Thursday, December 24, 2020

Wrights & Whites FTW!

We (the Wrights) and our good friends in Christ (the Whites) took on the roles of Batman, Robin, Batgirl, and the GCPD to thwart evil-doers in our latest playthru of Gotham City Under Siege! By the start of Act 2, we were facing down a daunting list of rogues, including Joker, Talia, the Mad Hatter, and the Ventriloquist, among others.

By the start of Act 3, we were sitting pretty sweet. Only 1 building down, 4 Bat-signal Points to our name, and the Explosion and Citizen trackers at healthy levels! We did struggle to put down all the villains in Act 2, though, so we knew we had some work to do.

By the start of Act 4, we were definitely feeling some hurt. 4 buildings had fallen, both the Explosion/Citizen trackers had moved to dangerous levels, we had no Bat-signal Points, Robin was wounded, and a host of nasty Story cards stared up at us from the table like harbingers of doom!

And yet … we pulled it off! With only 2 destruction rolls to chance in the Crisis Phase, we lucked out and survived both without losing another building. And to boot, we recorded our second highest efficiency score as a team (based on a formula I created for homebrew play). Always fun saving Gotham City as the Bat Fam!

Saturday, October 24, 2020

Back to the Future: Dice Through Time (35th Anniversary Playthru)

Here's the setup for playing Back to the Future: Dice Through Time on "Easy" mode. You play as your own year's version of Marty and Doc with your own time machine. Your objective: restore the time stream by returning items to their proper locations and years as depicted in the movies, keeping Biff out of your way in the doing.
The game uses a clever, family-friendly mix of dice pools, event management, and light strategic board movement to capture the fun feel and flow of the BTTF Trilogy.
After 1 round of play, we took care of 2 of the 3 events on the board, punching 1955 Biff out of the way, and the "OUTATIME" marker only moved one space. (If the OUTATIME marker reaches the end—space 12—that's game over!)
By the end of round 2, we managed to return the first two of the required eight items (Easy mode) to win: the Fax Marty received in 2015, and the Video Camera from 1985.
A few more rounds into it, we cleared enough events to claim all the items from 1885 and 1955, the latter becoming our problem year as evidenced by the 3 events that appeared on it. Returning items also yields random "Einstein tokens" (depicting Doc's dog), the reverse side of which essentially give you extra dice actions to take during your turn.
A round later, we were hit with a special event that places "Paradox tokens" (the round clocks) on events at locations where Biff is (if they don't already). Paradox tokens speed up the rate that the OUTATIME marker can move, but fortunately the game gives you a couple ways to deal with them.
Near the end, we're sitting pretty with all the items claimed from their respective timelines. All that remains is to return them to where they belong.
Here's the final state after winning! Cooperative games increasingly are my favorite to play, and sharing this inaugural experience with my wife (also a BTTF fan), and ultimately our kids, is sure to be replayed over and over, much like the movies.

Wednesday, October 21, 2020

Time Travelers

35 years ago, Marty and Doc arrived at a time in their future which was precisely 5 years ago today. Whoa, that's heavy.

MARTIN “MARTY” SEAMUS MCFLY 
(circa Back to the Future, 1985)
Male Human Fast Ordinary 1/Tough Ordinary 1/Charismatic Hero 1; CR 2
Medium-size Humanoid (height 5’ 4”, weight 123 lb.); Age 17

Init +2; Senses (core) Listen +0, Search +0, Spot +0; Senses (house) Listen/Spot +0, Search +0
Languages English

Defense (core) 16, touch 16, flat-footed 14; Defense (house) 16, touch 13, flat-footed 14; (+2 Dex, +4 class)
hp 17 (3 HD); Mas 13
Fort +3, Ref +4, Will +0
Action Points 6

Speed 30 ft.
Melee unarmed strike +1 (1d6 nonlethal, 20) or
Melee by weapon +0
Ranged by weapon +2
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +0; Grp +0
Atk Options none
Special Qualities none

