Digital Changeling

December 7, 2011

Baby It’s Cold Outside: Or How an Idealized Story Can Train You to Commit Rape

Filed under: Angry,Feminism,Reviews — Eva @ 11:53 pm

I was linked today to this defense of the song Baby It’s Cold Outside by feminist Slay Belle. It’s a well thought out article and if you’ve got the patience to read a few pages go look at it now. If not, the summary is, people have been complaining about one line in the song and Slay Belle thinks that’s silly. She sees the song as a story about how the female lead is being held back by society’s expectations (ie. disapproval of “good” women having sex) and the male lead is giving her the excuses (encouragement to stay, reasons not to leave, etc.) she needs to make the choice to have and enjoy sex. Unfortunately the author has utterly missed the part where this story trains people to commit rape.

The song Baby It’s Cold Outside is creating a myth, a sort of idealized view of a romantic relationship. In this particular myth we’re told the girl resists the boy’s advances, saying no, possibly giving excuses of several sorts, but since the boy is persistent, the girl gives in and they’re happy. The important thing is, she gives in because she really does want to, she’s just worried about what people will say, so she needs to “put up a good fight”.

If a man buys into that pattern of romance, he really should badger and push his girlfriend for sex over and over, no matter how much she says no. Because she wants to have sex underneath, she just can’t admit it, or she won’t be a “good girl.” Now her boyfriend can’t tell sincere no’s from “coy” no’s and may be coercing her into sex (which incidentally is rape). Still he may honestly believe that she doesn’t mean what she says because he’s been taught this false model of how women act by popular culture.

This is the problem that I have with Baby It’s Cold Outside. “You should pressure her because she really does want to, even when she says no” is not a message I find acceptable. No means no and yes means yes. Teaching people that they’re interchangeable if you push is a nasty slippery slope. That slope is exactly where popular culture was standing when Baby It’s Cold Outside was written in 1936.

October 27, 2011

What Do I Need to Know About Your LARP?

Filed under: Games,LARP,Reviews — Eva @ 12:02 am

I’m trying to pick games for Intercon L and I’ve read so many bad game descriptions I want to cry. If your description can be summarized as, “A bunch people are in a place! It will be wacky!”, you haven’t written a description.

Please try again. This time actually tell me about your game.

Don’t confuse “world back story” with “stuff I need to know about your game”. Back story is nice, but it doesn’t tell me anything about what my experience is likely to be when I play.

Things about your game that I care about include:

  • What I will be doing?
  • Who I will be playing?
  • Are there any interesting major themes I should know about?
  • What style is the game (theater, horde, jeepform, etc.)?
  • Is there any existing source material (books, tv shows, board games*, etc.) the game is based on?
  • Why will your game offer me a different experience than the other games (I could be playing)?

Keep in mind that if something is going to be a huge super secret surprise which you’re going to keep under your hat for 10 whole minutes in the game, you should just tell the players in the description. They can pretend they don’t know for 10 minutes and if it’s that vital to your game they need to know about it to figure out if they’re the right players for your game.

That’s the most important thing. You want the right players in your game, the players who are the best match to the game. The better they understand the essence of your game, the better they can self select for you. Casting will be easier, you’ll have fewer mysterious drops, and everyone involved will be happier! ;)

* Unless you’re Mike Young, please don’t try to write Jumanji: the LARP. Do write Clue: the LARP though. I want to play that!

September 27, 2011

Did You Notice?

Filed under: D&D,Games — Eva @ 6:18 pm

A lot of people seem to be shaken by Monte Cook’s suggestions for non-rolling perception systems in D&D. I find it kind of amusing, since my first reaction was: I’ve played that game, it’s called Trail of Cthulhu (aka the Gumshoe system).

