 Thursday, June 21, 2007
Okay, now it's time for those long-awaited Supernatural
Packages
The Gargoyles universe is home to several unusual creatures
and to humans who have traded (willingly or not) their humanity for something
else. Gargoyles are relatively easy, but
some of the others are a lot more fluid.
Gargoyles - the Gargoyle package will appear below. Basically, Gargoyles are strong, can fly, can
regenerate when they turn to stone, and have nasty claws.
Cyborgs - Cyborgs can have just about anything that can be
mechanically grafted onto them.
Gargoyles-verse prosthetics can run the gamut from being
indistinguishable from human parts without close examination to being large and
obvious. It is not at all uncommon for
cyborgs to be able to pass for human so long as they don't use their more obvious
powers and avoid metal detectors.
Cyborgs have the disadvantage that some portion of their
Life Points are tied to their cybernetic parts.
For every 5 points of Cybernetic Qualities a character has, 25% of his
LP no longer heal normally. Instead, he
either needs a specific Regeneration power, or requires the services of someone
with a cybernetics lab and the Mr. Fix-it skill. Additionally, Directors can rule that some
powers can be temporarily lost due to damage.
The Target Limb maneuver is particularly good for this.
Demifey - Human (or possibly Gargoyle or something)/ Faerie
hybrids are viable life forms. The Third
Race's genetics are remarkably adaptable.
Faerie blood carries faerie magic.
Demifey characters often have Sorcery, Supernatural Senses, and the
like. These powers take practice to
develop, so demifey who are unaware of their heritage or reject it might have
very little power. Demifey generally
look like normal members of their other race, with modest if any unusual
features. They are generally quite
attractive and fit specimens, so adding modest stat boosts to a demifey package
is completely appropriate.
Mutates - Techniques pioneered by Dr. Anton Sevarious allow
human/animal DNA grafts that produce viable life-forms. Mutates generally have powers that can be
traced to real animals. A little Natural
Armor is fine. Being bullet-proof would
be kind of odd. Distance attacks are
somewhat rare (but then again, electric eels.)
Hybrids - All of the above are at least somewhat
compatible. Coldstone was a
cyborg/gargoyle. There's nothing but the
fact that you'll run out of points to stop you from making a cybernetic demifey
gargoyle with a suit of battle armor.
Packages
To get you started, here are a few more obvious packages
Cyborg (20-point Quality)
Cyborgs have a lot of variation. This one is designed for straight-up combat
with gargoyles.
+2 Str, Dex, Con (6) Night Vision (1) Natural Armor 10 (10) Natural Weapons (wrist blades) Str x3 (2) Supernatural Attack (Optical Laser) 20 (8) Flight (Shoulder & boot Jets. Boot jets can also be used for Supernatural
Attack) (5) Combat Computer (Situational Awareness, Fast Reaction Time)
(7) Beholden (secret masters) (5) Cruel 2 (disassociative disorder) Appearance -2
Demifey (18-pont Quality)
Keep in mind that the Demifey are as varied as their Faerie
parents, but here's a fairly typical one.
Dex +3, Per, Will +2 (7) Appearance +5 (5) Immortal (0) Hypnosis (What do you See) (10) Supernatural Senses (Basic, the Sight) (4) Vulnerability (Can be bound by magic, iron does x3 damage) (5) Honorable 3 (bound by Faerie Law)
The demifey probably also has Sorcery, but it's not part of
this Quality. It might be fun to play
him or her without it instead, perhaps replacing some of Hypnosis with Emotion
Control to represent a less developed ability.
The poor character might not know why iron is uncomfortable or why he
can't seem to lie or break a deal.
Gargoyle (19-point Quality)
Gargoyles are stronger, faster, and tougher than humans,
with sharp senses They get +4 Strength,
+2 to Dexterity, +2 Constitution, and +2 Perception, and Natural
Toughness. They get 3 levels of Hard to
Kill, and can buy up to 5 more They also
have razor-sharp claws (Strx3 armor-piercing), gliding wings, and prehensile
tails. When in stone sleep, they
regenerate Con/Minute, which also removes any poisons, but doesn't cure
diseases. They also have very sharp
hearing, sense of smell, and night-vision.
