Showing posts sorted by date for query batwoman. Sort by relevance Show all posts
Showing posts sorted by date for query batwoman. Sort by relevance Show all posts

Thursday, September 19, 2013

Batwoman: Superbabes

There is almost something not right about stating up Batwoman in Superbabes.  First of the character would not be amused, but she is also not "Super", well at least anymore than Batman is.  And "babe" is never something she would seek out. Yes she is athletic, rich and very attractive.  She considers herself a soldier first and foremost.  Plus she has a lot of pathos that you don't see in the world of Superbabes.  She was kicked out the Army for being gay. Her mother and twin sister were murdered. She had been kidnapped. Spent most of her days after the Army in an alcohol and sex-fueled daze. And she has some father issues as well.

But there are also a lot of reasons to include her.  For starters the system includes what is obviously a "Batman" option; the Adventuress.  Also, unlike the Batman himself, there are a lot of things going on in Kate's world that make her perfect for this game. She is still learning how to be a super hero for example.

Also given the recent shake-up of her creative team it would be a good idea to showcase her here.

Character: Batwoman
Secret ID / AKA: Kate Kane, Katherine Kane, the Twice Named Daughter of Kane
Age: 24   Apparent Age: mid 20s
Origin: Adventuress (0cp)
0 CPs

Primary Stats
Muscles: 18 ("Peak")  Damage: +4 Max Press: 900
Health: 17  Regen, Combat: - Regen, At rest: 1pp/3rd  HTK/Day: 1d10
Moves: 20  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 2
Brains: 15 ("Remarkable")  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 20 ("Forthright") Regen Rate: 1pp/2rds HTK Regen/Day: 1d6+3
Personality: 8 ("Unpleasant") Batwoman and Kate have some issue relating to others.
Looks: 18
232 CPs

Secondary Stats
PP: 116
HTK: 57
Fame: 15
Bimbo Points: 0
XP:
Level: 9
CPs: 3 left to spend

Powers
Hit Em Harder +2d6 20cp
20 CPs

Gizmos
Batsuit ("Uniform of the Bat") Obvious, hard to loose Gizmo
Invulnerabilty 12 60cp
Super Senses
- See Far Away 10cp
- See in the Dark 5cp
- Good Hearing 15cp
Go Places, Line of Sight (Grapple gun) 50cp

Batarang (free)
140 CPs


Skills
Soldier 200cp
- Acrobatics
- Demolitions
- Detect & Deactivate Alarms & Traps
- First Aid
- Fire Pistols/Rifles
- Fire Unknown Weapons
- Mechanic
- Melee Weapons
- Skydiving
- Stealth and Concealment
- Squad Tactics
- Survival
- Thief
- Trapping

Blind Fighting 25cp
Contacts (Criminal) 20cp
Interogation 30cp
Martial Artist 7 levels 350cp
Persuasion 20cp
Streetwise 10cp
655 CPs

Character Description
Height: 5'10"
Weight: 135 lbs
Hair: Red
Eyes: Blue
Skin: Extremely pale Caucasian
Unique Characteristics: Out of uniform Kate has a number of unique tattoos.

So this one was a real test of the Adventuress Origin.  Kate can't have any ability above 20 and really no super powers.  Everything comes from her own skills and the gizmos she has.
I didn't refer to her previous stats or even her official ones in DC Adventures in order to make her more "organic".  She ended up about a level higher than I wanted, but I really wanted her Martial Arts at 7 or even 8.

Links
Elegy
Unisystem
Marvel Heroic Role-Playing

Batman Wikia
DC Wikia
ComicVine

Monday, September 16, 2013

Review: Superbabes the Femforce RPG

Superbabes was always one of the games that seemed to exist out there in the periphery for me, but I never knew if anyone actually played it.   I was able to pick up a copy a while back and it has been sitting in my collection, unused and unread.  Recently I have been doing some more research on the game and found it had a small bu loyal following.  I knew I had to give it a try.



The first disclaimer about the game. Superbabes is billed as the Femforce RPG.  Not a Supers RPG or even a comic RPG but a very specific comic, Femforce.  Femforce was created in 1985 and is still running in some form today.  The comic is based on number of public domain and original female super-heroes.  Based on the "good girl" art of the the pulp era.  This is an important distinction.   Don't go into Superbabes expecting angst, or shades of grey.  There won't be any cases of the heroes getting into sexual situations that would besmirch their character. Sure they can be curvy, sexy and maybe have the occasional wardrobe malfunction.

Superbabes came out in 1993 (also something to keep in mind).  The first edition was part of a boxed set that included 132 page rulebook, two Femforce comics, a poster, cut out miniatures and more. My box had more sheets and some maps too.


The game was written by Marc Schezzini and Cameron Verkaik, art comes from the various artists from the comics.

Superbabes starts out pretty much like all RPGs, introduction, where to get dice are RPGs evil... typical drill.  The tone of the book is somewhat tongue in cheek.  Some of the language can sound snarky or even condescending, but I actually think that is part of the humor of the game.

