Friday, December 16, 2011

Willow & Tara: DC Heroes

DC Heroes from Mayfair Games was one of the "Big Games" for me back in the day.  One of those games that was like entering into an entire sub-culture, not just a game.  You know like old World of Darkness, Call of Cthulhu, Rifts or Exalted.  One where they have their fans and they are very loyal and the entry seems to be a bit high.

I loved DC comics at the time, though I was slowly going over to Marvel.  I never got into DC Heroes.  Villains & Vigilantes seemed easier to get into coming from D&D and when I finally got back around to Supers, it was Marvel Super Heroes.  I feel I missed out on something though to be honest.

DC Heroes has a certain style to it.  A certain elegance I see now on the other side of several graduate level statistics courses.  It is a game I'd love to give another chance too. Course parts of it seem pretty dated too. Tables with "column shifts" and exploding doubles.  Course that sounds exactly like the kind of thing that would get the OSR's blood pumping.  I also like it because in many ways DC Heroes is the antidote to "grimdark" and "gritty", not that you can't do those with this, you can rather easily, but DC Heroes was about being a hero, being the good guy.



I have not done a lot of posting of Willow and Tara in a while.  When "Season of the Witch" died down and "Generation HEX" never took off I had run out of creative juices.  Plus I had moved on Ghosts of Albion by then and other games.  Though Gen HEX was going to be my supers/animie/comics game.  I still have great plans to run each "issue"/episode/adventure with a different rule set.  But I am not likely to get to it all now.  More's the shame.  In any case here are my girls, in their Generation HEX best.
Since these are very seasoned vets of many battles they are starting higher than your average character.

Willow Rosenberg

DEX: 2 STR: 1 BODY: 3
INT: 9 WILL: 4 MIND: 5
INFL: 11 AURA: 13 SPIRIT: 12
Initiative: 22  Hero Points:  20



Mystic Link:
Empathy (Will) 2, Magic Blast (Spirit) 6, Magic Shield (Spirit) 6, Mystic Shield (Will) 5, Telekinesis (Will) 7, Telepathy (Int) 5 (9 with Tara), Teleportation (Will) 4, Truesight 3

Limitations: Since the events in "Season of the Witch" Willow has no limitations on her powers.

Skills:  Detective 2, Gadgetry 5, Medicine 1, Occultist 7, Scholar (Supernatual) 7, Scientist 5

Connections:  
Business (high),  Supernatural (high)


Motivation: Learn more about her power

Wealth: Affluent  (maybe a bit higher, but not Multimillionaire)

Job: Semi-retired software designer and CEO, teacher

Race: Human (Homo Magi is what she would be in the DC universe)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: none

Base of Operations: Boston, MA


Tara Maclay 

DEX: 2 STR: 2 BODY: 3
INT: 8 WILL: 5 MIND: 4
INFL: 10 AURA: 14 SPIRIT: 12
Initiative: 20  Hero Points: 20


Powers: Mystic Link:
Empathy (Will) 6, Heal (Spirit) 4*, Magic Blast (Spirit) 2, Magic Shield (Spirit) 3, Mystic Shield (Will) 2, Telekinesis (Will) 4, Telepathy (Int) 5 (9 with Willow), Truesight 5

(*Heal is not in the rule book, but something Tara can do.  At 4 AP she can heal 4 AP of damage per touch)

Limitations: Since the events in "Season of the Witch" Tara has no limitations on her powers.

Skills: Animal Handling 2, Artist (dancing) 4, Artist (singing) 5, Artist (painter) 4, Occultist 6, Scholar (Witchcraft) 7

Connections:  
Supernatural

Motivation: Responsibility of Power

Wealth: Affluent

Job: High school art teacher, girls counselor

Race: Human (Homo Magi)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: none

Base of Operations: Boston, MA

Willow and Tara in Generation HEX
In Generation HEX we pick up a few years after the events from Season of the Witch.  Magic is outed and the first generation of magic using children are reaching high school age. One of which is their own daughter. Tara is an art teacher and girls counselor at a school for magical teens.  Willow, having sold off her software firm is also teaching.  They relocated to Boston, MA and despite being older, there is still plenty of adventure left to have.

Willow and Tara in the DC Universe
Personally I would think that the girls would have fared much better in the DC Universe than in others.  I can easily see them both joining the Teen Titans, or depending on when we do this, Young Justice.    Though Willow would need something else to do than turn evil since that was already done by Raven.
Given their backgrounds I would expect they would be viewed as resources into the occult and supernatural worlds the same way that Zatanna, Doctor Fate and Madame Xandu are.  Only less dangerous to deal with.  In the DC universe though, the nod has to go to Zee.   I am assuming a more magic-rich world than the 1st edition rules laid out, maybe something closer to what we saw in the 3rd ed DC Heroes.

In either case the girls work as a team.  Willow is the heavy hitter, but Tara has a greater store of power and more subtle powers.

