Showing posts with label dc modern. Show all posts
Showing posts with label dc modern. Show all posts

Tuesday, January 7, 2014

More Villains! (DC Modern) - MHRP

Hey, readers!

I enjoyed the response from the stat blocks I posted last time, so I think I'll continue by putting up more of my content from my Teen Titans game for you to peruse, steal, copy, edit, or what have you! As before, these are different from standard DC flare since they are from my revamp of said universe, but with a little tweaking, they can be right at home in your Justice League, Teen Titans, or what-have-you games.

Like last time, we're going to have the name and a brief description before the meat of the datafile. These are a collection of villains from either one-shot episodes or mini-arcs. However, the Riddler presented below was pretty much stolen from someone on the old Margaret Weis forums with a few minor changes, so I can hardly take credit for that particular brilliance. If I remembered the username, I would put it on, just so you can pour the praises on! Alas, I do not.

Without further ado: Villains!

Bane



According to the members of his Neo-Luddite society, the story of Bane is as follows. The dying town where his entire family grew up was apparently saved by the creation of a chemical factory. While the factory provided work, it also slowly killed the environment and those working inside. A tragic accident occurred while a teenage Bane slaved away, and he wore the gas-mask evermore to hide his scars, swearing to abhor and eradicate the sins of modern technology, modeling himself after an 18th century revolutionary.  Contrary to the regular look, Bane is a tall and lanky individual, whose strength defies his appearance.

Affiliations: Solo d10, Buddy d6, Team d8

Distinctions:

Technology is Evil
Cult of Personality
I Will Break You”

Power Sets:

Venom Addiction:

Superhuman Strength d10
Superhuman Durability d10
Superhuman Stamina d10

SFX:

Venom Burst – Step up or double Superhuman Strength for one round, then step it back to d8.

Broken – Step back the highest rated die in your pool. Then add d6 and step up physical stress inflicted by one.

Healing Factor – Spend d6 from the Doom pool to recover physical stress and step back physical trauma by -1.

Limit:

Venom Dependent – Shutdown Venom Addiction powerset when you don't have access to Venom.

The Mask:

Cybernetic Senses d8

SFX:

Immunity: Spend a d6 from the Doom Pool to ignore toxins and poisons.

Venom Reserves: Spend the highest die from the Doom Pool to restore the Venom Addiction powerset if it had been shut down.

Up the Dose – Spend a die from Doom and add d8 emotional stress to step up Superhuman Strength or Superhuman Durability for the remainder of the scene.

Limit:

Gear – Shutdown The Mask to add d6 to the Doom pool. Spend d6 from the doom pool to recover.

Specialties:

Combat Expert
Tech Expert
Psych Expert
Menace Master

Crime Expert

The Riddler



One day, mild-mannered computer programmer Edward Nygma came to a startling realization. The world was getting dumber. People stared listlessly into their devices, relying on computers to think for them while they flopped to the tune of capitalism. At this rate, evolution would break down, and humanity would be unfit for survival. Therefore, he devised a system. He would test humanity, starting with the loathsome underbelly of human life, to see if they were intelligent. If not, they would fail the test and die. If they survived they were fit to live, and possibly help him continue to test humanity. Thus, the Riddler was born.

Affiliations: Solo d10, Buddy d8, Team d6

Distinctions:

Knowledge is Power
World Renowned Hacker
Riddle Wrapped in an Enigma

Power Sets:

Weaver of Conundrums:

Enhanced Senses d8

SFX:

Complex Puzzles – All assets, resources, and complications created by the Riddler can only be stepped back, rather than being shutdown, when targeted. Once it goes below a d6, it is shutdown as normal.

Ingenious – When creating an asset, resource or complication based on a riddle or puzzle, step up the resulting trait by +1.

Limits:

Outsmarted – When an asset, resources or complication created by the Riddler is shutdown, take a d8 of Emotional Stress.

Specialties:

Crime Expert d8
Tech Master d10
Psych Expert d8

Menace Expert d8

Solomon Grundy



The Lazarus Pits are a wonderful natural phenomenon that have the possibility to grant immortal life to those who find them. However, it is not usually possible for a Lazarus Pit to bring one back from the dead. This does not explain the creature only known as Solomon Grundy, who is assumed to be a Robinson Cursoe who found one of the fabled Pits, but a tainted one. Upon his death, the island's pit brought him back to life... Wrong. Seemingly immortal, Grundy is a curiosity, and potential weapon, for those who wish to live forever. 

Affiliations: Solo d10, Buddy d8, Team d6

Distinctions:

Dumb as the Dead
Hulking Abomination
Unstoppable

Power Sets:

Lazarus Pit Pariah

Godlike Strength d12
Godlike Durability d12
Godlike Stamina d12
Enhanced Speed d8

SFX:

Area Attack: ~

Healing Factor - Spend a die from the Doom Pool to recover physical stress and step-back trauma.

Nothing Hurts Grundy – Spend a die from the Doom Pool to ignore physical stress.

Grundy Smash – Against a single opponent, double Godlike Strength. Remove the highest rolling die and keep an extra die for your total.

Limits:

Wasting Away – Every time Grundy uses his Healing Factor, his stamina is stepped down by one until he returns to the Lazarus Pit from which he spawned.

Specialties:

Combat Expert d8
Menace Expert d10

Amazo



Dr. Ivo seeks to live forever, but his experiments have only brought about temporary results. He has heard of the properties of the Lazarus Pits, but their temporary relief from the mortal coil was unsatisfactory. Upon discovering the Island of Solomon Grundy, he set up a base of operations and begun a series of test involving the Lazarus Pits while also working on the ultimate evolutionary being that he will eventually transplant into. The prototype is finished: Amazo, the amazingly adaptable automaton!

Affiliations: Solo d10, Buddy d6, Team d8

Distinctions:

Infinitely Adaptable
Cold-Hearted Android
Ivo's Greatest Creation

Power Sets:

Adaptoid Android

Enhanced Senses d8
Superhuman Durability d10
Enhanced Flight d8
Mimic d12

SFX:

I Cannot Process that Emotion – Spend a die from the Doom Pool to ignore emotional stress.

