Showing posts with label idea. Show all posts
Showing posts with label idea. Show all posts

Tuesday, December 4, 2012

[RPG][WOD] Introducing Blood On Fire

The old WOD game ended and a new one has begun. It's set in Savannah, GA, and it's limited to Mages and Werewolves. As the Werewolves were sitting around and creating characters, I had an idea for a character that I really liked.

The idea was fleeting and fickle. It flirted with me, coy and complicated for quite a while. It finally decided to behave, and I started working on it in earnest. While I was giddily writing this lovely little nugget down, the smoke of a more complete concept unraveled fully in my head. It wasn't just ONE character, but three.

As the idea exploded into lots more than what I imagined, it became obvious I had a pack of Werewolves in mind. Whether these Uratha are NPCs in the Savannah game, NPCs in a game I run, or just ideas I never use, they are interesting enough that I thought I'd share.

Blood On Fire is a pack of 3 Uratha in the Georgia area. Their original location was set outside of Fort Stewart, in a yet unnamed semi-rural town. I'm still undecided as to whether I'll keep them there or move them closer to Atlanta.

The pack is comprised of 2 brothers, Trey and Trav; along with Trey's former girlfriend Hilary. They are bound by more than blood; their pack becomes forged by sacrifice and fire.




I will be putting up the write ups for each one fairly soon, I hope.

Sunday, June 5, 2011

[RPG] Character Ideas I Can't Use #2- MIA

Sorry for the very long absence from the blogsphere, folks. I spent the past week dealing with some weird personal stuff, and reading. I've found that reading gets my creative juices going again and I needed some juice pretty seriously.

The next character idea that I can't use is also for Champions/Hero System. This idea is a little less fleshed out as my previous idea- but it's also much newer and in many ways, much more personal.

The idea, in its base form, is taking a personal trait of mine (which I and many others see as a weakness) and turn it into a power. One of my more famous tendencies is the ability to get lost literally anywhere. I have quite honestly gotten lost inside a pretty small mall (shaped like a big X), parking lots and most famously, my own walk-in closet. (I got turned around and couldn't find the door. Gimme a break.)

Rather than having this ability be a failing, what if I could turn this into a positive? This was the line of thinking that helped bring about MIA.

MIA is a mentalists with a weird twist. Her background is that of the "spotter" for a sniper/swat team in crisis situations- the eyes in the sky, so to speak. Her training and specialty lay in seeing the enemy, and conveying to the team the enemy's locations.

She was really good at it, with a flair for almost implanting a "picture" of the enemy into her team's heads- and the brass noticed. They hooked her into a program intended to expand her abilities further, with the ability to convey images mentally the ideal end result.

The training was rigorous and somehow went awry- she developed abilities, but almost exactly opposite of what was wanted. Instead of being able to show pictures of where enemies were to her team, MIA was only able to convey a sense of being "lost in the fog of war".

Further exploration discovered that this ability was not limited to a single target- it affected just about anyone around her when she tried to project images. This lead more than a few people being missing in action (hence the name), while both the team and the individual being targeted fumbled to get their bearings.

The idea is very cool, in my opinion. The problem comes in the execution- the power level of the ability is ridiculous- clocking in at 97 points MINIMUM, for the true effect I want. That's one single power. No skills, defenses, modifiers, movement- nothing else is included in this. With 400 points the maximum for starting heroes, and most GMs capping powers at 60-70 active points, a power with nearly 100 active points just isn't going to fly.

Additionally, while the concept is sound, the actual results of taking even a single villain team out this way is pretty staggering. An example?  Dr Doom and the Doom Patrol are fighting the Brotherhood of Evil  when suddenly, the BOH has no idea where they are and Monsier Mallah is attacking the Brain by mistake because he thinks the Brain is somewhere else...

I'm still looking to start the Home for Unwanted Heroes.... I think it might be filled with all the "D" List guys... but who knows what might happen. I COULD find a home for these guys, eventually....

Friday, May 27, 2011

[RPG] Character Ideas I Can't Use #1 -Effigy

A long time ago, I played in a Champions 4th edition game TheDude ran. I played a "Green Arrow" type, but as a girl. The character's name was Huntress, and she was pretty much utterly devoid of personality or motivation whatsoever.