Abilities Str 10, Dex 14, Con 13, Int 11, Wis 11, Cha 15
Allegiances his family, Jennifer Parker, Doc Brown, good, chaos; Rep +2; San 54
Feats Brawl, Creative, Deceptive, Heroic Surge, Simple Weapons Proficiency
Flaws Chicken Complex (Marty can’t help himself when someone calls him “chicken” or directly challenges his bravery. When another character calls Marty out like this, he must succeed on a DC 20 Will save or be compelled to meet the challenge head-on, regardless of any apparent danger[s] to himself or others.)—Bonus feat: Brawl
Skills (core) Balance +8, Bluff +7, Computer Use +1, Diplomacy +4, Disguise +5, Drive +4, Gamble +1, Hide +4, Knowledge (popular culture) +3, Knowledge (streetwise) +2, Move Silently +4, Perform (sing) +7, Perform (string instruments) +9, Read/Write English, Speak English, Swim +1
Skills (house) Athletics +1, Control +8, Computer Use +1, Disguise +5, Drive +4, Gamble +1, Knowledge (popular culture) +3, Knowledge (streetwise) +2, Perform (sing) +7, Perform (string instruments) +9, Persuade +5 (+3 on Bluff, +1 on Diplomacy), Read/Write English, Sneak +6, Speak English
Talents (Charismatic Hero) Fast-Talk
Starting Occupation Student (Computer Use, Perform [string instruments] as permanent class skills, +1 on Knowledge [popular culture])
Possessions (carried weight 7 lb.) casual outfit (t-shirt & jeans; 2 lb.), outdoor vest (1 lb.), windbreaker (1 lb.), skateboard (+10/20 feet of move on level/downward sloping ground, Balance DC 15 to perform tricks; 3 lb.)
Wealth Bonus +3

Dr. “DOC” EMMETT LATHROP BROWN, PhD
(circa Back to the Future, 1985)
Male Human Smart Ordinary 2/Dedicated Ordinary 1/Smart Hero 3/Techie 3/Engineer 2; CR 10
Medium-size Humanoid (height 6’, weight 165 lb.); Age 65

Init -1; Senses (core) Listen +1, Search +12, Spot +8; Senses (house) Listen/Spot +8, Search +17
Languages English

Defense (core) 15, touch 15, flat-footed 15; Defense (house) 15, touch 10, flat-footed 15; (-1 Dex, +6 class)
hp 41 (11 HD); Mas 10
Fort +5, Ref +4, Will +7
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3-1 nonlethal, 20) or
Melee by weapon +3
Ranged Colt SAA revolver +3 (2d6 ballistic, 20, 30 ft, S, 6 cyl) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +4; Grp +3
Atk Options none
Special Qualities none

Abilities Str 8 (11), Dex 8 (11), Con 10 (13), Int 20 (16), Wis 12 (10), Cha 12 (10)
'(-)' indicate original ability scores.
          Note: Doc has age penalties and bonuses due to old age.
Allegiances time travel, science, good, Marty McFly, chaos; Rep +5; San 47
Feats Aircraft Operation (helicopters), Builder, Cautious, Educated (history, physical sciences), Gearhead, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Vehicle Expert
Skills (core) Bluff +8, Computer Use +20, Craft (electronic) +21, Craft (mechanical) +18, Demolitions +13, Disable Device +15, Drive +6, Forgery +10, Investigate +10, Knowledge (business) +9, Knowledge (current events) +11, Knowledge (history) +17, Knowledge (physical sciences) +24, Knowledge (popular culture) +10, Knowledge (technology) +20, Navigate +11, Pilot +5, Read/Write English, Repair +20 (+2 when jury-rigging), Research +17, Search +12, Speak English, Spot +8
Skills (house) Computer Use +20, Craft (electronic) +21, Craft (mechanical) +18, Deduce +17, Demolitions +13, Disable Device +15, Drive +6, Forgery +10, Knowledge (business) +9, Knowledge (current events) +11, Knowledge (history) +17, Knowledge (physical sciences) +24, Knowledge (popular culture) +10, Knowledge (technology) +20, Navigate +11, Perceive +8, Persuade +8, Pilot +5, Read/Write English, Repair +20 (+2 when jury-rigging), Research +17, Speak English
Talents (Smart Hero) Plan, Savant (Knowledge [physical sciences])
Talents (Techie) Extreme Machine, Jury-rig +2
Talents (Engineer) Improve Kit (+1), Quick Craft, Superior Repair
Starting Occupation Entrepreneur (Bluff as permanent class skill, +1 on Knowledge [technology])
Possessions (carried weight 21 lb.) casual outfit (2 lb.), lab coat (2 lb.), eye-goggles, aluminum travel case (w/spare plutonium rods; 10-lb capacity; 11 lb.), Colt SAA revolver (3 lb.), standard binoculars (2 lb.), professional walkie-talkie (1 lb.)
Wealth Bonus +9