Fast Learner – Spend a Doom Die. Amazo gets the “Stolen Power” asset immediately equal to the die spent.

Limit:

Strengths and Weaknesses – Amazo is subject to the limits associated with the power sets he mimics.

Specialties:

Combat Expert d8
Tech Expert d8

Hope you enjoyed these datafiles! If not, here's a funny picture.

-Wes




Saturday, January 4, 2014

The Fearsome Five! (DC Modern) - Marvel Heroic

Hello, readers!

Happy New Year! After our last editorial about NPC Overload, I thought it would be a nice ironic turn to show some stat sheets for NPCs! Since I've blogged quite a bit about my experiences with Marvel Heroic, I think giving back to the community with some DC-related datafiles would be just peachy.

Keep in mind that these are altered for my particular version of the DC Universe which I call 'DC Modern', but with a little adjustment here and there, they can be perfectly usable in your regular Teen Titans game, or any other setting which would require the use of the Fearsome Five!

Before each stat-block, I'll give the name and a little blurb about them. I'm pretty proud of some of the SFX and Limits I cobbled together, since I think unique permutations of the system are what fan-created content is all about!

Mammoth



Baran Flinders and his sister, Selinda, struck out on their own as High School drop-outs who were looking for trouble. They eventually wound up throwing in their lot with a gang that owed its true allegiance to the Cult of Blood. When Baran mocked the gang leader's girlfriend for her witch-like appearance, she cursed him to forever be a Mammoth. Twisted and ugly, but with the brute strength required of an enforcer, Baran was forever changed! He seeks a way to remove his curse with the help of her sister while also getting back at the gang that scorned them.

Affiliations: Solo d6, Buddy d8, Team d4

Distinctions:

Sibling Bond
Driven by Revenge
Cursed Behemoth

Power Sets:

Cursed Form

Superhuman Strength d10
Superhuman Stamina d10
Enhanced Durability d8

SFX:

Second Wind: Before you make an action using Cursed Form, move your physical stress to the Doom Pool and step up a Cursed Form power +1 for this action.

Versatile: Replace any Superhuman Cursed Form power with 2d8 or 3d6 for your next turn.

Haymaker: Double Superhuman Strength for an action, then add the second-highest rolling die from that action to the Doom Pool.

Limits:

Self Conscious: Step up any emotional stress related to comments about Mammoth's appearance.

One Track Mind: After making an attack against an opponent during an action scene, you must only attack that one target for the rest of the scene. Spend a die from the Doom Pool to change targets or do something else.

My Sister's Keeper: If Shimmer takes trauma, take emotional stress equal to the highest die in the Doom Pool.

Specialties:

Combat Expert d8

Crime Expert d8

Shimmer



If there's one thing Selinda Flinders desires, it's power. Having grown up destitute her entire life with only her brother to watch her back, she sought a way to transcend her existence and rely on herself rather than others. The chance came when her addictive habits for mystically imbued drugs landed herself and her brother in the gang life. Before they were tossed to the curb for Mammoth's insolence, she tried an experimental mixture of drugs that wound up giving her the power to change elements. Now gifted with the knowledge and power to advance their status, Selinda seeks even more power and a cure for her brother's monstrous transformation.

Affiliations: Solo d4, Buddy d8, Team d6

Distinctions:

Power Addict
Amateur Elemental
Sibling Bond

Elemental Control

Superhuman Transmutation d10

SFX:

Elemental Supremacy: Add a d6 and step up the effect die when creating an asset or complication to turn something into something else.

Family Ties: Double an Elemental Control power when creating an asset intended to be given to Mammoth.

Limits:

Inorganic Only: Elemental Control may not be used on organic lifeforms.

My Brother's Keeper: If Mammoth takes trauma, take emotional stress equal to the highest die in the Doom Pool.

Specialties:

Crime Expert d8

Science Expert d8

Gizmo



No one's quite sure where Gizmo came from. He doesn't go by any other name, and his short stature is hard to miss. However, his skill as an inventor is invaluable. He can make anything out of anything, so it seems, and his services often come at a high price, especially in cities where advanced fire-arms can be hard to come by. Now, he makes his home in the Motor City, scrounging together the pieces of dying industry to make a healthy profit in the underground.

Affiliations: Solo d8, Buddy d4, Team d6

Distinctions:

Short Temper
MacGyver-Style Inventor
Maniacal Midget

Power Sets:

"I Can Build That"

Enhanced Senses d8
Mimic d8

SFX:

Technological Intuition: When using Mimic to create technology-based assets or complications, add a d6 and step up your effect die.

Limit:

Prototype: When you create an asset or complication with Mimic, shutdown Mimic until the asset or complication is eliminated, removed, or recovered.

Cobbled Together Arsenal

Weapon d8
Flight d6
Enhanced Durability d8

SFX:

Charged Blast: Step or double Weapon on your next roll, or spend a doom die to do both, then shut down Weapon. Recover through an opportunity or during a transition scene.

Limits:

Gear – Shutdown a 'Cobbled Together Arsenal' power to add or step up a doom die.

Specialties:

Tech Master d10
Crime Expert d8
Science Expert d8
Vehicle Expert d8

Psimon



Once, Simon Jones was the second highest ranking member of the Cult of Blood with only Brother Blood above him. While the master directed the mystical side of their organization, Simon organized the gangs and the financial side of their various endeavors. However, Simon desired more, and his prayers were answered by a direct endowment of energy from the Being of Chaos Himself, Trigon. Through psychic revelation, he was able to be in limited communication with the Chaotic Incarnate, and thought that this made him higher than even Brother Blood himself! Therefore, he left the Cult of Blood in order to pursue Trigon's interests on his own.

