Thursday, December 8, 2011

Yes, Virginia- you should bring a gun to a knife fight.

The Pied Piper- Maybe he has only 3-4 Traits. Maybe they are all very high, with links, and situational modifiers. So, what does he do when the Flash runs at him with Superspeed trying to punch him 100 times in a second?
He uses his Traits, maybe he blows his pipes and tries to distract the Flash, alter his course slightly.
The Pied Piper should not be getting into a contest of fisticuffs with the Flash (or anyone else), that doesn't play to his strengths.
CC&VF allows this kind of interpretation of events, and makes it so that not every character needs to have a Fighting stat high in order to take on the Avengers or Justice League. They do what they do.

Also, shameless plug: if you are interested in the DCLost game, I will be running another one at Conbust in the spring. Conbust is Smith Colleges local convention for all things geekery related, with a focus on women.
So, be prepared to sit at a table where females may outnumber the males, but be prepared for some superheroic shenanigans.

Romance and C-List Themed Villains

Sorry it has been so long, real life has been a swirling mass of chaos.


Here is some art for G33k GRRRL from the quickstart, she will be fully statted in the core book. Art is moving along, as are the core rules. Folks have been running games using the rules at cons and game store, and my regular game has been going strong for over 40 Issues, and several Annuals!

Romance- I have been fortunate enough in my regular game to have players who want to embrace all the aspects of comics, including romance. Several issues ago, one of the characters, who had been developing a relationship with an NPC, found herself trying to stop a gigantic airship (think Helicarrier sized) from crashing to the ground. This NPC was the one responsible (he was pissed, his BFF had just been killed- yes, there was death in my game, it was dramatic and appropriate). The contested scene was dramatic, she was giving it everything she had to not let it crash, but several 12s rolled by the falling airship made it nearly impossible for her to stop the ship from crashing, likely killing everyone aboard.

Knowing she was out of options, she looked at her complications, ROMANTIC was one of them. She wanted to activate her complication.

From a game-mechanics standpoint, she had already lost the fourth and final contested roll, but she was looking for something, anything.

From a narrative standpoint, it played out something like this:

The PC, straining beyond all belief, a tiny speck, trying to stop this battleship-sized airship from crashing (Amanda Conner would have done the scene justice), pushing with everything she had

"I love you NPC (names not given to protect the innocent), please! You loved your BFF, I know, and he died, but the people aboard this ship, they love people too, please don't let them die!"

one could practically see the tears streaming down her face.

And with that, she activated her Complication, and the NPC stopped crashing the ship.

It felt like a comic book moment.

Onto C-List Villains

Amongst my group of gamer friends we try and celebrate birthdays with a one-shot game.

It started several years back when I thought it'd be fun to run a game for a friend who is kind of a curmudgeon about birthdays.

He wanted a Star Wars game, but one in which Luke did turn to the Dark Side, and the PCs were all Sith-in-Training.

Since then, it has become the thing we do. Your birthday is coming up, you can request a game, specific or broad, and one of the GMs amongst us will try and pull it together.

So, I offered to run a DCLost game for a friend.
DCLost- yes, using all the characters who were not in the newest DCnU.

She wanted to play Power Girl.

So, the first scene was Power Girl waking up in a stark white apartment, no record of there even having been a Karen Starr (read Mr. Terrific for a bit more details).

Other PCs were Blue Devil, Steph and Cass, and Halo.

The villains included Killer Moth, the Pied Piper and others who didn't make the cut.

The plot was sort of related to the loss of the DCnU characters.

Power Girl was given a +2 bonus to rip off Killer Moth's arm when he was sassing her.



Anyway, how to make Pied Piper cool. This is a villain who has proven to be a good enemy for the Flash, and the Flash is pretty powerful in DCU canon.

Most writeups I've seen for Villains like this, they don't really have a chance.

So, my solution was to, as my friend Jeremy would say, game the game. Pied Piper goes up against the Flash. Flash can't seem to do much to him, until the end of the comic (wait, isn't that the plot of every comic book?).

The Pied Piper was not about staying power, he was about being really effective.

I gave the Pied Piper a very small number of Traits, at very high levels, Situational Bonuses when linking them or attacking multiples, power-up and diminishing signatures, and voila. He was playing silly tunes, and the heroes had very little they could do... until the battle was coming to a dramatic conclusion.

