Friday, July 6, 2012

Speedball!

I'm a big fan of the New Warriors, and my favorite is the masked marvel, Speedball! He's got a lot going on inside that noggin, despite what his teammates might think. I really hated his transformation into Penance, but I've only read half of vol 1, so there might be a transition that I missed. Anyway, here's an early Speedball, from vol. 1 of New Warriors!

SPEEDBALL
Robbie Baldwin
Solo d6 - Buddy d10 - Team d8

Kinetic Wonder, Lighthearted Spaz, Responsibility Deficient

-KINETIC FIELD
Kinetic Blast d8
Bouncing d10
Godlike Durability d12
SFX: Kinetic Absorption - On a successful reaction against a physical attack, convert your opponent's effect die into a Kinetic Field stunt or step up a Kinetic Field power by +1 for your next action. Spend 1 PP to use this stunt if your opponent's action succeeds.
SFX: Versatile - Split a Kinetic Field power into two dice at -1 step or three dice at -2 steps.
SFX: Collateral Damage - Instead of spending 1 PP, add d6 to the doom pool to create a Kinetic Field stunt.
SFX: Can't Touch Me - Spend 1 PP to ignore stress, trauma, or complications from physical attacks as well as gas, vacuum, and pressure.
LIMIT: Uncontrollable - Change any Kinetic Field power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.

SPECIALTIES: Crime Expert d8

MILESTONES

The Masked Marvel

1 xp when you switch into or out of your secret identity.
3 xp when your personal life interferes with being a super hero, or someone close to you is harmed by your dangerous lifestyle.
10 xp when you reveal your identity to the world or when you give up being a superhero and live full-time in your more mundane life.

New Warrior

1 xp when you give support to another hero.
3 xp when you're given an official place on a team, or confront a team member about your place on the team.
10 xp when you either sacrifice something you hold dear for the benefit of your team or walk away from your team to avoid that sacrifice.

Thursday, June 28, 2012

Avengers #2

Avengers #2
6-27-12
Other Worlds

Players:
Kevin - Mister Fantastic
Mike - Wolverine
Cameron - The Sentry
Siobhan - Iron Man
Thomas - The Thing

Last session, an unlikely group of heroes just happened to be in the right place to stop a breakout of one SHIELD's four maximum-maximum security supervillain prisons, the Raft. They did their best, but in the confusion, 42 of the villains escaped the island and made their way into the city of New York.

This session starts in Stark Tower, with Maria Hill begrudgingly acknowledging Tony's help. She reluctantly tells him that maybe the world needs the Avengers, and that she can offer SHIELD support if he wants to start the team up again. He shrugs and says okay. Hill then leaves the Avengers' first 'assignment,' files on all forty two escapees, and leaves. A few minutes later, a small explosion happens in the city, and a line of smoke appears in the skyline. Tony suits up and heads out.

At the scene of the explosion, a run down neighborhood in the Bronx, a four-story tenement is on fire. Most of the people have escaped, but there are more on the top floors. Some people are climbing down the Fire Escape, dodging Burning Wreckage. On the street, two supervillains are fighting. It's Armadillo (BR34) and Tiger Shark (BR46), chained together by a nigh-unbreakable Adamantium Chain d12. The two are shoving and swinging each other around, and each of their turns they damage the scene further (unless a hero steps in to try and stop them). There are two scene complications, People Trapped in the Fire d10 and Imminent Collapse d10.

 Iron man swoops in and saves the people in the building, zipping through and nabbing every last one in one sweep due to his cybernetic senses. Just then, Logan comes stomping out of a bar across the street, finishing a glass of beer and throwing it behind him. He nearly severs the chain linking the two villains, try and get them to stop. They turn on him and attack, though Armadillo apologizes profusely.

We see that Robert Reynolds, the Sentry, was also in that bar with Logan. He uses his light powers along with mister Fantastic to help prop the building up. Iron Man, fresh from rescue detail, helps to push the building back into the empty lot behind so that the collapse doesn't harm any civilians.

Meanwhile, the Thing is taking an afternoon stroll through the rougher parts of town when he happens upon this scene. He trades slugs with Armadillo for a while, then he and Wolverine pummel the two C-List villains to a pulp. The finishing blow is dealt by the Sentry, who drops from the air like a cannonball onto Armadillo, who's trying to tunnel himself away.

Maria Hill shows up in a white Commercial plumbing Services van and takes the two unconscious supervillains away. She tips the Avengers off to a sighting of Tombstone made by the FBI's organized crime division in the warehouse division and drives off, promising to lock these two up in the Vault.

Upon arriving at the warehouse address, the team spots a gigantic black limousine. It looks big enough for the Thing to ride in! The heroes know something's going down in the warehouse, so Wolverine hops into a nearby boom crane's controls and slams a giant shipping container into the side of the warehouse. A mod of thugs come to the door, and start shooting at our heroes. The Sentry, not wanting to risk bringing about the Void and knowing his fellow heroes will be fine against the thugs, breaks into the limo and sits in the driver's seat, hoping to catch it's occupant by surprise.

The Thing takes the cargo container that wolverine smashed into the wall and throws it at the mob, knocking them all out in one sweep. They then go inside to deal with Tombstone.

Inside, they see Tombstone arguing with Wilson Fisk, the Kingpin. Fisk ordered the leak to the FBI that led the Avengers here, in an effort to rid himself of Tombstone. Kingpin's assistant, who's really Ms. Marvel in disguise, is embarrassed by Tony's flirtations. Kingpin knew of Ms. Marvel's undercover status and has been using her to funnel information back top the FBI and SHIELD. He intends to keep her on as an assistant, even though everythign's out in the open. In the meantime, the Thing grabs Tombstone and prepares to haul him off to jail. But instead of putting up a fight, Tombstone just looks Ben Grimm in the eye and says "Of course they send their pet monster to take me. You're not good enough for anything else, are ya?" As Ben stings from the comment that cuts too close to home, several shadows ominously appear from the back of the warehouse.

