Saturday, July 1, 2017

Playing in Light City: Halo and Firestar

So as I noted along with the Ray's writeup, I planned on doing a Sidekick next.  But then Ross over at Super-Team Family: The Lost Issues posted this gem today (seriously, click the link and check it out!), so I figured it couldn't hurt to have one more post with a pair of hot Elementals (SWIDT?).

You can check out Halo and Firestar at their respective companies' wikis...

(Quick note: One thing I'm realizing is a potential downfall of the Elemental class is that "unchecked" flying doesn't come around until 6th level.  I think this is cool for building a character over time, but I don't necessarily like that any established character I stat up as an Elemental must be at least 6th level or have at least a small issue flying now and then.  Might be something to address at some point...)

Halo

Level 6 Elemental
First appearance:  Brave and the Bold #200 (1983)
Real name:  Gabrielle Doe

STR 11     DEX 11     CON 15     INT 12     WIS 8     CHA 15
4+5 HD (19 HP)     Saving Throw 10     Flight (48 ft.)
AC 7[12] (light aura)

Attack:  Heat Beam (Red Halo), +3 to hit, 1d6 light damage, range 60 ft.
Elemental Powers (6x/day):  Hold (Green Halo), Light I (Yellow Halo), Orange Missile (Orange Halo, a la Magic Missile).


Firestar

Level 6 Elemental
First appearance:  Spider-Man and His Amazing Friends (TV series) Episode #1 (1981)
Real name:  Angelica Jones

STR 13     DEX 16     CON 12     INT 11     WIS 16     CHA 13
4+1 HD (15 HP)     Saving Throw 10     Flight (48 ft.)
AC 6[13] (-2[+2] from fire aura, ineffective vs. water)

Attack:  Fire Blast, +4 to hit, 1d6 light damage, range 60 ft.
Elemental Powers (6x/day):  Knock/Lock, Light I, Microwave Missile (a la Magic Missile).

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Hmm.  I realized while writing these up that the Ray should maybe get Invisibility rather than his Photon Missile (a la Magic Missile) power...

Now, I really do think I'll stat up a Sidekick...

Thursday, June 29, 2017

Playing in Light City: The Ray

So, I'm really having a blast playing around with the rules for Light City.  I probably think about it a lot more than I should think about a not-even-half-formed supers setting and ruleset that's about the billionth such setting and ruleset to be developed.

But man, is it fun to daydream about it!

One of the things I've been trying to do with each class (which I'm sure is actually pretty obvious) is to look around at existing characters (and being a bit of a DC fanboy, especially those in that universe) and try to make sure that reasonable approximations could be statted up with the tools given.  For the Amazon, there was really one key character I had in mind, of course (although I did want some variety to be possible).  But for the Brawler and the Elemental, I had a number of characters in mind.

I found it kind of interesting when I looked around the current DC universe and noticed that, other than all of the Lanterns that are currently getting a spotlight of one sort or another, there really aren't many "pure" Elemental types being showcased.  Captain Atom may be working his way back into the limelight of the DCU, but he isn't there yet.  Firestorm is a pretty big deal on TV, but...well, is he anywhere to be seen in DC Rebirth?

Over in the Justice League of America, though, a couple of Elementals are making their presence known.  There's Killer Frost (building on her TV presence, I presume), and then there's this guy...the Ray!  I've long thought he seemed like a cool character but, until the JLA appearance, had never really given him a good look.  One of the things that I do like about him is that he clearly carries on a decidedly Golden Age tradition but doesn't seem out of place as a wholly modern character!

You can check out the various versions of the Ray that have been created over the years over here at the DC wiki.

Here's the modern version statted up for Light City...

From the DC wiki...

The Ray

Level 6 Elemental
First appearance:  Ray #1 (1992)
Real name:  Raymond Terrill (secret)

STR 13     DEX 10     CON 12     INT 15     WIS 13     CHA 15
4+1 HD (15 HP)     Saving Throw 10     Flight (48 ft.)
AC 7[12] (light aura)

Attack:  Light Ray, +3 to hit, 1d6 light damage, range 60 ft.
Elemental Powers (6x/day):  Construct, Light I, Photon Missile (a la Magic Missile).

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Next up, I think it's time I tackle a Sidekick...!

Monday, June 26, 2017

Light City #3 is now available!

Two posts in one day?  There must be something special going on to get me blogging this much, eh?

Well, yes there is!  (Something special to me, anyway...)  Light City #3 featuring the Amazon class is now up for free download on OneBookShelf.  It's the fifth class overall designed for superheroic roleplaying using the outstanding Swords & Wizardry Light ruleset; you can check it out by clicking here.

Not only that, but +Justin Isaac has beaten me to the punch in blogging about it, and he's already statted up a character (DC's Grace) over at Halls of the Nephilim.  You should check that out here...!


Monstrous Monday: More critters for the Card-caster

Here are a few more of the beasts dreamed up by my buddy JR Mounts for summoning by the Card-caster class.  (Be sure to check out the ones I posted last week, too...you just might dig 'em...!)