Themed singular power villains might best be handled this way. No need to muck about figuring out how dextrous they are. The Pied Piper is about playing his pipes and making people do his bidding, or otherwise making life difficult for them.

And the same held true for the Condiment King, but he was pretty quickly defeated.

Wednesday, March 16, 2011

ASSEMBLE

So, I was talking with a friend and told him about CC&VF, he seemed very interested. Soon, I will be running an Issue for him and his gaming group, with the classic Avengers as the Heroes, so I started statting up the classic Avengers in their most classic powersets.

I am pretty pleased with how they came out, looking at wiki entries help immeasurably, as did some knowledge of the characters and how they act.

All of the Characters are 200 point characters, except for Wanda who is a 150 point character, but since she is adventuring with the 200 pointers, she gets to use the optional rule for differing power levels. Ed. Note. I had the hardest time with Wanda, as she, IMHO, isn't that well rounded a character, and her powers are so very vague. I'll post snippets here for all to enjoy (these are just cut-and-pasted, so please ignore any (hopefully minor) formatting wonkiness:

HULK


GAMMA IRRADIATED INVULNERABILITY- 13 ◊◊◊ (1,2,3)
Link (+5)
+2 if opponent is stronger
Auto-Defend- can only be used after taking first Setback Token in a Scene

STRONGEST ONE THERE IS- 12 ◊◊◊ (1,2,3)
Link (+5)
+2 if opponent is stronger
+2 Linked with Strength
+2 w/ 3 Setback Tokens
+2 when Pushing
Only When the Chips Are Down (can only be used w/ 2 or more Setback Tokens)

GAMMA IRRADIATED SUPER-STRENGTH- 11 ◊◊◊ (1,2,3)
Link (+5)
+2 if opponent is stronger

YOU WOULDN’T LIKE ME WHEN I’M ANGRY- 5 ◊◊◊ (1,2,3)
Link (+3)
Only When the Chips are Down (can only be used w/ 2 or more Setback Tokens
Can only be used for Linking

BRAWLER- 5 ◊◊◊
Link (+3)


THOR

SUPER-STRENGTH- 13 ◊◊◊ (1/2/3)
Link (+5)
-2 w/o Belt of Strength

MJOLNIR- 9 ◊◊◊
Link (+5)
Versatile* (Flight, Shield, Lightning Bolts, ___, ___, ___)
+2 is used against multiple opponents

RESISTANT TO DAMAGE- 9 ◊◊◊
Link (+5)
Auto-Defend

ASGARDIAN PHYSIOLOGY- 8 ◊◊
Link (+3)

ARMOR- 5 ◊◊◊
Link (+3)

NOBLE WARRIOR- 5 ◊◊◊ (1/2/3)
Link (+3)
+2 Linked with Mjolnir

MYTHOLOGY- 5 ◊
-2 in combat
One-Shot

*Lifeforce Drain (will only use when close to death), Dimensional Travel, Detection of Magic, Blinding Flash, Worthiness, Air Control, Weather Control


IRON MAN

BODY ARMOR- 10 ◊◊◊
Link (+5)
Auto-Defend

ARMORS- 9 ◊◊◊
Link (+5)
Versatile* (Repulsor Blasts, Sensors, ___, ___)

STRENGTH BOOST- 8 ◊◊◊
Link (+3)

FLIGHT- 8 ◊◊◊
Link (+3)

SMART- 7 ◊◊◊ (1,2,3)
Link (+3)

TECH-GENIUS INVENTOR- 7 ◊◊◊
Link (+3)
+2 RE: weapons systems
+2 outside of combat

BILLIONAIRE- 7 ◊
Link (+3)
+2 outside of combat

CHARMING- 5 ◊
-2 vs men
+2 vs women
One-Shot


CAP

ADAMANTIUM SHIELD- 9 ◊◊◊
Link (+5)
+2 to defend others
Auto-Defend

LEADERSHIP- 9 ◊◊◊ (1,2,3)
Link (+5)
+2 if used w/ multiple people

DETERMINED- 9 ◊◊◊ (1,2,3)
Link (+5)
Only When the Chips are Down (can only be used w/ 2 or more Setback Tokens)

PEAK PHYSICAL CONDITION- 7 ◊◊◊
Link (+3)

SUPER-SOLDIER- 7 ◊◊◊
Link (+3)

HTH FIGHTER W/O PEER- 7 ◊◊◊
Link (+3)

ATHLETIC- 5 ◊◊◊
Link (+3)