To Be Continued...

BR 1.5 - Armadillo and Tiger Shark

After the at least one hero has been contacted and asked to form a new Avengers team, an explosion happens in the Bronx that draws each of the heroes. When they arrive, they find a run-down tenement building, four stories tall, on fire and in danger of collapse. Outside the building are two super-villains, Armadillo and Tiger Shark, duking it out. They're attached at the wrist by a nigh-unbreakable Adamantium Chain d12. The pairs brawl has knocked out a support beam from the building and sparks have ignited the oil tank from the heating system.

Scene Complications:

Trapped Families d8
Imminent Collapse d8

Scene Distinctions

Burning Wreckage
Fire Escape
Fire Truck

Tiger Shark swam to freedom after the Breakout, barely dragging the heavy Armadillo behind. Though they now have their freedom, Armadillo wants to give himself up. He's been on the wrong side of the Avengers before, and doesn't to get into another superhero battle. Tiger Shark thinks Armadillo's a coward, and the two have been inefficiently attempting to knock each other out. During their turns, they will throw each other back or knock each other into support beams or other buildings, stepping up the scene complications or creating new ones. If the chain is broken, Tiger Shark will start a fight with the Avengers and rope Armadillo into it. Armadillo fights reluctantly, only fighting invulnerable heavies like himself and apologizing for every successful attack.

If the two feuding super-villains are questioned, they reveal that it was Electro that broke in to the raft, and that he took someone on the sixth level. Armadillo swears that he never intended for all this to happen and that he was actually trying to bring Tiger Shark back in to SHIELD.

Saturday, June 23, 2012

BR 1.5 Action Scene - Tombstone

Tombstone (BR47) is leading a gang of escapees from the Raft, including Razor-Fist (BR45), Jigsaw (BR41), Constrictor (BR36), and Hydro-Man (BR41). Hydro-Man was able to get the group to shore, where Tombstone offered them safety and work as enforcers. They've each accepted for their own reasons, most of which involve money and power over others.
Maria Hill calls the Avengers during a transition scene. The local FBI office got an anonymous tip that Tombstone and several other escapees were meeting in a warehouse along the docks in NYC. If necessary, she also provides the heroes with a SHIELD-class transport helicopter and an agent to fly it.
When the heroes get to the warehouse, the see a Large Black Limo out front. The warehouse itself is huge, and the walls are made of sheet metal. Nearby a gigantic Boom Crane lifts assorted Freight Containers onto nearby Cargo Ships.
Inside the warehouse, there are stacks of Wooden Crates. The building is lit by a Wide Skylight and fluorescent lights that hang from the Metal Scaffolding along the ceiling.
If they sneak about or listen in, they see Tombstone dealing heatedly with the Kingpin! Tombstone wants to split off a portion of NYC for himself, a tactic that's worked well for the two before. Tombstone and Kingpin are rivals for rulership of the new york underworld, but together they can achieve so much! Especially with the extra muscle that Tombstone brought with him from the Raft.
Kingpin refuses, after letting Tombstone explain his plan and introduce his associates. Tombstone threatens him but Kingpin still keeps his cool.
"I'll kill you right here, Fisk."
"You'll do no such thing."
"Oh, yeah? Who's gonna stop me?"
"Why, the Avengers, of course. I imagine they've had enough time to get into position. Are you ready to return to your island resort, Lincoln?"
If the heroes bust in without listening, they come in on Tombstone threatening Kingpin, with his cronies behind him.
Kingpin is alone, except for his personal assistant and driver, Carol Danvers (Ms. Marvel, BR82). Carol is working undercover to take him down, but being played since the Kingpin knows about it. Kingpin called the anonymous tip in to the FBI, knowing that it would get escalated to SHIELD and the Avengers. He played Tombstone for a fool in order to remove him from the underworld game. Long ago, the two had compatible motives, but Tombstone is still a thug. Wilson Fisk aspires to greatness, and controlling crime is merely one method. Tombstones return could ruin Kingpins legitimate businessman front.
After the heroes defeat Tombstone and his minions, the Kingpin thanks them and then gets in his limo and drives away.

Kingpin datafile by Spatula on the MWP boards, found on the Lost Files of Marvel post on Exploring Infinity.

Friday, June 22, 2012

BR 1.5 - the Buildup


It's the day after the breakout. It's been a rough night for superheroes and SHIELD agents alike. Headcounts are taken, and 43 prisoners have escaped the Raft. Maria Hill, currently in charge of SHIELD while Nick Fury is missing, confronts some of the heroes who helped contain the breakout. She doesn't know or care what broke up the Avengers last time, but it seems they're needed again. Hill offers to help form a new Avengers team, with SHIELD backing but not control. Whether the answer is yes or no (though she should approach a character who'd most likely answer yes!) Hill leaves a tablet PC with all the data SHIELD has on the escapees. If her approach does not drive that character into action, she orders any SHIELD-affiliated heroes to track down and capture the escapees.


The tablet PC includes data that leads PCs to the different scenes in Act 1.5, though they don't have to go in any particular order. The scenes are: Tombstone in Brooklyn, Graviton in the Natural History Museum, Armadillo and Tiger Shark in the Bronx, Electro in Paris, and the Wrecking Crew in (wherever the Thor scene happens)

Thursday, June 21, 2012

Breakout Act 1.5 milestone

I ran act 1 of the breakout mini-event for my first session of MHR, and we're not really at the point where there's a new team of avengers ready to go to the savage land. I want to build up to it a little more, so I'm working on an in-between act called Roundup. It's all about catching the super-villains who escaped from the Raft while our heroes were busy with Count Nefaria, Carnage, and the rest of Act 1. I'll also call more attention to milestones, as well as offering a new one:

Getting the Band Back Together
1XP when a hero officially joins the new Avengers
3XP when you fight alongside a hero who hasn't joined the Avengers yet, or you fight alongside the Avengers before joining
10XP when the new Avengers face and overcome a threat together, or you walk away from the team before it even forms.