Well, I haven’t played exactly that game. He’s actually suggesting something lighter than Gumshoe. The spirit is similar, since it encapsulates skills determining if you find stuff automatically based on whether you have them or not. It sounds like in Cook’s case, he’s trying to maximize immersion by limiting when the players pause to roll dice. This supports a very old school style of play that encourages players to interact heavily with their in-game environment. In the case of Gumshoe, I believe the design goals has more to do with successfully modeling PCs following the trail of a mystery. You may learn more or less about what’s going on based on how you attack the investigation, but the system guarantees that you won’t end up stuck because you missed all the clues (which is no fun for the players or GM).

The lack of rolling to find things in Gumshoe hasn’t hurt the achievement I felt when I found things or when we solved the mysteries, I promise. The thing I think folks might be missing is, it’s not like having a GM fudge rolls. You aren’t “just being given things,” you earned them by spending your character resources on those skills and not others. There’s still plenty of rolling to flee horrible monsters or to convince crazy people not to shoot you in Gumshoe. If you spend all your points being good at noticing stuff, it’s going to get rough when you need to run away!*

A system like the one Cook is recommending could easily be generalized with the existing skills in D&D to allow you to run more investigation focused plots. This wouldn’t require major rules re-balancing or new kinds of die rolls, just a change in how the GM interacts with their players. If you focus on giving PCs information based on the things they are good at (maybe which skills they have trained for example) you can give them a world with a lot of detail while making them each feel like they have different tools to use to understand it.

If you also follow the three clue rule you have a much better guarantee that your players get most of your clues. When they use those clues to their advantage they’ll feel great. When they can’t make heads or tails of them, you’ll have more avenues to feed them stuff that keeps them going in the right general direction. If you want to do mystery and tactical combat in a fantasy setting, it’s a win-win.

 

*This is a gross simplification. There are a lot of trade-offs when you build a Gumshoe character and it just isn’t possible to be good at everything. ;)

September 15, 2011

Buying In, It’s Worth a Try

Filed under: Games — Eva @ 7:51 pm

I’ve read a lot of articles on player buy-in and GM buy-in. Most of them focus on balancing people’s interest in game systems / settings / characters / disclosure of premises …. infinite variations of the idea that if people aren’t invested in the core of what they’re playing the game will suck. If people are into it the game it’ll be awesome. If there’s a major disparity in how much people in the group care, things will probably go poorly.

What bothers me is that people often assume buy-in is static. You either like the world or you don’t. You’re either hyped about the system or you’re not. Your character is either the best thing since sliced bagels or she’s more boring than a wet towel in a half filled hotel housekeeping cart.

This is silly and it sets you up for self-fulfilling prophecies.

Sometimes you’re going to love what’s going into a game, you’ve already bought in and that’s awesome. You have no problem! When buy-in is high your excitement forms a cycle. You’re really into this, so you spend time and effort on your part of the game (your character, plotting your next move, writing back story, etc.). You get more excited and chances are that other people will find what you’ve done cool too. They feel inspired and buy in further as well. The cycle repeats.

Sometimes a game / plot / system / character / party / etc. doesn’t inspire you. You’re feeling kind of blah about it. If you assume that buy-in is static, there’s no reason for you to spend time or effort on that game. You’ve decided that you’re never going to care about it any more than you do now. There’s no possibility for a cycle.

If other people are really into the game, maybe you’ll eventually get excited or maybe you’ll never buy in.

If you assume buy-in is non-static, when the game is at least ok and you’re feeling blah you should always make an initial push to spend effort and time on it. Write some extra back story, spend time learning about the game world, or conspiring with the other players about PCs’ plans. Things still might not click, but there’s a chance that you’ll kick start that cycle and you’ll find yourself really into a game you thought was hopeless. Your excitement will raise the general level of buy-in and the game will get better for everyone.

This is a no lose situation for you. You try to “get into the game” more and the game can only get better. You have all the same options you had before if the game doesn’t improve.

Even if I’m wrong and your personal buy-in model is static in some cases (for instance you will never be excited by some GMs or systems), it’s worth making that initial push if you think the game has any promise at all. At worst you spend a bit of time and effort to discover that a game’s really not for you. At best you turn a blah game into something great!

