Wednesday, September 18, 2013

White Dwarf Wednesday #80

White Dwarf kicks of the 80s in this August, 1986 issue.
The cover seems to be a bit of a throw back to earlier issues, or at least earlier themes.
The new editor and staff waste no time and hit us up with a new reader survey.  More on that in a bit.

Open Box gives us Call of Cthulhu 3rd Edition. I do not recall any edition wars around this.
We have reviews for the FASA Doctor Who advnetures "The Hartlewick Horror" and "The Legions of Death".  I just picked up Legions of Death last Friday.  The Hartlewick Horror gets the edge, but I fear it was because of the inclusion of the 4th Doctor's stats.   Palladium is breaking into the gaming scene more and more with The Mechanoids.  Yes I know they were around before this, but two issues in a row of product reviews is still better than they had been doing.  And the AD&D module Destiny of Kings is reviewed.  I blame my braces at the time but I always called this one "Density of the Kings". Realms of Magic for MSH and OA1 Swords of the Daimyo are also reviewed.    Three TSR products with two of them AD&D. Not so bad really.

The Doctor Who RPG gets some love with a section on Combat.  Ok. So the irony here is that there actual little combat the characters should be doing in Doctor Who.  The FASA game though was a little more combat focused than the current C7 RPG is.  The biggest problem comes from the author's own point of view that he normally runs a D&D game. Ah well.

Critical Mass bemoans the recent injection of so many Lovecraftian elements in the recent batch of Sci-Fi books.

Some more Abilities for the Judge Dredd game.

"Clouding the Issue" by Chris Barlow covers detection powers in a game and how to make it more difficult or easy depending on your tastes.  This is one of those articles that were common at the time; adding more realism to your game or at giving the game another layer of complexity.

Graeme Davis has an article on crime in the 20th Century.  Focus is on the Pulp Era with such suggestions as Call of Cthulhu, Dardevils, and Indiana Jones.

The star of this issue though is "Ancient & Modern" a scenario for AD&D and Call of Cthluhu. Each player gets two characters, one for each system and they run through the linked scenarios.   I love crazy stuff like this. The adventure is long (10 pages and nicely done) and it is still continued next week month.  The interplay between the two is nice and build on each other.  Frankly I love it.  I might just have to run this one sometime.

'Eavy Metal covers painting various textures.

The Back to the Readers Poll is up.  33 questions. Notable are the inclusions of questions about computers and LARPing. Of course there are also more games.


Letter is next and now two pages long.

There is an article about leveling up in MERP.  Again, another example of adding a level of "realism" to the games.  Or if you would rather role-playing.  I get where this is coming from, you get your points from leveling up and they should be spent with some sort logic.  By the way to keep this topical the article could just as easily work for Superbabes or any other game where gaining a level gives you points for buying new skills, powers, magic and so on.

Fracas, the rumors and news column covers the new wargame coming out for the Trek Universe/Star Fleet Battles.  A plug for Dagon 13, a magazine for Mythos fiction is made.  The Immortals set from TSR is announced as well.

We end with ads.

Ok so there is something a little sterile about the recent couple of issues.  Sure the content of the last two has been better than the content of the dozen or so issues before it, but it is lacking some of that White Dwarf charm.  For a lack of a better word it feels a lot like Imagine.

Justice Issue 7: Superbabes

Doing something a bit different from the supernatural characters I wanted to try out my other supers character "Justice".

You can read about the character in my various posts and her introduction here.
Justice is very much a perfect fir for Superbabes.  She is young, good looking and of strong moral fiber.  Where she doesn't fit really is she not really a good candidate for "Good Girl Art" she is more a straight forward super-hero.  Plus she has some angsty background elements (she did nearly kill someone with her heat vision).  But besides all that she was a fun character to stat up.

So continuing the the theme of Justice's posts here being an issue in her comic what does Issue 7 give us?  Well this is the time that Justice had to team up with a bunch of other Superbabes from across the multiverse (Taryn, Tarot,... to stop a threat.   If it is going to be something that requires all these heroes (including a younger version of her own mother) then it would have to been something that had also took out the original Superbabes team.
How about this. The big bad is this fetish dude known as The Refrigerator. He captures women and freezes them.  Plenty of subtle and overt S&M and dominance context that makes this guy a bit creepier than Mr. Freeze or Captain Cold, yet fits rather well in this.  After all the perfect foil for a Good Girl is a creepy misanthrope.  All these heroes are gathered together, kick his ass and rescue the original team.  Yeah it's a bit like the X-Men #1 that introduced us to Wolverine, but that's fine. Or any similarities to this scene are probably totally intentional.


Character: Justice
Secret ID / AKA: Astra Kal-El, Astra Kent
Age: 24   Apparent Age: mid 20s
Origin: Extrateristrial (25cp)  Closest thing really.
25 CPs

Primary Stats
Muscles: 32  Damage: +2d6 Max Press: 3,200
Health: 22 ("Amazon" natch)  Regen, Combat: 1/10rds Regen, At rest: 1pp/1rd  HTK/Day: 3d10
Moves: 51  Bonus to hit: +5 Movement: 11" Hittability: 11 Initiative Bonus: 5
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 17 ("Driven") Regen Rate: 1pp/4rds HTK Regen/Day: 1d6+2
Personality: 20
Looks: 75
466 CPs

Secondary Stats
PP: 233
HTK: 60
Fame: 8
Bimbo Points: 1
XP:
Level: 6
CPs: 32 more to spend (still has some skills to learn but I want to improve her Flight later on).