I know a lot of the heroes in breakout have personal milestones regarding the new team and their place on it. This is meant to be a more generic and easy-to-use milestone to get my players in the habit of tracking and pursuing milestones. I originally had it written from the perspective of one hero pulling all the others in, but I wanted it to be accessible to multiple heroes. I don't even know if anyone's going to take it... In my last game almost everyone just took Liberate the Sentry and Round up the Prisoners. Hopefully we can branch out a bit and test the narrative waters.

Roundup will have several scenes with villain datafiles from Breakout including Tombstone, Graviton, Armadillo, and Tiger Shark, as well as fleshing out the hinted at scene in Paris with Electro. The Thor scene with the Wrecker would fit in well here, as would the Hulk scene with the U-Foes. I'll post the original scenes over the next few days, then a play report after the session next Wednesday.

As with all my ideas, suggestions and constructive criticism welcome! If I'm doing something wrong, I want to hear about it beforehand XD

Wednesday, June 13, 2012

Marvel Heroic Roleplaying, Session 1

Just got back from Watcher-ing my first game of marvel Heroic Roleplaying, and it went great! We played the first act of the Breakout scenario, and it was everyone's first time with this game. I had four players - Kevin was Mister Fantastic, Steve was Beast, Mike was Emma Frost, and Brenna was Iron Man. Emma, Beast, and Reed were at the Raft, eager to find out more about the Sentry who'd receently returned in their minds, while Tony flew in from a posh bar uptown, with a bit of a buzz and a good start towards his demon in a bottle milestone.

Electro blasted Iron Man to the raft, where Count Nefaria was trying to break down the Reinforced Entry Doors, held by Mister Fantastic. After a couple of tries and being stuck in the elevator shaft, Emma fills his mind with feelings of inadequacy while Iron Man prepares a supersonic bull rush. Reed snaps back from the door just in time for Tony Stark, the Human Torpedo, to deal d12+ physical stress in one hit.

After some bantering with the SHIELD guards, the heroes descend the empty elevator shaft to the bottom level, where the Sentry was supposed to be being held. Here they find a couple of lawyers, Nelson and Murdock, trying to fight something off in the dark. While they're distracted by the arriving heroes, Carnage snatches Murdock up into the ventilation shafts, then drops down.

Carnage can't seem to penetrate Iron man's armor or Beast's defensive tactics, so he tries something desperate - he sends a symbiote spawn up into the ventilation shafts to possess Murdock! The red symbiote swirls around Murdock, trying to contain and enslave him. As her fights it, it forms an opening around his mouth and two small horns, similar to his Daredevil costume! The heroes make quick work of Carnage, and help Murdock fight off the possession. Iron Man blasts the symbiote into oblivion, hopefully ridding the world of Carnage forever.

They then travel over to the Sentry's cell, to find him sitting in isolation with the door wide open. They work hard to convince him of the wonderful things he can do for humanity, that his self-imposed exile hasn't really helped anyone, and that there's always a way to use powers positively. Eventually, they succeed and he joins them, though he still seems a bit reserved.

On their way back, another prisoner hails them. "C'mon, guys! You know me! I's Deadpool! Beast, c'mon, I helped you X-guys out all the time! Lemme out!" All Deadpool did is host a party for an old friend of his, Rocky. "He wasn't the president when we met!" was all he'd say about the matter. When the heroes refused (Iron Man actually put his had up to the tiny opening in the door and blasted Deadpool with his repulsor, Deadpool remembered he still had his personal teleporter. With a shout of "Bamf!" and a little teleporter noise, he was off, back to cause chaos in the world above.

Iron Man locates the backup generator on the next floor up, but the stranded inmates there have broken into a SHIELD weapons locker and armed themselves with pistols and makeshift clubs. Iron Man flies ahead of the mob of crazed inmates to activate the generator. While the heroes are dealing with the mob, Crossbones, recently armed, joins the fray. When Tony gets the generator up and running (Stark Technology, obviously,) the inmates are frightened and stampede over the heroes like a herd of cattle. In the midst of this, Emma devotes her energy to making Crossbones' mind explode. She manages to give him a massive headache, taking him out, but no explosion. The Sentry uses Light Control to cow the remaining inmates.

Just then, a SHIELD squad with a manually-operated elevator platform comes down the shaft. "This is a restricted area," they say. "You'll have to come with us." After a completely undeserved tongue-lashing from SHIELD director Maria Hill, our heroes are left to do what they will, knowing most of the supervillains were contained from the Breakout. The Sentry decides that this world does indeed warrant a try, and offers to join whatever team they were a part of.

Lessons learned:

1. Always add the stress of your opponent to combat rolls! We forgot this so many times, it would have made the enemies way easier to defeat.

 2. Use better tactics by the enemies! The scenario was a cakewalk. part of that is I need to break up super-effective teams sometimes, and part is that I need to be ruthless with watcher characters.