Characters begin with an Origin (which can cost Creation Points). Some are easy to figure out, Extraterristrial, Biological quirk, Supernatural and Adventuress.  Adventuress is the interesting one since it doesn't cost any points, but your are limited in how high your Attributes can go.  This is the "Batman" er rather "Batwoman" option.

You start out with 600 Creation Points to build your superbabe. Your abilities are bought on a 2 CP for 1 point of ability option.  The abilities are roughly equal to the D&D standard. They include Muscles, Health, Moves, Brains, Will, Personality and Looks.  Human normal is between 1 and 20 with average at 10.  The charts go to 1,000.  The levels have numbers (17-18) and titles (Peak Performer for Muscles for example). Some are silly, but others I used as an idea of what to rank various characters.  Secondary abilities are then calculated.  All the primary ones adjust HTK (hit points) in some way.  Interestingly enough the better looking you are the LESS HTK you have.  But before you create the female version of Dogg the Bounty Hunter,  Looks also help your Fame.
You start at Level 0 and then as soon as you get 1 XP you go to Level 1.  You gain 50 CP for every level you go up.

You can buy superpowers, gizmos and skills with your remaining points.   Both are very much taken from the AC Femforce comics.  So no Death Touch powers.  People looking for a full Super RPG might want to look elsewhere OR spend some time with the Game Master making the powers you like.  But I think that defeats the purpose of this game.  There are no "drawbacks" to give you extra CP; remember these are good girls.

Skills cover the basics with some "professions" that bundle skills.
Gizmos are devices that hold powers and can be ranked as obvious or not.  Vehicles and bases though are not gizmos. So they are bought with cash and not CPs.   Stuff are also not Gizmos, but things that can be made by anyone.  This includes the amazing Span-XX material.  All costumes are made from this and can stretch and grow with the character.

The remainder of the book is dedicated to combat, vehicle  chases and the normal things you find with supers games.   There is also a starting adventure.

What sets this game off from the rest, outside of subject matter, is the use of the Bimbo Points.  Like Hero Points, Bimbo points allow you to change the outcome or situation you character can find herself in.  The difference here is you are trading a success now for some GM controlled mishap later.  So you could take a Bimbo Point to avoid some damage in a fall, but then expect to have something go on later.  What?  Well there is a huge table for it.  Things like "Character linked to Public Figure in Tabloids" or "Men's Magazine publishes compromising photos of character". So are embarrassing, others could cause your character to loose Fame and others are pure plot device.   It is actually a nice little mechanic and even neater given when it came out.

There are a lot of similarities between this game and Villains and Vigilantes.  Outside of both being level-based supers, characters take damage to Power Points before their HTK points.  In fact there is a general tone of both games that makes them feel rather close.

The other game this is likely to invoke is Macho Women with Guns.  Both feature female centric characters and both exist to bust stereotypes.  Where MWWG attempts to do this with over the top humor and embracing the cliche head on, Superbabes attempts to subvert it.  While there is plenty of what we might call fanservice in the game and the comics, you can also play it straight.  If Superbabes in Good Girl Art, then MWWG is Bad Girl Art.

At the end of the day there is nothing wrong with Superbabes. It is a fun little game with an interesting premise and history.  You could do the same sort of game with any number of other games, but I think some of the charm would be lost. Certainly some of the innocence.

Building a Character
There are other reviews out there for Superbabes if you want more details.  There is a particularly good on over at RPG.Net and another in Dragon Magazine #208.  What I like to do when putting a system through the ropes is build a few characters.

"Teen Witch" is one of my Supers characters that I never get a chance to play.  Well...that isn't entirely true. I have played her in a low powered M&M game (PL 5) and in Marvel Super Heroes/FASRIP.  I also stated her up for BESM 3.0 but never got to play her there.
She is a teen that discovers she has magic. She is also my "embracing the stereotype" character.  She has a talking cat named Mojo and her "supers" outfit includes a broom, black pointy hat and striped leggings.  In this case I figured she was at least 2nd level now. So that gave me the ability to buy a flying broom as a gizmo.

Character: Teen Witch
Secret ID / AKA: Taryn Nichols
Age: 15   Apparent Age: 15
Origin: Supernatural Pupil (50cp)
50 CPs

Ok so first we have her origin.  Since the Teen Titans were such a big influence on super hero gaming I am making her a teen.  She is the daughter of my regular witch character Larina so supernatural pupil seems right.

Primary Stats
Muscles: 9 (she is just a young kid with some super powers), Max Press: 180
Health: 14  Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 2d6
Moves: 10  Bonus to hit: - Movement: 4" Hittability:Initiative Bonus: 1
Brains: 15  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 14  Regen Rate: 1pp/10rds HTK Regen/Day: 1d6
Personality: 16 (Likable)
Looks: 14 (Cutie)
184 CPs

Since she is a teen I don't feel I need superpowered stats just yet.  I might improve them over time since that is also how I get more PP.  Very much like WitchCraft in that respect, that the Primary Abilities/Stats sum up to your Power Points.  I am in for 184 Creation points here.