August 31, 2011

D&D Initiative Cards

Filed under: D&D,Games,GM aids — Eva @ 9:48 pm
example initiative cards laid out on the table

Several initiative cards

When I started running 4th edition D&D I was intimidated by the prospect of being in charge of a combat. The sheer amount of information that you need to handle during a fight is kind of overwhelming. There are piles of monster defenses, initiatives, and all sorts of powers to juggle. The GM needs to make sure combat flows smoothly, which seemed incompatible with keeping all of that stuff straight and keeping 4 to 6 players on task.

Luckily, I met Jeff Sorensen at GenCon and he showed me how to use monster initiative cards. These cards let me literally hold all the stats I needed for a fight in a single hand. This massively upped my confidence in my ability to run fast, fun combat encounters.

a page of example monster init cards

Monster cards for some of my NaMoDesMo creatures*

When I got home I made up my own quarter-sheet card template similar to Jeff’s and started making cards. I made cards for monsters and cards for heroes. They made my game seem so much more polished when I had them ready to go each week.

All my monsters “take 10” on initiative to speed up the beginning of combat and the players write their initiative values on their cards and pass them up to me. Then I sort the cards by initiative and flip through them as the fight progresses. I turn cards sideways to denote PC’s holding actions and move their card if they delay their entire turn to a different place in the order.

As I collected more and more of these cards I realized that I needed somewhere to store and organize them if I was going to reuse them. So I commissioned a custom recipe box on etsy from this gentleman. I affectionately call it my box of death.

recipe box with lid open to show that it's full of monster initiative cards

The box of death

I make my cards with a semi-manual process because it forces me to read through the creatures’ abilities and consider how they could be used in combat. I pull the text for a monster from the Compendium using my D&D Insider subscription and then format it onto a Word template manually. The template has been refined many times over the last two years. When I’m done formatting, I print my cards on cardstock and cut them with a paper cutter.

Sometimes I make custom monsters for game sessions and sometimes I pull from what’s in my box. At the moment I’m working through the first Monster’s Vault in my spare time and making cards for all the monsters. I already did something similar with the MM3. This gives me lots of random monsters to pull from if I need to create an encounter on the spot.

If you’d like to make your own cards for personal use, please feel free to use my monster card template or my PC card template. If you redistribute monsters made with the template digitally I ask that you link back to this post and credit the template to me. (I hope it goes with out saying, but) Please don’t redistribute the blank templates, instead link to this post if you want to show them to people. ;)

Both templates are Word files and I can’t promise they’ll layout correctly in other programs like OpenOffice. I’m not a graphical designer, so my layout ability is shaky even without Word “helping” me. The text uses styles, so when you add new powers, you’ll want to look at the existing styles and reuse them. If you want to use the same icon set that WotC does, this gentleman has made a lovely font called Game Icons available for that purpose. I’m too lazy to use it much of the time, but it’s really neat!

If you use my templates I’d love to hear any feedback you have. I’ve tried to make them as usable as possible over the last two years. I’m sure that other people will have different thoughts and use cases beyond my own.

* A pdf version of this set of monster cards is also available. I’m slowly making cards for my NaMoDesMo creatures, but don’t currently plan to releasing the rest of these publicly.

August 29, 2011

Does being a gamer change how I think about copyright culture?

Filed under: Copyright,Games — Eva @ 11:40 pm

My husband recently posted this link about the evolution of copyright on twitter. It’s an interesting article which I’d highly recommend reading. One quote in particular stood out for me:

I spend quite a bit of time with teenagers through my work with the Pirate Party. One thing that strikes me is that they don’t watch movies, at least nowhere near the quantity I did when I was a teenager. Just like I threw out my TV set 15 years ago, maybe this is just the natural progression of culture. Nobody would be surprised if we moved from monologue-style culture to dialogue- and conversation-type culture at this point in history.