Saturday, June 2, 2012

Starfire Datafile

Here's the second of my Teen Titans datafiles:

Starfire (Koriand'r)

Affiliations:

Solo d6 Buddy d8 Team d10

Distinctions:

Alien Exchange Student
Acts on Instinct
Tamaranean Princess

Power Sets:

Tamaranean Biology
Flight d10
Energy Blasts d10
Superhuman Durability d10
Enhanced Strength d8
Enhanced Stamina d8
SFX: Multipower – Use 2 Tamaranean Biology powers in one dice pool, stepping each down by -1.
SFX: Guardian – Spend 1 PP to take Physical Stress intended for a nearby ally or friend.
SFX: Area Effect – When throwing Energy Blasts, add a d6 and keep an extra effect die for each additional target.
Limit: Powered by Emotion - Shutdown any Tamaranean Biology power to gain 1 PP. Recover by activating an opportunity or during a Transition scene.

Specialties:
Cosmic Expert d8
Psych Expert d8

Milestones:

This Planet is Strange and Wonderful
1 XP when you first remark on earth customs in a scene.
3 XP when your lack of familiarity with Earth culture or technology causes you to take Stress.
10XP When you either find a place in this world or decide you'll always be an outsider among earthlings.

Friendship is Glorious!
1 XP when you first mention friends or friendship in a scene.
3 XP when you help a friend recover stress.
10 XP when your friendship with a member of the team seriously endangers the mission or your teammates, or allows you to triumph against the odds.

Tuesday, May 29, 2012

Robin

Here's the first of my writeups for the teen Titans, Robin! I'm designing a Marvel event that's a reboot of the Teen Titans cartoon series. I plan to write up as many Titans as I can, grabbing people from the later seasons of the cartoon as well as other DC heroes too.
Robin (Dick Grayson)
Affiliations:

Solo d10 Buddy d6 Team d8

Distinctions:

I'm nobody's sidekick!
Flying Grayson
Professional Crimefighter

Power Sets:

Vigilante Training
Enhanced Reflexes d8
Enhanced Stamina d8
SFX: Counterattack – On a reaction against a Physical Stress attack action, inflict Physical Stress with your effect die at no PP cost, or spend a PP to step it up by +1.
SFX: Focus – If a pool includes a Vigilante Training power, you may replace two dice of equal size with one die +1 step larger.
Limit: Exhausted – Shutdown any Vigilante Training power to gain 1 PP. Recover by activating an opportunity or during a Transition scene.

Utility Belt
Bo staff and Birdarangs (Attack) d8
Swingline (Movement) d6
SFX: Bola – Add a D6 and step up your effect die by +1 when inflicting a “Tied up” complication at range.
Limit: Gear – Shutdown Utility Belt and gain 1 PP. Take an action vs. the Doom Pool to recover.

Specialties:
Combat Master d10
Crime Expert d8
Covert expert d8
Acrobatic Master d10
Tech Expert d8

Milestones:

Shadow of the Bat
1 XP the first time in a scene when you insist that you're not a sidekick
3 XP when you call on your training with the Batman or your reputation as the Boy Wonder
10 XP when you accept the Batman's influence on your career or vow to never become like him

“Titans, Go!”
1 XP when you perform a support action in a team
3 XP when you come up with a plan in battle
10 XP when you're declared the leader fo the team, or you step aside and allow someone else to lead

GM Style

I recently found out about GM merit badges here, and decided to try and pin down my style of running a game. Here goes:

  • Story - The events in my games will form an interesting story. it's not pre-written, but I try to employ storytelling techniques such as three act structure, foreshadowing, and cliffhangers. Major NPCs will have unique personalities and at least cursory backgrounds.
  • Exploration - My games take place in interesting and, for the most part, unexplored, locations. Characters have little idea what they'll find when they journey past the edge of the map, and new discoveries could have far-reaching consequences.
  • Mystery - Either by intrigue or legend, the facts are usually hidden from characters in my games. It'll take effort and determination to uncover the truth.
  • Mirror - I take ideas from the players and add them to my bag of tricks. You'll never know if you guessed correctly or if I took your idea and made it happen.
  • Rule Zero - In my games, the GM is the final word on what works and what doesn't. I try not to mess with the rules willy-nilly, but I like to improvise and hate when the rules get in the way of a fun game for all. My goal is to not break any PC's abilities, however.
  • Destined for Greatness - Characters in my games represent exceptional members of society, and are a cut above the common man (or woman). Ability scores will be determined by generous methods, and characters will get opportunities to do great things, if they wish. In return, players are expected to put some effort into their characters.

I figure, even if this isn't a completely accurate representation of how I GM, it'll at least give me something to fall back on in dire straits. When I'm completely at a loss, I'll think back to these statements and pick the choice that reinforces them.

Tuesday, May 15, 2012

Floating Island dream

when I was little, i lived on this floating island. It was windy and dry, like a little desert about a quarter mile across. It looked like a jagged upside-down cone sitting in the sky above a bay on the coast of Oregon.

I went there again recently. they'd put in a highway overpass that led in, even though nobody visited anymore. when we left, they hollowed out the bottom and put an expensive garage for rich people to store their cars. It's safe because no one ever went there. So safe, the keys for all these cars were stored on a little rack on each level. While I was exploring this garage, car thieves showed up and started breaking into cars! I couldn't get into one, as even with the keys the chirping of the alarm would alert the thieves to my presence. I was able to find a place to hide as the thieves took a car, and then took a small electric go-cart type thing to escape myself.

I came back later, and met a group of resistance fighters who lived on the top levels of the island's underground area. It was more like a hand-dug basement than the parking garage below, and they were scavenging parts from the cars below to fund their war on the surface dwellers. I joined them as a reluctant volunteer - they wouldn't let me leave alive if I hadn't. I became friends with group, which was felt more like a family. There were only 3 of them, a crazy leader, and a young girl and boy who followed him because they had nothing else. While scavenging the cars, I found some awesome Yu-Gi-Oh cards and added them to my collection. I returned to the surface to sell them, and also return some cans for the cause.