On the other hand they are ugly to human eyes, with
Appearance -3. Gargoyles don't have
human psychology, either. They feel a
deep need to protect. This translates to
the Driving Goal flaw at -2. A
gargoyle's worst weakness, however, is their vulnerability to sunlight. Being exposed to sunlight turns a gargoyle to
stone. On the up-side, stone is fairly
tough, but modern man has plenty of ways to damage it. Staying indoors is no defense, either. Once the sun is fully in the sky (say, an ten
minutes or so after sunrise) the transformation occurs regardless of whether
the gargoyle can see the sun or not - and gargoyles need exposure to the
sun. Without it, they gradually become
sickly and infertile.
Gargoyles are currently 2-point Minorities with no legal
rights, but that's not figured in to the cost of the Quality.
Gargoyles frequently have the Honorable Drawback, but this
is not a requirement. Those who don't
have Honorable often replace it with Cruel, but this, too, is a matter of
choice.
Neo-gargoyle (27-point Quality)
Neo-gargoyles are Mutates built to have traits similar to
gargoyles. They were created for David
Xanatos by Dr. Sevarious, but he ultimately lost control of them. Sevarious may have created more than the
initial group.
Neo-gargoyles combine the traits of big cats and bats or
raptors, along with those of electric eels.
They get +3 Strength, +2 Dexterity and Constitution, and +2
Perception. They also get +3 levels of
Hard to Kill and can by up to five more.
They have Str x3 claws, but theirs are not armor-piercing as a
gargoyle's are. Most impressively, they
can throw blasts of electricity doing 20 points of damage. These have limited use. After a number of blasts equal to the Neo-Gargoyle's CON score, he needs an hour or so to recharge.
They have gliding wings, but not prehensile tails. They have no stone sleep, but regenerate at
con/hr. Like Gargoyles, they have acute
hearing and smell, and night-vision.
Neo-gargoyles have hair-trigger tempers, giving them one
level of Antisocial Impulses: Violence.
They also look frightening to human eyes, with appearance -3. (Note: I really wish I could make htis one come in for 20 points or less, but supernatural attacks are VERY expensive)
Neo-Werewolf (14-point Quality)
One of Sevarious' most popular conversions is to simply
graft some predator's DNA to a human's.
The result is a stronger, faster,
meaner creature.
A new-werewolf is a mutate with (generally) wolf DNA. This conveys Str + 2, Dex +2, Con +2, Per +2
(with a minimum of 5), Acute Hearing and Acute Smell, as well as Enhanced
Smell, meaning the neo-werewolf can track by scent. Neo-werewolves are tough with 3 levels of
Hard to Kill and an option on 5 more. They
also have Strength x2 claws and fangs.
The wolf's hardy constitution provides Con/hr regeneration.
Wolf DNA produces severe problems in humans. The neo-werewolf has -2 appearance and
Antisocial Impulses: Violence at 2, as well as one level of Cruelty (and
individuals can take more separately).
Neo-werewolves have no vulnerability to silver beyond what one would
expect.
And, with that, you should have enough to play a Gargoyles
game, or add Gargoyles and their associated hangers-on to your Angel and Buffy
games. Enjoy.
 Thursday, June 14, 2007
Here's another grocery list. The smudged bits were people's names. I gather that one person was shopping for some other people. She wrote on both sides. Besides burning with curiosity over whether or not the bingo sampler paid off, I wonder what blue sugar is. Is it some kind of confectioner's thing? 
 Wednesday, June 13, 2007
At least at the moment, I'm not going to bother to write a
lot of setting exposition, so we'll start roughly in what would be Chapter 2 of
a normal Eden RPG book. Here, we'll take a brief run-through of
attributes, skills, and existing Qualities and Drawbacks. New Qualities
and Drawbacks will be in part 3. (Yes, Virginia, there is a Gargoyles
Quality. There's probably a Santa Claus, too, but we'll talk about him
under the Fey later on.)
Attributes - nothing much needs to change about Attributes.
