So a little cheesecake today. DC Heroines ready for Summer!
Wonder Woman by Claudio Aboy (5) by winchester01 on DeviantArt
Poison Ivy Panel Art 2 by RichBernatovech on DeviantArt
Harley Quinn :) by Salamandra88 on DeviantArt
Zatanna by Jikasan on DeviantArt
DC's sexy girls wallpaper by ethaclane on DeviantArt
Zatanna Request by ImfamousE on DeviantArt
Batgirl Swimsuits by msciuto on DeviantArt
Raven Swimsuit by DrewGardner on DeviantArt
Starfire Swimsuit by DrewGardner on DeviantArt
Supergirl Sport Illustrated Swimsuit Edition by jamietyndall on DeviantArt
Power Girl At The Beach by SIDEBOARD on DeviantArt
Canary Beach by everage on DeviantArt
Saturday, June 20, 2015
Friday, June 19, 2015
Friday Night Videos: Celebrate Summer with Rush!
We are coming up on the first day of Summer.
Ah Summer. When you are a kid there is nothing better.
I remember spending my summers playing outside, running around and of course playing D&D on the weekends all night long.
It was an innocent time really before we all discovered girls, drinking (drugs) and other ways to pass the time. I don't regret and would not change a single moment of those times.
Let's start this right with Rush's "Time Stand Still" I think it sums up what I want to say rather well.
Plus "Solstice" means "Sun stand still" so yeah. Perfect song.
And Aimee Mann was damn cute here.
Let's keep going with Rush for a bit. They are afterall the most "D&D" band I know.
"Subdivisions" spoke to everyone in my gaming group in a why that is difficult to quantify really. I didn't grow up in the suburbs (though I live there now) but the feelings are the same. Replace the video games in this video with RPGs and the message is the same.
Ok. So Canada in the Winter does not invoke images of Summer, but the video aside no song reminds me of playing D&D quite as much as Rush's "Tom Sawyer". This was my DM's favorite song. I think I have heard it 1000 times. One more time would be good too.
Ok I lied. "Fly By Night" reminds me of D&D maybe just a little bit more than Tom Sawyer. I remember one of the first big "D&D Parties" we had in Jr. High. My friend and DM Jon put a copy of Rush's Fly By Night into my hands and told me I had to listen to it. He did that a lot. It did change my life.
"Freewill" came to me at a very interesting time in my life. The song was something of an anthem for me, but not one I could shout out loud. 1980, I was 10 and just learning to play D&D. I was also becoming what I would later know to be called an atheist. D&D was my way to explore religious spaces; which is why I tend to play clerics, paladins and witches.
Fast forward to a little over 10 years later Rush releases a new album, Roll the Bones. I remember that some of the hard core Rush fans in college didn't care for it, but I loved it. I know some people hated the rapping in the song, but fuck them.
Isn't that what we do? Roll the Bones.
Enjoy your summer!
Ah Summer. When you are a kid there is nothing better.
I remember spending my summers playing outside, running around and of course playing D&D on the weekends all night long.
It was an innocent time really before we all discovered girls, drinking (drugs) and other ways to pass the time. I don't regret and would not change a single moment of those times.
Let's start this right with Rush's "Time Stand Still" I think it sums up what I want to say rather well.
Plus "Solstice" means "Sun stand still" so yeah. Perfect song.
And Aimee Mann was damn cute here.
Let's keep going with Rush for a bit. They are afterall the most "D&D" band I know.
"Subdivisions" spoke to everyone in my gaming group in a why that is difficult to quantify really. I didn't grow up in the suburbs (though I live there now) but the feelings are the same. Replace the video games in this video with RPGs and the message is the same.
Ok. So Canada in the Winter does not invoke images of Summer, but the video aside no song reminds me of playing D&D quite as much as Rush's "Tom Sawyer". This was my DM's favorite song. I think I have heard it 1000 times. One more time would be good too.