When I came back, it was as a spy. I tried my best to talk the leader out of his war on the surface world. I led him to the top of the island, to the small desert plain I'd lived as a child. I showed him the remnants of my home - the walls had long since eroded, but surrounding our old fire pit there were two stone chairs and a thick wooden table (suspended somehow on only two stout legs on one side). While up there, I explained that he could live on this island in peace, away from the surface dwellers he hated so much. He could build a windmill to power car batteries from the garage, and live off the energy generated by the fierce wind. But when he realized I'd been a spy and was trying to talk him out of his mission, he ran down into the garage levels.

The leader was insane with rage, and started taking gas cans and pouring them everywhere. Before I could stop him, he lit the gasoline and started a huge fire. I ran up to the underground levels, where the crude living quarters were, and tried to get the young girl and boy to safety. It was too late! We braced ourselves against the doorway as the floating island came crashing to the ground!

When we came to, the floating island had landed roughly a half-mile out into the ocean. I led the young girl and boy, and the humbled leader, to the surface of the island, where we could see the beauty of the surface world. Their were fish in the ocean, so many that the three could live their whole lives here without depending on those they hated. I stayed and became their new leader, claiming the island as my birthright (my parents had never wold the island, they'd just moved away because it had become too unstable.)

Monday, May 14, 2012

NO MORE HEROES: Brand New World

More than a year has passed since the Avengers foiled the alien invasion attempt in New York. In that time, many others have stepped forth to become defenders of humanity - groups like the Fantastic Four and the X-Men, and individuals like Daredevil and Spider-Man. Others like Blade and Ghost Rider lurked in the shadows, mysteries to the world. Together or alone they fought the evils that plague our world - super powered menaces, mutant terrorists, murderous gang leaders. We came to rely on Superheroes to protect us. Until the day they disappeared.
Iron Man was towing a wrecked oil tanker when it happened. Witnesses saw a strange purple light flash over him and then, poof! Iron man was gone, the oil tanker sinking to the depths. The same happened to Spider-Man, all that's left of him are videos of webs left whipping in the wind. Millions of eyewitness accounts described the same phenomenon - a purple flash of light, and then nothing. At the exact same moment, all around the world, the super powered beings we knew vanished.
That day saw our greatest villains taken the same way. Magneto was giving a speech from a captured television station. Victor Von Doom vanished from his castle in Latveria. A super-villain prison referred to as the Raft was emptied, as all the inmated disappeared in the same flash of purple light. In an instant, we were robbed of our greatest hopes and fears.
That was two weeks ago.
The rioting and insanity that followed the heroes wake is subsiding. Planet Earth is regaining its senses. But will this brand new world be safer? Will it make more sense? Or, having lived with gods and monsters among us, is it too late to go back?
 
Basically what I'm thinking is that players would create new street-level heroes who don costumes to fill the void left by the vanished superheroes. Only heroes who'd shown themselves prior to the event were taken, so someone who didn't use their powers in public before the event would still be around. They'd fight normal crime, which has skyrocketed since the heroes went away, and new villains who see the same opportunity.
I didn't explicitly state it in the blurb, but this game would be set in a version of the movieverse where all the Marvel movies happened. The Avengers and it's prequels plus the FF, X-Men, Spider-Man, Daredevil, Ghost Rider, and Blade movies. Let me know if there's any I forgot! This way we can tie in to lots of marvel heroes but the game should be much more accessible. A timeline for the universe might be a little tough since most of these movies weren't made with considerations for the others. For that reason, I figure I won't bother unless it becomes necessary.

Friday, March 23, 2012

C&C Session 2 at Guardian

Just finished session #2 over at Guardian Games! This week, Dan was able to come, and rolled up a mysterious Druid. So mysterious, he's never even mentioned his name - he just threw in with the party as they set off to track the bandit Gritznak and his band of goblins. The 10 of them (Czarh the Halfling Rogue played by Matt, Bozniak the Human Knight played by Jon, the mysterious Human Druid played by Dan, the six militia men, and Klint the Leper) set off to follow the Gnoll and his wagon load of ill-gotten gains. The elder of the town, Eryl of Hoskin, had secretly put a hole in one bag of grain, so there would be a trail for the party to follow.

The party tracked the Bandit north along the Dunderry river to a stone bridge where the wagon crossed. Spotting the grain trail, Gritznak collapsed the stone bridge and forced the party to backtrack half a day's journey. After fording the river and setting up camp, they spot a strange blue glow on the horizon. The next day, they follow it to the northeast, choosing to follow it instead of the tracks that Gritznak's warband had left coming into town.

Along the way, the party was beset by mischievous pixies, engulfed in magical darkness, and warned by a gigantic ghostly serpent, among other things. Despite each of these trials, the party continued on, and came upon a ruined tower of white stone, with a majestic Lammasu standing guard. The Lammasu proved to be friendly, and guarded them while they slept for the night. The gnoll bandit and his goblins were not here. Czarh was able to read a bit of inscription along the inside of the ruined tower. "When all the Towers of Hithel are located, the way to the Tree of Life will be made clear." According to the Lammasu, though, All other Towers of Hithel were destroyed.

In the morning, the party continued northwest through the hilly terrain, catching glimpses of a black tower in the distance. Horns rose like a crown from the top of the tower. When they crested the final hill towards the tower, however, they came upon only a pile of wreckage. Outside, they found the cart of the village, empty, and signs of the horse being butchered. The blood trail led into a hole in the wreckage, an entrance into a subterranean lair.

Slinking down a set of stairs, Czarh found a group of four goblins, who the party easily dispatched by luring them out with cattle calls. Instead of an easy meal, the goblins found an ambush! The last goblin was tortured for info and revealed the demon statue inside was a magical alarm. It could only be disabled by a blood. Each member of the party let a drop into the bowl, which boiled and smoked, but the party was able to pass with no ill effects.

