Merry Christmas, everybody! Progress proceeds with both novel and game, and I intend to have a file of The Rules by Christmas for everyone interested in trying them on for sizeand giving critical feedback. I can’t talk much about the book yet, just that I’m having fun and I hope you will too when you read it. I am now talking to a New York agent (after all the searching I did before self-publishing Wearing the Cape, this one contacted me). No idea where that might lead, but it will be interesting. I hope everyone is having a similarly hopeful end of year, or at least spending this special time with family.
I’ll be busy straight through the New Year, so as a last little treat to everyone (or at least those readers easily amused), here’s a sample character for Wearing the Cape: the Roleplaying Game. I doubt she’ll appear in the finished book, but she’s too fun to leave alone until it’s her turn.
Strengths: D6 Physical, D10 Mental, D8 Social.
Distinctions: “I am the Empress of Oz.”, Disturbingly Beautiful, Powerful Sorceress.
Power Set: Oz Magic
D10+D6 Magic Control. D10+D6 Magical Senses.
D10+D6 Attack Power. D10+D6 Magic Resistance.
SFX: Constructs. Add a D6 and step up your Effect Die by +1 when using Oz Magic to create Assets (i.e., enchant objects or summon things).
SFX: Afflict. Add a D6 and step up your Effect Die by +1 when inflicting the “You’re A Hat.” Complication on a target.
Limit: Conscious Activation. If Stressed Out, asleep, or unconscious, shut down Oz Magic.
Signature Gear: The Magic Belt.
D12+D12 Magic Belt.
SFX: Immunity. Spend one Plot Point to ignore Stress, Trauma, or Complications from magical attacks.
SFX: Second Chance. Spend one Plot Point to reroll your Dice Pool when making any magical attempt.
Limit: Fatigue. Take D6 Physical Stress every time you use The Magic Belt or its SFX.
Limit: Gear. Shutdown Magic Belt and gain one Plot Point. Take an Action vs. Opposition to recover.
Skills: D6 Combat, D6 Mystic/D8 Oz Magic, D8 Psych.
Stress Dice: D12 Physical, D12 Mental, D12 Emotional.
History: Ozma appeared in the middle of a superscience-biological attack that triggered a host of murderous and monstrous breakthroughs–most of them accompanied by psychotic breaks. Authorities believe she is one of the officially missing persons from the attack, physically transformed into her current personae. Regardless, Ozma firmly believes she is the Ozma, the Empress of Oz, and that she was banished to the mortal world and transformed and made to forget her history by the evil witch Mombi (who did it once before). She believes that The Magic Belt found her in the midst of the attack and “awoke” her memories and powers. Naturally, the way things are in the Post-Event world, there is no way to prove or disprove her story. Since her awakening, Ozma has spent her time in a luxurious and superbly equipped lab provided by the Hillwood Academy–basically a bribe for her meekly letting herself be “supervised” while she comes of age.
Personality: Ozma is nice, with steel under the polite sweetness. Although legally seventeen years old (a guess) and physically still obviously a teen, she thinks and acts like someone much older; according to her, she is a centenarian, and she often talks like it. Although highly moral and possessing a strong aversion to violence and especially killing, she thinks like a head-of-state in exile, not a private citizen. She sees nothing wrong with temporarily transforming inconvenient people into items of haberdashery, nor using memory and personality-altering magic on evil people as an alternative to killing or imprisoning them. She is driven to increase her already potent magic powers, reclaim all her scattered “royal treasures,” and use every means at her disposal to reclaim her throne. Combined with the power she can already muster, her goals and the means she may use to obtain them frighten thoughtful people.
Powers: Ozma’s most notable (and disturbing) power is her ability, when wearing the Magic Belt, to turn living targets into hats with a twitch of her wand–such a complete and utter rupture of the Laws of Physics seriously bothers witnessing scientists. On her own she is a B Class Merlin-type; using the Magic Belt, she is an Ultra Class. In theory, the Magic Belt allows her limited control of reality in her vicinity–she has also animated statues, spoken to woodland creatures (and trees), and generally and within certain limits shown the ability to do anything inside the theme of her powers. She prefers, however, to work through enchantments, creating magic objects that are useful to others or which have more permanent effects (like the Powder of Life). Although she received basic self-defense instruction at the Academy, she is not a fighter and prefers to stay out of the field, sending the Army of Oz (currently Grendel) to fetch her treasures for her and do her fighting.
So, that’s it for now. Merry Christmas, everyone!