4, Parry 0, Fortitude 4, Toughness 1, Will 8
Power Points
Abilities 24 + Powers 67 + Advantages 22 + Skills 27 (54 ranks) + Defenses 10 = 150
Minion - Miss Kitty Fantastico II - PL 10
Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 1, Intellect 1, Awareness 1, Presence 1
Skills
Athletics 2 (+2), Close Combat (????) 1 (+2), Deception 1 (+2), Insight 1 (+2), Perception 3 (+4), Stealth 4 (+6)
Powers
Fly: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings) - MKF has wings that fold up on to her back and stay hidden unless she is using them.
Luck Control: Luck Control 1 (Negate Luck) - she is a black cat after all.
Mental Link: Mental Communication 1 (Sense Type: Telepathy; Limited (only with Willow and Tara))
Offense
Initiative +2
Grab, +1 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)
Complications
Quirk: Lazy
Quirk: Curious
Languages
Cat, Telepathy
Defense
Dodge 2, Parry 1, Fortitude 0, Toughness 0, Will 1
Power Points
Abilities 16 + Powers 8 + Advantages 0 + Skills 6 (12 ranks) + Defenses 0 = 30
All in all I like them, but would like to hear what the experts have to say.
Tara gets the car (specially designed hybrid Subaru Outback), apartment and MKF II on her sheet to spread the points around. Willow is brilliant and the most power witch on the planet maybe, but she considers Tara to be just as potent. Both girls have Wealth, in my games Willow sold her software company, Red Witch, and remained on as their paid consultant. This gives her freedom to work when she wants and still have money. Red Witch makes the world best computer security systems; and all have a back door that only Willow knows how to access.
In my WitchCraft game, Tara has more Essence or magical energy than Willow does, not sure how replicate that here.
Note: That fantastic bit of art up there is from David Reynolds, one half of the brilliant ShadowGirls comic team.
I have been on a Mutants and Masterminds 3.0 kick of late. I like M&M and I love the new 3rd Edition game. So really it was only a matter of time before I tried out my favorite witches in the new system.
I have done Willow and Tara before for Mutants and Masterminds 2nd Ed. But my write-ups were straight conversions of Unisystem and that might not have worked as well as I thought. So with this I went back to who and what the characters are and stated them up from the ground up. I kept many of the same powers and skills, or at least tried to.
"Willow and Tara" by David Reynolds
I set the girls at PL 10. I did PL 11 previously with 2nd ed and they ended up being really super-powered. Granted, that is fine for me, but I wanted to see what I could do with PL 10 and going by the book. Willow has more powers/spells under Witchcraft, but Tara still has her healing ability and minion in MKF II.
Given that this is for the 3rd edition version of M&M and I was working on a 3rd season for Willow and Tara called "Generation HEX" I am going to combine them together into one. Only fair really since Generation HEX's genesis was in my attempt to add more M&M and BESM style play to my games. In this case this Willow and Tara share a lot of the same history as the ones in my Unisystem games. It is 2011 and they are still together, celebrating 10 years as a couple.
Don't know if they are living in the same world as Justice, but I'd like to think so if I can figure out how, but they are certainly living in the same world with Tarot.
For the purposes of a game I would want them (or at least Tara) be teacher(s) at the local School for the Gifted. For M&M 2nd ed this would be Claremont Academy and I still like that idea.
Willow Rosenberg
PL 10
Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 6, Awareness 4, Presence 2
Advantages
Artificer, Attractive 2, Benefit, Wealth 3 (millionare), Equipment 1, Extraordinary Effort, Inspire, Languages 4, Occult Library, Ritualist, Skill Mastery (Expertise (Magic)), Teamwork, Well-informed
Skills
Expertise (Magic) 14 (+20), Expertise (Science) 12 (+18), Insight 4 (+8), Investigation 4 (+10), Perception 2 (+6), Persuasion 1 (+3), Ranged Combat (Arcane Blast: Blast 10) 1 (+1), Sleight of Hand 1 (+1), Technology 10 (+16), Treatment 8 (+14), Vehicles 1 (+1)
Powers
Magickal Senses: Senses 8 (magic, Awareness: Magical, Counters Illusion: Magical, Detect: Magical 2 (ranged), Postcognition (Limited): Touch, Radius: Magical; Affects Insubstantial 2 (full rank))
Telekinesis: Move Object 4 (mystic, 800 lbs.; Concentration)
Throw Object: Blast 2 (Alternate; magic, DC 17; Diminished Range)
Witchcraft: Magic 12 ([10 active, 30/38 PP, 3/r], DC 25; Affects Insubstantial 2 (full rank), Multiattack)
Arcane Blast: Blast 10 (Alternate; DC 25; Distracting, Noticeable (Light flare))
Astral Projection (Alternate; Activation: Move Action)
Computer Link: Other Communication 5 (Alternate; Sense Type: Computer Link; Linked (Remote Sensing: Remote Sensing 13))
Flight: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Concentration)
Forget: Mind Control 1 (Alternate; mind, DC 11)
Glamour: Illusion 5 (Alternate; magic, Affects: All Sense Types, Area: 30 cft., DC 15)
Magic Sheild: Force Field 20 (Alternate; +20 Toughness)