The party then went, room by room, through the gnoll's lair. They passed through a store room and several winding passages, avoiding a sagging floor which looked like it might crumble if passed over. They found a stable room where six riding wolves were kept, and a gnoll stablemaster kept coming in to quiet the barking animals. Czarh hid beside one of the stables and when the stablemaster turned to see what the wolf was barking about, BAM! Backstabbed! The stablemasters four goblin servants burst in, but were quickly dispatched by a swarm of heroes and militia men.

This is where we stopped off for the night. This week we won't be meeting up because of Gamestorm! (though I've been too sick to go the first two days)

Tuesday, March 20, 2012

Briarus - NPC Creation exercise

So I just read an excellent article at http://www.campaignmastery.com/blog/eight-lifeboats/. One of the bits was about coming up with NPCs on the fly. So I decided to come up with a random guy starting with 3d6 in order stats. It's easier to come up with someone interesting if you've got a hole to fill - the random parts might not fit perfectly, and you have to discover why. But I didn't have anything in mind when I created...

Briarus, priest of St Bermain

Str 11
Dex 11
Con 7
Int 11
Wis 12
Cha 9

Briarus has trained all his life at the temple of St. Bermain, Andolan god of agriculture and defense of the home. Briarus dreams of one day becoming a Shepherd, one of the wandering warrior-apostles of St. Bermain, though he knows deep inside he doesn't have what it takes. He's been living in the farming community of Tallos for several years now as part of his training.

He uses his prayers to grant wellness and prosperity to the villagers, though he's never really become part of their lives. At the yearly Harvest Competition, Briarus witnesses young boys lift tree trunks and hurl stones that he couldn't budge. The first year he lived in Tallos, he actually joined the Grand Race. Little did he know that the race had no rules, and he was knocked unconscious in the first leg. Since then, he's waited on the sidelines to apply St. Bermain's blessing of healing on those wounded in the games.

Briarus has a meek and shy personality, with a slightly english accent out of place between the farmers' crude tongues. Though he's had little life experience during his years at the temple, he can often find a bit of wisdom from the teachings of St. Bermain to apply to the situation. He's never without his trusty staff, if only to lean on when the fierce autumn winds rush through the valley.

Briarus' life has recently taken a turn when a beautiful healer named Deidre moved in from a nearby town. She uses herbs and powders to heal the villagers where Briarus must call upon his god. Filled with respect for her craft, Briarus is also driven towards her beauty and generosity. Unknown to him, Deidre sees through Briarus' awkward exterior to a soft-hearted and caring man underneath, and is waiting for him to overcome his nervousness and make the first move.

(If I were to use him as an NPC, I'd totally have Deidre kidnapped so he could go along with the PCs and try to help rescue her. But the more I write about him, the more I want to play him as a PC!)

Wednesday, March 14, 2012

High-Low

Got distracted this morning looking at dice games and I found one that would be really simple to include in an RPG. High-Low is a very simple game, but I hacked up a version that could be played by a table of players (in game or IRL). Everyone places a bet in center of the table and then holds their open hand on the tabletop; palm up for High, palm down for Low. Then the shooter rolls the dice.

If the results are between 2 and 6, all players with palms down (Low) split the pot.
If the results are between 8 and 12, all players with palms up (High) split the pot.
If the result is 7, the shooter takes the pot.
If the result is doubles, winners are determined by whether the roll was high or low as above. Then, the shooter must pay out seven coins to each winner.

The shooter rotates every three throws, to keep things fair.  A person may stay in the game but abstain from betting in a round by making a closed fist. Typically, bets are low, to encourage speedy play and simplify splitting the pot.

I want to introduce this game by having an NPC teach it to the PCs. Commoners would use copper coins, soldiers would use silver, and merchants might use gold coins. I imagine more complicated games might be in use by the nobility.


Tuesday, March 13, 2012

Toridoki

Toridoki
No. Encountered 2-12, 10-60
Size: Small
HD: 1 (d6)
Move: 20 ft.
AC: 15
Attacks: Weapon (as weapon), Antler Charge 2d4
Special: Telepathy (Antlered animals only),
Saves: Dex, Int, Cha
Int: Average
Alignment: Neutral Good
Type: Humanoid
Treasure: 1
XP: 10 + 1/hp

Toridoki are short, one-eyed forest dwellers. Their hands and feet are oversized, and they are covered on their heads and backs with a rough coat of chicken feathers.A pair of branching antlers grow out from above their eyebrows. Like a stag's, these antlers grow larger and branch more as a Toridoki ages. unlike deer, however, both male and female Toridoki grow antlers. Different families of Toridoki have antlers that resembled different animals: elk, moose, deer, etc.

Toridoki make their homes in forests, and are fiercely defensive of their territory. They are slow to trust but very loyal. They live in villages of 10-60 Toridoki in treetop huts, carefully constructed to blend into the forest canopy. They farm mushrooms and fruits, as well as construct traps and hunt for small game. Toridoki encountered away from the village will be hunting parties, consisting of 2-12 Toridoki led by a veteran who fights as a 3rd level ranger.

Toridoki fashion weapons from wood and stone, blessing them with nature magic to work as well as steel. They favor spears and maces for battle, and short bows for hunting. They carve armor from wooden plates (scale mail equivalent). They are excellent at setting snares and other woodland traps. For every village there is a spirit shaman who casts as a 3rd level druid and often has a jackalope familiar.

Toridoki have a connection to animals in the forest, and honor any who must serve as food. They boast a special connection to deer, elk, moose, and other antlered animals that verges on telepathy.When in trouble, a Toridoki may call one of these animals to rescue it. In battle, the animal will fight as a Herd Animal (M&T 48). In cases of all-out war, Toridoki ride antlered animals as mounts. Toridoki treat antlered animals as equals, always asking permission to ride them, and mourn them when other hunt them for food.


