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Kamis, 21 Juni 2012

I Don't Want No Civil War....

But this one is pretty cool.


MWP has their next Marvel Heroic Roleplaying book out and it covers the big Marvel Civil War arc.

Now, I'll be honest I didn't care for the Civil War story.  But this book does look cool and it adds more heroes for your game.

The books come in two flavors.
The Essentials edition just covers the new material.
The Premium Edition includes the Essentials plus the material from the Basic Game.

I grabbed the Essentials.  But I'll pick through the Premium if it has material updated from the Basic game.

While I didn't care for the story in Civil War it did give us one of the best Cap and Spidey panels in existence.



Selasa, 12 Juni 2012

Batwoman: Marvel Heroic Role-Playing

Note: Here is my next post for the YAM Magazine LBGT Blogathon.  I am going to go over some of my favorite characters from TV, Books, and Movies and talk about how to use them in various games.

In some cases I'll also talk about why I picked the characters I did and why I paired them with the game I did.

Today I want to focus on a character I absolutely adore, but have not devoted many posts too.  The Kate Kane Batwoman.

Batwoman: Marvel Heroic Role-Playing

Batwoman is one of the more interesting characters to come out of DC's 52 comic from a few years back.  52 is also notable for giving us a new Question, Black Adam kind of sympathetic, and making Booster Gold actually kinda cool.  But it was Batwoman that made her debut here and the character has been crazy popular ever since.

This is not the old, original Bat-woman, set up only as a romance interest for Batman.  No. Not this one.

Kate Kane, is a rich heiress. A socialite. A member of the family that "owns everything else in Gotham that Bruce Wayne doesn't". But all of that is a façade.  Kate Kane is a lot of things. She is a daughter, once was a sister. She is soldier, she is openly gay and she it the Batwoman.

As an openly gay character in the comics Kate received a ton of publicity, and not just because of that, but because she was a "Bat".  The Batman family is royalty in the comics biz.  Do anything that close to the Batman and no matter what it is, it will be noticed.

While Kate of "52" seemed to be a somewhat closeted "lipstick" lesbian, Kate of the "Batwoman" series (one of DC's best selling female lead books) isn't.  She is openly out, she has tattoos, she is a former Army cadet with a promising career ahead of her till "Don't Ask, Don't Tell".  I talked about her backgroud a lot in my review of Elegy a while back.

One of the things I enjoy about this book is that her sexuality is part of person, not there to attract or tantalize readers. Look at the cover for the upcoming Batwoman #0.  Yes, she is very attractive, and yes you about about to get a boot to your face.  Kate is a soldier, first and always.

I choose to stat her up in Marvel Heroic Role-Playing for the same reasons I often choose this game. It is because it is a great comic-book game and a great tool for role-playing interpersonal drama.  Kate is great character and there is a lot going on in her life.  Her new relationship with Maggie Sawyer and her old relationship with Renee Montoya. Her strained relationship with her father.  Her significance to the Cult of Crime (who alternately want to worship her or sacrifice her).  Her relationships with the rest of the Bat family and here working with the D.E.O.  All of this stuff combines to make great character driven drama.  You could not for example simply replace Batwoman with Batman or Batgirl in these stories.   The are different stories.  In many cases Batgirl is too smart to get mixed up in same sort of cases and the Batman would punch out the bad guys and threaten everyone else.  Kate is not as strong as Bruce, or as smart as Barbara.  So she has to be more dedicated and more tenacious.

Here she is, in her Marvel Heroic Role-Playing format.


The Batwoman


"The bat they shine in the sky... civilians think it's a call for help. The bad guys think it's warning. But it's more than that. It's something higher. It's a call to arms... I've found my way to serve."


Name: Batwoman
ID: Katherine "Kate" Kane (secret)
Affiliations: Solo d10, Buddy d8, Team d6 (Currently she is solo, she has worked with father and Flamebird before. She is best though when she has someone to work with, even if she prefers to be alone)

Distinctions:
Found my Way to Serve - Kate sees herself as a soldier in a war against crime. She applies all her discipline and training to this service.
Out Lesbian - while not out as Batwoman, this does affect her mental attitude. She had to stay true to herself, even if it meant costing her everything she had worked for.
Rich Heiress - what Kate does costs a lot of money. Also her "role" as the rich heiress is a good cover.