Déjà vu: Scaring the Dickens out of Your Players: Ghosts of Albion

Here is my post for the Déjà Vu Blogfest.



This post was originally posted on December 19th 2009 and was viewed by what I could tell as many as 9 people since.  I felt it deserved another look due to the timing (it is close to the Anniversary of A Christmas Carol's publication) and now Ghosts of Albion is out in stores, so it is all a good fit.

Scaring the Dickens out of Your Players: Ghosts of Albion

On this day in 1843 Charles Dickens published A Christmas Carol in Prose, Being a Ghost Story of Christmas, also known more simply as A Christmas Carol.

The story of Scrooge, Tiny Tim and the Ghosts is now a timeless Christmas classic retold in prose, stage, film (the 1951 version with Alistair Sim is my personal favorite), even animation and various parodies, homage and pastiches.



Such is the timelessness of this tale that it is perfect fodder for a Christmas themed episode. Even it is good enough for Doctor Who it is good enough for us right. Given that is a quintessential English tale of ghosts in the early Victorian age then it is perfect for Ghosts of Albion.

Jacob Marley
Motivation: To walk the Earth for his sin of greed, warn Scrooge of his fate.
Creature Type: Restless Spectre
Life Points: 30
Drama Points: 1

Attributes
Str: (2)
Dex: (2)
Con: (2)
Int: 4
Per: 3
Will: 4

Ability Scores
Muscle: (10) Combat: (0) Brains: 16
Qualities and Drawbacks: Attractiveness -1, Cursed, Ghost, Telekinesis, Unique Kill

Manoeuvers
Name Score Damage Notes
Deflect 19 - Magic defence action
Telekinesis 17 varies Effectiveness Str 5

Jacob Marley is the former business partner of Ebenezer Scrooge. He had died seven years before on Christmas Eve and is now confined to Earth to pay for his sins of greed and not helping his fellow man. He wears the shackles of his sins in form of heavy chains attached to ledger books, money boxes and heavy keys.

Marley cannot be killed or dispatched by normal means. He is similar to a Poltergeist, but even the means to remove those troublesome spirits are not effective on him. Marley consequently will not attack, nor even reveal himself to others but Scrooge. Though anyone with Magic or Innate Magic will be able to see him and interact with him.

Zeitgeist

Zeitgeist is a German word meaning the Spirit of the Times, used to describe the general feeling or atmosphere of a particular period in time. In the Ghosts of Albion game Zeitgeist is quite literal. Each time can manifest as a spirit or ghost. This is not a ghost of someone that has passed as most spirits, but more of a collective consciousness given magical form. A Zeitgeist can have any power, quality or drawback that a ghost may have. Since they are more of reflection of a particular time a Zeitgeist also can't be destroyed, though many exist only under very specific conditions.

Ghost of Christmas Past
Creature Type: Zeitgeist
Life Points: NA
Drama Points: 5

Attributes
Str: -
Dex: -
Con: -
Int: 5
Per: 6
Will: 5

Ability Scores
Muscle: NA Combat: NA Brains: 18

Qualities and Drawbacks: Archaic, Ghost, Manifest, Telekinesis, Unique Kill

The Ghost of Christmas Past appears to be both young and old at the same time. His hair is long and white, but his face is smooth. He speaks in a somewhat archaic manner.

This spirit shows their charge their memories of the past. A bitter old man like Scrooge is shown times when he was young and denied love from his abusive father and the loss of his sister. There are wonderful scenes in the 1951 movie with Scrooge and Marley that typify what this spirit does.

Ghost of Christmas Present
Quote: Come! You have never beheld the likes of me!
Creature Type: Zeitgeist
Life Points: NA
Drama Points: 5

Attributes
Str: (4)
Dex: (2)
Con: (5)
Int: 5
Per: 6
Will: 5

Ability Scores
Muscle: NA Combat: NA Brains: 20

Qualities and Drawbacks: Ghost, Manifest, Telekinesis, Unique Kill

This spirit is the most living of the lot. He appears as large man wearing green robes. His image invokes comparisons to Father Christmas or even the Pagan Green Man or Winter King. Though his appearance can vary greatly from year to year. He tells Scrooge that he has over 800 brothers, implying that he will no longer exist after midnight on Christmas and next year there will be a new Ghost of Christmas.

His task is to show Scrooge what he is missing and what his own greed has wroght.

The Ghost of Christmas Present has two horrible companions with him. They represent the greatest sources of suffering in the world. A boy, Ignorance and a girl Want. The spirit warns Scrooge to beware them both but especially of the girl.

The Ghost of Christmas Yet to Come
Creature Type: Zeitgeist
Life Points: NA
Drama Points: 5

Attributes
Str: -
Dex: -
Con: -
Int: 4
Per: 4
Will: 7

Ability Scores
Muscle: NA Combat: NA Brains: 14

Qualities and Drawbacks: Chill of the Grave, Ghost, Manifest, Telekinesis, Unique Kill

This spectre is more horrifying than all the others. He is a grim Death-like figure shrouded in a robe and hood that never speaks but shows Scrooge visions of his future; the death of Tiny Tim, his own lonely death and callousness in which people view his passing.

