Thursday, June 6, 2019
Citizens Aiding Police
In a superhero world with lots of supers, there’d be citizen volunteers, and they should be vetted in some minor way. So there’s a national organization, the Citizens Aiding Police (CAP) for people with powers who want to help but don’t want to be heroes. (This is loosely modelled on both the Guardian Angels and the St. John's Ambulance Society.)
The “costume” is a dark green vest with reflective stripes and the letters “CAP” in big reflective letters on the back. The letters and logo are on the left breast as well. The vest has utility loops to hold a flashlight and a first aid kit. The organization might supply other equipment for a specific call, but members hold on to the vest, flashlight, and first aid kit.
Like St. John’s Ambulance, it’s a couple of weekend courses to be a member and a police background check.
It’s more courses and tests to be a higher-ranking officer in the organization.
You have to tell them who you are and what your powers are, because then they can match you to emergencies, but you're not fighting crime, for goodness' sake; you're helping out in case of wildfires, or earthquake, or breaks in the water main. Who can be mad at that?
In your game you use them as a source of supers who help but won’t take over.
Because they have databases of members and powers, they can also be used as a source of information: the creepy guy who wanted to help so he could be near people to take their vril energy, the woman who stays young by harvesting a year off the lifespan of each injured person she helps (hey, she should be a nurse: no one would notice the extra deaths in a hospital or an old age home...wait, I'm devolving into Bubba Ho-Tep.)
There might be a data leak and criminals who really really need a teleporter might say, "Hey, we can blackmail that person right there until they do what we want. It just takes holding a hostage."
Thursday, May 23, 2019
Overmorrow
A word for the day after tomorrow; I didn't know it. (Caveat: It might be obsolete, but it's just useful enough that it should be brought back, if it is.)
OVERMORROW
Tuesday, May 14, 2019
Hodgepodge
Any
Daniel Hodge. People who don't like him call him Hodgepodge.
Meet Dan Hodge. Dan has a couple of abilities that are really useful but don't make him capable of fighting or stealing focus from the players. (Even though he's in the bodyguard business.)
First of all, Dan has Transform. He can make himself look exactly like someone else, which is useful in the bodyguard biz. But even better: Dan can shoot a gun like an Olympic-level marksman.
Sounds good, right? And you add in the fact that Dan can duplicate himself five times, well, he sounds just like a focus-stealing GM character.
Except.
Dan is a coward.
He might copy someone and send the duplicates out...but never himself. He sits in the safe house and sends the duplicates off as decoys. He can shoot (and so can his duplicates) but damage them...and they go away.
When people know that Hodgepodge is on the case, well, weapons tend to involve lots of playing cards flying through the air and giving paper cuts. Or area effect tasers.
But Dan gets by.
Except for the day when he duplicates a teenage girl, and five of his duplicates go out with the girl—
And she's specifically targeted without harming his duplicates.
Well.
That's when he comes to the PCs for help.
Friday, May 3, 2019
Today, in my head
Any
He was sitting in his wheelchair in the sun, looking out at the grounds. She walked up to him and put herself in his line of sight, showing off the scars on her face. “Remember me?” she asked.
He studied her for a long time, and then shrugged.
“Anja Bostovech. You kidnapped me once. Captain Wonder stopped you.”
The man shrugged and half-smiled. “He did that a lot.” He half-smiled and looked at her, waiting.
“You had a plan. You were going to download my consciousness into a robot body and take advantage of my fame.”
“You want to know why? To take over the world or something,” he said. “It seemed very clear then, but the new medication...“ He shrugged again.
She shook her head. “What I want to know—” She did a pirouette so he could see the scars and the useless hand she normally kept hidden. “What I want to know is, can you still do it?”
Tuesday, April 30, 2019
Mutants and Masterminds and autofill
M&M
I've been trying to figure out how you'd do an autofill PDF character sheet for Mutants and Masterminds, and the closest I come is an old idea from DC Heroes, where you have a worksheet version to look at various numbers and then in the final version those go away.
At first blush, it seemed simple enough. Something like Fighting is figured at two points per rank, so if you're Fighting 4, that's 8 points. And defenses are one point per rank, so it's just the number of points you spend added to the value of the appropriate attribute. Long but do-able; I wouldn't fit it into the Calculate stage of the PDF because that happens every time you change a field, but you get what I mean.