I’ve heard other people talk about how works that you can’t interact with “damage” culture and how things that society does to remix them, like fan fiction and anime music videos, are a way of “repairing” culture. That whole concept always sounded ridiculous to me. Now I’m wondering, did it sound ridiculous because I don’t think culture is damaged by a movie or did it sound ridiculous because for the majority of my life I’ve been acclimated to the idea that if you love Star Wars and want to tell a Star Wars story there is nothing wrong with getting your friends together and playing a Star Wars table top RPG?

I started identifying as a gamer in my teens and part of being a gamer is assuming that almost any “monologue-style” piece of culture is fair game for you to turn into a game (which I would think qualifies as something more conversational). We don’t get in trouble for this. No one issues DMCA take down notices on our campaign journals or sicks SWAT teams on our Friday night gaming group.

No one tells us that we’re bankrupting Star Wars movies when we run a Star Wars RPG.

In essence, I already “own the rights” to play with mainstream culture as much as I want. So for me, where’s the “damage”? Before today I didn’t really consider the fact that most people aren’t free to do that. They don’t have an outlet to love things in a creative way that’s not technically criminalized. I still don’t see that as cultural “damage” but I do think it’s screwed up. Someone writing fan fiction isn’t hurting Star Wars monetarily any more when they post it online than I am when I sit down with my friends for an evening pretending to be Jedi.

July 2, 2011

Qualifying a Geek

Filed under: Angry,Games — Eva @ 11:35 am

Recently a friend directed me to this article titled Girl Geek Week: Top 20 Signs You Might Be a Prima Geek-a. Being my normal angry self I read this once and immediately spewed all sorts of complaints at him on twitter, which he rightly pointed out did not belong on twitter. So instead here’s a blog post.

Here’s a line by line of why this made me go rage twitch stabby.

20. Just because I know how to pronounce/spell the names of the elder gods (and care) doesn’t mean I have to be a mythos-nazi.

18. If you’re doing Steampunk Victorian IT SHOULD INCLUDE A CORSET UNDER YOUR CLOTHING. *TWITCHES VIOLENTLY*

16. Claiming that video games aren’t games doesn’t make you a geek it makes you an asshole.

13. Liking cute things and loving mythos are in no way exclusive. This point is either silly or pushing some sort of gender stereotype about cute as feminine and mythos as masculine that I don’t want to think about.

10. WTF? There are many more notable RPGs than this. How about about Ghostbusters, Pendragon, Dallas, Bunnies and Burrows (the original not the Gurps version), White Box D&D, First Edition HKAT, Amber, or an early version of Traveler.

8. You can simultaneously love reboots and originals. Having a stick up your ass doesn’t make you a geek it makes you a jerk.

5. Er… did you mean Underworld? Since that was the movie White Wolf sued over? They had a decent case that Underworld was infringing on a specific story they’d published, but it got thrown out, basically because of this, and rightly so.

I get how geek cred works. We all get wrapped up in our own hobbies and we value different things over other things based on what we love and geek out about. That doesn’t mean putting down other things to make you feel like a ‘better geek’ is the way to go. It’s still callous and cruel and reeks of elitism.

I doubt the author intended to hurt anyone when she wrote the original post, she probably was just listing things she liked. It angers me that geekdom becomes an exclusionary thing though and I find it hard not to say something. I may not value Street Fighter the RPG but if you love it more power to you, just don’t try to use it to measure how good of a geek I am. There’s a lot of aspects of geekdom neither you nor I can possibly know all of them.

June 29, 2011

D&D Daggerdale Videogame Review

Filed under: D&D,Games,Reviews — Eva @ 10:14 pm

D&D Daggerdale is a beta pretending to be a game. The game has potential but it’s drowning in an incredible numbers of bugs and a camera so laughable it might as well be the first D&D movie*. I found one showstopping bug that was so amazingly obvious I find it hard to believe they ever ran this game past a playtester. I’m glad I played it, but it was not worth what I paid. WotC should be embarrassed for putting their name on such a low quality product.