Remote Sensing: Remote Sensing 13 (Alternate; Affects: 2 Types, inc. Visual - Vision and Hearing, Range: 30 miles; Linked (Magickal Senses: Senses 8) [4 extra ranks]; Concentration)
Telepathy: Mental Communication 5 (Alternate; Advantages: Extended distance with Willow; Distracting)
Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
Veil: Concealment 10 (Alternate; All Senses)
Equipment
Ritual Tools 1, Cell Phone (Smartphone), Computer
Offense
Initiative +0
Arcane Blast: Blast 10, +1 (DC 25)
Forget: Mind Control 1 (DC Will 11)
Grab, +0 (DC Spec 10)
Telekinesis: Move Object 4, +0 (DC 14)
Throw, +0 (DC 15)
Throw Object: Blast 2, +0 (DC 17)
Unarmed, +0 (DC 15)
Witchcraft: Magic 12, +0 (DC 25)
Complications
Prejudice: Jewish Lesbian Wicca
Relationship: Tara
Languages
English, French, Greek, Hebrew, Latin, Russian
Defense
Dodge 3, Parry 0, Fortitude 5, Toughness 1, Will 7
Power Points
Abilities 26 + Powers 65 + Advantages 20 + Skills 29 (58 ranks) + Defenses 10 = 150
Tara Maclay
PL 10
Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 3, Awareness 5, Presence 2
Advantages
Animal Empathy, Artificer, Attractive, Benefit, Wealth (well-off), Equipment 3, Extraordinary Effort, Inspire, Languages 4, Minion 2, Occult Library, Ritualist, Skill Mastery (Expertise (Magic)), Teamwork, Well-informed
Skills
Expertise (Horse Riding) 4 (+7), Expertise (Humanities) 8 (+11), Expertise (Magic) 10 (+13), Insight 8 (+13), Investigation 5 (+8), Perception 2 (+7), Persuasion 2 (+4), Ranged Combat (Arcane Blast: Blast 10) 2 (+2), Sleight of Hand 2 (+2), Technology 2 (+5), Treatment 8 (+11), Vehicles 1 (+1)
Powers
Magickal Senses: Senses 8 (magic, Awareness: Magical, Counters Illusion: Magical, Detect: Magical 2 (ranged), Postcognition (Limited): Touch, Radius: Magical; Affects Insubstantial 2 (full rank))
Mystic Healing: Healing 9 (Activation (move action), Limited (Touch only))
Telekinesis: Move Object 4 (mystic, 800 lbs.; Concentration)
Throw Object: Blast 2 (Alternate; magic, DC 17; Diminished Range)
Witchcraft: Magic 11 ([9 active, 27/35 PP, 3/r], DC 24; Affects Insubstantial 2 (full rank), Multiattack)
Arcane Blast: Blast 10 (Alternate; DC 25; Distracting, Noticeable (Light flare))
Astral Projection (Alternate; Activation: Move Action)
Flight: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Concentration)
Glamour: Illusion 5 (Alternate; magic, Affects: All Sense Types, Area: 30 cft., DC 15)
Magic Sheild: Force Field 14 (Alternate; +14 Toughness)
Remote Sensing: Remote Sensing 12 (Alternate; Affects: 2 Types, inc. Visual - Vision and Hearing, Range: 16 miles; Linked (Magickal Senses: Senses 8) [4 extra ranks]; Concentration)
Telepathy: Mental Communication 5 (Alternate; Advantages: Extended distance with Willow; Distracting)
Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
Equipment
Apartment, Athame 1, Car, Cell Phone (Smartphone), Computer
Offense
Initiative +0
Arcane Blast: Blast 10, +2 (DC 25)
Grab, +0 (DC Spec 11)
Telekinesis: Move Object 4, +0 (DC 14)
Throw, +0 (DC 16)
Throw Object: Blast 2, +0 (DC 17)
Unarmed, +0 (DC 16)
Witchcraft: Magic 11, +0 (DC 24)
Complications
Prejudice: Lesbian Wicca
Relationship: Willow
Languages
English, French, Gaelic, Greek, Japanese, Latin
Defense
Dodge 4, Parry 0, Fortitude 4, Toughness 1, Will 8
Power Points
Abilities 24 + Powers 67 + Advantages 22 + Skills 27 (54 ranks) + Defenses 10 = 150
Minion - Miss Kitty Fantastico II - PL 10
Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 1, Intellect 1, Awareness 1, Presence 1
Skills
Athletics 2 (+2), Close Combat (????) 1 (+2), Deception 1 (+2), Insight 1 (+2), Perception 3 (+4), Stealth 4 (+6)
Powers
Fly: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings) - MKF has wings that fold up on to her back and stay hidden unless she is using them.
Luck Control: Luck Control 1 (Negate Luck) - she is a black cat after all.
Mental Link: Mental Communication 1 (Sense Type: Telepathy; Limited (only with Willow and Tara))
Offense
Initiative +2
Grab, +1 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)
Complications
Quirk: Lazy
Quirk: Curious
Languages
Cat, Telepathy
Defense
Dodge 2, Parry 1, Fortitude 0, Toughness 0, Will 1
Power Points
Abilities 16 + Powers 8 + Advantages 0 + Skills 6 (12 ranks) + Defenses 0 = 30
All in all I like them, but would like to hear what the experts have to say.
Tara gets the car (specially designed hybrid Subaru Outback), apartment and MKF II on her sheet to spread the points around. Willow is brilliant and the most power witch on the planet maybe, but she considers Tara to be just as potent. Both girls have Wealth, in my games Willow sold her software company, Red Witch, and remained on as their paid consultant. This gives her freedom to work when she wants and still have money. Red Witch makes the world best computer security systems; and all have a back door that only Willow knows how to access.
In my WitchCraft game, Tara has more Essence or magical energy than Willow does, not sure how replicate that here.
Note: That fantastic bit of art up there is from David Reynolds, one half of the brilliant ShadowGirls comic team.
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