Powers
Flight 10 40cp
Don't Breathe III 20cp
Invulnerabilty 12 60cp
Hit Em Harder 2 +2d6 10cp
Blast (Heat Vision) 2d6 12cp
Super Senses
- See Far Away 10cp
- See Through Things 25cp
- Good Hearing 15cp
222 CPs

Gizmos
none

Skills
Melee Weapon (Sword) 10cp
Blind Fighting 25cp
Law Student 20cp
Contacts (Criminal) 20cp (thanks to the Batman)
Contacts (Government) 20cp
Detect & Deactiveate Alarms & Traps 30cp
Streetwise 10cp
Acrobatics 20cp
155 CPs

Character Description
Height: 6'1"
Weight: 135 lbs
Hair: Black
Eyes: Blue (but wears a blindfold)
Skin: Caucasian
Unique Characteristics: Wears a red blindfold.

Movement
Ground: 11"
Flight: 40"

Again, I am pretty pleased with this build.  Justice and the build I did for Wonder Woman showed that you can spend the points really fast.

30 Day D&D Challenge, Day 18: Favorite Monster (Immortal/Outsider)

Day 18: Favorite Monster (Immortal/Outsider)

This one should be another obvious one.  Demons.  I have always been fascinated with them both as a subject and as a monster in *D&D.  Unrepentant engines of destruction or vile schemers and tempters.  What's not to love?  When I am playing a Paladin then I love nothing more than to fight against them. When playing a witch I love summoning them and binding them to gain infernal knowledge and boons.
Plus, as they say, they are legion I will never run out of ideas or uses for them.

There is the argument that sometimes they are played like nothing more than high-level goblins with magic, I think there is room for those kinds and other kinds of demons as well.

Tuesday, September 17, 2013

Tarot Witch of the Black Rose for Superbabes

I have posted about Tarot before.  Unlike the characters of Superbabes and Femforce, Tarot is often considered to be part of the "Bad Girl Art" type.  Not that she is the opposite of the Good Girl Art, but rather the situations she gets herself in never would have happen to Nightveil or Miss Victory.

I am not going to lie. I like Tarot. Its a guilty pleasure to be sure, but my enjoyment of it is honest.  Plus +HOlly Golightly and creator Jim Balent are both really cool.

Tarot in Superbabes is actually a good fit.  She has some magic, some skills and combat ability and certainly the chance to earn Bimbo Points.  If you read the comic then yeah. She does some really cool comic things, but then ends up loosing her clothes while sledding due to some faeries (ok to be fair the whole vacationing lot, Jon, Mother and Raven, did too).

Character: Tarot, Witch of the Black Rose
Secret ID / AKA: Rowan
Age: she isn't saying   Apparent Age: mid 20s
Origin: Supernatural Pupil (50cp)
50 CPs

Primary Stats
Muscles: 14  Max Press: 700
Health: 17 ("Buxom" seems right)  Regen, Combat: - Regen, At rest: 1pp/3rds  HTK/Day: 2d10
Moves: 19 ("Fast")  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 1
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 19  Regen Rate: 1pp/2rds HTK Regen/Day: 1d6+3
Personality: 18 ("Sparkling")
Looks: 51 ("So gorgeous she is hard to look at")
308 CPs

Secondary Stats
PP: 154
HTK: 50
Fame: 5/15 (normal/supernatural world)
Bimbo Points: 1 (there will be more)
XP: 15,002 ("Big Leaguer")
Level: 9 ("Junior Heroine")
CPs: 4 more to spend

Powers
Magic Spells (Tarot admits she is still a student here)
- Blast 4d6 (48cp)
- Flight 10 (80cp)
- Force Field 10 (60cp)
- Go Places (teleport) (200cp)
Healing II 100cp
Visions of Elsewhere 40cp
Visions of the Past 30cp
588 CPs

Gizmos
Armor (Invulnerability 4)
Sword of the Goddess (free gizmo)
20 CPs

Skills
Occultist 50 cp (gained for free at 1st level)
First Aid 20cp
Melee Weapon (Sword) 10cp
Persuasion 20cp
Blind Fighting 25cp
Contacts (Supernatural) 20cp
Survival 20cp
Weaponsmith 25cp
140 CPs

Character Description
Height: 5'4"
Weight: 140 lbs
Hair: Red
Eyes: Green
Skin: Caucasian
Unique Characteristics: She has a black rose tattoo/birthmark on her left shoulder.

All in all not a bad fit.  I like her at 9th level which lines up nicely with her other builds.
She has a winged cat familiar named Pooka as well as a two lovers, Skeleton Man (Jon Webb) and Boo Cat (a werecat).  Given how often they are endangered or get Tarot into trouble they should be worth a couple of Bimbo incident-free Bimbo Points.

Links to other Tarot stats
And Tarot's home on the Internet http://www.jimbalent.com 

30 Day D&D Challenge, Day 17: Favorite Monster (Animal/Vermin)

Day 17: Favorite Monster (Animal/Vermin)

I am not sure I really have a favorite Animal or Vermin type.  I do recall a character getting into a fight with a large bear back in the AD&D days and he was a lot tougher to kill than some so-called "monsters" I had faced up to that point.  He even clawed the face of my character and he got a permanent reduction in Charisma.


Monday, September 16, 2013

When I say "Warlock" what do you think?

Working on something new and looking to mine the collective intelligentsia of my readers.

When I say "Warlock" what comes to mind for you?

Share your thoughts below.


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.