Annoying things / bugs that I saw:

  • numerous cases of shooting enemies and they were so ‘surprised’ that they died frozen standing up
  • one cases where an enemy was so very, very surprised to die that he remained in his idle animation
  • one case where an enemy’s weapon hung around floating in the air after his death; it was persistent too, stayed through many reloads of that dungeon area
  • when talking to an NPC to finish a quest, if the NPC teleported away after the quest ended, the green circle under them and their floating name remained
  • when I finished some fights that triggered NPC dialog, the game teleported me as far as it wanted across the level to the NPC; this made it very hard to pick up the treasure from the enemies I just killed
  • once when I was teleported to talk to an NPC the game decided he didn’t actually want to talk to me, but the camera was locked on him; I could see myself on the mini-map, but otherwise had no idea where he was; eventually I dead reckoned back to him and talked to him manually to unlock the camera; this was a showstopper in my mind, since I couldn’t even trigger the pause menu
  • did I mention the camera was my worst enemy? it constantly pointed where I was going, which is useless when you’re playing a bow focused character who runs away and then shoots things behind them; I spent much of the game judging enemies state by the sounds as I shot them
  • the camera also totally destroyed the cinematic boss fights; there was at least one boss with floating and fire and different stages; I couldn’t watch any of it while fighting because the camera wouldn’t look at the boss
  • the NPC guards were really not very smart; several times I felt guilty about dragging them off to parts of the dungeon they weren’t meant to be in because they followed enemies and did not return to their “posts” when the threat was over; this was especially sad when they got themselves locked behind doors only I could open
  • I really wanted the ability to compare weapons and armor on the shop screen; in your inventory you can properly compare things with your full stats before equipping them, but in the shop you’re guessing based on their description, which is slow and boring
  • Oh my god, the mini-map; pure directional indicators are not good enough when you’re running around a cave with twisty, poorly connected passages; I got so f’ing turned around and spent a lot of time just wandering trying to find things; THIS WAS BORING, NOT FUN
  • Some of the feats would have been utter gibberish if I was not already a D&D player; likewise, I would have had no idea how to choose my primary stats if I didn’t already know what classes use what in the game; there needs to be either more guidance or a “choose this shit for me because I have no idea” button so the game is not only for D&D nerds like me
  • I never used my special attacks; they were too confusing and too slow; I got through the whole game and I am a killing machine with just my basic attacks

I think my main advice to the folks that made this game is to fix the camera, then maybe patch some of the more obvious graphical bugs. Most of the other stuff would be forgivable without the camera. Also, next time you make a game, please keep in mind that you are making a video game, not a tabletop simulator on an XBOX. If I wanted to play pure D&D I know where my table and my books are. The point of a video game is to abstract away some of the boring numbers and get on with the action.

I’m not even going into the local coop play, which based on my brief sampling has so many shared camera issues that it is nearly unplayable. I think they may have to implement split screen to save this mode.

The plot is cheesy and stupid, but based on the RPGA games I’ve seen, it’s above average for plots that comes out of WotC. I’m going to protest here that every single dwarf I saw in the entire game was male, which is gibberish based on WotC’s normal campaign materials. I saw very, very few female characters of any kind and those were primarily ‘sexy female assassins.’ Apparently the folks who cast this game think Tieflings reproduce through binary fission or something similar. I was also not impressed by the last 10 minutes of the plot. It’s stupid. Really, deeply “the gm has decided exactly what’s happening to all the NPCs and you’re just here to hang out while the action occurs” sorts of stupid. I’ve had GMs like this and I don’t play under them anymore, WotC.

I wish I could say the autotargeting makes up for the camera, but that would be like saying that crutches make up for two broken legs. This was especially evident because I played with the elven rogue and specialized in using a bow. This meant that most of my time was spent running away from enemies so they couldn’t reach me and then shooting them with the bow. Running causes the camera to pivot to the direction that you are running, so you can’t see anyone chasing after you. As I mentioned above, the camera further screwed up all climactic fights, by not showing me the super scary bosses. The simplest of camera lock-on features could have fixed this issue.