Skills - the standard Cinematic Unisystem skill list works just fine for the
Gargoyles world. Occultism clues you in on the secret history of the
world, and lets you know about magic and the faeries.
Qualities - ah yes, here's the meat of the thing.
Attractiveness - The current system, elegant in its simplicity, lumps all
matters of personal appearance into the Attractiveness Quality. So a
Gargoyle might start off with -3 Attractiveness to represent his inhuman
appearance, but could then buy it up as far as he wanted. Goliath, who's
got a way with the ladies, might have spent 5 points or so to get an effective Attractiveness
of 2.
I don't really like that. It's okay in Buffy or Angel, where most of the
characters are human, but in a Gargoyles game, it's very possible that all the
PCs will be Gargoyles, so it's a little wonky. I'm seriously considering
splitting Attractiveness into two Qualities/Drawbacks. One would measure
your aesthetic Attractiveness, and the other would measure your deviation from
human norms. "Fearsomeness" would be a Drawback that makes your
basic form scary/ugly to humans. It'd give you a negative modifier to
Influence tests not based on fear, no matter how high your Attractiveness is -
except for dealing with people who are used to your unusual form in some
way. For them, your Attractiveness kicks in. Possibly rather than
all or nothing, the two add/subtract from one another, so a Gargoyle with -3 Fearsomeness
and +1 Attractiveness is only two points scary on first impressions.
When I get to the point of writing up characters, I'll decide whether to adopt
this or not, but I think it makes a neat alternate rule.
Enchanted/Superscience item - The relatively high tech level of the Gargoyles
setting means that 1-2 point items are frequently not worth paying for with
Quality points. They can just be purchased with sufficient wealth or
obtained through Organizations. Higher-level items should still be bought
for 2 points per PL.
Optionally, something that would be incredibly expensive like a battlesuit
(Which is really several PL 4-ish items all mushed together) can be purchased
as a Supernatural package Quality. The Dual Form Drawback is appropriate
to represent the fact that you can't walk around in your battlesuit all the time.
As I've mentioned, I think there's an Eden-approved method for this in All
Tomorrow's Zombies. It involves buying the Robot Quality and whatever add-ons
you'd like. That seems workable to me.
Enchanting/Superscience - Enchanting is completely gone. Mortal magicians
can create potions and charms through a variety of spells, through the Sorcery
quality. More powerful items are purely the purview of the Third Race.
Superscience is easier than it is in Buffy. Superscience devices no
longer require special ingredients. Money works. This will be
discussed more completely later on. Your Superscience Quality can never
be a higher level than your Science skill, and you should probably really have
Science of at least 4 before you pick up Superscience. 6 would be
better. We're probably going to talk about new uses of Superscience to
cover metagenetics and cybernetics.
Occult Library - I think Occult Library works just fine as-is.
Rank - Rank now explicitly buys up your standing in an Organization, granting
you more autonomy (but also more responsibility). We'll talk more about
Organizations when I get into new Qualities/Drawbacks. You can have Rank
in several groups. For instance, an undercover police investigator might
have rank in the Police and in an organized crime ring. Almost all
Illuminati members also have Rank in some other group. In fact, that's
frequently why they were recruited into the Illuminati.
Robot - The Robot Quality from Buffy is a decent starting point for any robotic
characters, but there's no reason to limit yourself so. Instead, build
Robots like Demons and Supernatural characters from Angel. Robots can
have Drawbacks like Beholden from Armageddon (which I might list down in the
next part, for simplicity sake). They could also have variations of
Antisocial Tendencies, Mental Problems, Emotional Problems and the like to
represent programming imperatives.
Cyborgs work pretty much the same way, except they can recover (depending on
how many cybernetic parts they have) 75%, 50%, or 25% of their Life Points
without a Mr. Fix-it test. Cyborgs who are nothing but a brain in a robot
body work just like normal robots. Drawbacks like Cruel are appropriate
to represent the dehumanizing effect of losing so much of your essential humanity.
(Then again, Jackal and Hyena were already pretty twisted)
Sorcery - Sorcery works as-is, except that I'd drop it to 3-points per level
and remove the TK. Pretty much only Faeries have Sorcery, and some of
them might instead have 2-point per level Magic Domains, which are pretty much
Invocations as per the conversion rules in the Magic Box.