Power Sets
Next Level Training d8
Kate sees herself as soldier still, this is the next level of training for her.
Enhanced Senses d8
Enhanced Reflexes d8
Enhanced Stamina d8
Speed d6

SFX: Effort.  Spend 1pp to up a die in NLT power.
SFX: Second Wind. Before using a NLT Power move physical stress to Doom Pool and step Power up +1
SFX: Immunity. Spend 1 pp to ignore stress, trauma or complications of a physical nature.
Limit: Exhausted.

Uniform of the Bat d8
This is not a costume for Kate. It is her uniform, the ideals she believes in.  And the boots do not have heals on them!
Gadgets/Utility Belt d8
Body Armor d8
Batarangs (attack) d8
Swingline d8

SFX: Focus
SFX: Area Attack. Target multiple opponents
Limit: Gear


Specialties 
Acrobatics Expert d8
Crime Expert d8
Military Expert d8
Menace Expert d8
Combat Master d10

Milestones
"I'm a Goddamned Solider!"
1xp when you first enter a mission.
3xp when your loyalties to those you serve with are called into question
10xp when you must abandon your loyalties for the sake of the mission or visa-versa.

My Past Haunts Me
1xp when you first interact with your Father, Cousin Bette/Flamebird or something to do with your sister.
3xp when a member of the Cult of Crime recognizes you as the Twice Named Daughter of Caine
10 xp  when you have to defeat Alice to accomplish the mission, or abandon the mission to save your Father or Cousin.


Compared to my Unisystem build I think this is rather nice.
I have done other builds for MHRP as well:


Selasa, 29 Mei 2012

Marvel HRP links

Quick one today.
Found some links for various builds for the Marvel Heroic Roleplaying game.

The Lost of Files of Marvel is just link after link of tons of builds.
That 70's Game also has a few, but in particular are his build builds of Zatanna, Fire and Ice from the DC world.

And only quasi-related, Tim Marchman over at the Wall Street Journal wants to know why comics aren't doing better than they are.  Actually he has a pretty good idea.

Senin, 07 Mei 2012

Willow and Tara: Marvel Heroic Roleplaying

I am still playing around a bit with Marvel Heroic Roleplaying now that I have seen it out in the stores.  Saw a copy at my local Barnes & Nobel last night in fact.  I thought this might be appropriate for today.

"Willow and Tara" by David Reynolds

Willow and Tara in the Marvelverse
I have to admit, that anytime I think about the girls in a super hero universe I always think of it in terms of DC.  But the roleplaying and character development aspects of MHR are too good to ignore.
I have already done up my two DC go-to characters Zatanna and Justice with this system.  And I have stated up Willow and Tara in one other version of Cortex in the past.

For the girls in this universe I'll start with the assumptions that the events in my previous games, The Dragon and The Phoenix and Season of the Witch happened.  In fact even though this game was not part of the original plan it would work fine as part of the Generation HEX season I started and never finished.


Name: Willow
ID: Willow D. Rosenberg (public)
Age: 32 (2012)
Base of Operations: Boston, MA

Affiliations: Solo d8, Buddy d10, Team d6  (Willow in highschool was certainly more Team, but this is an older Willow)

Distinctions:
Bad Ass Wicca
Technophile
Quick to Anger

Power Sets
Sorcery d10
Magical Spells d10, Blast d10, Senses (magical) d10, Teleport d10, Telekinesis d10
Limit: Conscious Effort
SFX: Versatile
SFX: Area Attack

Anamchara d10  (Willow and Tara can combine their powers)
"I will always find you." (Telepathy) d8,  "I am you know...yours" (Combine) d10
Limit: Distance/focus
SFX: Multipower
SFX: Boost

Specialties 
Mystic d10
Tech d10
Cosmic d8
Science d8

Milestones
Magic
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.

Anger
1xp When you loose your temper
3xp When someone you are helping takes trauma
10 xp When your anger threatens the world, or saves it.

Willow in "Generation HEX" is one of the most power spell casters in the world.  But her own issues surrounding her anger still plague her.  She has turned to magic as a means of not just obtaining control over her situation, but of herself.  She is slowly getting there.


Name: Tara
ID: Tara A. Maclay (public)
Age: 33 (2012)
Base of Operations: Boston, MA

Affiliations: Solo d6, Buddy d10, Team d8  (Tara does best with Willow or in a group)

Distinctions:
Witchy Woman
Loyal
"Tara hide your magic" - Tara is a deep, quiet, well of magical power, but she has been told her whole life to hide it.