Affiliations: Solo d8, Buddy d6, Team d4

Distinctions:

Cult of Blood Turncoat
Untapped Potential
I Should Be in Charge!”

Power Sets:

Psychic Powers From Chaos

Mind Control d8
Telepathy d8
Psychic Resistance d8
Psychic Blast d8

SFX:

Area Attack: ~

Echo of Trigon: Step up or double any Psychic Powers From Another Dimension power for one action. If that action fails, add a die to the Doom Poop equal to the normal rating of that power die.

More Powerful Than I Thought: Step back the highest die in your attack action pool to add a d6 and step up mental stress inflicted.

Limit:

Trigon Clouds My Thoughts: Both ones and twos count as opportunities. Twos can still be used as effect die or to add to totals.

Specialties:

Psych Expert d8
Mystic Expert d8

Dr. Light



Arthur Light was a brilliant inventor for LexCorp before the company began to massively lay-off its work force in the wake of Lex Luthor's terrorist fiasco. All he could take away from his work on developing technology to defeat superhumans was his Light Suit. VATOR offered him a leadership position in their Suicide Squad taskforce, but he was swiftly fired when he proved to be utterly incompetent. Undeterred, he now focuses his malice on the teenage heroes who made him lose his position, and has proved a constant foe to the Titans.

Affiliations: Solo d8, Buddy d4, Team d6

Distinctions:

Mad Scientist
No One Takes Me Seriously!”
Photon-Felon

Power Sets:

Light Suit

Light Control d10
Invisibility d10
Flight d8
Force Field d8
Light Blast d10

SFX:

Too Bright!: Add a d6 and step up the effect die for blinding complications.

Light Absorption: On a successful reaction against a Light-based action, convert your opponent's effect die into a Light Suit stunt or step up any Light Suit power by +1 for your next action. Spend a d6 to use this stunt if your opponent's action succeeds.

Multi-Power: Use two or more Light Suit powers in a single die pool at -1 step for each additional power.

Limit:

Gear: Shutdown Light Suit and add a d6 to the Doom Pool. Activate an opportunity to recover.

Specialties:

Science Expert
Tech Expert
Business Expert

Notes:

-All characters are lowered to minion status, but can be advanced to up the difficulty, especially if they are working by themselves or in a pair.

-Area Attack is abbreviated by a '~', because I find it tedious to rewrite the same rule that I have practically memorized.

Hope you enjoyed today's Marvel Heroic stats! If not, here's a funny picture.

-Wes


Saturday, July 6, 2013

Teen Titans - Episode 8 "Shutdown" Report

Hey, readers!

So, another episode of Teen Titans has aired, and you're just in time to catch the rerun!

By this point, we're starting to wrap up 'Act 1' of the first season, as far as Marvel Heroic terms are concerned. This episode is going to be a lead-in to a big two-parter episode to close off the first act. Yeah, I'm throwing a lot of television and Marvel Heroic terms together, but that kinda makes it more badass, in a way.

Without further ado, grab your popcorn and your remote, and let's watch!

Episode 8: Shutdown

Session Summary:

Things begin with a dream sequence, which is a wonderful way to set the atmosphere for a session. We are in the head of young Ray Kord, the Blue Beetle, as he is heroically beating bad guys by the score, only to be interrupted by a giant Solomon Grundy who lifts him from the ground and roars into his face before swallowing him up. In the darkness of the inside of the zombie giant, Ray finds his father, the past Blue Beetle before watching his head explode. Turning around, Ray finds Deathstroke holding a sniper rifle, having just killed his father before his eyes before taking aim for the son!...

Such a nightmare is interrupted by an urgent message on Ray's sub-dermal communicator from Oliver Queen, the Green Arrow. The rest of the team is called as well down into the basement where the 'Arrow Cave' is located. Dressed for action with Black Canary at his side, the emerald archer informs the team that they are needed. Three separate vehicle factories around Detroit have been broken into at the same time, and the body count is mounting up with the police hardly able to contain the threat. They decide to split into three groups to take each site.

James, the Dullahon, and Johnny Thunder, driving his high tech car, arrive at their site first to find a police barricade erect around the factory. Driving through the barricade with little regard for the police, the pair find a rather strange set-up. In the middle of the main factory floor, a group of men dressed as 18th century revolutionaries armed with muskets were assembling some sort of missile silo. Using the turret on his car, Johnny began to mow down the strange thugs while James did his best to gather some intel with his tentacles.  Those that remain try to focus on finishing the missile silo, but that becomes increasingly difficult as the attack continues. Johnny liquidates a few with a rumbling sonic boom, and James finishes off the last two by wrapping them up in his mind tentacles, pushing them through the skylight, and bringing them back down again, absorbing some interesting intel.

It seems that these are members of a Neo-Luddite gang led by the mysterious Bane. They are targeting Detroit as a place to make a significant demonstration, since it is one of the most industrial cities in the United States.



Before James can relay this important news to the other teams, Ray and Juan arrive at the second factory. They find a similar set-up, except for the fact that all of the police in the barricade are dead and the assembly lines are churning away. Additionally, they meet an odd figure, gangly in appearance and tall, dressed in the 18th century apparel with one significant addition, a horrible gas mask. He announced himself as Bane, and as a show of his power, he tossed a car off the line into the empty police cars outside, causing an explosion. Juan got to work teleporting inside the missile silo, trying to dismantle it from within, while Ray tried to return fire by tossing a car to Bane, who punches right through it without effort. Trying to keep the men from working on the machine, Juan lets out a series of shuriken that each hits their target, taking down their numbers significantly. However, the situation changes immediately when Bane lumbers up to Ray, spouting off how he is an abomination for relying on technology to make him strong before lifting him into the air and breaking the boy over his knee.

Juan scrambles to rescue Ray, and succeeds in teleporting the both of them away, but not before a truck crashes through one of the entrances and Bane presses down on a plunger, releasing a wave of energy that wreaks havoc on Ray's system. Before more damage is done, Juan takes Ray to a local hospital. James and Johnny try to arrive on the scene to help, but they are compounded by police traffic and make it only to see an intimidating look from Bane which makes them both drive off.