Saturday, June 24, 2017

The Card-caster class (for OSR games)

On Monday, I posted a few of the beasts that JR Mounts drew for me to use as summoned creatures for a class that performs magic from a deck of cards.  The Card-caster class is part of my contribution to the Tenkar's Landing crowdsourced hexcrawl project...a part of the contribution that is probably so superfluous to the point of the project that it will never be used by anyone, but a part of it nonetheless.

As I actually did put some effort into making the class balanced and suitable for dueling (once a sufficient number of cards are created), though, I wanted to also share it here.  Any and all feedback is welcomed, of course...I love the idea of turning this into its own little minigame within a campaign, and I'm sure there are a lot of possibilities I failed to consider!


New class:  Card-caster

Card-casters are students of the art of card battling, known in the local Hobgoblin tongue as vrakkig.  They are capable of harnessing magic using a deck of specially crafted playing cards.  While many scholars mock these arcane warriors as incapable of “true” magic, they have been known to hold their own against those who wield the powers of many other traditions.

Hit Dice and saves: as Cleric.
Advancement, combat, weapons and armor: as Magic-user.

Card-casters maintain a collection of playing cards that enable them to cast spells and summon creatures from beyond the realm.  This collection may include any cards found, bought, or traded for by the character.  Each morning, they will prepare a deck from among the cards in their collection and shuffle this deck well.

Card-casters must have a number of cards in their deck equal to three times their Card-caster level.  By choice or necessity, any number of these cards may be copies of the card “Next!”  It is a Level 1 Spell that simply reads “Draw a card,” and is known among Card-casters and collectors as a super-ultra-basic-common…that is, there are tons of them around, and no one would really mind if a Card-caster just made their own copies anyway.  Other than “Next!”, all cards in a Card-caster’s deck must have unique names.  All but ONE (at maximum) card must have a Card Level equal to or less than the Card-caster’s level.

At the point in the day in which a Card-caster wishes to initiate card battling, they immediately draw an opening hand equal to ½ their Card-caster level, rounded down (minimum of 1 card).  At the beginning of each subsequent round, they draw one card from the top of the deck and are then able to take their action or actions for the round.  Attempting to cast a card takes one round of action.  A Card-caster may, in place of attempting to cast a card, discard as many cards as desired and draw that many.

Those casting a card (including other adventurers who come into possession of magical cards) have a casting power = 10 + their Card-caster level.  Cards have a Level equal to Hit Dice of the monster or the number indicated in the upper left corner of a spell card.  When a card is cast, roll 1d20 and add the card’s Level.  If the result is higher than the caster’s casting power, the card fizzles.  Once a casting attempt is carried out, whether or not it is successful, the card is sent to the “discard pile,” an interdimensional pocket that keeps cards in near-mint condition until they are accessed again the next morning.  (All cards discarded for any other reason also go here.)  The one exception to this is when a monster is returned to its realm of origin, in which case the monster’s card returns to the hand of its summoner.

When the deck is depleted, the character cannot cast any more cards unless something happens to put discarded cards back into the deck.  Summoned monsters return to their realm, and all spell effects end, 1 hour after last card is drawn from the deck.

As a general rule, summoned monsters deal 1d6 damage and have d6 Hit Dice.  Damage on all cards is listed in terms of d6.  (These can be changed to d8’s for games of a basic or advanced nature.)


Cards used by Card-casters may have a back that looks something like this, although characters are known to be able to change the appearance of their cardbacks by all sorts of magical means.  (Icon on cardback made by Lorc.  Available on http://game-icons.net.)



(Oh, and here are a couple of the non-monster cards featuring JR's art...I'll keep sharing them over the course of the next couple of weeks...!)



Friday, June 23, 2017

Now in Light City: The Sidekick!

+Justin Isaac (of the blog Halls of the Nephilim and associated publishing endeavors) has done it again for Light City!  Picking up my slack (and using a motif perfect for Pride Month!), he's released a new superheroic class for Swords & Wizardry Light, The Sidekick featuring Rainbow Boy...


The Sidekick is a great support class that I think would also work well in a standard fantasy campaign.  You can get it free from RPGNow!

Monday, June 19, 2017

Monstrous Monday: Monsters summoned by JR Mounts

I haven't done much in the way of Monstrous Monday posts in a while, but I realized lately that I'm sitting on a stack of beasts that people might enjoy seeing on here.  I took part in the Tenkar's Landing crowdsourced hexcrawl project (which looks to be nearing a milestone of completion, actually!), and one of the hexes I got to play with included a cloister dedicated to the martial art of card battling (or vrakkig, as it's known in the native hobgoblin tongue).  I thought it'd be fun to actually work out a Card-caster class and come up with some cards they might use in their battles (and which PCs might stumble upon in their travels).  As I often do, I hit up my pal JR Mounts to see if he'd want to do some artwork for me to use on the cards.

As usual, JR completely outdid himself in coming to my aid, and so I want to show some of the cards off here.  Rules-wise, they're all pretty simple...they have to fit onto a playing card, after all...and the layout is similarly uncomplicated.  HD is shown in the upper left, AC (ascending from 10) in the lower right.

I'd like to feature a few beasts each week; I'll give the details of the Card-caster class soon...!




Be sure to check out JR's site to see more of his work, by the way.  These are pretty much doodles, and he does some really awesome stuff that more people ought to see!