Except of course adding to Toughness save isn't done directly; it's done either by advantages (like Defensive Roll) or powers (Protection primarily).
And I almost had that figured out when I remembered Enhanced Traits.
If it were just going to be used on the desktop, maybe stuff could be added with dialog boxes, but even PDF Expert doesn't render the dialog boxes for PDF on my phone. So I think the best thing to do is have a worksheet with space for all the various points, so you can see what adds to which value.The aggregate free-form nature of powers is also a problem. I'm fixing it with terminology: The part I think of as a power is called an effect, like Affliction, Protection, Enhanced Trait, and so on. (In fact, I have Enhanced Trait broken down into several effects.) The conglomeration or aggregate is called a power (alternate effects all go in to make a single power). The sample archetypes have varying numbers of powers:
| Archetype | Number of powers | Max effects in one |
|---|---|---|
| Battlesuit | 1 (Battlesuit array) or 8 (counting “Battlesuit” as a power) | 3 (Tactical Computer) or 8 (various Senses) |
| Construct | 3 | 2 |
| Crimefighter | 5 | 6 (Utility belt) |
| Energy Controller | 6 | 4 (Energy Control) |
| Gadgeteer | 4 | |
| Martial Artist | 0 | |
| Mimic | 1 | 1 |
| Mystic | 3 | 6 (Spellcasting) |
| Paragon | 4 | 3 (Invulnerability) |
| Powerhouse | 4 | 3 (Super-Stamina) |
| Psychic | 5 | 4 (Telepathy) |
| Shapeshifter | 1 | 1 (Shapeshift) |
| Speedster | 5 | 3 (Super-speed) |
| Warrior | 2 | 4 (Aquatic) or 8 (different Senses) |
| Weapon Master | 2 | 5 (Super-hearing senses) |
I can't even imagine a page layout that allows either the possibility of 8 powers with 8 effects each or 1 or 2 powers and 28 advantages (the number that the Martial Artist has). The Basic Heroes Handbook compromises by leaving space for four powers and some effects...And I might have to compromise, too, saying, great, four powers max, five effects each.
Seems a shame not to be able to do the Crimefighter, though, but life is life. Maybe after I figure out how to do this, I'll be able to wedge it in there.
Anyway, the idea is that there is a separate worksheet...let's say there's a button that makes it visible; select the Create/Edit radio button and you can see it; select the Play button and it goes away with the new values displayed.
Wednesday, April 17, 2019
To fight the unwinnable fight
Any
I'm currently in a superhero game and it's interesting because the GM and I share many traits, so now I get to see what they're like from the other side of the GM screen.
Some of them I don't much like. And I am guilty of inflicting these things on players.
Aside: I have ADHD (as you might have guessed from the way this blog moves in fits and starts) and one of the things I have noticed with my children and me is that the good really has to outweigh the bad or the ADHD person has a bad impression. Like, you have to have three compliments for every criticism in order for the person to feel it's even-handed, and a higher ratio for them to actually feel positively about the event.
So I might be biased.
However, in four sessions of superhero gaming, we have yet to win. It's Champions and five to eight players, so that's only two fights. (Cue Champions bashing, but I wouldn't have joined the campaign if I didn't accept the system.)
And what galls me and takes the fun away from me is that we won neither of those fights. The villains decided they were done and left.
Now, I can come up with narrative reasons why that's true. Maybe:
- The GM is showing us that it's a dangerous world.
- The GM is acquainting us with the heavy hitters of this area of the world.
- The GM is trying to make sure that we, the players, work together as a team. (And there is a certain "You do a stupid thing, you don't have plot immunity" vibe.)
But still..four sessions and from a player standpoint it feels like we haven't succeeded at anything heroic yet.
In fact, many of our characters are so laden with power dependencies and activation rolls, that a set of 15- rolls that look impressive (15- is roughly 95%) takes three rolls, so the actual chance of success is about 86%, less if there are other modifiers that place a minus (a 15- with -5 is now a 10- and that is only about half the chance to succeed).
So there's a lesson there: let them succeed.