Secondary Stats
PP: 92
HTK: 14
Fame: 2 (mostly unknown)
Bimbo Points: 2 (Taryn is due for some embarrassing moments)
XP: 1002 (just hit level 2)
Level: 2 ("Junior Heroine")
CPs: 16 more to spend

These are derived, more or less, from the Primary Stats.

Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (60cp)
- Flight 10 (80cp)
- Super Senses: Sensitive Touch (20cp)
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp
380 CPs

Magic Spells are not cheap.  For that cost though I get more flexibility.  You don't see it here, but when I roll out Zatanna or Tarot later this week it becomes obvious.  I like to keep my Telekinesis seperate from my spells. Something that started with Buffy.  I also like my magic using characters to be able to see more magic than other.  So that is a seperate power too.
I am in for 380 Creation Points now.

Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs

The broom she bought at 2nd level.  In the game she challenged a guy to a race, him on his motorcycle her on her broom. She won and maybe gained a potential "bad guy" boyfriend.  I think I know how her Bimbo Points will be called in.  For 40 CPs worth of flight I paid 20 CPs on an obvious Gizmo.

Skills
Occultist 50 cp (gained at 1st level)
(she is only 15, not a lot of skills yet)
50 CPs

She is just learning so not a lot of skills yet.  50 CPs.

Character Description
Height: 5'0"
Weight: 95 lbs
Hair: Short black with purple and green streaks
Eyes: Green with cat-like slits
Skin: Caucasian
Unique Characteristics: Cat-like eyes

There is also a place for measurements and quote. Again the parallels to MWWG and V&V should be obvious. I am not going to bother with those.

Compared to her other sheets (M&M, MSH & BESM 3.0) I am pretty pleased with the results.

Saturday, August 17, 2013

Zatannurday: Injustice DLC

If you are a fan of Injustice: Gods Among Us then you probably already know that new Zatanna Zatara DLC was released this week.

For $5.00 you can get her as a DLC character.  Totally worth it in my opinion.

http://www.joystiq.com/2013/08/07/zatanna-is-the-next-injustice-gods-among-us-dlc-character/
http://www.ign.com/articles/2013/08/07/zatanna-dlc-comes-to-injustice-gods-among-us-next-week?abthid=52029c8440b625453b000016
http://www.comingsoon.net/news/gamenews.php?id=107491


I am pleased to see her in her classic outfit rather than the New52 one.  I am fine with that outfit, but this one is better.

Her ending scene is also depicted here:



Special thanks to Tower of Fate for the tip here via Twitter!
I am not 100% sold on her voice to be honest, but it sounds like the same actress from Young Justice, Lacey Chabert.

Now that Zatanna, Raven and Wonder Woman are part of the game I really need to pick it up. Just need Batwoman too!

Saturday, January 19, 2013

Zatannurday: Alouette Cosplay, Part 2

A while back I posted some pictures of a great Cosplayer, Alouette.
I talked to her a bit on Facebook and she is really sweet and great.

And look what I got!


'To Tim: "Thank you for Saturday!" Alouette'

How cool is that!  This is going up in my game room!

She has some more prints for sale on her Facebook, DeviantArt and Storenvy pages:
http://www.facebook.com/AlouetteCosplayPage
http://alouettecosplay.deviantart.com/
http://alouettecosplay.storenvy.com/

I love her Catwoman and Batwoman costumes. But of course Zatanna is my favorite!
(Her Catwoman is really, really close though...)

I am now thinking that I need a wall of these. You know like you see in restaurants where celebs sign pictures of themselves when they have been there.  I could do all the superheroes that have appeared in my games and get them from cosplayers.  My game gets decorated and I help support their costuming!

Cause remember. Cosplayers make cons more enjoyable for everyone.  I drag my wife to cons and she looks forward to seeing all the costumes.  She acted like a total fangirl when she saw "Rose" from Doctor Who.

Thanks Alouette!

OH and LIKE her Facebook page too!

Friday, November 30, 2012

TBBYANR: Two "new" blogs

Well they are new to me.

D20 Dark Ages
http://d20darkages.blogspot.com/

D20 Dark Ages is run by Stelios a writer and historian.  The blog mostly focuses on his one gaming exploits from the time period of 1989 to now.  There is a strong old-school vibe to his blog and details on what really were the Dark Ages in my mind as well, the period of the death of TSR but before 3.0.

Interesting site and I hope to see a lot more.

Comiccritique
http://comiccritiqueblog.wordpress.com/

Coniccritique was turned on to me by an old friend.  It's not an RPG blog, but as the name suggests, a comic review blog.  There is quite a bit of good critical insight.  It is a work in progress, but the writing is good.
I enjoyed his reviews of Batwoman and Justice League Dark and honestly he reminded me why I was reading two of the best New52 comics.

So go out read them, follow them.  I am expecting them both to get bigger and better.