Ok I lied. "Fly By Night" reminds me of D&D maybe just a little bit more than Tom Sawyer. I remember one of the first big "D&D Parties" we had in Jr. High. My friend and DM Jon put a copy of Rush's Fly By Night into my hands and told me I had to listen to it. He did that a lot. It did change my life.
"Freewill" came to me at a very interesting time in my life. The song was something of an anthem for me, but not one I could shout out loud. 1980, I was 10 and just learning to play D&D. I was also becoming what I would later know to be called an atheist. D&D was my way to explore religious spaces; which is why I tend to play clerics, paladins and witches.
Fast forward to a little over 10 years later Rush releases a new album, Roll the Bones. I remember that some of the hard core Rush fans in college didn't care for it, but I loved it. I know some people hated the rapping in the song, but fuck them.
Isn't that what we do? Roll the Bones.
Enjoy your summer!
The Witch Queen of Summer
Note: I am also submitting this as my entry to the RPG Blog Carnival. Since the topic of June is Summer, this is a perfect post for me.
I have been reading a lot of adventures of late. Having a lot of fun even if I don't get a chance to play these (but it is looking more and more like I will!). So here is what I have so far.
A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Drmg083 (AD&D_1e)
Fane of the Witch King (3.0/d20)
Irrisen - Land of Eternal Winter (Pathfinder)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Reign of Winter Players Guide (Pathfinder)
Saga of the Witch Queen (DCC)
The Baleful Coven (Pathfinder)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The_Manor_Issue_6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)
So a lot really to work with.
One of the things I noticed right away that there are LOT of Witch Queens associated with winter. I have talked about Witch Queens many times before. I even have a Pathfinder/d20/3.x Prestige Class and converted one over from another game.
But the one thing I don't have and what no one seems to have is a Witch Queen of Summer.
Well with Summer coming up this weekend I thought why not cover the Witch Queen of Summer.
Given the adventures above I wanted someone with a bit history, a bit of gravitas and if I can manage it, someone that is a "daughter" of Baba Yaga.
Thankfully everything I need is in Dragon Magazine #83.
This issue featured one of the early versions of Baba Yaga's Dancing Hut as an adventure. Among other things it also featured two daughters. Natasha, the evil one, who was also "Tasha" of "Tasha's Hideous Uncontrollable Laughter" fame and "Elena the Fair" a Lawful Good wizard.
If Natasha can become Iggwilv, the Witch Queen of Perrenland then Elena the Fair can become Elena the Witch Queen of Summer.
Of course there are tales of Elena the Fair from Russian folk tales. I see no reason why those tales can't be true and she still became the Witch Queen of Summer.
Elena the Fair
Witch Queen of Summer
Witch (Daughter of Baba Yaga Tradition) 24th level
Hit Points: 50
Alignment: Lawful (good)
AC: 1 (Ring of Protection, Garter of Defence)
Occult Powers (Daughter of Baba Yaga Tradition)
Familiar: Mouse
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)
Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7+2): Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Handfasting (Ritual)
Second (7+2): Alter Self, Biting Blade, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third (6+2): Astral Sense, Bestow Curse, Cleanse Air, Continual Fire, Feral Spirit, Fly, Mind Rash, Imbue Witch Ball (Ritual)
Fourth (6+1): Air Walk, Betwitch IV, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth (5): Anti-Magic Candle, Bull of Heaven, Dream, Primal Scream, Song of Discord
Sixth (5): Control Weather, Find the Path, Heroes' Feast, Moonbow, True Seeing
Seventh (4): Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Creeping Doom, Greater Mislead, Mystic Barrier
As the Queen of Summer one of Elena's duties is to guard the gates of the Summerlands. This is the afterlife of the Witches and where their spirits go for rest prior to being reincarnated to their next life.
She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Mid-Summers' Eve.