Vehicle “The Time Machine” (1981 DMC-12 DeLorean)
Crew: 1; Pass: 1; Cargo: 150 lb.; Init: -2; Man: -3; Speed: 190 (19); Def: 9; Hard: 5; hp: 30; Size: L; Purchase DC: n/a (46); Res: Lic (+1)
Accessories: Doc’s Time Machine features several components unique to it. Foremost is the flux capacitor, a rectangular compartment housing three Geissler-style tubes in a Y-shape, which is what makes time travel possible. Time circuits are computer installed in the dash and behind the gearbox that coordinate the unit’s flux dispersal and allow for keyboard input from the driver/passenger. The car’s stainless steel body improves the rate of flux dispersal achieved when the car hits 88 mph. Aside from the standard internal combustion engine and drive train, the Time Machine also has a plutonium powered nuclear fission reactor that is required to generate the power output (1.21 gigawatts) to energize the flux capacitor. The Time Machine is also outfitted with rear louvers to help cool the reactor, a Roentgen meter to measure current plutonium levels, and a digital speedometer. All of these additions consequently impose an added -1 penalty on the car’s maneuverability; also, there is no standard air conditioning nor stereo installed in the Time Machine.

New Vehicle 1981 DMC-12 DeLorean (mid-luxury sports car)
Crew: 1; Pass: 1; Cargo: 150 lb.; Init: -2; Man: -2; Speed: 190 (19); Def: 9; Hard: 5; hp: 30; Size: L; Purchase DC: 31; Res: Lic (+1)

The DeLorean is a compact 2-door (gull wing design) sports car with a distinctive low carriage and stainless steel body, powered by a 6-cylinder rear-wheel driven engine and a 5-speed manual transmission. Interior cargo space is limited, but the hood trunk can also hold items. The DeLorean is 2 squares wide and 3 squares long.

Monday, September 21, 2020

Indiana Jones Meets Robinson Crusoe

Check out my design work on a board game adventure scenario for Robinson Crusoe: Adventures on the Cursed Island. This scenario follows the overland India trek of Indiana Jones, Short Round, and Willie Scott on their way to Pankot Palace as shown in the film, Indiana Jones and the Temple of Doom. I plan to follow this up with a companion scenario that lets the players attempt the same recovery of the Sankara Stones and escape from the temple as depicted in the movie, which will be a much more challenging episode. Seems like a perfect marriage to me! What do you think?



Sunday, August 9, 2020

Angel of the North in Miniature

What's this?! Two Batmen, their car, a Robin, a Catwoman, a Joker, and his car, in Gateshead, Tyne and Wear, England!? 

Now that's a night-light!

Friday, July 31, 2020

"The Little Dragon"

My d20 write-up of the world's most famous martial artist in his most famous role: Bruce Lee.

LEE (from Enter the Dragon, circa 1973)
Male Human Legendary Strong Hero 2/Fast Hero 2/Martial Arts Master* 10/Contemplative Master* 4; LA +1; CR 18
Medium-size Humanoid (height 5’ 7”, weight 136 lb.); Age 32

* See Blood and Fists

Init +5; Senses (core) Listen +10, Search +1, Spot +3; Senses (house) Listen/Spot +15, Search +1
Languages Cantonese, English

Defense (core) 31, touch 31, flat-footed 31 (+5 Dex, +16 class); Defense (house) 31, touch 23, flat-footed 31 (+5 Dex, +16 class)
hp 133 (18 HD); Mas 16
Fort +13, Ref +18, Will +10
Action Points 13

Speed 35 ft.
Melee unarmed strike +21/+16/+11/+6 (1d4+3 lethal/nonlethal, 20) or
Melee punch +22/+17/+12/+7 (1d6+3, 20) or
Melee punch w/short power +20 (2d6+4, 20) and/or
Melee jab +24/+19/+14/+9 (1d6+3, 20) or
Melee jab w/short power +22 (2d6+4, 20), and/or
Melee kick +22/+17/+12/+7 (1d8+3, 20) or
Melee circle kick +22/+17/+12/+7 (1d10+3, 20), or
Melee jump kick +22 (1d10+7, 20) and/or
Melee flying kick +22 (1d12+14, 20) or
Melee leg sweep +22 (1d8+3 plus trip, 20) and/or
Melee nunchaku +22/+17/+12/+7 (1d6+4 bludgeoning, 19-20) or
Melee by weapon +18/+13/+8/+3
Ranged by weapon +21/+16/+11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +16; Grp +18
Atk Options Block, Circle Kick, Counterstrike, Disarm Block, feint as move action, Flying Kick, grapple attacks (no AoO), Hypnotic Gestures (2d4 HD), Improved Block, Jab, Jump Kick, Ki, Leg Sweep, Short Power, trip attacks (no AoO)
Special Qualities inner strength, ki (3/day), legend (2)