At the hospital, they learn that Ray's back isn't broken as they had feared. In fact, he seems perfectly fine, despite the gory details. However, Ray informs the team that he can no longer feel a connection to the Blue Beetle suit embedded in his spine, and a scan from James confirms that the 'scarab' that contained the suit seems to have flat-lined. They return to the cave to inform Green Arrow and Black Canary, who were in the middle of some... post-heroic... calisthenics. They quickly end such exercises in order to better asses the situation. Ollie, having some medical and technical knowledge, recommends some slight invasive surgery to check on the scarab. Though afraid, Ray accepts, and the rest of the evening is spent going through the operation.



However, Ray seems to have miraculously healed from the invasive surgery bit. Unfortunately, Oliver is not entirely familiar with the tech, and is unable to give Ray more information beyond the fact that it seems to have been deactivated. Oddly enough, Juan has found that his sub-dermal communicator was also damaged after their encounter. This seems to make sense with Bane's modus operendi, as the pair of older heroes informs the team about Bane's neo-luddite group and their past acts of terrorism against major centers of technology and progress. Ollie mentions that it looks like LexCorp technology, and the only person who would know for sure would likely be Lex Luthor himself, who is currently on death row.

After a few days of recovery, Ray is well enough to go back to school. His humiliation compounds during gym, where the coach, who is extremely biased against meta-humans, arranges a game of dodge-ball with regular humans against metas. Johnny is not involved, as he is outside of the gym, making out with his college aged girlfriend and fellow vigilante Firebird. James lets off some frustration with the assholes in his gym class, and Ray gets pummeled. Juan savors the final blow, knocking the last kid out with vigor.



We have a rather... awkward scene following in the showers, the main conversation piece being the size of Beast Boy's... equipment, comparing it to that of a horse. Yes, in this group we have the range of maturity of deep character actions and roleplaying... to jokes about the kind of equipment Beast Boy can have as a shapeshifter. Quite the group, huh?

Well, that conversation shifts into one about metahuman rights and how it should be illegal for them to be persecuted in such a way. See what I mean about this group?

Anyway, out in the hallway, Ray has a scene with his heart-throb, Tori Anders (Starfire), who actually shows a bit of sympathy for his condition. Offering her support, she gives him her actual phone-number, which brings a little light into Ray's life.

When Ray returns home, after attending German Culture Club, getting dressed in lederhosen and eating sausage, he goes to the Arrow Cave to find Ollie, who is incredibly concerned. They have a heart-to-heart, with Ollie admitting that a part of him sees himself as a father figure, and that Ray needs to snap out of this funk and get his life back in order. He arranged for Ray to have twenty minutes with Lex Luthor to try to figure out the suit issue. James goes alongside him, as he is the only one who can drive the jet they had stolen from the League of Assassins several episodes earlier.

They arrive at the secret facility in the middle of nowhere in which Lex Luthor is being held captive until his execution. Ray is escorted deep into the bowels of the facility into a small interrogation room where the powerful bald man is seated. Lex Luthor begins politely but cannot keep his rage in check for long, showing his anger that Ray's father had stolen his special suit that was designed to fight Superman. However, he offers to help Blue Beetle fix the issue with his armor if he vows to stop his superheroics forever. Holding his ground, Ray refuses. Impressed with his loyalty, Lex lets a word of advice slip, saying that if he truly wanted to be the Blue Beetle again, he could.



With a show of willpower, Ray summons the Blue Beetle suit back to his body. He learns that the suit has bonded to him as a defense mechanism and is now permanently linked to him, using his body to supply the energy. Lex Luthor vows to get the suit back, even if Ray has to die, but he quickly writes that off and tries to return home with James.

The session ends with Johnny and Juan playing video games when a televised message overrides the signal, as often happens. It is Bane, announcing that he will cleanse the city of technology with a specialized EMP, forcing the people to either die or adapt. Before anyone has a chance to react, in true Ozymandias style, he announces that the EMP had already been launched before the TV shuts down.

Bum.. Bum.. BUM!

My Reactions:

This session showed the good and bad aspects of having the TV show format with an episode centering around one character. In that sense, it was a great way to test these things. Of course, experimenting in this fashion does have its negative effects, which I will elaborate on below.

On the plus side, the action scene at the beginning was really cool and worked for everyone. Trying to mix things up a bit, I had the team split in two, but all being in the same action scene, trying out that sort of system. Also, I was doing my best to build the Doom Pool to 2d12 in order to end with the catalyst that will set up the main problem for the episode, hence Ray losing his powers. This involved a lot of grandstanding, which I haven't done before, and that was pretty fun. Especially playing with the narrative, such as working on the missile silos or throwing a car to create some chaos.

One thing that perplexed me was that, when Bane attacked Blue Beetle, he refused a reaction due to the fact that Ray was still pretty traumatized by being beaten up by big guys with super strength, even if this universe's Bane is a bit more scrawny with the Venom effect being less obvious physically. I wasn't exactly sure how you would handle a non-reaction, so I simply let it be that the effect die was applied immediately.



Now, one major failure of this session was that I was expecting Ray and the team to go on a search for the one who created the Blue Beetle suit. However, Ray's player wanted some scenes at school to emphasize his powerless-ness, so I incorporated that, and things never really went on the tangent that I expected. Unfortunately, that meant that I had less for the rest of the team to do while Ray tried to deal with his lack of powers. There was some RP here and there, but the second act kind of deflated for everyone but Ray. Again, my fault, but the others did have fun, as evidenced by my post-game wrap-up that usually lasts until the wee hours of the morning with this group. Still, this emphasizes the need for B-plots in episodes like this.

Not much more to say besides that, except that I really need to figure out this two-parter. Should be good!

Oh, and my Bane voice is awesome.

Hope you enjoyed this session summary! If not, here's a funny picture.