I have been reading a lot of adventures of late. Having a lot of fun even if I don't get a chance to play these (but it is looking more and more like I will!). So here is what I have so far.
A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Drmg083 (AD&D_1e)
Fane of the Witch King (3.0/d20)
Irrisen - Land of Eternal Winter (Pathfinder)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Reign of Winter Players Guide (Pathfinder)
Saga of the Witch Queen (DCC)
The Baleful Coven (Pathfinder)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The_Manor_Issue_6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)
So a lot really to work with.
One of the things I noticed right away that there are LOT of Witch Queens associated with winter. I have talked about Witch Queens many times before. I even have a Pathfinder/d20/3.x Prestige Class and converted one over from another game.
But the one thing I don't have and what no one seems to have is a Witch Queen of Summer.
Well with Summer coming up this weekend I thought why not cover the Witch Queen of Summer.
Given the adventures above I wanted someone with a bit history, a bit of gravitas and if I can manage it, someone that is a "daughter" of Baba Yaga.
Thankfully everything I need is in Dragon Magazine #83.
This issue featured one of the early versions of Baba Yaga's Dancing Hut as an adventure. Among other things it also featured two daughters. Natasha, the evil one, who was also "Tasha" of "Tasha's Hideous Uncontrollable Laughter" fame and "Elena the Fair" a Lawful Good wizard.
If Natasha can become Iggwilv, the Witch Queen of Perrenland then Elena the Fair can become Elena the Witch Queen of Summer.
Of course there are tales of Elena the Fair from Russian folk tales. I see no reason why those tales can't be true and she still became the Witch Queen of Summer.
Elena the Fair
Witch Queen of Summer
Witch (Daughter of Baba Yaga Tradition) 24th level
Strength: | 11 | Death Ray, Poison | 5 | |
Dexterity: | 16 | Magic Wands | 6 | |
Constitution: | 10 | Paralysis, Polymorph or Turn to Stone | 5 | |
Intelligence: | 17 | Dragon Breath | 8 | |
Wisdom: | 17 | Rods, Staffs, Spells | 7 | |
Charisma: | 18 |
Alignment: Lawful (good)
AC: 1 (Ring of Protection, Garter of Defence)
Occult Powers (Daughter of Baba Yaga Tradition)
Familiar: Mouse
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)
Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7+2): Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Handfasting (Ritual)
Second (7+2): Alter Self, Biting Blade, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third (6+2): Astral Sense, Bestow Curse, Cleanse Air, Continual Fire, Feral Spirit, Fly, Mind Rash, Imbue Witch Ball (Ritual)
Fourth (6+1): Air Walk, Betwitch IV, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth (5): Anti-Magic Candle, Bull of Heaven, Dream, Primal Scream, Song of Discord
Sixth (5): Control Weather, Find the Path, Heroes' Feast, Moonbow, True Seeing
Seventh (4): Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Creeping Doom, Greater Mislead, Mystic Barrier
As the Queen of Summer one of Elena's duties is to guard the gates of the Summerlands. This is the afterlife of the Witches and where their spirits go for rest prior to being reincarnated to their next life.
She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Mid-Summers' Eve.
Thursday, June 18, 2015
Review: Manse on Murder Hill
The Manse on Murder Hill is a Labyrinth Lord Adventure for character 1st to 3rd level written by +Joe Johnston. The PDF is 50 pages which includes 2 title pages, 2 blanks and an OGL page.
Full Disclosure: I received a copy of this pdf in exchange for a fair review.
Ok now that I have that out of the way I also want to add that this is also the exact kind of adventure I would have sought out. Especially these last few weeks. It is "Basic Era" so already I like that and it is a haunted (or so they say!) house. So pretty much I am sold and I have not even gotten past the cover yet.