Abilities Str 14 (13), Dex 20 (18), Con 16 (15), Int 13, Wis 17 (16), Cha 14
'(-)' indicate original ability scores.
Allegiances “No way as way,” his family, good, the Shao Lin temple; Rep +4; San 82
Feats Archaic Weapons Proficiency, Block, Boxing, Circle Kick, Combat Martial Arts, Combat Reflexes, Counterstrike, Disarm Block, Flying Kick**, Hypnotic Gestures**, Improved Block, Jab, Jeet Kune Do, Jump Kick, Ki, Leg Sweep, One Inch Punch, Short Power, Simple Weapons Proficiency, Wing Chun, Weapon Finesse
** Bonus feats from the Legend template.
Skills (core) Balance +12, Bluff +10, Climb +9, Concentration +6, Escape Artist +6, Hide +12 (+2 on Hide in at least one-quarter concealment), Intimidate +10, Jump +24, Knowledge (current events) +3, Knowledge (popular culture) +2, Knowledge (philosophy) +7, Listen +10, Meditation +10, Move Silently +12, Read/Write Cantonese, Read/Write English, Sense Motive +8, Speak Cantonese, Speak English, Swim +4, Tumble +14
Skills (house) Athletics +23 (+1 on Climb, +2 on Jump), Control +19 (+1 on Balance), Escape Artist +6, Knowledge (current events) +4, Knowledge (popular culture) +3, Knowledge (philosophy) +10, Perceive +15, Persuade +18, Read/Write Cantonese, Read/Write English, Sneak +15 (+2 on Hide, Move Silently, +4 on Hide in at least one-quarter concealment), Speak Cantonese, Speak English, Tumble +16
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Increased Speed
Talents (Martial Arts Master) Hard Punch 1, Hard Kick 1, Hard Kick 2, Weapon Mastery 1 (nunchaku), Weapon Mastery 2
Talents (Contemplative Master) Acrobatics Mastery, Shadow Mastery
Starting Occupation (core) Athlete (Balance, Tumble as permanent class skills, +1 on Jump; Archaic Weapons Proficiency)
Starting Occupation (house) Athlete (Control, Tumble as permanent class skills, +1 on Jump; Archaic Weapons Proficiency)
Possessions (carried weight 8 lb.) black sneak suit (provides +2 on Hide in at least one-quarter concealment; 2 lb.), climbing rope (50 ft.; knotted to reduce Climb DC; 4 lb.), nunchaku (2 lb.)
Wealth Bonus +6

Monday, June 29, 2020

The Dynamic Duo Do Battle with the Clown Prince in a Gothic Church Ruins

Joker looks to bomb the church ruins while Batman positions for a standoff down below. Does Joker even see Robin sneaking up from the roof?
All the same action by nightfall, all aglow!

Wednesday, May 6, 2020

The Bat and The Rugrat

In the midst of sheltering in place, board games are a great way to pass the time. Here's out Act 1 setup for a recent play-through of the thoroughly enjoyable co-op, Batman The Animated Series: Gotham Under Siege. I was cast as Batman, my wife as Catwoman, my brother as Batgirl, and my son as Robin. Our Act setup card demanded a lot of story card management, with very few bad guys, Dr. Hugo Strange chief among them, to catch.
By early in Act 2, we had a handle on our more modest draw of story card threats, and were mopping up the streets beginning with supervillain Scarecrow, then the terrorist Red Claw, and finally mob boss Rupert Thorne.
By the time we were in Act 3, five buildings had gone down since we hadn't finished the main story card nor had we managed to stop a few rogue henchmen and ninjas from attacking the city during the Crisis Phase.
Fortunately, Act 3's main story card proved to be beneficial for us heading into Act 4, as we closed out the bad guys and managed not to lose another building. Above, you can see our status as we get ready to finish Act 4, thanks in no small part to help from the Gray Ghost!
Here are the final win conditions: five buildings down, explosion and citizen trackers held safely (if not grievously) at 2, no heroes wounded, and all villains defeated! All told, we scored an efficiency rating of 28 (good enough for second highest to-date!), based on my homebrew rules for scoring win conditions. Not too shabby!
And while Paige didn't get to play with the big kids, she kept busy perfecting her summer look!


That sleepy time look hits hard by the afternoon on a walk in Daddy's arms.

Sunday, January 5, 2020

The Holidays in Hindsight

At home, Paige's first meeting with Santa and Mrs. Claus.
What a pleasant couple!
Down LA way…
We bumped into another pleasant couple from days past!
Methinks they'd look pretty good with kids of their own. (They can't have mine though! ;)
And what Christmas in SoCal would be complete without a day at the beach.
And a few fishing lessons to boot!
With God smiling down on all!