ARTIST- 3 ◊


HAWKEYE

HEROIC- 8 ◊◊◊ (1,2,3)
Link (+3)
Only When the Chips are Down (can only be used w/ 2 or more Setback Tokens)

BOLD & BRASH- 7 ◊◊◊ (2,1)
Link (+3)
+2 to defend others
Auto-Defend

ARCHER- 7 ◊◊◊
Link (+3)
+2 if Linked with Bow
+2 if Linked with Arrows
+2 if Linked with Circus background

ENHANCED VISION- 7 ◊◊◊
Link (+3)

BOW- 5 ◊◊◊
Link (+3)

ARROWS- 5 ◊◊◊
Link (+3)
Versatile (edged, explosive, swingline, ___, ___, ___)
Incapacitate

HIGHLY SKILLED COMBATANT- 5 ◊◊◊
Link (+3)

AGILE- 5 ◊◊◊
Link (+3)
Auto-Defend

RAISED IN A CIRCUS- 5 ◊◊
Link (+3)

FORMER CRIMINAL- 5 ◊
Link (+3)


WANDA

REALITY WARPING- 12 ◊◊◊ (3,2,1)
Link (+5)
Fickle- roll a d12, 1-2 indicates Trait doesn’t work, may use another Trait @-2
Must Spend a Point of EC to Use

HEX BOLTS (Bad Luck)- 9 ◊◊◊ (3,2,1)
Link (+5)
Line of Sight Only
Auto-Defend
Incapacitate

MANIPULATION OF CHAOS MAGIC- 8 ◊◊◊ (1,2,3)
Link (+3)

MAGIC- 7 ◊◊◊
Link (+3)

RAISED BY GYPSIES- 5 ◊◊
Link (+3)


WASP

WASP STING- 12 ◊◊◊ (3,2,1)
Link (+5)

SIZE CHANGE- 9 ◊◊◊ (3,2,1)
Link (+5)
Auto-Defend
+2 if Linked with Increased Body Mass

INCREASED BODY MASS- 9 ◊◊◊
Link (+5)
Can only be Used after Size-Change Usage

FASHION- 7 ◊◊◊
Link (+3)

INTUITIVE- 7 ◊◊
Link (+3)
+2 outside of combat

TRAINED IN COMBAT BY CAPTAIN AMERICA- 5 ◊◊◊
Link (+3)

WINGS- 5 ◊◊◊
Link (+3)
+2 if used to Defend

INSECT CONTROL- 5 ◊
Link (+3)
Fickle

LEADERSHIP- 3 ◊
Link (+1)


PYM

SIZE CHANGE- 11 ◊◊◊ (1,2,3)
Link (+5)
Auto Defend
+2 if Linked with Increased Body Mass

INCREASED BODY MASS- 11 ◊◊◊
Link (+5)
Can only be Used after Size-Change Usage

ONE OF THE 10 SMARTEST PEOPLE ON THE PLANET- 7 ◊◊◊
Link (+3)

SCIENTIFIC GENIUS- 8 ◊◊◊ (1,2,3)
Link (+3)
+2 outside of combat
+2 RE: insects
+2 RE: subatomic physics
+2 RE: robotics
+2 Linked with 10 Smartest People

VARIOUS COSTUME ACCESSORIES- 6 ◊◊◊
Link (+3)
Versatile* (helmet to communicate w/ insects, ___)

MICROSCOPIC TOOLS AND ACCESSORIES- 5 ◊◊
Link (+3)

FOUNDING AVENGER- 5 ◊
Link (+3)

*Flight, Stingers
(Ant Man, Goliath, Yellow Jacket)


VISION

INCREASED DENSITY- 11 ◊◊◊ (1,2,3)
Link (+5)
Auto Defend
+2 if Linked with Strong (Robotic Body)

PHASING- 10 ◊◊◊ (3,2,1)
Link (+5)
Auto-Defend

ROBOTIC BODY- 9 ◊◊◊
Link (+5)
Versatile (strong, durable, not human, ___, ___, ___)

SOLAR REGENERATION- 9 ◊◊◊ (1,2,3)
Link (+5)

PROGRAMMED INTELLIGENCE- 7 ◊◊◊
Link (+3)
Versatile (knows all languages, machine interface, photographic memory, ___, ___, ___)

BLACK WIDOW

RUSSIAN SUPER SPY- 9 ◊◊◊
Link (+5)

