Saturday, November 30, 2013

The time of the four is upon us again....

The Time: Now.

Setting: Modern earth.

Players: 4 max.

Characters: Entirely up to each player. Human. Occupations, age etc. variable.

System: OVA-Risus,as follows.
Everyone has 2 free dice to roll in any action they can reasonably attempt. Cliche dice are added on top of this (max one cliche in use at a time) if one has a fitting one. PCs have 9 dice to put into cliches. Only 1 cliche can have 4 dice, all others must be 1-3.
In addition, every PC has 1 die in ‘special’, which can increase or alter as the game progresses.

All pcs have 2 dice in flaws. (Either 1 2-die flaw, or 2 1-die flaws. Entirely up to the PC. Flaws that adversely affect gameplay won't be allowed. (Such as making a PC if your name is Kentari).)

Health and endurance exist; the GM will keep track of both.

Game Premise: It’s the end of the world. It wasn’t until today, but each PC wakes up, begins their day and finds out they have become one of the four horsemen of the apocalypse, aka their 'special' cliche. Angels and demons, unseen to regular humans, are warring over the fate of the world as they always have and it is the four horsemen who are the deciding votes. They are human, because of Rules, and each has terrible power you must constrain or risk bringing about the end of the world. If you die, some other person becomes the horseman and they may not be near as moral as you are ….

The horsemen are as follows: Death, Pestilence, Famine and War. Players can pick whatever one they’d like, with the proviso that something in their characters background/cliches links them to that. (An anorexic or author of a diet book could be a basis for Famine, for example).

All you know is that you have been given terrible power (by Whom is unknown) and can, if you all desire it, end the very world you live in. There are angels and demons circling you all, trying to make you make one choice or another and the power you’ve been given is so easy to use and so very, very tempting.

Note: Famine has been taken.

Saturday, November 09, 2013

..... internet explorer. As a magicial girl anime.

http://www.youtube.com/watch?v=BHTUlF7NA2o

Your challenge, should you choose to accept it: stat every broswer as a magical girl in BESM.


Monday, October 21, 2013

Games!

Game stuff shall resume in December. Probably NOT OH, I suspect. For a few reasons.

I have a couple of ideas rummaging in my head; toss any my way during November.

Basic thoughts:

  • 2-3 player game, max. 
  • Setting and system variable. (Ova Risus has been at least decent for a simple but not too simple system.) 
  • Game plays at least twice a week.
  • Player input VITAL: aka, given Setting and System, what kind of PC(s) do you want to make. How do you want them to grow? What do you want them to get out of the game?
  • etc.

I prefer modern world to Fantasy (in terms of needing less work to do pre-game stuff). Toss ideas and thoughts my way and I'll try to make a setting up from them in November while not writing things.

Friday, July 26, 2013

Only Heroes: Side Sessiony Goodness

OH Side sessions are being offered this week. HUZZAH! We've had eight sessions so far and the game is going smoothly, PCs jelling together not unlike food that Prudence makes. You've beat villains, hired a PR person, arranged for a lawyer and a secretary with admirable levels of paranoia and genre-savvy. (Or oddity: I doubt most super teams make having a secretary any kind of priority :) )

The goal of the side-sessions is time-stretching RP stuff. Clothing shopping, groceries, wandering the neighbourhood, playing cards and chatting. Basically ways for the PCs to get to know each other and NPCs better. Also, PCs get to advance and work on PC-specific plot threads. They'll be offered this week on Saturday (July 27) and the Monday and Tuesday (July 29 & 30). I'll probably offer this every X sessions or so as I don't want the game to bog down in side-sessions.

But I'm OK with that if it leads to more dice. - Sparkie

Tuesday, July 23, 2013

My Side of the Only Heroes Situation

So as is apparent to everyone, the whole thing escalated into quite a dramatic situation. I get the impression I offended people, and while I honestly still don't understand the cause for the level of emotional response, I still want to apologize to those people for it. I'm sorry.