-Wes


Tuesday, June 25, 2013

Teen Titans - Episode 7 "Override" Report

Hey, readers!

So, after a long hiatus due to international studies and trips and things, I finally managed to wrangle the team back together to run a good old game of Teen Titans using the Marvel Heroic system. I've been waiting to jump back into this for a while, as people who have read some of my early posts can probably tell. Hopefully, we'll be able to make this a weekly thing, which means you guys have one more game to hear me rant about!

Except, this time, you'll see it from a GM's point of view rather than a player, so it'll be a bit of a different flavor than my other session reports. Additionally, this is all part of my own version of the DC Universe that has some pretty radical changes to some stuff, so I may go on rants about how such and such a character is different from the mainstream and things like that.

Before we dive into the summary of this session in particular, I think you deserve to know briefly what has happened before, 'cause that's important.

Previously, on Teen Titans:

Banded together by chance to stand against the anti-superhuman government task-force known as VATOR, the Teen Titans have dedicated their time to defending the city of Detroit from evil in order to prove that superheroes do more good than harm. They live in the mansion of Mr. Oliver Queen, who spends his days running a multi-million dollar business from his basement and his nights as the mysterious vigilante, the Green Arrow. United, they are the Blue Beetle, (a young teenager who adores superheroes and finally has the chance to live his dream in the armor he received from his deceased father) Dullahon, (a teen with a mysterious past and even more mysterious powers involving a mass of ethereal tentacles that comprise his face), Johnny Thunder, (the teen with a 'fuck-you' attitude and mystically imbued powers over sound) and Schrodinger (a teen who is almost literally everywhere at once, trained to be an effective killer).

So far, they have saved a classmate from execution by the League of Assassins, rescued Robin from the Joker (but not before he had cut out her tongue), stopped Dr. Light from terrorizing a shopping mall during the holidays, discovered a sinister conspiracy within their own ranks, and survived on an island with Solomon Grundy thanks to the mad genius Dr. Ivo.

Session Summary:



Things begin in Oliver Queen's mansion. Johnny is rocking out to "We're Not Gonna Take It" in his room, alone as usual. James (Dullahon) is reading a copy of Frankenstein on the couch while Ray (Blue Beetle) is obsessively vacuuming. It seems that after the traumatic experience of being beaten to a pulp by Solomon Grundy and failing the team as a leader, he has been trying to cope with a variety of new hobbies, including cleaning, macaroni art, and joining the new 'Cheese Appreciation' club run by Mr. Terrific.

A comment about how Frankenstein is a zombie sends Ray into a 'Iron Man 3 Tony Stark esque' anxiety attack and he leaves for his room. James follows after to apologize, going into Ray's room to find a disturbing amount of hobby creations he has made. They chat a bit, and Ray shows him a macaroni art version of their caretaker Oliver Queen.

Meanwhile, Juan is dueling with Green Arrow in the 'Arrow Cave' when he gets a mysterious message on his communicator. It seems that Agent Chase of VATOR, who Juan has convinced to act as a double agent in return for her life, has a hot tip. Apparently, there is a fight club in Detroit that has sprung up a few weeks ago, and the big prize is the chance to get onto the coveted VATOR Override list, which would make them immune to weapons and technology used by the taskforce and clear their information from the records. Knowing the worth of that, Juan gathers the team and decides to give it a chance, despite the illegality of it.

They arrive at the fight club, which is erected out of an abandoned race track. It is supposed to be condemned, but it is obviously alive and well... And covered in question marks. Thanks to the manipulations of Agent Chase, the group is allowed to compete, but the crowd hates their guts, considering it is composed of gang members and thugs. Juan places some bets on their opponents and themselves, and someone goes over the basic rules with them. It's an elimination round tournament, and I broke it up into three stages. The first was a mob of gang members, which they easily defeated. The second was a mob of mystics, which they also soundly defeated.

Between rounds, Dullahon was strangely recognized by a few of the gang members who called him 'Straight Face.' While James didn't remember himself, he went along with it, learning that he apparently worked for the Joker at some time before. Go figure.

The final round was a cage match against the Fearsome Five! Yes, one of the main Teen Titans enemies in the mainstream comics. However, in this universe, they are a bunch of powered enforcers from various gangs and groups across the city who have only banded together to get VATOR immunity so that their services would be in super high demand. We've got Mammoth and Shimmer, a brother and sister unit. Psimon, who is a psychic who was imbued powers by Trigon. Gizmo, who is a little person Mac-Gyver style inventor. And finally, Dr. Light, who is a recurring joke villain in this campaign. Johnny has a bit of a grudge against him, since their encounter during Christmas almost permanently blinded him.

(Oops, wrong Fearsome Five...)

This fight had some rather cool moments. Ray began by pile-driving Mammoth, after which, James picked the hulking beast up and slammed him against the bars of the cage, knocking him out. A cool feature of the datafiles that I made for him and Shimmer was that I emphasized their brother-sister bond. One of their limits is that, if the other one takes trauma, they get emotional stress equal to the highest die in the Doom Pool. Therefore, Shimmer gets slapped with a d10 of emotional stress from seeing her brother collapse. Johnny blasted Dr. Light with a huge sonic boom that knocked him back against the cage, sending some of his tech suit flying. Gizmo, being a genius, was able to scramble over and collect those pieces, making an improvised gun with duct tape... at a d12. Aren't assets great? Shimmer, likewise, erected a bunker of sorts around Gizmo, turning the air into a solid state or another element, or whatever her powers do. Dr. Light tried to repeat the blinding action that nearly killed Johnny before, but thanks to a quick assist from Dullahon, he managed to dodge it. Psimon hit Dullahon with a mental blast, trying to wear down his defenses.