Saturday, October 13, 2012

Zatannurday: Alouette Cosplay

A while back I featured a pic of a faux Justice League movie that featured Zatanna.

Well I finally tracked down that Cosplayer, Alouette Cosplay, and she has done some more.

Here are some of her DC Heroes. First up, Zatanna



:DC: Sorcery Savant by ~AlouetteCosplay on deviantART


:DC: A League of Their Own by ~AlouetteCosplay on deviantART

And as Black Canary, with an unknown Zatanna


:DC: Fishnet Heroines by *AlouetteCosplay on deviantART

As Catwoman with Poison Ivy,


:DC: Double Team by *AlouetteCosplay on deviantART

As Catwoman again with Harley, Ivy and the Bat.


:DC: The Sirens and The Bat by ~AlouetteCosplay on deviantART

Batwoman (love this one)


:DC: Twice Named by ~AlouetteCosplay on deviantART

And finally Black Canary


:BC: Little Bird by *AlouetteCosplay on deviantART


You can find her on DeviantArt and Facebook.

Tuesday, September 25, 2012

Super Sale at DriveThruRPG

DriveThru RPG is featuring it's best Super Hero RPGS.  They also are highlighting bits from the reviewers for your enlightenment and yours truly is featured!


No surprise really, I have reviewed all these games at one point.
Here they are.

Marvel Heroic Roleplaying
What I said: "MHR is more of a game where the players are providing the framework. You need to create your character with the other characters and players in mind. Maybe not as much as Smallville or Leverage, but still. It is also a game where the main drama is about heroes, not really supers. It really is a "comic book" RPG, not a cartoon, supers or even super hero movie RPG. This game is about building characters, the relationships between them and the drama. Which, if you think about it, is kinda what Marvel Comics is about."

Icons
What I said: "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. 
...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."
Read more herehere and here.

DC Adventures (oddly, not on sale)
What I said: "When you take the world'ss best superhero game and combine the world's super heroes you get a combination of pure awesome that looks exactly like DC Adventures from Green Ronin. Based on the next version of Mutants & Masterminds DCA is not only a great game for Supers play, it is also a great introduction to Supers RPGs for the DC comic fan. All the iconic characters are included, Superman, Batman, Wonder Woman and more. Plenty of powers, traits, feats and skills to make any character you would want. It improves on the Mutants & Masterminds 2.0 design with some elements of True 20 and some nods to some designs of supers RPGs of the past. Plus the art is fantastic."
Read more here, hereherehere, here and here.

Capes, Cowls and Villains Foul
What I said: "Capes, Cowls and Villains Foul (CCaVF) is the eagerly anticipated supers/comic book emulation game from Spectrum Games. The same folks that gave Cartoon Action Hour. I want to start off by saying that this is an attractive book. At 164 pages of full of color it feels like a comic. Since that is what the author aims to emulate I would say it so far is a success.
All in all I am quite pleased with this game. I agree with the author in that I love Supers games, but it is hard to find that perfect game for your group. There have been some great choices that have come out in the last few years, but none are 100% perfect. CCaVF may not 100% perfect either, but it is really damn nice and has a lot of great things going for it."
Read more here and here.

Mutants & Masterminds Hero's Handbook
What I said: "M&M 3rd Edition first off looks a lot like the DC Adventures RPG also from Green Ronin out earlier this year. What are the big changes from 2nd Edition? Well GR is moving more and more away from the d20 3.0 standards and more into True20 land. That is the Abilities (and there are now 8 of them) are the pluses. So instead of Strength 18 (+4) like you see in other d20 games, M&M3 just uses Strength 4. Easy enough and a logical extension of their line of thought with True20."
Read more herehere, here and here.

BASH (Original and Ultimate)
What I said: "BASH! is a fantastic little game of Super Heroes. Instead of a huge book of powers or effects, BASH instead focuses on "What do you want to do?" and "What kind of hero are you?", Simple, but powerful questions. The game achieves the near miraculous feat of being simple to use and learn and yet powerful enough to keep you interested and coming back to the game."
Read more here and here.

BESM d20
What I said: "Is BESM d20 Anime?  Well I guess I have to ask, what is Anime?  BESM d20 is a good d20 version of BESM.  I am not convinced though it taps into that collective known as "Anime" as well as BESM 2 or 3 does.  I have played more BESM d20 than BESM 3 so to me it came off more like "Cartoon Cinematic d20".  Which is in itself not so bad.  I have mixed BESM d20 and D&D3 and gotten something a bit more cinematic. I have also mixed BESM d20 with d20 Star Wars for some really weird stuff, but all of it fun."

BESM 3rd Edition
What I said: "The book is very attractive and one of the most colorful RPGs I have seen in a long time. It reminds me of Mutants and Masterminds in terms of color. It is a thick tome, and now sized to fit well on my shelf. The Niko Geyer artwork is great and really captures the feel of the game well. On the other hand I have seen all this artwork before, maybe not in color, but certainly in other editions of this book. Now I understand that money was very tight at GoO and the art is great, so I am willing to cut them some slack here."
Read more here and here.