Power Sets
Sorcery d10
Magical Spells d10, Blast d8, Senses (magical) d10, Telekinesis d10
Limit: Conscious Effort
SFX: Versatile
SFX: Healing

Anamchara d10  (Willow and Tara can combine their powers)
"I will always find you." (Telepathy) d8,  "I am you know...yours" (Combine) d10
Limit: Distance/focus
SFX: Multipower
SFX: Boost

Specialties 
Mystic d10
Psych d10
Cosmic d8
Science d8

Milestones
Magic
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.

Soulmates
1xp When you or Willow are dragged into a problem together
3xp When someone uses you to get to Willow or visa-versa
10 xp When you have to work together after being apart to stop the threat

Tara is more self-actualized than Willow is.  She knows and accepts the dangers and responsibilities of her power.  What she is most afraid of is loosing Willow; either to death or darkness.   In my games the girls have seen many alternate realities, any reality without a Tara in it results in Willow turning evil and destroying things.

Willow and Tara have a lot of linked powers and milestones, as to be expected given their lives together.

To follow along with the Generation HEX plot ideas, they are living in Boston teaching at a school that has a lot of magical kids enrolled.  In my game they would of course know of Zatanna and I would still have to say they are not up to her power level on their own, combined though they could give Zee a run for her money. Not that they would mind you, Tara is a HUGE fan of Zatanna, I have this on authority.

Of course this would also be a good episode to have the girl visit the wilds of Canada and check out the Cave of Cool.


Sabtu, 31 Maret 2012

Zatannurday: Marvel Heroic Roleplaying

Continuing my exploration of the new Marvel Heroic Roleplaying game. So here is everyone's favorite Sorceress Supreme, it's Saturday it must be Zatanna!

We worked this the same night as Justice.  Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats.   Both have a place in my world.

Name: Zatanna
ID: Zatanna Zatara (public)

Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)

Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)

Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack

Specialties 
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8

Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.

Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.

Kamis, 29 Maret 2012

Justice: Marvel Heroic Roleplaying

Earlier this week I mentioned I spent some time over the last month with Marvel Heroic Roleplaying.  One of the first characters I though about was my paragon character "Justice".

The great thing about Justice is I have a great grasp on who this character is, what motivates her and what she wants to be.  So a game like MHR is really a good fit.  Plus is gives me the chance to compare her "Marvel" universe counterpart with her "DC Universe" counterpart.

For Issue 5 I spoke to my regular GM Greg, the guy likely to be the GM of any supers game I'll play in and my go to guy for Marvel questions, suggested an adventure where Kara travels to Madripoor.  Kara is there as part of a delegation with one of her law professors.  Her role here is of course to be quiet and learn.  Bet you know how that is going to turn out.

Since we are going to focus on the drama here Greg wanted to give her a love interest, one of the local criminals (whose name escapes me at the moment, but I think it was Wolverine's son).

So with out further ado, here is Justice.

Name: Justice
ID: Astra Kal-El / Astra Kent (secret)

Affiliations: Solo d10, Buddy d6, Team d8 (Kara is still trying to figure out who she is and she is doing that on her own.)

Distinctions: Uncompromising (sees the world in mostly black & white; good guys and bad guys)
Heroic Ambition (wants to be a hero)
Struggling with Identity (is she Amazon? Kryptonian? something new? How can she fit into a human world?)

Power Sets
Amazonian Heritage d10
Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10
Limit: Exausting
SFX: Multipower
SFX: Second Chance (reroll)
(she is still coming into her power)

Kryptonian Heritage d8
Superhuman Senses d8, Flight (subsonic) d8, Blast (heat vision) d8
Limit: Kryptonite - Shutdown
SFX: Second Wind (move power up to d10)
SFX: Invulnerable (spend 1pp)

Specialties 
Combat d10 (training from the Amazons and Bruce/Batman)
Cosmic d10
Crime d8
Science d8

Milestones
Just like Mom and Dad...
1xp You encounter someone that knew your father
3xp You defeat one of your father's or mother's old enemies.
10xp You join or leave a team that your parents were on.

"Justice will Prevail!"
1xp You save an innocent life
3xp You must make a choice between the Law and Justice
10 xp You choose to see justice done at the expense of your own personal happiness.
 

I think this describes her rather well to be honest.  And it is something I could use to help drive the character in any other Supers game she might be in.

Selasa, 27 Maret 2012

My Month with Marvel



I have now had Marvel Heroic Roleplaying now for about a month.  I have read it. Re-read it. Watched games, read reviews and even detailed some characters.  Here are my thoughts.