Alcar compared it to causing a car accident behind one's self and never seeing it happen, but I don't think that's exactly apt, since I see that there is apparently a problem, I just don't really understand why. From my perspective, it's more like the following metaphorical scenario:

----
Four friends and I agree to all eat lunch together on a certain day, but on that day I'm delayed by having to talk to a teacher and so I end up showing up to lunch period ten to fifteen minutes late, and everyone is already sitting at a table together and eating. They all picked out their food together, but because I was late I didn't. One friend had something for me to eat, but when he showed it to me, it turned out it was something I found to have an odd flavor and I may have been mildly allergic to some of the ingredients. So I went and got some food which I like to eat, but unbeknownst to me, some of my friends thought that new food was gross.

As I returned to the table, two of my friends suddenly jump up from their chairs angrily. They grab my lunch, throw it in the trash, and push me out of the cafeteria, intending to lock me out entirely. I manage to pull aside the one who seemed the most upset, who was also the same one who had offered me the food, and attempt to talk to him about it. He won't really explain why he's so angry, but he finally says he'd be okay with me coming back and eating lunch with them, as long as I don't ask him what food I should pick out to eat.

I go through the lunch line again and pick out some food that is almost identical to what my friends were eating, trying my best to choose things that won't somehow offend them, and then I show it to each of them. The two friends who hadn't been angry in the first place nodded their approval right away, and the one I talked to earlier didn't want to give an opinion, but didn't stop me from sitting down. However, the other friend who had been angry refused to look and declared that I shouldn't be allowed to eat any lunch at all, since I showed up to lunch period late.
----

So from my end, I truly don't understand why the issue of the deadline is enough to cause this level of turmoil. As far as I can tell, the primary point of having a deadline was to ensure everyone could give feedback and have input on what each other person was making. And after the snafu with the first character I made, I did everything I could to illicit input and feedback on a new one, but didn't receive any. So I tried really hard to just tailor the new one to fit the group and the other characters as well as possible, and I got approval right away on it from two players, so I figure I must have done an okay job of it.

In the end, I only have one person denying me entry, and the stated reason is the the deadline. The thing is, I do have a character that was approved before the deadline, and while I wasn't entirely sold on it at the time, if the choice is to play that character or not play, I'd choose to play it. But to be honest, I really do feel like the latest character I made would fit the group better than that one. I'd probably have a better time playing it, and other characters would probably have a better time interacting with it, compared to the pre-deadline one. But if the deadline is the end-all-be-all, I could just use the one that was approved in time.

Sunday, July 07, 2013

Sparkie would like everyone to know who the best dicebot ever is

<AlcarGM> Gas-Mask grabs the back of his head, whimpering in pain from the blow and checks his mask and the tank fearfully. "I ... don't ... I surrender. Please?"
* Faith`^ zaps him with the taser while he's pre-occupied
<Faith`^> =p
<AlcarGM> New Round :)
<AlcarGM> lol
<Owlgirl> "Surrender accepted."
* Owlgirl reads him his rights :P
<AlcarGM> Faith zaps anyway? :)
<Faith`^> yup!
<AlcarGM> Dice!
<Faith`^> 2d6+4
<Sparkie> Faith`^ 2d6+4: 14(10)
<AlcarGM> 2d6+2 - pure sparkie luck?
<Sparkie> AlcarGM 2d6+2: 14(12) - pure sparkie luck?
<Faith`^> wat?
* prudence *stares*
<AlcarGM> ..... really?
<Owlgirl> hahahahaha

Thursday, June 06, 2013

Only Heroes - Session #1

"This is Stacey Simmons for WINE 99.9, coming to you live Saturday morning and it looks like it's going to be another hot one today! School starts on Monday for all the kidlets and parents, so if you want to know where to get supplies, brace yourself for commercial plugs later on! But first, it's warm and staying that way all week it seems, a nice way to begin September if you're not in school, but you didn't tune in for the weather so here's the news for you. The Atomizer has been leaving calling cards all over the city, the courts won't release details of Judith Richenfield's trial, Ben Sirah is apparently selling himself out as some kind of internet service and the not-infamous gang known as the Cheshire Cats have been thrown behind bars by the police. A lot of small-time villains are becoming big-time without the Protectorate around and no one seems to know when they'll return. There's even doubts if they will.

"With me to discuss it is Professor Egghead, ex-villain and specialist in metahuman relationships at Darwin U! Tell me, prof, just how bad is it? Should kids bother going to school? Will teachers have to teach the old 'duck under the desk' routine for supervillain attacks?"