BESM Revised 2nd Edition
What I said: "All in all. BESM 2r is still the standard in which all other Anime games must be measured against.  Despite (or maybe even because of) it's flaws the game has style and character that no other game (even BESM d20 and BESM 3) have been able to duplicate."
Read more here.

Enjoy!

Tuesday, June 12, 2012

Batwoman: Marvel Heroic Role-Playing

Note: Here is my next post for the YAM Magazine LBGT Blogathon.  I am going to go over some of my favorite characters from TV, Books, and Movies and talk about how to use them in various games.

In some cases I'll also talk about why I picked the characters I did and why I paired them with the game I did.

Today I want to focus on a character I absolutely adore, but have not devoted many posts too.  The Kate Kane Batwoman.

Batwoman: Marvel Heroic Role-Playing

Batwoman is one of the more interesting characters to come out of DC's 52 comic from a few years back.  52 is also notable for giving us a new Question, Black Adam kind of sympathetic, and making Booster Gold actually kinda cool.  But it was Batwoman that made her debut here and the character has been crazy popular ever since.

This is not the old, original Bat-woman, set up only as a romance interest for Batman.  No. Not this one.

Kate Kane, is a rich heiress. A socialite. A member of the family that "owns everything else in Gotham that Bruce Wayne doesn't". But all of that is a façade.  Kate Kane is a lot of things. She is a daughter, once was a sister. She is soldier, she is openly gay and she it the Batwoman.

As an openly gay character in the comics Kate received a ton of publicity, and not just because of that, but because she was a "Bat".  The Batman family is royalty in the comics biz.  Do anything that close to the Batman and no matter what it is, it will be noticed.

While Kate of "52" seemed to be a somewhat closeted "lipstick" lesbian, Kate of the "Batwoman" series (one of DC's best selling female lead books) isn't.  She is openly out, she has tattoos, she is a former Army cadet with a promising career ahead of her till "Don't Ask, Don't Tell".  I talked about her backgroud a lot in my review of Elegy a while back.

One of the things I enjoy about this book is that her sexuality is part of person, not there to attract or tantalize readers. Look at the cover for the upcoming Batwoman #0.  Yes, she is very attractive, and yes you about about to get a boot to your face.  Kate is a soldier, first and always.

I choose to stat her up in Marvel Heroic Role-Playing for the same reasons I often choose this game. It is because it is a great comic-book game and a great tool for role-playing interpersonal drama.  Kate is great character and there is a lot going on in her life.  Her new relationship with Maggie Sawyer and her old relationship with Renee Montoya. Her strained relationship with her father.  Her significance to the Cult of Crime (who alternately want to worship her or sacrifice her).  Her relationships with the rest of the Bat family and here working with the D.E.O.  All of this stuff combines to make great character driven drama.  You could not for example simply replace Batwoman with Batman or Batgirl in these stories.   The are different stories.  In many cases Batgirl is too smart to get mixed up in same sort of cases and the Batman would punch out the bad guys and threaten everyone else.  Kate is not as strong as Bruce, or as smart as Barbara.  So she has to be more dedicated and more tenacious.

Here she is, in her Marvel Heroic Role-Playing format.


The Batwoman

"The bat they shine in the sky... civilians think it's a call for help. The bad guys think it's warning. But it's more than that. It's something higher. It's a call to arms... I've found my way to serve."

Name: Batwoman
ID: Katherine "Kate" Kane (secret)
Affiliations: Solo d10, Buddy d8, Team d6 (Currently she is solo, she has worked with father and Flamebird before. She is best though when she has someone to work with, even if she prefers to be alone)

Distinctions:
Found my Way to Serve - Kate sees herself as a soldier in a war against crime. She applies all her discipline and training to this service.
Out Lesbian - while not out as Batwoman, this does affect her mental attitude. She had to stay true to herself, even if it meant costing her everything she had worked for.
Rich Heiress - what Kate does costs a lot of money. Also her "role" as the rich heiress is a good cover.

Power Sets
Next Level Training d8
Kate sees herself as soldier still, this is the next level of training for her.
Enhanced Senses d8
Enhanced Reflexes d8
Enhanced Stamina d8
Speed d6

SFX: Effort.  Spend 1pp to up a die in NLT power.
SFX: Second Wind. Before using a NLT Power move physical stress to Doom Pool and step Power up +1
SFX: Immunity. Spend 1 pp to ignore stress, trauma or complications of a physical nature.
Limit: Exhausted.

Uniform of the Bat d8
This is not a costume for Kate. It is her uniform, the ideals she believes in.  And the boots do not have heals on them!
Gadgets/Utility Belt d8
Body Armor d8
Batarangs (attack) d8
Swingline d8

SFX: Focus
SFX: Area Attack. Target multiple opponents
Limit: Gear


Specialties 
Acrobatics Expert d8
Crime Expert d8
Military Expert d8
Menace Expert d8
Combat Master d10

Milestones
"I'm a Goddamned Solider!"
1xp when you first enter a mission.
3xp when your loyalties to those you serve with are called into question
10xp when you must abandon your loyalties for the sake of the mission or visa-versa.