Things began to wrap up as Juan knocked Dr. Light out, sending him into a coma. We swiftly found out that Psimon is completely awful at physical combat, and a blast from Blue Beetle almost took him out. Dullahon got a spot of revenge by finishing off the psychic while Johnny Thunder continued blasting everyone with sonic booms. For some reason that I still can't figure out, everyone was rather attracted to Shimmer, and didn't want to beat her up too bad. Juan did manage to push her over in emotional stress by scaring the living daylights out of her, causing her to faint. All that was left was Gizmo, with his cool d12 gun. Still, he didn't do so hot, and got defeated pretty quickly.

(That's more like it)

So, a beautiful woman with a question mark tattooed on her cheek approaches the winners and tells them that they just have to ride with her to claim their reward. Feeling bad for Mammoth and Shimmer, they decided to drag their unconscious bodies along for the ride to give them VATOR immunity as well. I'm still not a hundred percent sure why they did this, but go figure. Players will be players. A chauffeur drives the crew out to the docks with a rather inconspicuous yacht is waiting for them. They go in the side, and the door locks shut!

It's a trap! Well, sort of. Kinda. Meh.

Turns out they end up in a circular sort of room with a wide pillar in the middle. On the pillar is a screen that has instructions on how to get the prize, which is also a riddle. The voice of an arrogant man who identifies himself as the Riddler announces that they have proven they are worthy of the prize with brawn, but now they must prove that they are worthy of it with their minds, which is the only thing he respects. Just to sate your curiosity, I'll post the main riddle below. Can you figure it out?

Think you have what it takes to win
Written here is what you need to do
Since you are so poor at following directions

Immunity is yours
But what unlocks the door

The keys needed cannot be held
They can be found
And brought back to the beginning

Three rooms below deck

Find the key within

Below deck, there were three rooms each with their own riddle and some sort of puzzle to figure out. I handled this by saying that the Riddler created a complication, which is the room, that they have to step-down and eliminate in order to defeat. When they defeat it, Riddler has a limit that he takes emotional stress with each riddle solved. So, the players would roll to do things such as fly across the room or deactivate something. If they failed, the room attacked with the Doom Pool plus the complication, like a scene complication would. The only caveat was that if they figured out how to do the riddle and got it right, they automatically succeeded and didn't have to roll. When they got it, they received a clue for the main riddle.

The first room's riddle was:

What divides time, completes a thought, and is not found here?”

The answer was period, and the room was designed so that it was a tiled floor with darkened tiles representing a keyboard. They had to figure out which one was the period space and stand on it to release a force-field at the end of the room. If they stepped on the wrong tile, the room shocked them. Once at the end of the room, they had to hit the period key on a keyboard in order to solve the room. The clue received was:

 “Sometimes, punctuation makes all the difference.”

The second room's riddle was:

 “Massing. Messing. Mossing. Mussing. Myssing.”

All of these words were arranged in alphabet blocks on separate pedestals that were covered with a force-field that had a letter keypad on the side. These pedestals were all in a line, and there was an empty pedestal standing behind them. In order to open the force-field the players had to input the first vowel in each word on the keypad. If they typed in anything else, they got shocked. Once they did that, they would have to spell out the answer in blocks on the empty pedestal, which is "Missing", and hit the vowel 'I' on that keypad to win. The clue received for room two was:

 “Sometimes, something that is missing isn't what you expected. The right answer can be wrong.”

The final room's riddle was the following:

 “Fix the order. Matter
                        Meter
                        Mind
                        Motor
                        Mutter"

The room had a giant Jenga tower with these words printed on the horizontal blocks that were facing the entrance. Two staircases led up to the top of each tower. The answer was rather simple, putting mind over matter. However, you had to move the Jenga pieces like you would in the game. If the tower fell over, the entire room exploded. The clue received for the last room was:

 “Sometimes, it's best to read carefully and follow directions, no matter how absurd they may seem.”

So, the Titans completed these riddles with some struggle, which I'll cover in my reactions section. However, with a little help on my part, they were able to answer them all and not get hurt too badly. Taking all of these clues, they went back to the original riddle and tried to piece everything together.

Ready for the answer?

Basically, all you had to do was follow the command on the first line, "Think, 'You have what it takes' to win." However, that's tricky, since most people would take that as a challenge and a question rather than a command. Once the team figured that out, the pillar in the middle opened, revealing a device with an eye-scanner, fingerprint taker, and an area to place a blood sample. The Riddler accepted that the Titans had proved their mind power and allowed them, and Mammoth and Shimmer, to input their DNA and get on the coveted VATOR immunity list.

Now, here is where things get interesting.

James uses his tentacles to figure out that the Riddler is below deck somewhere, so he and the team go out of the boat and down a porthole, finding Edward Ngyma surrounded by computers. They demand an explanation. The Riddler explains that he is doing this in order to test the minds of common criminals by offering up a universal needed reward. His ultimate goal is to weed out the weak-minded and find those who would join him on his ultimate quest for knowledge without the limitations of morality, religion, or things like that. Those that pass his test and join him are marked with a question mark, because that is the universal symbol for seeking after knowledge. Allegedly being the world's greatest hacker, the Riddler has access to a ton of information, including having knowledge of almost everything about the Titans.

The team has mixed feelings, which is awesome! They all agree that the Riddler is an extremist and quite possibly insane, but there's no doubting his knowledge, skill, and intelligence. Ray thinks he's going too far and should be arrested. Juan thinks that he could be a good informant and wants to teleport him out somewhere safe. James is in the middle, but decides to hold Ray back, only because the Riddler promises him some information about his past. While Juan teleports the villain away and coordinates a back and forth trade of information for services, Ray and James fight over the question of morals and selfishness against good.

We end the session with an emotional moment of Ray putting up macaroni art of villains on punching bags and beating them up. Yeah, Ray's kinda messed up. 

My Reactions:

Let me just say the following first: these are the sessions I live for. When a relatively straight-forward adventure challenges the player character's perceptions and beliefs in ways you did not anticipate, sparking character interaction, growth, challenges, all that... It's magic. This is the magic I live for, as a player and as a Game Master.

Since this is my first reaction piece as a Game Master on this blog, I'll discuss first what I believe went well, and what could have been done better.