I'm not saying they have to succeed at everything. God, no: running D&D for the first time reminded me of some joys of failing: The glorious moment when your clever plan fails because somebody rolled a 1.
But if you go back and look at the source material, the heroes usually have some kind of victory:
- They save the innocent.
- They capture the henchmen (who will no doubt be on the street again by tomorrow).
- They prevent the theft of the Jade Cloud of the Phoenix, while not preventing the theft of the ancient Imperial Chinese instruction manual, so the bad guy doesn't have it but the heroes don't know how to use it to stop the bad guy.
These might be partial victories but they are victories. And they're pretty consistent: the good guys win somehow most of the time—over half the time, maybe ninety percent of the time, maybe better. Actual total losses are generally reserved for the darkest moment, right before the climactic battle.
I'm reading Gail Simone's Domino right now, and Domino wins in some fashion most of the time. In a dozen issues, the bleakest moment I can remember was when she had no control over her luck, and even there, the issue ended with her finding someone (Shang-Chi) who could help her. Domino has some reasons for being so down on herself: not everything works, and sometimes it works the wrong way. And really, you're not going to confuse Domino with Superman as far as heroism goes. But there's usually a partial success.
In story-telling terms, the issues and fights are usually "no, but" or "yes, and": "No, you lose but there's a way out of it."
A "No, and" answer is one that feels like, "No, you don't win, and here's something that makes it worse."
Maybe the ADHD makes me more sensitive here. But I feel like in four sessions, you should be able to point to two wins.
And that's something that I can take way from this as a GM and occasional adventure writer.
Thursday, April 11, 2019
Overheard, in my head
Any
There's this superhero world:
"I'd rather not be rescued by you."
"But ... it's a rescue."
"You have fewer than five adventures. Statistically, you're going to muff this one, and I don't want to be your victim."
"So you'd...rather stay a prisoner of the blood-drinking shape-changing supervillain?"
"My odds are better."
Maybe it's a back cover blurb for the adventure I haven't written yet.
Saturday, March 23, 2019
Location-based superhero adventures
Icons
I saw the ad for Pamphlet Dungeon Jam and of course it had me thinking of superhero adventures.
Superhero stuff tends to follow a villain rather than a place, so location or dungeon based adventures are rare. In general, I can think of these cases that show up more than once:
- Lairs — This is the hero lair, which has defenses which have turned against them, or the villain lair, which has defenses to keep the villains out. You certainly can do it as a separate adventure, but the villain lair tends to be the climax of the adventure, after other stuff.
- The crime scene — The entire adventure can be wrapped up with one attempt. For instance, you could do an entire adventure based in a museum, for instance, where the heroes know the bad guys are coming, but they don't know for what. Or there are two attacks at the museum the same time: maybe one is a diversion for the other, or maybe it's two groups trying for the same thing, and they fight while the heroes try to figure out how to stop them and protect the innocents, or even it's just a coincidence but they decide to team up and take on the heroes.
- The special place — Something like Fainting Goat Games' "Helicarrier Heist" would fit here, or maybe one of the adventure seeds with the Green Ronin Mutants & Masterminds Freedom City maps. (One could consider the lair situation to be a part of this, but I think it deserves its own category.) I'd put the superjail-gone-bad here, too.
Any of these would do for comic stories, especially before things became so decompressed, but for RPG adventures the first and third are most common.
The concept that appeals to me right now is the supervillain lair, but as a dungeon in itself. That is, you're not going to run up against the original owner. No, he's been caught and in the process seriously weakened the most powerful heroes in your campaign world (who aren't the PCs). And now the PCs are tasked with deactivating the base...because he left contingency plans that would launch the world-wide disaster.
Sunday, February 3, 2019
Thoughts on Champions, after umpteen years
Champions
I've just joined a Champions campaign and tonight we had our first session. Please don't take what I'm about to write as critical of the GM or the other players; this is what I felt throughout the session. I mention these things here because I'm pretty sure that I have inflicted all of these on players at one time or another, and I think they're specific to the game system, or encouraged by the game. They are part of the reason why I stopped running Champions years ago.