Vampire - no Vampires have shown up in Gargoyles, thus far. If they do,
the existing Vampire Quality probably won't really work for them, but do
whatever you want with your own game.
Wealth - Wealth, at high levels, gives you free levels of the Organization
Quality. At level 4, you get 5 Organization points. At level 5, you
get 10. Beyond level 5, Wealth would start to describe the resources of
nations. Characters might actually be that rich (like David Xanatos), but
level 5 represents the limit of their liquid assets, so this Quality is capped
at 5. (To keep the Director sane, really)
Supernatural Qualities - Note that many Supernatural Qualities are appropriate
for Demifey, Mutates, and Cyborgs.
Natural Attack - New to this Quality is an Armor-Piercing kicker for 2
points. It'll probably work with Supernatural Attack, too, but I'd be
more hesitant to apply it.
Supernatural Senses - New to this Quality is night-vision, costing 1 point.
Okay, so I think that does it for existing Qualities. Next up are the new
ones.
Magical Conduit (2-point per level Quality)
A Magical Conduit is a mystical artifact that allows a human to freely work magic.
Each level of Focus allows a non-Sorcerer to Quick-Cast spells of a power level
up to the level of the Quality. A would-be magician can only control a
Conduit of a strength equal to or less than his Occultism level.
Otherwise, his spells have the chance to go seriously awry - using the miscast
rules in Buffy. A Magical Conduit is essentially an enchanted item, and
can be lost.
Magery (1-point per level Quality)
Magery provides bonus points on Sorcery checks. The maximum rating of
this Quality is 5 levels.
Organization (Variable Quality)
The Organization Quality provides a character (or characters, it is possible to
pool levels) additional Organization points.
Supernatural Qualities - Supernatural Qualities are possessed by such creatures
as Gargoyles, Demifey, Mutates, and Cyborgs. To create such a character,
you build a package Quality by picking the positive and negative traits you
want to be intrinsic to your character's "race." (In the case
of a cyborg or mutate, it might be a race consisting of a single creature, of
course. Each demifey might be unique, as well)
Extra Limb - Variable Quality
You have one or more extra prehensile limbs. Extra feet don't really cost
you anything. This Quality doesn't grant you any additional actions, but
it can allow your actions to affect more people. If you had, say, ten
tentacles, you might be able to grab ten people a few at a time and hold/crush
them all.
One limb costs you 1 point. 2 to 4 additional limbs cost 2 points.
5 or more cost 5 points. In practical terms, 10 limbs is probably a good
limit to this Quality. Extensible limbs that significantly increase your
reach add a 1-point kicker if you can reach about 10 feet (3 meters or so), and
2 points if you want to be able to reach even further. And at some point
you're just getting silly. Particularly at the higher levels, your limbs
don't have to be static limbs. An amorphous mass that can extend multiple
tendrils might vary from no limbs up to ten, depending on his mood.
Magical Affinity (2-point per level Quality)
Each level of Magical Affinity gives you a +1 bonus on Sorcery tests, up to a
maximum of 5. Unlike Buffy Sorcery, there is no progressive spell-casting
penalty, so there is no point in taking this Quality beyond 5 levels. The
prerequisite for this Quality is Sorcery.
Special Movement (Variable Quality)
This Quality imparts more freedom of movement. Characters can have more
than one type. For instance, Gargoyles have the first level of Climbing,
and Gliding, for 3 total points and pretty much as much freedom of movement as
someone who can just fly.
Climbing: 1 point for climbing with claws/special gear. 2 points for
spider-like wall-crawling that lets you hang from the ceilings as well as
scaling the walls and climb smooth surfaces easily.
Flight 3: points for flight that can be easily disrupted (like with wings), 5
points for freeier flight.
Gliding/swinging: 2 points. It's pretty much just the lower level of
Flight.
Leaping: the ability to make prodigious vertical or horizontal leaps. 2
points.