Using the Ghosts in Your Story

Dickens used A Christmas Carol not only to pay some bills, but to address some serious social issues. The same set up can be used as a special Christmas episode in your on going game. The set up may seem a bit clichéd now nearly 170 years later, but they still work. The trick is not adding the Ghosts to your game, but figuring out the proper character or plot hook.

Keep in mind that as Directors you are not likely to get the same change of heart Scrooge had out of your characters, so instead focus on using the Ghosts to tell an important tale or show the characters a brief glimpse into their (possible) future.

A good example for a modern Cinematic game would be a demon hunter who is dedicated only to her mission ignoring family, friends and loved ones, in a sense becoming like the monsters she hunts. The Ghosts then in order show her what her life has been like in the past before her calling, what her friends and family are doing without her around, and then her grim and dark future. Too easy? Yeah, the future is likely to dark and grim regardless, but this where the twist comes in. Our demon hunter is still alive, but everyone she loves is either dead or lost to her. She finds that she is becoming less human (metaphorically speaking) and have more in common than the monsters she kills. Maybe she breaks into nest of vampires and they have set up a small Christmas tree and are giving each other presents. Sure the presents might be live kittens, but it is the thought that counts.

The purpose is to show our chosen demon hunter that without family, friends and even love, none of what she does matters. You can kill a 1,000 monsters, there is another 10,000 right behind him. Loved ones are often all you really have.

Merry Christmas!

Who else is doing this do over day?  See all the participants here: http://dlcruisingaltitude.blogspot.com/2011/11/deja-vu-blogfest.html

Thursday, December 15, 2011

DriveThruRPG/RPGNow December sale

It's that time again for the DriveThru RPG monthly sales.
They give me codes to pass on to you for deals on products.
Here they are.  This month I wanted to add a bit more than just list the products.
  • Adventure Companion  for FantasyCraft
    Some more tools for the tool-kit game Fantasy Craft. I have not played Fantasy Craft, nor do I own the books. But what I have seen looks very cool and looks like it is a neat extension of the basic d20 rules. If you have played this or bought this, let me know what you think!
  • Age of Cthulhu 5: The Long Reach of Evil for Call of Cthulhu
    An adventure from Goodman Games and for the Call of Cthulhu system. 5th in the series. Looks cool.
  • Smallville: The Watchtower Report for Smallville
    Part "Bad Guy Sourcebook" and part "Season 10" update. This is the book that makes Smallville feel more like a Supers game to me. If you are a fan of the Smallville RPG, then this is a great choice.
  • Huxtropy for D&D 4e
    I had not seen this one till getting ready for this post. It is an interesting concept to be sure. It is well done and a neat addition to magic rules. The book itself is nice looking and certainly "looks" like it is worth more than the 5 bucks (or 4 bucks for you using the code below) they are charging. I will consider using this in my games.
  • Shambles for the Brains (?!)
    Interesting take on the latest round of Zombie craze. The twist here is you get to play a zombie. I got it as something to mine for All Flesh Must Be Eaten, but it is a good game in it's own right.
Here is the code that gives 20% off the entire list above: HolidayHooplah2011
This is good until January 18th, 2012.

Enjoy!

Wednesday, December 14, 2011

One last test

I know.  Messing with your Reader notifications.

One last test of Blogger and Google+.

Just another text of Google+ Blogger

This is just another test of Google+ and Blogger.

So far it look like this will be posted to my Google+ page and people can comment on Blogger or Google+.  So two places I'll need to check on to keep track of the conversation.

I'll keep an eye on the stats to see how many people are coming here from Google+ to see if it is worth it.

Here are some links.

First you need to be using "Blogger in Draft"
http://draft.blogger.com/

And here are the specifics
http://buzz.blogger.com/2011/12/connect-to-google.html
http://bloggerindraft.blogspot.com/2011/10/use-your-google-profile-with-your.html

Hope this helps!

Blogger+ integration

I see you can now integrate Blogger and Google+ now.  This move has been coming for some time I think.
Not sure what it means for me or even your the reader, but I have them all connected now.

I know quite a few people in the OSR and Gaming blogs are doing this, so I guess this means it is a good thing.  I have been looking for ways to use Google+ more.

Tuesday, December 13, 2011

Best RPGs of 2011?

I was thinking back on this past year and the absolute ton of material released.  While it is has been a good year in terms of quantity (rumors of the death of the hobby continue unabated since 1986), I am not sure I could name my favorite product from 2011.

My favorite purchases that were new in 2011 were the Heroes of the Feywild, Call of Cthulhu Anniversary Edition and the DC Adventures Heroes and Villains book.  There are others I know.  I reviewed them here.  But for the life of me, nothing is sticking out.

What were YOUR favorite games out in 2011?
Why did you like them?