"It is hardly a joking matter, Ms. Simmons. That no hero has returned from the Vanishing presupposses that they cannot: I believe the most common theory is radiation from an anti-mattrer universe: if they did return and bring that with them, this entire universe would be destroyed. Of course, we're well aware that they will return soon, but two weeks is a long time in the news and some villains are going to try and raise their status without anyone of importance to stop them. The police cannot be everywhere and most of the reserves and sidekicks the Protectorate had access to seemed to have succumbed to the Vanishing as well."

"So no good news at all, doc?"

"Heroes will step forward. Villains will see the need for redemption and seek public glory. Whether it will be enough remains to be seen, but not all villains are motivated by simple goals as my book The Villain Inside clearly demonstrates. Heroes have become villains, villains have become heroes: it's those who were on the sidelines or didn't think their was a need for them to be a hero with the market so glutted who will determine if there is a new Protectorate, and the public who will determine if they succeed at all."

"Well, aren't you a ray of sunshine! So it's doom but not gloom for Darwin City, and a lot of people are going to be wondering who these new heroes are and if they have the chops to stand up to the wave of petty crimes that are slowly esclating into big-time robberies. Villains are pushing boundaries, and the police alone can't push them all back. Well, not without breaking the budget! Tune in after this break for my interview with Mayor Amanda Hill on city hall's budget plans after this!"

Commercial Break: "Tired of seeing your car destroyed by supervillains? With McGovern Insurance, you're covered against everything from acts of gods to aliens! Our professional claims adjusters will --."


"And this is Stacey Simmons, for WINE FM, cutting in to let you know that there's shenanigans at the Wal-Mart. Don't go. If you're going, go back home. Details are sketchy, but the police have it surrounded. At least the building is still standing. We'll have updates for you as we get them, including what villain is robbing a Wal-Mart in the first place, in just a moment."

Wednesday, June 05, 2013

The Protectorate Warehouse!


So, here is your warehouse. The elevator leads down to the parking garage (which contains storage), the bedrooms all have 2 bunk beds in each and are rather no frills. The tech room has a workshop, computers for use and the like. Each bedroom has a small, no-frills bathroom, and the warehouse can be accessed via key or keypad, with one entrance near the training room and another by the tech room.

It ha`s been a training area for a good 10 years and is well-used but still quite serviceable.

Monday, June 03, 2013

Only Heroes: Only Experience

Experience will be awarded during this game, with caveats: you can increase existing abilities. Adding new/other abilities will only be allowed if it makes sense as an outgrowth of something else: EX: Flight, to spaceflight (and accompanying special defenses). Spider-Man can class as a good example: he doesn't gain abilities inasmuch as become better at his existing ones as he gets older.

Ways 'around' this: begin with flexible abilities you can grow in interesting ways around the central theme of your PC. Get items: powered armour/suits and the like can help make up for some things. In general, this is true of all superheroes in the setting -- they get better at what they already do rather than gain new abilities.

(Supervillains tend to be different, sometimes owing to illegal drugs or experimentation.)

In general, PCs can gain a lot from increased ACV/DCV, combat techniques and so forth as a means of growing that isn't reliant strictly on 'increase powers'.

(Also, it means the more powerful heroes (pre-Vanishing) probably started out overall weaker than some contemporaries. Hence the draw to being in teams and working together.)

Sunday, June 02, 2013

OH Timeline

As things stand now. The Protectorate was the team in Darwin City, having a rotating group of ~10 members with a large group of ex-members as a Reserve and most every other hero in the city affiliated as an Ally. Based out of Darwin Tower in the middle of the city, they protected it and offered free training for other heroes in their warehouse down by the docks.

Six months ago, via police contacts, the warehouse base and the like, the PCs  met in one form or another.

Two weeks ago, the Vanishing happened.

Now: people are starting to think it might be permanent, and you seem to be the only heroes around with a) history together (however tenuous) and b) the willingness to step up into huge shoes and do what you can to protect the city.

Owlgirl has the current passcode (and keys) into the warehouse, and some other PCs may have the passcodes as well. Darwin Tower is locked up tight, but the warehouse gives you a base of operations to act from and has showers, a living area, and even spartan bedrooms (a half-dozen) that can be slept in, along with a work-out room, training mats, and computers. Who is paying for it all to keep running is, at present, unknown.