Monday, March 12, 2012

C&C House Rules


So here's what I'm going with for house rules. I may add or subtract from this list, and none are 100% set in stone. If there's a better way to play, I'm open to it.

Here's my list of Castles and Crusades house rules


UPDATED 5/29/12 - After GMing with these rules and playing under different ones, I'm revising my chosen house rules. 3d6 is changing to 4d6 drop lowest. Also, I'm returning to the default initiative rules. Also added clarifications regarding the upkeep costs.


Tweaked SIEGE Mechanic – I use 15 as the challenge base to determine total challenge class, and give +5 bonus to SIEGE checks for Prime scores. This results in slightly easier SIEGE checks, as well as easier math for me, as I don't have to bother calculating the CC based on Prime/Secondary stats. I'll have to update the character sheet from a checkbox to a number bonus in the Prime column.

Ability Score Generation – To determine ability scores, roll 4d6 and drop the lowest die and then arrange to taste.

Simple Encumbrance – Encumbrance rules are loosely followed. I'm not going to bother with it most of the time, but if it gets out of hand, I reserve the right to check and make you drop some stuff if you're carrying too much.

Simple Upkeep – I charge a flat amount per day for food, lodging, and other around-the-town necessities. This is dependent on the economic level of the area and the desired lifestyle, as shown on the chart below. Some options may not be available in some areas. This is based on a roaming lifestyle - renting rooms, buying tavern food, etc. For sedentary life, as a normal farmer or citizen would have, reduce these prices to one-fifth.

Living quality Price per day
Extravagant 8 gp
Good 3 gp
Common 1 gp
Poor 5 sp



FLAILSNAILS Compatible – Characters from other versions of D&D or D&D variants are accepted into my games as long as they adhere to the FLAILSNAILS conventions. Higher-level characters will be handicapped as per the default handicapping chart. Powers and skills from other versions of D&D will be replaced by SIEGE checks though those identical to class abilities in C&C will function normally.

Sunday C&C game went great!

So the Sunday Castles and Crusades game at Guardian Games was awesome! Matt from work joined me and Jon from meetup.com as we got introduced to C&C and created characters. Jon rolled up a Human Knight (thought he dice weren't kind, which turned out to be a kind of foreshadowing), while Matt rolled a Halfling Rogue. After briefly purchasing equipment, they headed out on the West Way towards Malforten to rid the countryside of the gnoll bandit Greetznak. The two adventurers, along with a local leprous woodsman and his dog, ran into some trouble from a pair of bugbear in the forest. After dispatching the hulking beasts, they returned to town and gather some of the town's militia men to help in their quest.

I was gonna try to run C&C by the book at first, but I couldn't help myself and started house ruling right out the gate. I'll post a list of my house rules next.

Monday, March 5, 2012

Ravnica cards needed

So, there are quite a few cards from the Ravnica set I do not have. I thought I did, i remember playing them and having 10-12 of each. And then I remembered that was when I was drafting on MTGO all the time - I don't have any of these in physical form. Anyway, This is a call for help from people in the area - if you have any of these cards and would be willing to part with them, please contact me!


 
Dryad's Caress
Farseek
Lurking Informant
Dimir Infiltrator
Barbarian Riftcutter
Greater Mossdog
Gather Courage
Disembowel
Shambling Shell
Consult the Necrosages
Coalhauler Swine
Goblin Fire Fiend
Stone-Seeder Hierophant
Sundering Vitae
Brainspoil
Bramble Elemental
Elves of Deep Shadow
Gaze of the Gorgon
Galvanic Arc
Ordruun Commando
Rain of Embers
Sabertooth Alley Cat
Seismic Spike
Sell-Sword Brute
Sparkmage Apprentice
Surge of Zeal
Viashino Fangtail
Selesnya Evangel
Dimir House Guard
Seeds of Strength
Infectious Host
Clinging Darkness
Roofstalker Wight
Necromantic Thirst
Goblin Spelunkers
Sewerdreg
Mortipede
Perplex
Thoughtpicker Witch
Compulsive Research
Drift of Phantasms
Drake Familiar
Convolute
Courier Hawk
Gate Hound
Grayscaled Gharial
Quickchange
Muddle the Mixture
Strands of Undeath
Civic Wayfinder
Centaur Safeguard
Shred Memory
Flight of Fancy
Dizzy Spell
Stinkweed Imp
Peel from Reality
Terraformer
Caregiver
Vedalken Dismisser
Golgari Signet
Conclave's Blessing
Siege Wurm
Transluminant
Zephyr Spirit
Boros Fury-Shield
Faith's Fetters
Votary of the Conclave
Leave No Trace
Dromad Purebred
Wojek Siren
Selesnya Signet
Tidewater Minion
Boros Signet
Veteran Armorer
I know, it's a lot. If I have to buy them for a quarter each at rainy day, I might as well just buy one of the complete common sets online somewhere.

Saturday, March 3, 2012

The Fortress of Mad King Bitterstone


Long ago, Seamus Bitterstone was a proud and just dwarven king. He was well-loved by his clan, and artisans from across the land came to have their wares displayed in his Hall of Excellence. The Bitterstone fortress was located under a great hill, and boasted a network of mines which tunneled deep into the earth. It was in these mines that King Bitterstone's madness began.

After receiving a beautiful onyx and ruby statue into the Hall of Excellence, King Bitterstone's temperament began to change. At first he began wandering the halls, then demanding to lead the mining expeditions. His clan was joyous at first – the greatest dwarven kings always led from the front, whether in battle or mining. But soon the King started claiming the most precious metals and gemstones for himself, instead for for the clan as was traditional. Where were some murmurs of dissent, but no dwarf is short of a lust for wealth.

