Tuesday, April 12, 2011

Justice is Blind, Issue 4: Icons

Yesterday I talked about Icons.  Today I want to see how my paragon, Justice would fare.

I have detailed Justice in previous posts.  Her introduction and Mutants and Masterminds 2nd Ed stats, stats for the BASH! RPG and for Mutants and Masterminds 3rd Ed / DC Adventures.  This would be issue #4 of the Justice is Blind comic.  Each issue and each build had a "theme".  Issue 1 of course is her origin story and her current situation, Issue 2 is told in flashbacks with the current tale of her training with the Amazons and her early life.  Issue 3 was more flashbacks though now her training with Bruce.
Issue 4 will be more recent flashbacks, her work with DA Barbara Gordon and her getting into Law School.  I should suppose that here would be the best time to introduce some boy friend for her, but allude that ended really badly, possibly refrigerator badly.
Icons is really about action, so this would be the episode where she gets to conk some heads.

Since one of the things I like most about Icons is the presentation of their character sheets, here is Justice in an Icons style character sheet. Click for larger.



Over all the game reminds me a bit of Bash and M&M. Which should be no surprise.  The one thing we don't have yet is an arch villain for her.   I am going to have to think of something.  Something appropriate to her.  So the archvillain should be someone all about anarchy.  Maybe that is it.  Her nemisis is Anarchy (not Anarky).

Just a thought.

DriveThru April Codes

It's a new month, and once again DriveThruRPG has provided codes for my loyal readers.

This month’s code is DTRPGAprilPodBlog2011 and you can use it to get 20% these PDFs
AND there is a special code to get all these products for FREE.  

To get that code here is what I need:

In the comments section please post an adventure idea that uses elements from all these games.
Please include your contact in the post (such as email if it is not on your profile) so I can email you the code.

Have fun!!



J is for Jabberwock

Jabberwocky for Ghosts of Albion.

Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jub Jub bird
And shun the frumious bandersnatch!

The Jabberwock might be a type of dragon, a creature of faerie or even a demon of some sort.  Two things are know for sure.  The seemingly non-sense poem, Jabberwocky by Lewis Caroll is a clever bit of occult poetry in disguise, designed to keep the Jaberwock away from Albion's shores.
The second thing that is known is that the Jabberwock elsewhere is a very real threat.

There are very, very few occult texts on the Jabberwock, and the ones that do mention it refer to it simplly as a type of dragon.  The Jabberwock though is no mere dragon but a force of pure chaos; a creature of insanity made whole.  There is debate on whether or not Caroll actually encountered the Jabberwock himself, but if he did it would have been before his 1872 poem "Jaberwocky", and even possibly before 1855.

The Jabberwock is a terrible foe.  Difficult to hit and even harder to kill. It can reattach limbs that have been severed by common weapons, and even magic is deflected away from it.  It is usually found only in the tulgey wood where it can be heard "burbling" by the Tumtum trees.


Name: Jabberwock
Motivation: To cause chaos
Creature Type: Unknown
Attributes: Str 14, Dex 6, Con 9, Int 3, Per 6, Will 3
Ability Scores: Muscle 34, Combat 24, Brains 12
Life Points: 220
Drama Points: 2
Special Abilities: Armour Value 8, Attractiveness –6, Breathe Fire, Flash, Flight, half damage from Bash attacks, Increased Life Points, Innate Magic, Resilience, Unique Kill (Decapitation, Vorpal Sword).

Manoeuvres
Name              Score   Damage           Notes
Bite                 22        47                    Slash/stab
Claw               24        34                    Slash/stab
Eyes of Flame 24         10+SLx3         Fire damage 
Deflect            15                           Magic defence action; deflects spells 45ยบ


The Jabberwock can send fire from it's eyes..  All bu the greatest magics will bounce off the Jabberwock.

Reducing it to 0 or fewer Life Points only slows down the might Jabberwock as it will begin to regenerate itself.  The Jabberwock can not regenerate lost LP during combat, but once it is dead it will regnerate at the rate of 9 LP per hour.  The only way to kill a Jabberwock is to cut off it's head with a Vorpal Sword.

The Vorpal Sword
All is known about a vorpal sword is that it is the finest weapon of the land and that even in the hands of a novice it can lead them to victory over a great opponent.  What is most well know about the vorpal sword is that on a perfect strike, it will sever the head from an opponent in one swoop.
There are many theories about the vorpal sword including ascertaining if there is more than one or if it is an unique weapon.   Rumors also include that it is the Word of Law, forged into a weapon. It would make it oddly appropriate then that the only thing that can kill a chaotic creature like this, is the Word of Law forged into a sword.
The vorpal sword adds +2 to die rolls for sword combat and is deadly sharp.  Damage is Strx6 and must be wielded in both hands. Decapitation damage for it is x6 regular damage.