Thursday, May 30, 2013

Consensuses for Only Heroes

Leadership
We have a simple majority for a parliamentary style leader who is chosen by majority and left in his or her station until the majority no longer holds confidence in that decision. The leader has the authority to make a decision when it is evident that decisions aren't obvious, at the leader's discretion, and we all agree to suffer Alcar-deterined consequences if we, as followers, should work against the coherence of the team.
 
Of course, if a bad call was made, a vote of confidence can arise in that parliamentary fashion. Votes of confidence and other issues are handled privately "in the locker room," and not "on the field," or else you're not being a Team Player.

Maturity
Characters must look and act like adults.

Anthropomorphism Requirements
No restrictions.

Banned stuff
Within limits on the site, anything goes for the rough draft. Companion is unlikely to be allowed, for obvious reasons. (Sparkie has tried to ban divine relationship.)

Origins
The PCs are the fractured remnants of an established team that was started before the vanishing and must now struggle to persist past it. If saving the world (possibly even for the sake of loved ones) isn't good enough reason to join, your PC doesn't strictly belong in a superhero organization.

Backgrounds/Relationships
Propose backstory relationships to other characters at will.

Basic PC concepts (in terms of roles)
Caltak: Transport, Decoy, Mascot
Chaos: Healer, ranged, inventor
Fennec: ranged violence, suppression, melee/tank
Kentari: scout, diplomat, healer
 Lunchie: Unknown.

Game Time
One weeknight (undetermined, depends on lunchie) at ~6 pkm PST





Wednesday, May 29, 2013

Only Heroes - Editorial

METAHUMAN WEEKLY


Editorial

There has only been one story the last two weeks: where have they gone? Every major hero and big-name villain is simply gone, even those who shouldn't be. So far most of the now-major league villains are in hiding, quiet and still, expecting it to be a kind of trap or trick. But what if it's not? What if they really are gone? Loaded questions, with bullet answers.
  • There have always been more villains than heroes. Some of that is because heroes retire more often, a lot is probably human nature. For the most part, the heroes were stronger and braver and held the world together, drew lines in the sand that no villain managed to cross. Do your crime, and you ended up in a MetaMax prison and almost no-one ever broke in or out of one of those.
  • While officials won't answer, it seems likely that the major metahumans in them were subject to the Vanishing as well: which means they have an awful lot of room in cells now. That will keep the smarter villains in line, but as Morning Maid said in an interview years ago, the truly smart ones never become super villains. The rest may start breaking unwritten rules without anyone to hold them back.
  • The government is looking into setting up the Superhuman Outreach Council again, with the goal being to find part-time superheroics to keep the number of villains down. Whether this will pass muster in Congress is anyone's guess.
  • Those In The Know worry what Professor Green will do. No one seems to know if he really is a professor, but Green has been active since the 60s, shows no sign of getting older and has a staggering fortune at his disposal, all geared toward the destruction of humanity. It's estimated that over 70% of global-warming denial can be traced back to him and what he might fund or plan without superhumans to stop him is anyone's guess. (On a lighter note, when asked whether he had funded young-earth creationism, he reportedly said that he does have standards,)
  • Another worry is an economic collapse owing to a certain number of large corporations being owned by superhumans: a Hall of Heroes must be funded somehow, after all, and a few titans of industry seem to have gone on 'vacation' shortly after the Vanishing, with no signs of returning to work.
  • On the plus side, a lot of companies have lost their superhuman product endorsement and any hero wanting some decent pay on the side might be able to work out a deal with Nike shoes and the like. Not that the major heroes ever did that, but times might be changing ....

Saturday, May 25, 2013

Only Heroes

How to tell if you are a hero in one easy step: Are you motivated by self-interest in your actions? If yes, you are a supervillain. If no, you may be a super hero. (Stanley Milgram, 1956, in the letters page of American Psychiatric Quarterly)

They have been among us since the 1950s, heroes and villains larger than life with powers and abilities to match, able to fly or survive impossible situations, destroy entire meteors or create wondrous artifacts of the world to come. And yet for every hero, a dozen or more villains would emerge whose goals were less kind, whose motivations were darker and whose desires were as wild and mad as the heroes were gallant and brave. Explanations ranged from 'the War' to human nature, religious convictions, nature vs. nurture and most everything else under the sun. The truth is that, like why superhumans exist, no one knows what motivates people to take the paths they take in life. Great men, as Lord Acton pointed out, are almost always bad men, but there were somehow always enough heroes to hold back the shadows.