The art includes work by +Stuart Robertson, +David Guyll (whom I have been enjoying a lot of his Dungeon World material of late) and +Tim Hartin. I want to take a moment to talk about the art. IT is great and really helps set the mood. This module feels different than other "old-school" modules and it is a nice change of pace really. The art and overall feel of the module make this feel more like something you would play with Chill than Labyrinth Lord. Maybe Joe and his team could redo it for something like Cryptworld, Rotworld or Majus. Course the monsters would need to be changed to something else, but it still works.
The adventure itself is for 6-10 characters. I am not sure what the survival ratio is supposed to be, but that seems like a lot. I would rather reduce the party size a bit and have higher levels go. There is a lot going on here, so the larger numbers do work. I think one of the issues some Labyrinth Lords might face is a party "splitting up and searching for clues".
The feeling of this adventure is old school, but old-school+. Like I mentioned above there are modern sensibilities here. Yes, there is a great rumor table (which has a nice XP award system attached), but there is also a backstory to what is going on. The village of Little Flanders feels like something you would have found in a book from a red box, but there are other touches as well.
Characters should feel free to search the village, but keeping in mind that a village is not a dungeon.
The titular Manse itself is not very big. It doesn't have to be really. The place has the requisite eerie feel to it and the table of random "illusions" (I would have called them "hauntings" or "phantasmagorias" but that is me) help. There are also some wandering monsters.
Truthfully I kept picturing #12 Grimmauld Place from the Harry Potter books when I was picturing the Manse. There is plenty of great descriptive detail, but anything more you can add while playing is great. Don't forget the smells and the little noises too.
The module progresses until the goal is discovered, the lost children.
The module is quite flexible. I could not help but think that I could change the monsters to Bogarts and Goblins and have a Faerie-lands sort of adventure. Change them to degenerate humans and suddenly we have a cult to break up. Change them to various types of undead and...well you get the idea.
It should be a perfect rainy-afternoon sort of adventure. Which also happens to be one of my favorite kinds of adventures.
Maybe it can go without saying, but I will say it anyway. This is a very flexible adventure and you can put it into just about any campaign world you want.
Now lets talk about the price. At $2.00 this is criminal steal. Seriously I have very recently paid twice as much for far less adventure than what I got here. This a great adventure.
Full Disclosure: I received a copy of this pdf in exchange for a fair review.
Ok now that I have that out of the way I also want to add that this is also the exact kind of adventure I would have sought out. Especially these last few weeks. It is "Basic Era" so already I like that and it is a haunted (or so they say!) house. So pretty much I am sold and I have not even gotten past the cover yet.
The art includes work by +Stuart Robertson, +David Guyll (whom I have been enjoying a lot of his Dungeon World material of late) and +Tim Hartin. I want to take a moment to talk about the art. IT is great and really helps set the mood. This module feels different than other "old-school" modules and it is a nice change of pace really. The art and overall feel of the module make this feel more like something you would play with Chill than Labyrinth Lord. Maybe Joe and his team could redo it for something like Cryptworld, Rotworld or Majus. Course the monsters would need to be changed to something else, but it still works.
The adventure itself is for 6-10 characters. I am not sure what the survival ratio is supposed to be, but that seems like a lot. I would rather reduce the party size a bit and have higher levels go. There is a lot going on here, so the larger numbers do work. I think one of the issues some Labyrinth Lords might face is a party "splitting up and searching for clues".
The feeling of this adventure is old school, but old-school+. Like I mentioned above there are modern sensibilities here. Yes, there is a great rumor table (which has a nice XP award system attached), but there is also a backstory to what is going on. The village of Little Flanders feels like something you would have found in a book from a red box, but there are other touches as well.
Characters should feel free to search the village, but keeping in mind that a village is not a dungeon.
The titular Manse itself is not very big. It doesn't have to be really. The place has the requisite eerie feel to it and the table of random "illusions" (I would have called them "hauntings" or "phantasmagorias" but that is me) help. There are also some wandering monsters.