Superspeed (2-point per level Quality)
Superspeed lets a character move really quickly. It's generally tied to a
single type of movement, like running, swimming, or flying, depending on the
character. Each level of Superspeed more or less doubles the character's
maximum speed. At level 3, the character can move as fast as a car in the
city. At 4, he's approaching race-car speeds, and at 5, he's... well,
really fast. Superspeed doesn't allow any extra attacks. For that,
you're going to want obnoxiously high Dexterity.
I think that covers new Qualities. I was planning to do Packages as part
of this post, but it's getting late tonight and I still have some work to do on
them. I'll do them next. Really, you don't HAVE to have package
qualities to start using this stuff, so I don't feel too bad about leaving you
waiting.
 Thursday, June 07, 2007
Hey everybody, I just did a really cool panel for Domino Girls, which you will get to see in several weeks. But I liked one particular part of it enough that I also did a sketch I've decided to share.  I should sketch more. I should do a lot of things more, for that matter. But since that's not very likely, you'll just have to enjoy Phoebe: schoolgirl from Hell.
 Sunday, June 03, 2007
An error with the blog yesterday seems to have been resolved - probably through the tireless efforts of Tim Rayburn. Or maybe it was just one of those things. Either way, I don't know if my hordes of subscribers (okay 6) got their RSS feeds, so I figured I'd throw out an announcement.
 Saturday, June 02, 2007
I figured I'd start with the hardest part first. Well,
that's not strictly true. I have most of the other parts worked out
already, but magic is a toughie, and some of the other stuff hinges on how it
works.
Buffy magic is a very robust system, but it doesn't fit the Gargoyles
flavor. Buffy Sorcerers have an entirely diferent set of problems than
Gargoyles ones. The high probability of spells going awry doesn't really
fit, and the progressive -2 per turn seems a little off, too.
All we know about magic comes from Demona, the Magus, the Archmage, and various
faeries. And really, there's not a lot. Normal humans hardly ever
cast spells (compared to the amount of time they spend doing other
stuff). Faeries, on the other hand, sling magic around all the time,
although it does seem to wear them out after a while.
For humans and gargoyles, the rule seems to be that it's very hard to cast
spells spontaneously. The Magus only ever does it once, and he dies from
it. I think the Archemage throws around some nasty spells, but it's been
a while since I've watched it. I'm going to go with the assumption that
for the most part, magic in Gargoyles is through rituals, or through using
magical devices. For instance, it was likely a property of Titania's
Mirror that Demona could use a simple ritual to summon Puck - rather than a
"spell" of Demona's. EDIT: Something else I've thought of
One thing I might change, although I'd do so with some trepidation, is to make spell formulas a little more flexible. Spell R&D is pretty hard. If your books don't have a spell for turning people into statues, you're probably never going to be able to turn people into statues. But if your books DO have a spell for turning people into statues, you can probably turn one person into a statue, or a dozen, or a million if you're good enough to marshal the magical energies. And you can do so under different circumstances, like "the next person I touch" or "everyone in the sound of my voice." What this means is that the spells you know are listed with their minimal effect and starting PL, and you can pick and choose modifiers. Make the spell work longer or faster or bigger, and the PL goes up. Make it take rare ingredients or year-long rituals, and it goes down. That's a scary level of freedom, though. I've already learned that WitchCraft style Invocations are frighteningly poweful, and those just let a magician do one kind of effect. So I'll have to think about it. Sometimes play balance has to win over simulation of the source material.
So anyway, the Sorcery quality is really, really rare. Human magicians learn rote
spells and need either elaborate rituals or a magical conduit to work their
mojo. A magical conduit is an Enchanted Item that - just to keep things
simple - provides the holder with the ability to Quick Cast spells up to its
Power Level. It doesn't provide the bonus points. Instead, that's
going to be a Quality called - because I like GURPS - Magery. Levels of
Magery up to 5 add to your Occultism skill to cast spells. Since I'm
already dinging you at roughly 2 points per level for Quick Casting, I'll just
make that Quality a 1-point per level Quality. And if you want Telekinesis,
you have to pay for it the old-fashioned way.