The world has changed much since the days of the second great wold war: we not only have our defenders and our villains, but there are computers whose power could scarcely have been imaged in that era and the world has become both utopic and orwellian somehow at the same time. There are companies with their own private superhero, the children of superhumans with powers that put even their parents to shame and seven known alien species that have had contact with humanity in this brave new world we find ourselves living in. It is not our parents world and it is far better for it.

Or is was, until recently: a flash of indigo light filled the entire world visible to the naked eye as far away as the crab nebula, and when it cleared most of the superheroes and all the truly powerful villains were simply gone. Where, and why? No one knows. Best guess is some supervillains weapon worked better than expected [by which we mean it worked at all...] and took them all Elsewhere. Even the hero known as Walker, who could move between time and space, has not returned. They may be dead, or lost, or trapped. No one knows.

But the villains that remain are attacking banks, Walmart, Home Depot and anywhere else they can garner supplies from. There have always been more villains, but the heroes were more powerful. This is no longer the case, and for the first time people are feeling scared of superhumans, worried about the world in ways they never really were before. Oh, there have been Death Rays and Planet Bombs, but nothing ever came from them: it was as if the villains needed to be stopped, or it had all become a kind of private game for everyone to enjoy and suddenly the balance has shifted.

The only problem is the police are outgunned and undermanned and the heroes left are the ones who never ended up on teams or made the news, the ones who aren't much more than regular themselves and now the only ones left to somehow work together and keep the world from falling apart until the real heroes make it back. If they ever do at all....


Game Concept: The PCs are very much underdogs who need to work together in order to defeat the supervillains left in the city of Darwin Bay. Unlike most games, you're not as powerful as your enemies and will need a lot of luck and skill to survive.

PC Creation: BESM3, 150 points to build your PC with. You can take only ~10 points in defects. After this, you have 20 points to spend in just skills.
Your PCs will be at the upper limit of the human level in BESM bencharks, to whit: Attributes cannot be higher than 3, Combat Value maxes out at 7, Health at 90, your damage multiplier at 5.

Note: Up to 5 bonus points can be gained from creating NPCs and teams for the world: what major teams used to exist? What villains were terrifying? What ones still exist who are the new Terror? Completely statted NPCs and the like are not necessary as much as fun blurbs to explain them all to everyone else.

Note #2: Dynamic powers will not be allowed. Magic will be very limited, as this is intended to be a magic-lite setting for the most part. Companion is actively discouraged unless it is flat-out necessary for a PC concept.


Tone: This game isn't intended to be 4-colour, but neither is it grim & gritty. The superheroes and villains have an unspoken code about not killing [many] civilians. And each other, by and large, but this owes more to practicality than anything else: the death of The Atomic in 1971 left a good chunk of the Sudan radioactive. Likewise, prisons exist for superhumans than do manage to contain them, laws are observed and sentences served out for crimes.


The world: Superhumans have existed for over 60 years. This is known to most everyone and understood as such: the kid who skips too many classes is as likely to have questions about having powers as for people to wonder about drugs. A fair number of superhumans keep their identities secret, mostly due to the paparazzi and for issues of privacy. Super-tech does exist, but is mostly insanely expensive to make, operate and run.

While the government keeps no official register of superhumans, the local police are generally going to react unfavourably to unknowns: visiting the police station to introduce yourself and what you can do is generally an asset. The police do have advanced tech of their own, but it is often inferior to what villains can devise and they have a lot of red tape to go through to use it.