Truthfully I kept picturing #12 Grimmauld Place from the Harry Potter books when I was picturing the Manse. There is plenty of great descriptive detail, but anything more you can add while playing is great. Don't forget the smells and the little noises too.
The module progresses until the goal is discovered, the lost children.
The module is quite flexible. I could not help but think that I could change the monsters to Bogarts and Goblins and have a Faerie-lands sort of adventure. Change them to degenerate humans and suddenly we have a cult to break up. Change them to various types of undead and...well you get the idea.
It should be a perfect rainy-afternoon sort of adventure. Which also happens to be one of my favorite kinds of adventures.
Maybe it can go without saying, but I will say it anyway. This is a very flexible adventure and you can put it into just about any campaign world you want.
Now lets talk about the price. At $2.00 this is criminal steal. Seriously I have very recently paid twice as much for far less adventure than what I got here. This a great adventure.
Baba Yaga and the Reign of Winter
I know we are mere days before the start of Summer, but I find my thoughts turning to Winter...
The Reign of Winter to be precise.
Backing up.
I have been doing searches for a couple of adventures or adventure ideas for a couple of different purposes. They have been, for the most part, independent searches. But lately they have grown together and lead me to the same outcome.
Search 1 was/is for a very high level adventure for the Dragonslayers. I wanted something published by TSR. I wanted it to be "old school" but didn't have to be from the 70s or early 80s. Something like "Throne of Bloodstone" but very specifically NOT that. I wanted it to be an older module for my own reasons.
Search 2 was/is primarily for more adventures in my so-called "War of the Witch Queens" adventure path/campaign. The idea was to play through all these witch queen themed adventures to some goal.
These two search lead me to the same end point. The Dancing Hut of Baba Yaga.
It's old. It is part of the "S" series of modules in theory (it is supposed to be S5). It has history.
Plus it deals with the biggest, baddest Witch Queen of them all; Baba Yaga.
Satisfied, I bought the PDF printed it out and put it in a binder with the old Dragon magazine version of the The Dancing Hut and a 4th edition version I bought a while back. It works perfect as an adventure for the Dragonslayers.
I like the idea that Baba Yaga is in it. I'd also like to work in Iggwilv and maybe Louhi too.
But it got me thinking. Wasn't there a Pathfinder adventure with Baba Yaga too?
I knew of the Reign of Winter and I thought that maybe the last adventure, The Witch Queen’s Revenge might be a good one to use too. In the process I also discovered a stand alone (but maybe related) adventure The Witchwar Legacy.
I picked up those three books, but not the first 5 of the Reign of Winter.
Does anyone know if they are any good? Has anyone played them?
I like the idea behind the adventures, but they are not really something I am looking for.
Plus I would like to fit in all these other adventures too. I also like the idea that each adventure is from a different game.
The Reign of Winter to be precise.
Backing up.
I have been doing searches for a couple of adventures or adventure ideas for a couple of different purposes. They have been, for the most part, independent searches. But lately they have grown together and lead me to the same outcome.
Search 1 was/is for a very high level adventure for the Dragonslayers. I wanted something published by TSR. I wanted it to be "old school" but didn't have to be from the 70s or early 80s. Something like "Throne of Bloodstone" but very specifically NOT that. I wanted it to be an older module for my own reasons.
Search 2 was/is primarily for more adventures in my so-called "War of the Witch Queens" adventure path/campaign. The idea was to play through all these witch queen themed adventures to some goal.
These two search lead me to the same end point. The Dancing Hut of Baba Yaga.
It's old. It is part of the "S" series of modules in theory (it is supposed to be S5). It has history.
Plus it deals with the biggest, baddest Witch Queen of them all; Baba Yaga.
Satisfied, I bought the PDF printed it out and put it in a binder with the old Dragon magazine version of the The Dancing Hut and a 4th edition version I bought a while back. It works perfect as an adventure for the Dragonslayers.