I think I'll leave Sorcery in, but make the prerequisite for learning it be
something like Occultism greater than 10. And I might turn it into a sort
of "Wild Card Skill" so it advances a lot more slowly.
On the other hand, Gargoyles magicians don't seem to have too much trouble with
spells going awry. A spell can fail if you're not talented enough to cast
it, and what it's supposed to do might not actually be what you think it does,
but it's not going to do something radically different. Magic seems very
legalistic. A spell to make you as enduring as the mountain stones may
just turn you to stone.
(Although I have a private theory that if Xanatos had immersed himself in the
cauldron, it would have made him immortal - he would have shed his stone skin
like a Gargoyle. I think Puck didn't want Xanatos to be immortal because
then he'd be stuck as Owen for all eternity, so he did something to scare
Xanatos off. Greg Wiesman doesn't actually agree with me, but what does
he know?)
Faeries have it different. They seem to be able to just whip out with
spells that do just about anything at the drop of a hat. They also DO
seem to suffer from some degradation of their powers. Puck says he'll
need a long nap after The Mirror.
Ergo, Faeries DO have Sorcery, which costs 5 points per level and lets them
Quick Cast spells. I'll keep the Quality at 5 points per level even
though it doesn't include telekinesis because it will include the ability to
improvise spells. Faeries just whip out with the magic whenever they
want.
I'm also making one other major change - Magic can kill you. If you throw
a Quick Cast spell of a higher PL than your Sorcery or available conduit, you
take physical damage from it. I think I'll make it five times the PL of
the spell. That'll REALLY limit what magicians can do without their
tools.
Faeries can also have other powers. In fact, not all faeries or demifey
need to have Sorcery. They might rely on innate powers that are more
reliable, if less versatile. For those, the Angel supernatural Qualities
will do most of the job.
So then there's Enchanting and Superscience.
Magic items are really rare in the Gargoyles-verse, and most of the ones I can
think of are actually Faerie creations: the Eye of Odin, Titania's Mirror, the
Phoenix Gate, and probably Excalibur. The Grimorium is something of an
unknown, as is the Gae Bolga. I think I might limit Enchanting either to
just level 1 for humans, or entirely to Faeries. Or maybe not.
There's a dearth of evidence on the subject.
Superscience, on the other hand, should be easier than it is in the
Buffyverse. Robots, blasters, floating factories, and whatnot are all
common enough not to raise eyebrows, even if they're not ubiquitous. So
Superscience works as written - you have to have a high Science skill to have
it, and it costs 5 points per level. The only difference is that
Superscience gadgets no longer require a special ingredient. Instead,
rare ingredients can lower the effective Power Level like they do for Sorcery
spells.
And I think that covers everything magic-related. We're going to discuss
a slightly different way to approach the Enchanted Item Quality a little later
on. It works okay for some devices, but is really bad for things like
exo-armor.
If I get my hands on All Tomorrow's Zombies before I write the next segment,
I'll see what Eden
did for battle suits there. I think they went with a variation of the
Robot Quality, which probably works pretty well.
 Friday, June 01, 2007
Here's a sketch of Reliquary herself, with limbs and a head. I'm not sure about the mask. Among other things, I think she probably has a public identity, making a mask that isn't body armor kind of silly. She'll have other variations of the costume, too. I have a sketch around here somewhere loosely based on Kim Possible's fighting outfit, and another one that's a more traditional superhero costume. This one is somewhat inspired by a picture of Mary Marvel in a Black Adam version of her costume that looked kinda cool.
Two quick pieces from a really nifty Mutants & Masterminds PBP I'm playing on rpg.net. First, a mockup of the logo for my character, Reliquary. (She is not a floating, headless torso in game - I just wanted to see what the logo would look like, so I did a quick body to sketch it on)  Second, my completely misinformed version of what Robert Edwards' character, Spitfire, would look like. Except she doesn't, since his idea of "short hair" and mine are different. (That said, I gave her anime hair. IRL it'd be shorter than I drew it - just not a crew-cut like he imagined. And he gets to be right, since it's his character)  Now, I really need to get some more gaming content on this blog. I'll see if I can find time for more Gargoyles this weekend.
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