I got to a point where "going through the motions" got really boring and I wanted my character to die.I talked to TheDude about it, and he agreed.  For those of you that read TheDude's blog, don't be fooled by the genial tie-wearing demeanor. The man is pure evil, in red-haired maniacal form. He listened to my pleas, and actually went through with kill- just in a way I ^^^REALLY^^^ did not expect.

Not only did he kill my character, the then brought her back- as a villain. Not any villain, nope. He brought her back as a she-demon from Hell. Instead of bows and arrows, she used claws and blood. She could project "blood bullets/needles", and then once they punctured a victim's skin, track the victim anywhere for a day. She had some other cool talents, but the ability to track her victim by her blood really intrigued me.

I had that concept in my head for a while, and I played with ways to make it cooler, different, or just interesting in some way. I finally came up with something that took TheDude's basic idea and turned it on it's ear. I came up with Effigy.

Effigy is a shapeshifter with mentalist abilities- and absorption. Effigy does a mental attack on someone across the battlefield, and then takes on their shape. Once he does so, his defensive absorption abilities kick on, and his teammates start to beat on Effigy. The damage done to Effigy is absorbed and directed to the mental attack, and the opponent goes out in just a few well placed blows.

It's a simple, beautiful and effective idea. It's also, admittedly, insanely powerful. Even when I first built him at 250 points, Effigy had an effectiveness of 400+ points, if not more. I've pitched it to no less than 5 separate GM's, and each and every one of them has said "NO".

Effigy has a reputation, and I didn't even do the work. TheDude did all of the warning- he was so impressed with the idea and so sure he didn't want it in his game he figured he'd share the news. I've had fun conversations where I'm about to pitch ANY idea and the GM will come up with "but first, let me say- NO EFFIGY".

I've accepted this as a fact, and tried to move on. I throw around the idea of turning him into a villain, but it never feels right. Maybe I need to build a "Foster's Home For Unloved Heroes", or something.


That's just the first of at least a couple ideas that are beautiful in theory, but improbable and/or impractical in "reality". I mean, we are talking about games...

Friday, August 20, 2010

The Point- A Strange Durance?

Anyone else remember that trippy movie, The Point? With Oblio and Arrow?

The needlepoint album cover puts me in mind of Mannikins...

Imagine that as a Durance. And what fabulous, vicious Beast, Elementals or even Ogres could come of it.

Thursday, August 19, 2010

An Old Idea With Fun Twists

This idea is completely and totally stolen, but fun nonetheless. Here's the setup:

In one of my husband's HS6E superheroic games, the team has been accosted by a string of bad dudes over a series of weeks/months. The team investigates the latest guys, who appear to have been sent after them by a bigger, badder bad dude. (Actually in this case is a dudette, and she is one of the 3 villains in the campaign marked with 5 stars on a 5 star scale.) They find some banking information that was used in the hiring of the bad dudes by the bigger bad dude and decide to --

follow the money.

They not only find the money, they find a LOT!!!!!!!!!!!! of money (five commas, folks). Somehow, the idea to TAKE the money gets bandied about, and not only do they take the money, but they put the money in an obvious account marked with the name of one of the team members' public persona.

Leaving aside all the ramifications of what they've done, and the hilarity in which all of this occurred, I was hit by the idea that this is not really a new plot. Taking what the bad guys want (or preventing the bad guys from having it) is pretty old. What makes it fun is all about how it happens.

Some of my favorite stories & movies involve this theme in some way. Wasn't The Maltese Falcon just a big game of "Keep Away"? Casablanca had elements of attrition. Blues Brothers at its core was about keeping a bad guy's objective from occuring. I know there are far more examples, but I'm chosing to use illustrations that are fairly different from each other as an example of how far reaching this theme can get.

Different times, genres and intensities- all spurred at least a little, by a small idea.

I like it.

Monday, August 2, 2010

Vague idea

a CtL character concept:

Mannikin or Elemental with Communion- Paper. Incorporeal unless communing with specific element.

Envision a paper poltergeist- able to communicate via guestures, folding, shaping and application to other items. Depending on scenario, windows, paper and scrapbooks are also tools or contractual abilities. Scissors could be both a greatest ally or a demonic tormentor.

Just ruminating.