A Brief Digression
I just want to say that I think that Champions and the Hero System have many virtues. For the simulation of the physics of a particular fictional reality or specifying a power, there is nothing better, I think. If you want a left-handed werewolf with cybernetic implants who fights with a katana and a taser, and who has spells that only work on the Thursday after a full moon, there is nothing better.
The only thing I've ever tried to play that comes near it in terms of that specificity is Wild Talents because it added the utility category for custom powers.
So if what you want is the ability to say exactly what your power is, Hero System is your jam. If you want to be able to build the world in game terms and have it be consistent, Hero System is the way to go. Hero System ought to be the first step in simulating any fictional reality; its fingerprints are all over Jim Gardner's Spark Vs. Dark books, even though I've tried to convert them to ICONS.
There are some things, good things, that Hero System does that no other game does.
End digression.
Back to My Point
That ability to create very specific worlds? Often means you do.
Which in turn creates really lengthy histories and games that are in media res except the media is a history lesson. That's not the fault of the game system (which has nothing to do with the history of your campaign world) but I think it's a symptom.
And combat is slow.
Look, tonight we had one—onemdash;combat. It was, admittedly, a difficult one: six players and something like twenty (maybe thirty) GM characters. A lot. We had less time than usual, mostly because I arrived late. (Last in, first out: maybe that's my mantra. I didn't mean for it to happen that way, but I had stuff before and after the session.) My character is speed six. I acted twice.
Now, to some extent, roleplaying is about the journey and not the destination. Fun with the gang, references to Firefly, D&D, previous games/campaigns/whatever. But in combat, in Champions, when combat is happening, you are not doing anything when it's not your turn. If you whiff (as I did, rolling a 17 on one to-hit roll), you do nothing.
In previous campaigns, I was speed 6 and I acted more often than anyone else (usually). Another PC is speed 8, and the villains are as bad. Is that a fault of the GM or the game system? I dunno; I go back to Theron Bretz's contention that SPD in Champions is spotlight time. The higher your speed, the more likely you are to get time in the spotlight. IOne character, a GM character, was speed 4 (I presume; he acted in segment 3). Since he had been mind-controlled to untie me (yes, I was tied up with wire at the start of the combat), I was rather interested in him acting, but he did not, not for most of the combat (and someone else had moved e out of range by the time he acted).
Right now, that's really the thing that I put at the system: the combat. Slow. That's kinda my overwhelming impression of Champions combat right now. And I've been trying to figure out why that bothers me so much. Am I that glory-hungry?
<;p>Wheel, maybe I am. I like to GM, after all. But I also saw a lot of stuff tonight that was, well, me as a GM, and that's what makes me think that maybe the game system encourages them.Anyway, somewhere along the line I got the idea that fights have a point.
- The heroes are outclassed by the villains in this city.
- The Heroes are bad-asses who put down regular thugs.
- This particular villain is difficult to deal with.
But: Slow. Slow. Slow.
There's also the fantabulous point inflation. I have on my character sheet that I know the supervillain population. Villains also have reputations. We rolled on reputations; I suspect that I could have rolled on my skill roll (whichever as higher), on the theory that "reputations" are meant for the general populace, not somebody who really cares about this stuff. Sorry, distracted: the point is, that I have a knowledge skill for the rituals of the cult I used to belong to, and one for its members, and one for ... Actually, I have four knowledge skills that relate to that particular cult and parts of it. I have a separate k=skill for analyzing the behaviour of cults.
On the one hand, I totally see that those are separate things. On the other hand, I think, "Are those the pointof the game?"
End of Rambling
Look, I'll be back for the next game, when we play some more of the combat. I had a good enough time that I don't want to quit. However, by the same token, I'm not blind to the flaws of my childhood crush.
No game does everything perfectly. The best you can hope for is a good fit for you and not to be sucky when it doesn't fit someone else as well.
Thursday, January 17, 2019
Some ICONS Play
SYSTEM: ICONS
A Sample of Play
In response to nobody, I thought I'd put a small sample of a story (that I'll make up) and how it would play in ICONS terms.