What Went Well:

The arena battles went perfectly. While the set-up was a bit cliched and the moral quandary of whether or not to participate in an illegal fight club in order to get a technically illegal prize didn't go over as well as I would have liked, (Hell, they're teenagers. Breaking rules is what they do best) the fights themselves were satisfying. Everyone got their moment to shine, took some licks, and had some pretty graphic and creative moments. The cage match against the Fearsome Five, in particular, was awesome.

Also, the role-playing and interactions went very well, as they often do in this group. Dullahon's player sent me a text suggesting that some of the thugs in the arena recognized James from his past, which turned out to be an entertaining and enlightening moment all at once. Seeing Blue Beetle act out his d10 of emotional trauma by acquiring a ton of hobbies and being more awkward than usual was also refreshing to see. Not to mention the interactions with the Riddler at the end, which were completely unexpected.

Speaking of the Riddler, while his riddles didn't quite go as I would have liked, (More about that below) I think I succeeded in turning a typically counted off and shtick-heavy villain into someone more unique and competent. I imagined him as a marriage of a hacker and Jigsaw with an obsession on knowledge, and that got across to a great level, I believe.

What Could Have Gone Better:




So, puzzles are a tricky part of an RPG. Some players really like them, and it is not used often enough in games, in my opinion. That's why I like to throw them in on occasion, and when you're against the Riddler, puzzles are a given. Not to toot my own horn, but I do believe the riddles I constructed were rather clever, and the players thought so as well. Watching the Riddler episodes of Batman: The Animated Series really helped me on that avenue.

Still, this part of the session was not perfect. The main reason why this didn't go off as well as it could have was the time. It was about one in the morning when this part of the session began, and the players were starting to get fatigued, Johnny's player especially. Additionally, James' player is dyslexic, so riddles based around vowels, punctuation, and grammar were not up her alley at all, so... That was a miscalculation on my part.

Additionally, the mechanics I kind of half cooked up myself and half borrowed from a datafile of the Riddler on the Margaret Weis forums didn't work smoothly. Maybe this would have gone better if I designed the rooms to be a little more obstacle heavy rather than, 'You mess up, you get shocked.' I did want the focus of these rooms to be the riddles rather than the obstacles, but a better focus on the obstacle would have helped engage the less thinking inclined heroes more.

Finally, some of the rooms were less straightforward than I thought they would be. Especially the third one, which was supposed to be very simple with putting mind over matter, but the players assumed the other words had to go into some sort of order as well. Again, that was my bad, especially with the wording of 'Fix the order' which implied all of the blocks were out of order.

Despite these hiccups, I think I learned a lot about implementing puzzles in a session of this nature, so that was valuable to me, and the players did enjoy this section regardless.

So, that's my session summary! Hopefully you will also get these weekly as this group gets back into the swing. Some exciting episodes are coming down the pipeline. I hope you enjoyed this post! If not, here's a funny picture.

-Wes


Friday, May 24, 2013

Teen Titans Modern: Milestones and Unlockables

Hello, readers!

As an addendum to the previous post, I thought it would be interesting to share a few of the Marvel Heroic specific things I've developed for this campaign.

For many people, milestones and unlockables are the trickiest part of running this particular system if you are not going through an already published adventure. This is understandable, since this bit is all at once one of the best and worst things about the system. The idea of milestones is an amazing storytelling incentive, a way for the player to tell the GM how he wants his character to grow and focus on through the story, and it encourages character-based roleplaying, which I absolutely adore. However, I've never been a fan of experience points (I don't use them at all, usually) and with a system that encourages you to build a character  at or near their peak, using XP for advancement usually seems wrong, which gives the incentive to develop unlockables. Only problem with that is, unlockables are a tricky beast to develop, and there aren't a whole ton of examples to work off from.

Milestones are also tricky to develop sometimes, but there are more than enough examples throughout all of the books that you get the pattern and feel for them relatively quickly.

That being said, here are my unlockables and milestones for this event so far. I'm always adding more... At least as far as milestones are concerned. Feel free to steal, edit, etc. Some aren't perfect, but they've been working quite well so far.

(My favorites are Bane of the Future, LexCorp Conspirator and Titans Go!)

Teen Titans Modern Milestones:



World's Greatest Assassin? -

1 XP When: You confront the world's greatest assassin, Deathstroke.

3 XP When: You best Deathstroke in one-on-one combat.

10 XP When: You join the League of Assassins to usurp Deathstroke's famous legacy, or dedicate your life to shutting down the League.

Joke's on You -

1 XP When: You take emotional stress from the Joker or Harley Quinn.

3 XP When: You deal emotional trauma to the Joker or Harley Quinn.

10 XP When: You kill the Joker in a disturbingly amusing or ironic fashion, taking a step towards continuing his legacy, or you effectively stop one of the Joker's most devastating gags or jokes.

Blood War -

1 XP When: You witness a ritual of the Cult of Blood or see evidence of one that has occurred.

3 XP When: You break up, disrupt, or prevent a meeting or gathering of the Cult of Blood.

10 XP When: You form a temporary alliance with the Cult of Blood to learn more of their power and get rid of Deathstroke, or you wage a personal crusade against the Cult.

A Raven in the Flock -

1 XP When: You reach out to the mysterious outcast, Raven.

3 XP When: You confess a secret to Raven, or she confesses one to you.

10 XP When: You save Raven's life from extreme danger, or she does the same for you.

We're Not Gonna Take It

1 XP When: You have a confrontation with VATOR forces.

3 XP When: You successfully destroy a VATOR taskforce or evade capture.

10 XP When: You avoid VATOR capture forever by illegally getting onto the coveted “Override” list, or you become a figurehead in the movement against VATOR.

Bane of the Future

1 XP When: You discuss technology's effect on society.

3 XP When: You defeat a tech-based villain and use his actions as an example of how technology is harmful, or you defeat a non-tech based villain using modern technology to show how it can be used for good.