WIDOW’S BITE- 7 ◊◊◊ (3,2,1)
Link (+3)

SEXY- 7 ◊◊
Link (+3)
+2 vs. males
Not-a-finisher

EXPERT MARTIAL ARTIST- 7 ◊◊◊
Link (+5)

BIO-TECHNOLOGICALLY MODIFIED- 7 ◊◊
Link (+3)

WORLD CLASS GYMNAST- 7 ◊◊◊
Link (+3)
Auto-Defend

PEAK ATHLETIC CONDITION- 6 ◊◊◊
Link (+3)

SPY GADGETS- 5 ◊◊◊ (3,2,1)
Link (+3)
Incapacitate
Versatile* (widow’s line, tear gas, ___, ___)

BALLERINA- 5 ◊
Link (+3)
Auto-Defend

*wallcrawling, ko-gas, etc….

Friday, February 25, 2011

Traits vs. Standard Systems

The Thing has Clobberin' Time, Wonder Man has.... well... a great jacket? She-Hulk isn't as strong as either, but is pretty formidable.
If you have the Classic Marvel RPG, take a look at them. They are all pretty similar, at least as far as combat might go.
However, in the comics, all three are very, very different, both in combat and outside of combat.
To merely say that Thing and Wondy are as strong as one another, thus are essentially the same in combat is doing justice to neither of them.
CC&VF is designed with individual characters in mind.
Traits should encompass not just a character's "stats" but also their special attacks, peculiarities in combat, fighting style, determination, etc.
In an action scene, they should all come across as different, without too much work from the GM or Players.

When I was first working on characters for my game, I was having a back and forth with one of my players, who wanted the Power-Girl amalgam. I threw out the idea that she have a Revealing Costume as a trait, as it does come up in the comics, not every issue, but frequently enough.
Sure!

Last Issue, fighting 3 200 point villains, there were only two 150 point heroes (Classic Team-Up), and the Power-Girl amalgam character was nearly out of juice fighting, and the last hero standing, was able to distract the libido driven villain with the revealing costume just long enough to buy one more round of time.
It was pretty great.

Try making that revealing costume in another system....

Saturday, February 19, 2011

X-RAY EYES

So, thinking about Traits some more, and why they are neat. Many systems discuss powers with descriptions of what they do, don't do, and very much quantify these rules as exceptions. CC&VF puts the power in the hands of the players (and editor). A good example. A character with X-RAY SPECTACLES and MARTIAL ARTS may very well want to do the following:

"Okay, I need to take this guy down, I'm going to use my X-RAY SPECTACLES to do a quick body scan, looking for previous broken bones, and use that knowledge to direct my MARTIAL ARTS attack against him. (Translation, the character will be using MARTIAL ARTS as their Primary Trait Linking it with X-RAY SPECTACLES)."

Instead of the EDITOR saying "well, that isn't quite how that works" or having to read up on how X-Ray vision might work, instead the editor can say:

"Very cool, your scan shows that his right arm has been broken several times, and with just the right blow, might really hurt this guy if you hit it again in just the right spot."

Player "Awesome!"

Awesome indeed.

Thursday, January 6, 2011

How to Make and Think About a Trait

Working on characters for the main rule book, hoping that examples will help illustrate one approach to Trait creation, and one character had a power-set that waned and waxed with the moon.

What to do?

Having seen powers/ abilities/ items/ etc... with stipulations like this in games before, usually, the burden fell to the GM to determine at what phase the moon was in, what time of day it was, where the red moon was in relation to the black moon, if it was an even numbered day, etc.

Ugh....

I hate saying no to a player, but I also hate seeing yes all the time, and i also like abilities like this, maybe due to being a Nighthawk fan.

I considered having situational bonuses and setbacks assigned to the affected Traits, but that still left the burden on the GM to make a call...

I stepped back and tried to look at it a different way, and I came up with this:

LUNAR CYCLE DEPENDENT POWERS (9) 1/1/1
Link (+5)
Fickle
Disadvantage- this trait can only be used to link with other powers
Disadvantage- if the fickle roll fails in an action scene, this trait cannot be used for that scene

This Trait can be used each scene if the fickle roll succeeds, if the player chooses. If the roll fails, which won't happen too often, the moon must be in the wrong phase.

Looking at the Trait this way, gives the player a fun way to have the power description they want, by having there be some good Linking opportunities, and unless the GM really wants to keep a lunar calendar handy, lets the story be told with a minimum of complication.