Don’t get me wrong, I enjoyed Daggerdale in spite of it’s persistent, awful flaws. It shares something with NWN in that it fills that third person dungeon crawl desire in me. It has well designed environments and reuses them effectively, with meaningful connectivity changes and interesting location based quests. It has bad guys who actually feel different to me and there are coherent combat groups rather than just a random bunch of the same guy attacking you. Despite wanting to stab the person who designed the camera in the face with an icepick, I finished the whole game and was max-level when I did. Through the anger and constant ranting about the camera/npcs/plot/controls/bugs/etc., I had fun.

At this point I would only reluctantly recommend D&D: Daggerdale if you’re already a fan of D&D and games like NWN and you want to play it solo or coop over the network**. I’m hoping the game will eventually be patched to fix the most egregious issues and I’ll try to append my review if it is.

* Yes, this is the basest of sarcasm. I think the first D&D movie was terrible.

** I haven’t played network coop but I’m assuming you’ll all have your own camera to contend with rather than a shared one.

November 30, 2010

The Invisible Pink Unicorn

Filed under: D&D,Games,NaMoDesMo — Eva @ 2:02 pm

The Invisible Pink Unicorn

The mighty Invisible Pink Unicorn has been told of in many legends and songs. She is said to reveal herself only to those who are pure of heart and strong of mind. All others must have faith in her pinkness and understand that her invisibility is for their protection.

The Invisible Pink Unicorn

Level 35 Elite Skirmisher (Leader)

Large immortal magical beast

XP 94,000

HP 630; Bloodied 315

AC 49; Fortitude 46; Reflex 48; Will 47

Speed 8, fly 10 (hover)

Immune gaze, radiant

Saving Throws +2; Action Points 1

Initiative +33

Perception +30

Truesight

Traits

O Trust in Pinkness • Aura 5

Allies in the aura gain a +3 bonus to all defenses.

Invisibly Pink

The unicorn is invisible. All effects that would make the unicorn visible fail to do so.

Standard Actions

m Invisible Hooves • At-Will

Attack: +40 vs. AC

Hit: 10d6 + 10 damage.

M Piercing Charge • At-Will

Attack: The unicorn makes a charge attack; +40 vs. AC

Hit: 12d6 + 10 damage, and the target is pushed 3 squares and knocked prone.

M Swift Strike • Recharge 5 6

Attack: +40 vs. AC

Hit: 8d6 + 15 damage, and the target is stunned until the end of the unicorn’s next turn; the unicorn can shift her speed before making this attack.

C Fear of Her Invisible Presence (fear) • Encounter

Attack: Close burst 10 (targets enemies); +38 vs. Will

Hit: The target is stunned until the end of the unicorn’s next turn.

Aftereffect: The target takes a -2 penalty to attack rolls (save ends).

Move Actions

Unseen Passage (teleportation) • Encounter

Effect: The unicorn can teleport 15 squares.

Minor Actions

C Intangible Horn Touch (healing) • Encounter

Effect: Burst 2; All allies in the burst can spend a healing surge or make a saving throw against one effect that a save can end.

R The Beauty of Invisibility (charm) • Recharge 5 6

Attack: Ranged 10; +38 vs. Will

Hit: The target cannot attack the unicorn, and the target must make opportunity attacks with a +2 bonus against any creature within reach that attacks the unicorn (save ends).

Triggered Actions

To Saturn • At-Will

Trigger: The unicorn drops to 0 hit points.

Effect (Immediate Interrupt): The unicorn becomes insubstantial, teleports into a stable orbit around Saturn, and then heals 157 hit points.