First, I have to be honest, I am still and probably always be a DC fan foremost.  I "dabbled" in Marvel back in the 80's like others.  I enjoyed the X-Men, loved Spider-Man, enjoyed Doctor Strange and Ghost Rider...and that was about it.  I didn't have any dislike for Marvel, I just like DC better.
I enjoyed the old TSR Marvel game, but I also liked DC Heroes from Mayfair and Villains and Vigilantes.

Secondly, MHR is about as far away from the OSR as you can possibly get and still use the same set of dice.

Ok. So there are a lot of reviews out for this now, and there is really nothing new I can add to all of that.  Here is though less of a review and more of a bunch of my opinions and insights on the game.

The most notable feature of this game is there is nothing in the way of comparing ability to ability really.  Yes there are things like "combat expert" and there levels of that, but nothing along the lines of Strength vs. Strength  So there is no way to tell really who would win in an arm wrestling Thor or Thing.  But the deal is that this not something that is likely to happen UNLESS it was part of the plot, then the winner is decided by other things.

MHR is more of a game where the players are providing the framework.  You need to create your character with the other characters and players in mind.  Maybe not as much as Smallville or Leverage, but still.  It is also a game where the main drama is about heroes, not really supers.  It really is a "comic book" RPG, not a cartoon, supers or even super hero movie RPG. This game is about building characters, the relationships between them and the drama. Which, if you think about it, is kinda what Marvel Comics is about.

The game moves well from what I have seen in play and after working with your character you get the hang of the game quickly.

The book itself is great to look at, but I was expecting more to be honest.  Compare to Green Ronin's DC book.  The DCA is overflowing with art.  Everywhere.  MHR has art, but it seems to use it more sparingly.  Plus I swear it was the same characters over and over. I could easily name dozens of character I didn't see, but that is not the point, I would have liked some others.
I would have liked to Dr. Strange or some other magical/mystical types since that is my favorite part of any game and Marvel in particular. Strange at least is important enough that he should be included in the Basic rules.

Will I play this game?
That is really the only question right? Yes, I love to try it out with the right group. To me the right group would be people who are willing to invest in their characters and be able to "play the drama".  So yes, with the right group of people.

Still I might want to dual stat characters with MHR and some other traditional supers game, maybe even DCA/M&M3.

I'll be posting some characters here soon.

Senin, 27 Februari 2012

Marvel Heroic Roleplaying

Well unless you have been living under a rock this last week the newest, hottest game on the market right now is Marvel Heroic Roleplaying from Margaret Weis Productions.



It is kinda-sorta billing itself as the spiritual heir to TSR's old Marvel Superheroes Game  (aka FASERIP).
The new book out is called "The Basic Game" , obviously meant to recall the "Basic Game" of MSH and there is even a forward from Jeff Grubb.  So MHR has a pedigree, of sorts, but how does it stack up to it's forefather?

Well...

I will be100% honest here.  The rules took me a bit of reading, re-reading, asking other players and spending some time on RPG Net to understand.  AND I Am still not 100% sure I got it right.

I have played around with Cortex+ before.  I like ti for what it is and I'll admit I was a little concerned when I heard that the Marvel Game was going to use Cortex+.  I like it for Smallville and Leverage where drama is important. I even suggested using it for a Modern Supernatural game, but I was not sold on it as a Supers game.

At this point I should point out that "Supers" might not be a good genre for this game.  After all, "Supers" is not even in the title at all and the assumption here that everyone has powers of some sort.

In many ways this game is exactly as my friend Greg describes as the "Antithesis of the OSR".
This game is about building characters, the relationships between them and the drama.  Which, if you think about it, is kinda what Marvel Comics is about.   Does it matter really what the Hulk's strength is?  No.  Just that he is really damn strong.  Can he pick up a tank and throw it?  Sure if the Watcher (the GM, I kinda like that) says he does then he does.  That simple.  If it is a challenge, say can he out punch The Thing or Thor, then that is a different matter.

I think back to a scene I remember reading years ago.  Spider-man teamed up with the Ghost Rider to catch a common foe.  They are obviously very different kinds of heroes and they have their own way of doing things.  The bad guy was actually not essential to the story, so much so that I can't even recall him.  But the issue was more about their contrasting styles and more about how Spidey was horrified when Ghost Rider used Hell Fire on a bad guy.    This sort of thing is perfect for these rules.

So I am going spend some time this week with this game and looking at the support information out there and how one can use this game.

My opinion of the game has gone up since I first picked it up.  So who knows where I'll be by this Friday.

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