I like the idea that Baba Yaga is in it. I'd also like to work in Iggwilv and maybe Louhi too.
But it got me thinking. Wasn't there a Pathfinder adventure with Baba Yaga too?
I knew of the Reign of Winter and I thought that maybe the last adventure, The Witch Queen’s Revenge might be a good one to use too. In the process I also discovered a stand alone (but maybe related) adventure The Witchwar Legacy.
I picked up those three books, but not the first 5 of the Reign of Winter.
Does anyone know if they are any good? Has anyone played them?
I like the idea behind the adventures, but they are not really something I am looking for.
Plus I would like to fit in all these other adventures too. I also like the idea that each adventure is from a different game.
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Wednesday, June 17, 2015
Return to the Temple of Elemental Evil
Well this is an unexpected surprise.
I was digging out a bunch of computer junk to get rid of over the weekend and I found my copy of the old Atari "Temple of Elemental Evil" video game.
Back in the day I had installed it on to one of my PCs and played it a little bit and then went on to other things. That computer died on me and I never reinstalled it.
Now that I have Son of Frankencomputer up and running I think I am going to reinstall this.
Should be fun!
I was digging out a bunch of computer junk to get rid of over the weekend and I found my copy of the old Atari "Temple of Elemental Evil" video game.
Back in the day I had installed it on to one of my PCs and played it a little bit and then went on to other things. That computer died on me and I never reinstalled it.
Now that I have Son of Frankencomputer up and running I think I am going to reinstall this.
Should be fun!
Tuesday, June 16, 2015
Review: Better Mousetrap 3e
Taking a break right now from D&D related things. My next "Order of the Platinum Dragon" game is not till Gen Con and I don't have anything yet for the "Dragonslayers". So I wanted to go back to another idea I was playing around with; my limited run Supers game. I pretty much know what I want to do, vampires and what system I would like to use; M&M3/DC Adventures. My choice would be to use Dracula, but I want someone or something that is far more of a threat. Maybe not Darkseid or Mordru level threats, but close. But in any case something stronger is needed.
Thankfully I have a copy of Better Mousetrap 3e.
Described as "the most extensive, largest third-party rules supplement for ... Mutants & Masterminds" this book lives up to the hype. At 293 pages (covers, ogl, and toc still leave this at 289 pages of solid content) calling it "supplement" undersells it. Personally I prefer to think of it as "The Villain's Handbook". Everything you need to create a super-villain (not just a villain), their lair, plenty of skills and gadgets and of course powers. There is so much here really.
Chapter 1 covers skills. Plenty of new uses for old skills. Reading it over it seemed obvious that a lot of skill uses for ancient or immortal characters/villains/heroes. So perfect for your Vandal Savage types or old vampires like Dracula. There are some new skills as well. Brainwashing is a nice one. But there are lot of good ones. All in all about 25 pages worth of skills.
Chapter 2 gives us new Advantages. Ace is a nice one but there plenty here, including some Minion Advantages. This is actually really nice. I tend to gloss over minions. Maybe all those years of watching the "Adam West" Batman series. There are also Organization Advantages.
Chapter 3 has all the new Powers. And there are a lot here. There are new Power Effects and new Power Builds. There are also plenty of new Flaws. Needed for bad guys really.
Chapter 4 covers new rules. This chapter is more utilitarian. There are some car chase/combat rules and some mounted combat rules. There are some limited Mecha rules too.
Chapter 5 gets into what I consider the meat of the book and the reason I like it; Making a Better Bad Guy. This is what you need to make your villains into super-villains. Some of this chapter covers the motivation of villains and (the best parts) their evil plans. Some motivations are given ("The World Shall Be Mine!" and "The Voices Told Me to Do It" among others) which discusses why villains do what they do. Motivations are also discussed based on when the villain got their start. For example A Silver Age Villain does things differently than a Golden-Age or Modern-Age Villain.