10 XP When: You take up the Neo-Luddite cause and join Bane's crusade, or you confront and defeat Bane using your own philosophy on technology.

Lex Corp Conspirator

1 XP When: You make a connection between current events, Lex Luthor, and Lex Corp.

3 XP When: You discover concrete evidence linking Lex Luthor and his company to an immediate situation and follow-up on it.

10 XP When: You confront Lex Luthor with your conspiratorial evidence and show his hand to the authorities, or you agree to keep silent and give up the evidence to Lex Corp. in order to obtain something.

Titans, Go!

1 XP When: You take charge of a situation and give orders to your fellow teammates.

3 XP When: You settle an inner-team dispute, coordinate a training session, or push the team towards a common goal.

10 XP When: You are officially recognized by your teammates as team leader during a monumental situation, or you decide to give leadership to a better qualified team-member at a critical moment.

Cleaning the Streets

1 XP When: You take action against one of the various city gangs or the mob.

3 XP When: Your actions are able to topple the power of a reigning gang or arrests an influential mob leader.

10 XP When: You're hailed as a hero by crippling gang activity and decimating the Mobs influence in Detroit, or you end your crusade against organized crime and gang violence to save yourself from the retribution to come.

Super Celebrity

1 XP When: You are thanked by a citizen for a specific heroic deed, or asked for an interview by a reporter regarding your current super-heroics.

3 XP When: Your fame creates trouble, causes a situation to get worse, or distracts you from doing your duty.

10 XP When: You use your fame to solve an impossible situation or generate support and adoration for superheroes everywhere, or you give up the superhero lifestyle out of guilt or in order for someone else to be saved.

Good Student

1 XP When: You relate something you've learned in school to a current situation.

3 XP When: You choose to study instead of participating in an important event related to your superhero career.

10 XP When: You use something you've learned to defeat a major villain at a critical point, or you flunk out of High School in order to further pursue your superheroics.

Mentor

1 XP When: You approach a significant member of the superhero community for help or advice.

3 XP When: You work closely with your chosen mentor to overcome a significant obstacle.

10 XP When: You choose to partner up with your chosen mentor in a more permanent fashion, becoming an heir to their legacy, or you dismiss the teachings of your mentor and abandon them completely.

Love and Spandex

1 XP When: You flirt with another member of the superhero community.

3 XP When: When you begin a relationship with another hero during a stressful event.

10 XP When: Your love is an important factor in overcoming an impossible situation, or you break up in order to better focus on the task at hand.

Teen Titans Modern Unlockables:



[Green Arrow's Arsenal] 5/10 XP: For 5 XP, you can unlock the use of the Green Arrow Arsenal power-set. However, if it is ever lost, stolen, or broken, only Oliver Queen can repair it. Spend 10 XP to learn how to repair it yourself, gaining it as a normal powerset.

Green Arrow's Arsenal:

Enhanced Durability d8
Weapon d8

SFX:

Shoot to Kill: Add a d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up physical stress by +1.

EMP Arrow: Target multiple robot or computerized opponents. For every additional target, add d6 to your pool and keep +1 effect die.

Armor Piercing Arrow: Step up physical stress you inflict by +1 when your target uses a Durability power in their reaction pool.

Tear Gas Arrow: Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die.

Explosive Arrow: Step up or double Weapon for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.

Limit:

Gear: Shutdown Green Arrow Arsenal and gain 1 PP. Take an action vs. doom pool to recover.

[Police Support] 5/10 XP: For 5 XP, you can unlock some support within the local police department. When you spend 5 XP, you are able to create resources at a Master level for the following disciplines: Crime, Vehicle, Covert. For 10 XP, you can call in the police to assist you for an action scene, gaining a squad of cops to fight at your side.

[Super Hero Club] 5/10 XP: For 5 XP, you start a Super-Hero club at the local High School, which attracts the attention of some local teenage heroes who are "still in the closet," so to speak. You can call upon them for support in one action scene. For 10 XP, you can unlock one of your choice as either a playable character or an NPC'd permanent team-member.

[The "T" Car] 10 XP: For 10 XP, you can have Green Arrow whip you up a souped up and incredibly advanced vehicle for your team.

The "T" Car:

Durability d10
Speed d10
Gun Turret d8
Cybernetic Senses d8

SFX:

Oil Slick: Spend 1 PP to introduce the Slick Streets scene distinction to the action scene.

Turbo: Step up or double Speed (spend 1 PP to do both). Stepdown Speed -1.

Room for Everybody!: Spend 1 PP to remove you and one other character from the Scene. Other characters may tag along for 1 PP from each of them.

Limit:

Just a Car: When the player takes d12+ physical stress while driving the "T" Car, step down physical stress to d8 and Shutdown The "T" Car powerset.Bring the hulking mess back to Oliver Queen during a recovery scene to get it back.

Mutually Exclusive: Shutdown your current powerset to activate The “T” Car. Shutdown The “T” Car to recover your powerset.

[Connections with the Big Leagues] 5/10 XP: For 5 XP, you can call into the scene one of the big-name Superheroes that you are allied with who will offer support for the remainder of the scene. For 10 XP, you can call them in to take out one villain, then leave.

[Heroic/Dangerous Superhero] 5/10 XP: For 5 XP, you can earn the reputation in the city and the world for either being a noble hero in the eyes of citizens, or one that is dangerous and destructive. This will grant a fourth distinction that can be used until the end of the Act. For 10 XP, this distinction lasts until the end of the Event. Some examples of distinctions include: “One of the Good Ones” “Public Liability.”

[Hacked into VATOR] 5/10 XP: For 5 XP, you or a close ally has broken into the VATOR network, able to track communications and look up database entries. You can create a Master resource in preparation for a future encounter. For 10 XP, you can call in VATOR forces once to end a scene in your favor.


And, there you go! Hope you enjoyed this look at milestones and unlockables. If you didn't, here's a funny picture.

-Wes