Will'o'whap
For reference, here's Will-o-whap:
| Will-o-whap (William Chandler) | |||||||
|---|---|---|---|---|---|---|---|
| PRW | CRD | STR | INT | AWR | WIL | Det. | Stamina |
| 6 | 4 | 7 | 4 | 5 | 6 | 1 | 13 |
| Specialties |
| ||||||
| Powers |
| ||||||
| Qualities |
| ||||||
| Origin | Transformed (+2 to Strength) | ||||||
He got his powers like ten minutes ago, but the supervillains of SWARM have hostages. (No doubt the accident they caused to show they were serious created him.) He needs to infiltrate their base!
Some Minions
The first fictional bit involves minions, the Bug Patrol.
The Bug Patrol agents are pretty standard:
| The Bug Patrol | |||||||
|---|---|---|---|---|---|---|---|
| PRW | CRD | STR | INT | AWR | WIL | Stamina | |
| 3 | 4 | 4 | 3 | 4 | 3 | 7 | |
| Specialties |
| ||||||
| Equipment |
|
||||||
| Qualities | Minion | ||||||
And here we go.
| Fiction | Game Mechanics |
|---|---|
It turns out that I suck at being sneaky; maybe because of the whole "glowing" thing. I came out of the wall to find four Bug Patrol agents pointing pistols at me. And yeah, they had dark goggles on so I couldn't do the whole blind-them thing I had done outside. | Four minions. No one here is really surprised. Initiative:
So Will goes first. |
I held my hands up. “Hi.” No sound came out, because I was still intangible: I didn't interact with the normal world. But a glowing orange speech bubble appeared that said, “Hi.” Is there a rule that you should have your powers for at least a week before you break into a headquarters? There should be; I didn't know I did that if I talked while intangible. Still, I lunged and stuck my hand through the nearest one. He stiffened and then fell down. We all stiffened for a moment because none of us knew I could do that, and then I got two more. The fourth one shot me with something that hurt and I turned solid. | Will'o'whap jabs his hand through nearest one (Prowess vs Prowess): 6+1d6 vs 3+1d6 = 11 vs 4; a massive success. Because it's a cool thing, now the Bug Patrol members are surprised. He has Burst on the power (anyone in touch range) so he tries them all. His Stunning is against Str, but his Stunning is 7 and Bug Patrol members are strength 4, so he's got to roll quite low to fail the Stun vs. Str roll. The first 3 he hits and stuns, but he misses the fourth. It's the end of the panel so he suddenly discovers that he's tangible; limitation on the power but he doesn't know that.
|
I grabbed him, which he didn't expect, swung him up against the tiled ceiling and down against the floor. He was out cold. | Will'o'whap manages to grab him (Prowess versus Prowess again). He throws the minion up to the ceiling and the damage from hitting the ceiling knocks him out. (Minion rules; otherwise he'd close to out or out, depending on whether the GM applied damage again from hitting the ground: Strength 7 is 7 damage, minus 1 for the uniform, or 6. That means a fall of 2 or more damage would knock him out. A kind GM would do it.) |
I quickly checked the three I had phase-punched. Still breathing, still with a heartbeat. Good. Uh...where is the control room? I asked myself. I smacked myself in the head (gently and figuratively), because being captured would really have been the easiest way to find the control room. Because they take you there to gloat, right? (Or have decades of mass media been lying to me?) Rather than wander aimlessly around the corridors looking for the control room, I decided on a search pattern, spiraling in to the center, and began jogging through walls. (I had one oops moment when I walked through the women's washroom but it was unoccupied. Still, it reminded me of one of the hazards of this power.) | He's got Regeneration, so I assume he's back at full Stamina by now: he gets 7 Stamina every 10 panels, so it seems likely. |
One of the rooms was a gym. More specifically, it was a workout room for supers, because I found one there, in full costume. (Memo: don't get a cape; then you have to practice all your moves with the cape. Same for dusters.) She was working on a particular move with a robot and I saw her reach through the robot before she noticed me. Um. She could go intangible too. | This might be a roll of Awareness, or maybe it's a gift. I choose gift, because it makes things so much more uncomfortable. Better stop for a moment and explain (invent?) who she is. |
Backstab: a villain for the ages
Well, we know from those Qualities up there that this is going to be his arch-nemesis. I'll use the method in ICONS Assembled to produce an enemy for Will. I roll a 10, so this character is a Reflection, which means Artificial. Hrm. Didn't see that coming.