My Past Haunts Me
1xp when you first interact with your Father, Cousin Bette/Flamebird or something to do with your sister.
3xp when a member of the Cult of Crime recognizes you as the Twice Named Daughter of Caine
10 xp  when you have to defeat Alice to accomplish the mission, or abandon the mission to save your Father or Cousin.


Compared to my Unisystem build I think this is rather nice.
I have done other builds for MHRP as well:


Saturday, May 26, 2012

Zatannurday: Other Days of the Week

We know you have a choice when it comes to super-heroine cheese cake and here at the Other Side are happy you have chosen Zatannurday for your DC Heroine needs.

But did you know there are other days in the week?!?

Love this picture by the way.  
It is true.  And one of the great things about being a part of the blogging community is the ability to see and share what others are doing.  So just as there are other days of the week and super girls, there are other blogs doing something similar too!

I have posted this one before from Adam Hughes.  That is because I like it.

First off I have to give a big shout out to Toyriffic. It was his posts about Harley Quinn ever "Qwednsday" that gave me the idea to do this!

Hero Press has sent me 1000s of hits over the last few years, it is always nice to send some back. Tim also has a few features.

Cal up in Calvin's Canadian Cave of Cool is an old friend to the Other Side.  His posting schedule dwarfs all of the blogs mentioned above, including my own.  In addition to being the Fortress of Solitude for some nice little witches, he loves his super girls.  Maybe none more than Batgirl herself.

By my count that leaves plenty of DC Women and Monday and Tuesday with no love.
Ones that could use (and support) their own days are Starfire, Black Canary, Raven (she fits with the theme of my blog), Vixen (though she is given a lot coverage over at Justice League Detroit), Batwoman (maybe not enough of her yet since the Kate Kane version is still pretty new), Renee (The Question) Montoya and personal favorites, Fire and Ice.

I should point out some other great blogs featuring DC women.

IF you know of any more let me know!

Wednesday, September 14, 2011

DCnU the new 52: Batwoman

Picked up the new #1 for Batwoman today.
First time I have bough a comic on the day it has come out in a really long time.

It is really good.

I like the team up of Kate and Bette. I like that Kate and her Dad still have issues.
I like the banter between Kate and Maggie.

The Top Bat makes an appearance at the end, but it obvious that this is not his story.

I think I'll continue to get this one.

My only gripe is Kate is WAY too damn pale.
I know that is part of her character identity, but it looks like she has been colored in properly.

Even when she and Bette were training it looked weird.


Speaking of that scene, this is my favorite part:
Bette: Uh Kate, where's my Flamebird costume?
Kate: I burned it.

Hope JL Dark is as good.

Thursday, May 5, 2011

Happy Birthday Adam Hughes

Today is Adam Hughes birthday.  I have posted his Zatanna pics before,  but here is an awesome Batwoman.


How cool is that.  I love the pic of The Question/Renee at the bottom.

Wednesday, April 6, 2011

E is for Elegy

An elegy is a poem of mourning.

It is also the title of a 2009-2010 story arc of Detective Comics featuring the new Batwoman. In many ways Elegy is Batwoman's origin story,  but it is also the origin story of her arch-enemy and the secret connection they have.

After reading "52" I became a big fan of the new Batwoman.  She was a different character than either Batman or Batgirl.  You knew what motivated them, what caused this new Batwoman to don the cape and cowl?   Elegy tells you what motivates Kate Kane, what drives her and why she has to do what she does.

I'll let you in on a little secret, I don't actually read a lot of comics.  I pick up a collection every now and again, read some things that were popular years ago, or a trade paper-back, but I don't actually follow anything.  I am a bigger DC fan than Marvel by a long shot and I tend to watch any super-hero cartoon, TV show or movie that I can, but monthly comics, I rarely if ever read those.

I picked up Elegy since I was a fan of Batwoman.
I am very glad I did.

Elegy is not a story that could be told with the Batman or even any of the Batgirls.  It had to be Batwoman.

Before I go on I have to mention the artwork.
J. H. Williams III had been lauded for his work on this book, but I am not sure that even those do him justice.
The art work here is another layer of story telling above and beyond the great story by Greg Rucka. There are parallels drawn between the two foes that make you think that we have a rivalry to well, rival that of Batman and the Joker.  But that is the easy stuff to sell because it is so good.  The look on Kate's face when she is dumped by her girlfriend is tangible.  She says she is ok, but her look says so much more.   That is something you never see in the Batman.  Both characters are full of sadness and loss. Kate's though is closer to the surface, not beat down like Bruce has done, or she thinks she has done.  Kate is more vulnerable; not because she is a woman, but because her pain is still real to her, her multiple losses, all the reversals of fate.  She just wants to do the right thing, the honest thing, the just thing, but each time reopens a wound.  Elegy rips her old wounds open and drowns them in salt.