Terms:
Metahuman/Superhuman: any human who manifests abilities and skills beyond the ordinary. Not all become heroes or villains, after all.
Superhero: anyone who uses said ability for the good of others, by and large.
Supervillain: not a superhero. Often motivated by self-interest, and many are technically insane (though the courts refuse to accept 'supervillain' as a psychiatric condition to avoid a prison sentence).  
Vigilante: humans who get tech, armour and what have you and face down supervillains themselves. The police tend to dislike them and most don't survive all that long.
Mutant: a term for any superhuman (and alien) whose appearance doesn't fit with human norms. You can still be a hero or villain just fine, but will be received with a bit more suspicion in some corners of the world. The world has long since moved on from 'mutations are evil' and the like of the 70s but one can expect double-takes and wariness. That most mutants tend to the hero side of the spectrum helps.

MetaMax: the prisons designed to hold criminal superhumans. Built to withstand wars, said prisoners could dampen and destroy any metahuman power though the technology that made them is apparently both very, very expensive and stationary.

Tuesday, April 16, 2013

Reaching Session #7 ...

So! Everyone has had at least a couple of sessions so far. PCs have even met each other, NPCs have done the same and the basic cast of the game slowly begun to sort itself out. Consider PCs like planets, and NPCs orbiting them to some extent, switching from planet to planet as needed or desired. Questions have been raised about Omegas, plans made, attempts to find other Omegas got underway and a healer begun to prepare for what she sees as a rather grim future.

The game is currently on Day #1 (stuff happened on Day 0 for some PCs) and you're all at roughly the same timeframe of late afternoon. Upcoming plot stuff:

Darin's band is playing at the Cactus Club tomorrow night at 7 pm.
A notice has gone out on craigslist about weird shit and proposing a meeting, as follows:
From Anonymega@hotmail.com
Subject: Weirdness seeking Same.
Is your life weirded up shit creek? Like woke up on the seriously wrong side of the bed with people screaming and running away? Worst bad hair day of your life? Can't figure out how you'll go home for Christmas? Is reality no longer your friend? Trust us, you're not alone. Contact me: we're arranging a get together tomorrow, noon. Meet and greet. No assumptions, no jerks. The world is weirder than most think: let's try and force some sense into it.
PCs and NPCs will come across it. The meeting is for the next day, a Saturday in game, noon, at a restaurant called Romeo's downtown. (It's normally closed for lunch, the NPC pulled some strings and lied about a private party.) Most NPCs will sent one person they know to stand in for all of them, out of both wariness and for the sake of the GMs sanity.


GM Note: I plan to run this giant Get Together Session this Saturday, so the rest of this week will be sessions covering the evening of Friday in game and stuff Sat. if players figure their PCs have things to do before the meet-up. If a player can't make it, an NPC will basically tell them what happened and let others know about them to some extent. Once everyone has chatted and plans have been made, plots will begin to shift gears and dice will roll and copbots will roll out to protect the city from harm. [This will likely begin on the Fri. night in game, so during the rest of this week's sessions. The game has been pretty dice-light so far, which will change.]

Also, I plan to make the band stuff both big and important in the game. Music can be a powerful tool and the PCs are all aware of this: how you use it, and to what end, will be a fun factor in the game.

Wednesday, April 10, 2013

Aurora Consurgens Sessions!

At present the game has three finished PCs.

Joana (played by Chaos) is an ex-window washer down on her luck and living in a homeless shelter.
Malik (played by Taass) is a blind university student at Municiberg University.
Darin (played by Kentari) is a daredevil college student who of late has found the world has become quite ... different, and seems to respond to him in ways it never did before.
And Mason (played by Caltak) is a student at the liberal arts Sutherland University coping with extra arms and a tail.

The plan is for everyone to get a solo session (test drive the PC, interact with NPCs etc.) during the rest of this week. Standard sessions will begin next week.

GM goal: At least one night a week will be set aside as Official Session Night. We'll work that out between all of us, but at present Sun. and Thurs. are booked as not viable. The plan for the Official Session Night is that all the PCs interact. Together!

Non-Official-Sessions will be ones done on other nights. Ideally with more than one player present, but interacting with each other won't be considered quasi-mandatory but would be a good idea anyway. The fewer directions the GM is pulled in, the more one gets out of a session.


Also, all the PCs are connected by ... the sound of music! Every PC is either in a band or knows how to play an instrument or was once in a band. Really. (The same holds true for several NPCs as well.) Expect this to become a big thing in game, via friendly(?) battles of the bands and he like.