Skills Arcana +30, Diplomacy +32, Heal +30, History +30, Insight +30, Religion +30, Stealth +33

Str 27 (+25)

Dex 33 (+28)

Wis 27 (+25)

Con 27 (+25)

Int 27 (+25)

Cha 30 (+27)

Alignment Languages

© 2010 Eva Schiffer

The Invisible Pink Unicorn in Combat

The Invisible Pink Unicorn will come to the aid of those who have faith in her pinkness. She stands as an invisible beacon of hope, truth, and goodness in a world of dark and evil. Her sheer beauty drives her enemies to protect her and her hooves fall hard on those who fail to believe.

This concludes my NaMoDesMo entries. I hope you enjoyed them! :)

November 29, 2010

Rainbow Vampire

Filed under: D&D,Games,NaMoDesMo — Eva @ 1:04 pm

Rainbow Vampire

So named because of the prism-like effects that result when this vampire is exposed to sunlight, the rainbow vampire is a bit different than its darker cousins. While not skilled with transformation, rainbow vampires are much faster and stronger. They are also able to walk in the sunlight without losing their natural regeneration, making them formidable daylight foes. They are however prone to strange obsessions and writing very bad poetry. They lack both the terrifying power and the leadership ability of the older creatures of the night.

Rainbow Vampire

Level 25 Elite Soldier

Medium fey humanoid (undead)

XP 14,000

HP 466; Bloodied 233

Regeneration 10

AC 41; Fortitude 38; Reflex 36; Will 37

Speed 10, jump 2

Immune disease, poison; Resist necrotic; Vulnerability -5 radiant

Saving Throws +2; Action Points 1

Initiative +27

Perception +16

Low-Light Vision

Traits

If It Sparkles Kill It

If rainbow vampires are exposed to direct sunlight they emit telltale sparkles that can not be easily hidden.

Standard Actions

m Punch • At-Will

Attack: +32 vs. AC

Hit: 2d8 + 8 damage, and the target is marked until the end of the vampire’s next turn.

r Throwing Stuff • At-Will

Attack: Ranged 5/10; +30 vs. Reflex

Hit: 4d8 + 8 damage (crit 28+4d6, or crit 28+4d10 against Large or larger creatures).

M Double Attack (weapon) • At-Will

Effect: The vampire makes a punch attack against one target and a punch or throwing stuff attack against another target.

M Blood Drain (healing) • At-Will

Attack: +30 vs. Fortitude

Hit: 2d12 + 7 damage, and the target is weakened (save ends), and the vampire heals 116 hit points.

Second Wind (healing) • Encounter

Effect: The vampire spends a healing surge to regain 116 hit points. In addition, it gains a +2 bonus to all defenses until the start of its next turn.

Move Actions

Blinding Speed • Encounter

Effect: The vampire shifts its speed.

Minor Actions

M Backhand • Recharge 4 5 6

Attack: +30 vs. Fortitude

Hit: The target is stunned until the end of the vampire’s next turn.

R Mind Reader (psychic) • At-Will

Attack: Ranged 20 (one creature); +30 vs. Will

Hit: The vampire telepathically asks the target a question, and the target must answer the question truthfully or else take 3d8 + 11 psychic damage.

R My Bella (gaze, charm) • Recharge 5 6

Attack: Ranged 5; +30 vs. Will

Hit: The target is dominated and takes a -2 penalty to saving throws against being dominated (save ends both).

Aftereffect: The target is dazed (save ends). The vampire can have only one creature dominated at a time.

Triggered Actions

M Mine • At-Will

Trigger: An enemy marked by the vampire shifts or attacks a target that is not the vampire.

Effect (Immediate Interrupt): The vampire makes a punch attack against the triggering creature.

Skills Athletics +29, Intimidate +26, Stealth +24

Str 34 (+24)

Dex 25 (+19)

Wis 19 (+16)

Con 25 (+19)

Int 22 (+18)

Cha 28 (+21)

Alignment      Languages

© 2010 Eva Schiffer

Rainbow Vampires in Combat

Rainbow vampires lack the finesse of many other vampires, relying on their speed, strength, and raw sex appeal. They often work in groups, sometimes dominating seducing humans into serving them as well.

Tomorrow, the Invisible Pink Unicorn!

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