Ok on to the story.  Caution, Spoilers Ahead.

The story is told in flashbacks while the Batwoman is working on a new case.  The Cult of Crime is back in town and the Batman is giving his approval for the Batwoman to take it on her own.  She investigates and only turns up a few clues.
She returns home to where we meet her father, a retired Army officer, is helping her out via two way radio ala Batman Beyond.  Frankly it's a great idea, two heads are better than one.  She works out and has to rush to a breakfast date, only to get the aforementioned dumping.   With the Cult of Crime in town though she can't dwell on that.

We get flashbacks to her life at Westpoint.  She was then an up and coming officer with high marks.  Just past "Ring weekend" the young Kate Kane is brought into the Commandant's office where she is told she is under suspicion of "homosexual activity" and is asked if she wants to deny it, reminded that if she doesn't she will be expelled. Kate recites the Cadet Code of Conduct about not lying nor allowing others to do so. She admits to being gay and is kicked out of the academy.


Let me go back to the art for a second.  Look at the sequence of Kate's face. She is sad, angry and then finally resolved because she knows there is only one right answer the answer is the Truth she can't deny who or what she is.  She is a Westpoint Cadet and they never lie. Neither will she.

For the first time (we think at this point) Kate has no where to go and nothing to do.  She returns home to tell her Army officer father what happened and he tells her he is proud that she stood by her honor and told the truth.  That's it.  Kate struggles a bit.  She doesn't care for her new step-mother at all (we find out her mother was killed, but that is it for now).  A chance meeting with a mugger in the streets though changes that.  She is actually about ready to beat the thug into a bit of pulp, shouting at him "think I'm some victim? I'm a soldier!" till she (or rather the mugger) is rescued by the Batman.

I want to come back to this later.  Rescued is such a loaded word here, but I use it on purpose.  I want to get to why later.

Kate then decides (between tattoo sessions I am guessing) that her new purpose in life is to be a vigilante.   That is till her father discovers.  He helps focus her attention. She trains with people he knows for the next couple of years.  He tells her if she is serious then she is going to war and in war you define your objectives and your winning strategies.  She comes back and her father has decked out their version of the "batcave" with state of the art surveillance, urban combat weapons (but the "Batman Rule" is always in effect) and a new costume done up in red and black, the colors of war in her Jewish faith (I have to take Rucka's word on that one, never heard it before, but it sounds right).  Though she is not happy with the heels on her boots.  In newer parts of the story we see they have been replaced with proper bad guy stomping red combat boots.



More details are discovered with the Cult of Crime.  But frankly at this point those details are only a means to an end.  That end is Alice.  Alice is the new High Madame of Crime and she has a very personal interest in Kate/Batwoman. She is also Joker-level crazy.  This gets to my one real issue with this.  WAY too many bad guys know all about her "Secret Identity" for a character that was introduced as a closeted, lipstick lesbian, everyone seems to know her secrets.  Alice in particular knows a lot of them.

We get up to the final confrontation.  Alice has kidnapped Kate's father and wants to us his knowledge to launch some missiles (I thought he was retired.  Maybe still active??).  So the ruse of fighting Batwoman was just to get to her father. Or was it.  Reading on it seems that was just a ruse to get at Batwoman.  Alice and Kate fight. Kate manages to stab Alice, Alice stabs Kate.  They are over the Gotham river and in a rare lucid moment Alice, no longer talking in 3rd person, tells Kate that "she has our father's eyes". She then falls to her death (seemingly).

Kate goes back to the HQ, her father begging her to stop along the way.  She takes two blood samples, hers and Alice's.  She gets them analyzed and Alice is her twin sister that she had assumed was dead for years.

In one more flashback we see Kate's life when she was a little girl living with her mom, dad and twin sister.  Briefly, she is kidnapped along with her mom and sister by terrorists.  Her father does get an army team in to save her, but shots are fired and her mother and sister are killed.
Kate dedicates her life to service to honor her Army Officer mother and twin.

When Kate gets the confirmation she goes to the Cult of Crime and tells them that if they come for her father again she is going to kill them all.
The story ends with Kate still not talking to her father.

--

There is so much happening here and I didn't even get into the relationship Kate has with mer step-mother, her dance with Maggie Sawyer, what happened with her and Renee Montoya,  or how Betty "Flamebird" Kane is her cousin.   It has been said before and it is true;  This is not a female Batman.  Kate's Batwoman is also propelled by loss and grief and anger, but they are different.  She built her entire life after her mother's death on the idea that she would be the best officer she could be and serve to honor them.  When that is removed she was lost in a way that Bruce Wayne never was.

When I said before that she was "rescued" I meant it.  She was never in danger of that mugger.  The mugger actually had more to fear from a very capable and very deadly opponent with no outlet what so ever for her aggression, anger  and sense of loss.  The Batman showing up saved her.  Not the man, but what the man stands for. The symbol.  That is why she is the Batwoman and not some other new costumed hero.