It is often said that a hero is only as good as their enemies. Well this takes the opposite take, a villain is only as good as their enemies are evil. There is a good section on anti-heroes and even Arch-Enemies. Every hero needs a good arch-enemy.
Several new villain archetypes are presented. Many should be familiar since they pull on some strong archetypes or at least stereotypes, but that is perfect really. Any of these can be filled out to a full blown villain. Once you do that there are plenty of rank and file minions; brutes, troopers, pilots, infiltrators and cyber versions of all of them.
Chapter 6 includes Gadgets and Gear. This includes melee weapons and archaic weapons. Again for our old immortal villains. There are also plenty of guns and vehicles for the minions.
Chapter 7 is the Many Faces of Evil. This covers not just villains, but their organizations.
Chapter 8 covers Headquarters. This covers where those organizations and villains will hide
out. There is quite a lot of material here too.
Chapter 9, Evil to the Utmost, talks about how to use evil and villains. There are even some villains detailed here.
All in all a really good product. If you need to detail your villain and evil organization then this is the book you need.
Thankfully I have a copy of Better Mousetrap 3e.
Described as "the most extensive, largest third-party rules supplement for ... Mutants & Masterminds" this book lives up to the hype. At 293 pages (covers, ogl, and toc still leave this at 289 pages of solid content) calling it "supplement" undersells it. Personally I prefer to think of it as "The Villain's Handbook". Everything you need to create a super-villain (not just a villain), their lair, plenty of skills and gadgets and of course powers. There is so much here really.
Chapter 1 covers skills. Plenty of new uses for old skills. Reading it over it seemed obvious that a lot of skill uses for ancient or immortal characters/villains/heroes. So perfect for your Vandal Savage types or old vampires like Dracula. There are some new skills as well. Brainwashing is a nice one. But there are lot of good ones. All in all about 25 pages worth of skills.
Chapter 2 gives us new Advantages. Ace is a nice one but there plenty here, including some Minion Advantages. This is actually really nice. I tend to gloss over minions. Maybe all those years of watching the "Adam West" Batman series. There are also Organization Advantages.
Chapter 3 has all the new Powers. And there are a lot here. There are new Power Effects and new Power Builds. There are also plenty of new Flaws. Needed for bad guys really.
Chapter 4 covers new rules. This chapter is more utilitarian. There are some car chase/combat rules and some mounted combat rules. There are some limited Mecha rules too.
Chapter 5 gets into what I consider the meat of the book and the reason I like it; Making a Better Bad Guy. This is what you need to make your villains into super-villains. Some of this chapter covers the motivation of villains and (the best parts) their evil plans. Some motivations are given ("The World Shall Be Mine!" and "The Voices Told Me to Do It" among others) which discusses why villains do what they do. Motivations are also discussed based on when the villain got their start. For example A Silver Age Villain does things differently than a Golden-Age or Modern-Age Villain.
It is often said that a hero is only as good as their enemies. Well this takes the opposite take, a villain is only as good as their enemies are evil. There is a good section on anti-heroes and even Arch-Enemies. Every hero needs a good arch-enemy.
Several new villain archetypes are presented. Many should be familiar since they pull on some strong archetypes or at least stereotypes, but that is perfect really. Any of these can be filled out to a full blown villain. Once you do that there are plenty of rank and file minions; brutes, troopers, pilots, infiltrators and cyber versions of all of them.
Chapter 6 includes Gadgets and Gear. This includes melee weapons and archaic weapons. Again for our old immortal villains. There are also plenty of guns and vehicles for the minions.
Chapter 7 is the Many Faces of Evil. This covers not just villains, but their organizations.
Chapter 8 covers Headquarters. This covers where those organizations and villains will hide
out. There is quite a lot of material here too.
Chapter 9, Evil to the Utmost, talks about how to use evil and villains. There are even some villains detailed here.
All in all a really good product. If you need to detail your villain and evil organization then this is the book you need.
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