Then, the King laid claim to all the crafted works in the Hall of Excellence. This had long been a place for the crafters to display their works for a time, before selling them or putting them to work. It was a great honor to be accepted into the Hall, and guaranteed a craftsman's recognition by his peers. The King betrayed this reputation and denied all requests to return his newly acquired treasures. Several mages had created massive Golems to be displayed, and Bitterstone activated these machines and set them upon any who attempted to enter the Hall.

Over the years, he grew paranoid and convinced that everyone was jealous of his wealth. He closed the fortress to all those outside his clan, though by this point few wanted to visit. Eventually, he killed or exiled all the members of his clan as well. With his final breath, it is said, Mad King Bitterstone collapsed the entrance to his great Fortress, forever ensuring the sanctity of his treasures.

In time, the Mad King faded from the memories of the people, and the location of his great fortress was lost. Many explorers and treasure hunters search the wind-swept hills and rocky crags to the north, where the fortress is believed to exist. If one found even a fragment of the hoard gathered by King Bitterstone, it would make them rich beyond imagination.

(I'm going to be designing The Fortress of Mad King Bitterstone as a low level dungeon for Castles and Crusades, using the Engineering Dungeons book I just got. Stay tuned for the layout and description!)

Monday, February 27, 2012

Update on the Magic Cube

So I made my list and looked through my cards as best I could. I'm searching the gatherer database now to see if there are any reprints I can use.

Great news: I've got the full set of Guildpact!

Good news: I've got almost a complete set of commons for 2 more of the sets. Here's the list of the few cards I need to complete the following sets:

INVASION


Chromatic Sphere (Art.)
Llanowar Knight (G/W)
Yavimaya Barbarian (G/R)
Recoil (U/B)
Vodalian Zombie (U/B)
Galina's Knight (U/W)
Cremate (B)
Firescreamer (B)
Protective Sphere (W)
Strength of Unity (W)

PLANESHIFT


Steel Leaf Paladin (G/W)
Horned Kavu (G/R)
Hull Breach (G/R)
Cavern Harpy (U/B)
Malicious Advice (U/B)
Daring Leap (W/U)
Silver Drake (W/U)
Mire Drake (R)
Shriek of Dread (B)
Aurora Griffin (W)

I know I have some of these around somewhere. I guess I'll have to look through my cards... again. I'll wait a little while first.

Oh, if you're in Portland, reader, and would like to give me some of these cards, I'd be happy to meet you at the FLGS of your choice!

Sunday, February 26, 2012

Pauper Cube - Rebirth

Looking at Gamestorm 2012 planed events, I saw some Magic drafts that I totally want in on. And that got me thinking about my pauper cube.

I decided long ago that I didn't want to design the cube like some had, I wanted it to be as much like a WotC designed set as possible. So I'd just buy one of each common from a block or two, and that would be my cube. I also decided on Ravnica block and Invasion block. They're not the cheapest sets to get, but since it's only commons and I have most of them it shouldn't be too much of a problem.

At this point, I was torn - I want to do the pauper cube to save money. Like, I don't want to spend any at all if I can help it. But at the same time, I want to have a good experience without that lame feeling when you just throw a bunch of cards together.*

So I gave up on it then, putting off buying the sets on eBay until I don't know what. But now I'm thinking about it and I realize I have most of the cards I want in the cube. I just have to do the legwork to track them down.

So I'm making a list of all the commons in the Ravnica block and the Invasion block, and I'm going to keep them with my magic cards. Whenever I feel like it, I'll sort through some and if I find one on the list, I'll check it off and put it in a special box just for the cube. I don't want to get obsessed over this, especially since I don't really know anyone who actively wants to play magic. But I want the cube around, maybe just to sit on the board game shelf. I'd be able to go "Does anyone want to draft the cube?" when people are looking for something to do.

I think a future goal would be for me to actually have a group of friends who hang out and play games. Then I can try to solve the problem of what to play.

Monday, February 20, 2012

Three Settings

So, I've designed three general settings for RPG campaigns over the years.

Attariil is an island nation, at peace internally and with the four surrounding islands. We played in a 6 month long 4e campaign there, and I think it was pretty cool. Travel time was very short, due to me not working out distances or having random encounters. I was disappointed at how small it became after letting the PCs traipse all over without regard to the distance. And then I ruined the campaign with the stupid war house rules. But I digress.

Second we have Northreach - a frontier outpost on the northern edge of civilization. Travel to the outpost was only possible through a dangerous canyon that was completely impassable for half the year. The outpost was created to spread the domain of Baron Vedron of Kor, a large city to the south. The PCs who played in that campaign got to explore the Icepeak mountains and fight a young white dragon. That game only lasted a month or two, as I was trying to make peace with 4e but couldn't force myself to keep running encounter after encounter. I made a stable of interesting NPCs for the characters to interact and bond with, but I don't know how successful that ended up being.

Third is the Guardian Forest where lived many tribes of Guardians, people who borrowed power from the earth and defended their forest from invasions. This setting never saw play because I've been tuning it endlessly for the past 10 years. Important and unchanging facts about this setting were the nature-worshiping Guardians, ancestral spirits who walk the forest and share wisdom with the living, and an evil empire ruled by the victim of a psychic menace.

So now I'm thinking each of these three places could be parts of the same game world! Attariil stays in the ocean near the other four kingdoms (mainlanders might call these the Five Kingdom Islands collectively, much to the chagrin of the Attariin people.)

There's lots more work I can do to tie the three setting together, like making the empire from the Guardian Forest the ones that sent the Northreach expedition. (ok, that's about the extent of it.) But I also get a large area of the empire that would be the main area for any campaigns. It'd be feudal and divisive, so that there'd be plenty of chance for war.