Though if the true Jabberwock is unkown, the other creatures are a complete mystery; The Frumious Bandersnatch, believed to be some large pack animal, and the Jub Jub Bird.

Monday, April 11, 2011

My First Award!

Back when the Other Side was just my website and not a blog I used to love getting awards.  Well I finally got one for this site as a blog!

Deirdra Eden-Coppel of "A Storybook World" sent me her award!


Go over to her site and check it out.  I had been to her site before, so I knew of her and her award.  Her site is cute and quirky and I like that.  I am going to have to check out her books sometimes as well.

So here is my very first blog award and I display proudly.

Besides, I can't say no to a woman in cute faerie wings no matter how hard I try.  It's a personal failing I know.

I is for Icons


ICONS

I enjoy Supers games. I don't get to play them as often as I would like, but I enjoy them all the same.  I had been playing M&M 2ed and just picked up BASH! so I was hesitant to also get Icons.  But Icons comes with a pretty good pedigree.  First it is written by Steven Kenson, who gave us Mutants and Masterminds and also worked on Silver Age Sentinels.  Steve obviously knows his supers.  It has Gareth-Michael Skarka of Adamant Entertainment and one of the minds behind "Hong Kong Action Theater". Walt Ciechanowski has a ton of game systems under his belt too including M&M, True20 and Victoriana (1st ed). And Morgan Davie, whom I'll admit I am not as familiar with.  But he is one of the guys that wrote Icons, so that makes him good in my book.

Comics are a visual medium.  Full of art and color and eye catching action.  Icons is the same.  It is a really good looking book, especially one that has such a "retro" or even "indie" feel to it.  It lives somewhere between the free flowing cartoon fun of Cartoon Action Hour and the slick, high production values of Mutants and Masterminds.  All three of these games are fantastic and their style really tells us a lot about what they are about.  Icons is a comic book game that is close to a Saturday Morning Super Heroes cartoon.  The art, which some people have disliked, I think sets the perfect mood for this book.  It is simple art, but it is good art and has a earnestness about that I like.  That is also true for the rules.

Icons, as you may or may not have heard, is powered by FATE. Though the typical FATE/Fudge trappings of naming the power levels is gone in favor of numbers (sort of a step backwards from the FATE perspective, but fine for me). There is the option for named levels too, and I think it would fit the style of comic book action, but I myself prefer numbers. The scale is pretty simple, 1 to 10, with 3 an average.  So very similar already to a lot of games I play.

The rules themselves are really simple.  It is a modification of the dF system.  Use 2d6 with one as positive and one as negative, roll and add, apply mods.  Easy.  You can be up and running in less time than it takes to say "Meanwhile back at the Hall of Justice..."

Hero creation is unique for a modern game, it is random.  Not that you couldn't do it as a "point buy" system, but the randomness is what I think sets it away from BASH which can fill similar needs.

I feel I must at this point call out the Character Sheet.  Long ago I was a reader of Marvel and I  loved their "Whos Who" of the Marvel universe where they would have bar charts to rank their heroes on various attributes.  It was almost very game-like and I loved them.  Icons does something similar and it really gives their characters a different feel.

I would be lying if I didn't see bits of pieces of Silver Age Sentinels or Mutants and Masterminds peeking out every so often.  That is fine with me.  That familiarity is a good thing in my mind.

Icons is not really the game I would use if I were going to run a multi-year, multi-arc long game; that's what Mutants and Masterminds is for.  But if I needed to run a supers game on a rainy afternoon or a convention or just something to have some fun with, then Icons is a great choice.

I also picked up The Mastermind Affair and it is a great little adventure that gives you the feel on how to run an Icons game.

Sunday, April 10, 2011

Lantern Corp: Confidence

So my boys have been getting into Green Lantern a lot lately and have enjoyed all the new Lantern Corps in the whole emotional spectrum deal from "Blackest Night".

So I got them some rings, a green for my youngest and a blue for my oldest, their favorite colors.  Today my oldest decided that he needed a new one; Aquamarine.   Here is his logic:

"Aquamarine rings are for Green Lanterns that are exceptional. They are the best so they get a Blue Ring, but it becomes like Turquoise or Aquamarine.  Their power comes from Confidence."

So he drew a picture (then we later did it up in Photoshop) and he wrote their oath.


Here is the oath according to Liam:

In wounded day, in Bleeding night
Confidence shall rise
To the sight of Aquamarine Light!

If we come up with an Aquamarine Lantern character we will stat him up in M&M3/DCA for you all to see.

H is also for Hobbit and Halfling


I don't pretend to be particularly original with everything I do in my games for fun.  I produce a ton of original material all the time, but sometimes I like to let others do the heavy lifting.  In this case I like it when a 119 year old English professor does the lifting for me.