| Backstab (Felicia Night) | ||||||||
|---|---|---|---|---|---|---|---|---|
| PRW | CRD | STR | INT | AWR | WIL | Det. | Stamina | |
| 4 | 5 | 5 | 6 | 6 | 5 | – | 10 | |
| Specialties |
| |||||||
| Powers |
| |||||||
| Qualities |
| |||||||
| Origin | Artificial (+2 to Strength) | |||||||
In my head, there's a whole backstory but essentially she was built and programmed as a servant for the alternate-dimension equivalent of Will Chandler. She managed to escape to another dimension, and she's been hardening herself, killing humans: humans who made her, humans who dictated that she live in servitude. And she's programmed to love William Chandler, so she fights against him the hardest of all.
Heck, she probably saw Will at the site and chose him to go into the accident, assuming he'd die.
Will'o'whap knows nothing about this.
| Fiction | Game Mechanics |
|---|---|
“Hey. Um. Backstab. Big fan.” Not that she could hear me, but the damned speech bubble formed right there by my head. She smiled and grabbed her mouth protector, slipped it into her mouth under the mask. I probably should have charged her but I was wondering if maybe I wanted to run away instead. Then she attacked and the decision was taken out of my hands. | She gets time to prepare, so nobody is surprised.
He wastes his move in dithering, so she stabs him. It's Prowess versus Prowess again, and she rolled a 6 and has a +1 from Specialties, for 11; he rolled a 1 and has +1 from Martial arts, so that's 8: A major success. She gets to roll Stun (it's a killing attack) but gets a 1 (for 5) versus his 5 (total 12) so he's not stunned. He is down 4 Stamina, though: her attack is Slashing 4.
|
That hurt but it didn't incapacitate me. It would soon, though; I had to be running on adrenaline. I circled her like it was a bout at the dojo. I considered running but she could turn intangible too. I didn't have much time. Probably sooner rather than later I'd notice the hole in my side. I had to try and distract her. I flared to brilliance, hoping to blind her. I think it worked; her next thrust missed and I chopped at her outstretched arm. | That would be a Dazzle attack, which is Coordination based. He has Coordination 4, she has Coordination 5. He rolls a 5, she rolls a 3, so he has a moderate success. She's dazzled for one page. She rolls a 1 to attack and he rolls a 6: 6 versus 11. That's a massive failure. According to the rules, you get an automatic attack back when someone attacks with Prowess and manages a massive fail. So he automatically gets a moderate success. (It would be smart to disarm her but a moderate success isn't enough to apply the Grab maneuver and I'll demonstrate putting a quality on someone in the next page.)
|
She was better than I was, so I had to be smart and lucky. With luck she was still blinded...so I stepped inside the robot she had there, the one that hadn't moved since I had come into the room, and tried very hard to be smaller than it was. I held my breath. | He's trying to apply the Quality "Hidden for ambush" to himself. As GM, I figure it's best done with a Maneuver (a roll) of his Stealth (well, his Coordination because he doesn't have Stealth) versus her Awareness. However, she's recovering from being dazzled, so I'll give him a +2 for his Maneuver. The roll sucks though: he gets a 1 and she gets a 5, for a value of 5 for him and 11 for her. |
I've already mentioned the quiet of the ghost world, right? Except this time I could hear her, muffled by her mouth protector. "Come out," she said. "I don't want to hurt Sparbot." Then the robot jumped to one side and she lunged again. I dodged away as fast as I could. | She gives instructions to the robot, then phases to stab him. She gets 7 (from 4+1+2), he gets 8 (from 6+1+1), so he dodges. Barely. He blew his panel again, waiting inside a robot. |
All I could do was attack, ghost to ghost. I hit her solidly and she fell down and through the floor. Maybe I should have gone after her — what if she couldn't breathe? — but I thought about the hostages up in the control room and decided that was more important. I took a second, though: I turned solid and checked her tablet and phone, which were lying on the bench. The phone was locked but the tablet wasn't and score! it had a map of the base. I memorized it and headed straight for the control room. | He hits, with 10 (6+4) versus 7 (4+3). That does 7 damage so it knocks her unconscious even if you figure she'd gotten some Stamina back from her regeneration. |