The parallels in the art in the book between Alice and Kate are amazing. I am rather disappointed in myself for not guess who Alice was sooner.

I mentioned also that Kate is more vulnerable than Batman is. Again, not because she is a woman, but  because her pain is still so fresh and her choices still weigh on her.  Because of that her heroic actions are greater.  We know she can fail, we know she hurts (and sometime physically given her chest wound from 52 is still not 100% healed) and yet she still goes out there, every night.  The Batman goes out every night because that is what he is.  Kate chooses her life, the ups and the many downs.

Elegy manages to be poignant yet not preachy. Kate certainly is not a perfect character.  She is still brash, has a chip on her shoulder and even with out the Batwoman gig she would still have troubles in her relationships (as seen with Renee). But she is trying and I think that is the reason why her series would do well.



Elegy is the best comic I have read in a very long time.  I like Kate, I like Batwoman and I want her to do well. It would make a great movie.  Maybe when Nolan is done with Batman he can turn his sights to a Batwoman.

You can read more here:
http://en.wikipedia.org/wiki/Batwoman:_Elegy
http://www.amazon.com/Batwoman-Elegy-Greg-Rucka/dp/1401226922/

Thursday, February 10, 2011

How I stat out characters

I post a lot of characters here.  Lots.

Usually I have something in mind or I want to try out a new system with something I already know or a combination of the two.  But how do I take a character like Zatanna, or Red Sonja, or Willow and Tara or anyone and figure out how they are supposed to "be" in a particular system.  I have a couple of things I like to do and it has usually worked pretty well for me.

I always start out with what the character can do and who is this character supposed to be in my mind.  If I am working on Dirty Nel then I have a good idea, "sassy street faerie prostitute. cute. smarter than anyone gives her credit for. Enjoys her creature comforts and knows how to get them."  Some of that doesn't translate into game stats. Well...most games anyway. But a lot of it does.  I know she has quite a bit of knowledge about the world, street life and the occult.  I know she has a bit of magic in her and I also have a good idea about what her fighting prowess is like.

Skills
In most systems there are skills.  I look for signature skills the character has, say being able to program computers or speaking 4 languages and figure out how these are represented in the system.   For someone like Willow I look for high numbers in computers, science but also occult knowledge.  I know this is going to suck up most of her points and want to get them figured out first.  Plus they are very iconic to the character.  If I am working on Batwoman then I want to be sure her acrobatics are good, if I have Robin Sena I know she is young and most of her skills are weak except for things like occult knowledge and maybe her languages.

I like to stay within the rules as much as I can.  This helps me define the character in terms of that world's reality. If a Unisystem character gets 25 points for skills then I need to have good reasons for going to 35.  If I am using PL 9 as a base for Tarot and PL 11 for Tara in Mutants and Masterminds then I want their skills to comparable to those realities.

Skills are good Rosetta Stone really.  Most systems have them and there are lot of good translations.  Knowledge (Supernatural) could be the same thing as Occultism or Occult Knowledge.

Magic
Since I tend to make a lot of magic using characters using magic as another yardstick is good.   For D&D and d20-like games I know they need a certain spell and they need to be a certain level to cast that.  That is how I came up with Willow and Tara's levels in d20 Mod, a combination of spells and skills.
In a game like Ghosts of Albion the same is true, but then I can decide on how many levels of magic they might need.
For something like d20, this is pretty easy to work backwards from.  Find the spells, find the levels that can cast those spells, fill in the details.
For a point buy system like Ghosts, it is only part of the equation.

Combat
A lot of games feature combat or fighting.  To ignore this does the character an injustice.  Even in Call of Cthulhu or Doctor Who the character might need to stop running or talking and fight it out.  Thinking about combat like a skill then is a good way to figure out a character.  In M&M I know Tarot for example is a better fighter than Willow or Zatanna, but she can't match either of them (or even come close) in magic.  That doesn't mean she can go toe to toe with the likes of Red Sonja either.  It means that there is a good balance to be had.  Where that balance is sometimes is up for debate.  My Red Sonja may be different that someone else's based on the same PL (to use an Mutants and Masterminds example).

Feel
This is less "quantitative" really.  I'll start with a premise, "Willow is the most powerful witch in my game" then I work down from her.  I think what would it take to get the character to this level, what would it take to get a different character to a similar level.
For characters like the Hex Girls I want to make them total novices at magic.  So in Unisystem they have Magic 1 or 2 tops.  But still give the points where they would be better than average, music and showmanship.   I usually feel pretty confident in my builds, but each one usually takes longer than say just stating up John or Jane Doe Character.

Sometimes I have such strong idea for a character concept, like Justice, that I also just like to see the character in different systems too.  In the case of Willow and Tara I am also seeing if I can stat them up in as many systems as I can.

Wednesday, January 26, 2011

Justice is Blind, Issue 2: BASH!

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!