1980 was a good year.  I had been introduced to D&D the year before and got my copy of the Basic set and I discovered the world of The Hobbit.  Sure I had seen the cartoon movie on TV and remembered it, but this was the year I read the book.  From that point on I have made it a priority to re-read the Hobbit and the Lord of the Rings at least every three or so years.  Frankly nothing else in the literary world even remotely comes close in my mind.

So then it should be no surprise that my D&D worlds have halflings, and lots of them.
I pretty much use Prof. Tolkien's guide with my halflings too.  Short, stocky, prone to laziness or at least not having the desire to go anywhere, much less on adventures (make you late for dinner!).

I think it was this picture by Jeff Dee that made me look at halflings as a good character race.

I always figured this was the local halfling sheriff and he didn't trust "big ones" like this guy. And how cute is that halfling girl?

My first halfling was a easy going guy named Perrin. Perrin though liked human women. He was an odd one. My games steadily got more and more dangerous that a guy like Perrin would have easily gotten killed. He retired and lives in a folder in my basement. I kinda hope he retired, bought a nice little cottage in the country and married a Valkyrie Warrior Maid, 6 foot tall and cleavage you could ski off of.

In my world I have a lot of halfling sub-races.  I do stick with the common ones.
- Hairfoots (D&D) or Harfoots (Tolkien) are the most common types.  These are your classical hobbits with hairy feet, slightly pointed ears and a tendency to be home-bodys.  These halflings get along well with dwarves.  These are the stereotypical hobbits.
- Stouts or Stoors are a touch shorter and tend to be more adventurous.  They get along well with humans and while not as numerous as the Harfoots tend to be the ones most humans see.  Their ears are more pointed.
- Tallfellows or Fallohides are a taller breed than the Harfoots, though no where near as numerous.  They have more pointed ears and are commonly found in the same areas as elves.    There is even speculation that the Fallohides have elf blood in their lineage.
- Lightfoots are the halflings that became popular with the advent of D&D3. Roughly the same size as Harfoots, the Lightfoots are notable for their desire to travel more and wear shoes.  The hair on their feet is sparse to nearly non-exsistent.
- Docrae a race of "cursed" halflings from the Blackmoor setting.  I have them closer in nature to the nomadic Native American tribes of the north.  A sad, stoic but hearty race.  I use some information on the Strongheart halflings from the Forgotten Realms here as well.
- Kender, the race of Kender of the hidden island nation of Ansalon believe they were created from gnomes. This is only half true. Kender are a magical, but now true, crossbreed of Gnome and Halfling.  There is even some speculation that Lightfoots are halflings that have bredd back with Kender as the two races have a number of similarities.

Halfling witches are known as Herb Women.

Halfling witches see themselves as the hands of their Mother Goddess. Allow the clerics to be Her eyes and voice; the halfling witch has work to do! This does cause some friction between the two set’s worshippers, but rarely among the populace. Halfling witches are most like their human cousins. More females pick up witchcraft, which they just call “the Craft,” than do males, but there has not been the history of persecution among the halfling witches as with the humans.

Halfling witches tend to be open and honest not only about their Craft, but many of their other opinions as well. While this makes them appear to be crass at times, it has also given rise to a popular saying among halfling youth, “If you want an Answer, ask a cleric. If you want the Truth, ask a witch!”.
Adventuring halflings are known to be full of wanderlust and a desire to see the world. Non-adventuring ones prefer the simple comforts of home, hearth and family. The halfling witch then is the self styled guardian of both halves of the halfling heart. The halfling witch is rarely an adventurer, but has been know to have accompanied adventurers in the past.

Halfling Herb Women fill many roles in the halfling community. First she is a center of wisdom and understanding folkways. In some respects she acts as an informal teacher outside of the halfling home. She is a healer, often a seller of herbs, remedies and minor magic. She may perform marriages (handfastings) and most importantly she is also the community’s mid-wife. Few, except the most knowledgeable clerics can match her wisdom in the ways of bringing the young into the world.

As mentioned previously, halfling witches are very similar to human ones, except there is no history of prosecution for the Herb Women, so nearly all Herb Women display the sign of their trade openly for all to see–a broom propped outside of their door. Each morning the herb woman will rise and sweep her back stoop or porch to signify that she is open. She will then place the broom outside of the door and leave the door open. This is a welcome invitation for the community who may stop by to buy her wares or even to gossip. It is believed that if the broom falls as someone walks in then that person is either special or under a curse. Since the herb woman’s shop is often her kitchen she can very well be fixing dinner all day while chatting with customers. When the witch closes her store she places the broom across the door as a lock. The ritual tool for the halfling witch is of course the Besom, or witch’s broom.

Herb women get along very well with most human witches of all sorts, Elven Kuruni and of course Gnomish Good Walkers. They are typically any non-evil alignment, but individuals have their own choices.