Tag Archives: artwork

[WBH] Final Touches

WBH Front Cover

Just to let you all know we now have a cover (thanks Brad) and I am putting the final touches to this incredibly silly parody of Superheroine clichés in Tabletop Battle/Roleplaying Game form.

Whore’s Blade Heroics should be out within the week.

A free piece of advice for those writing complex gaming systems: Write your summary sheets first :S

[WBH] Conventions and Priority

America

Rather than crush everything into the Movement Chapter I have decided to put the core mechanics and priority phase together.

The terminology I use remains consistent…

Dice: A single 6 sided die.

X Dice: X being the number of dice rolled.

1/2 Dice: Roll a 6 sided dice and divide the result by 2 rounding up. For lazy people 1-2= 1, 3-4= 2, 5-6= 3.

Roll Off: The basis of the game. Both players roll a dice (with appropriate modifiers) and the one who scores the highest wins!

Challenge: A Roll Off between two Warriors modified by each one’s relevant Statistic, Proficiency, Weapon and/ or Other Factors. For example a Spotting Challenge is Aggression versus Grit meaning the Spotter rolls a dice + Aggression against the Hiding Warrior’s dice + Grit with both applying Proficiencies and Weapons as Appropriate.

Test: A roll where the modifier of one party is not determined by Statistics but rather by circumstances as appropriate to the situation.

Margin of Success: The difference between the winning roll and the losing roll.

Margin of Failure: As above but in reverse.

Exceptional Margin: A Margin of Success or Failure of 5 or greater.

Save: A Roll off between the Players to determine if a Warrior suffers Burn Out or Death.

Pace: A Pace is a basic measure of distance. It defaults at 1 Inch=1 Pace but you can use any measure you deem appropriate provided you have the consent of your opponent.

Warrior: A general term for a member of a Superteam whether a Character or Goon.

Priority has been altered to a roll off rather than Priority going to the Superteam with the Highest Courage in order to fit in with some of the more interesting Powers. Not sure this will continue in future games but here it works.

[WBH] Origin- Supernormals

Pistol Weilder

Last, but far from least, in our showcasing of the Origins we have the Supernormals.

These are perhaps the bravest (or perhaps most stupid) of all the Superladies these daredevils have no Powers of their own relying on their intensive training in their areas of expertise and some ingenious Gadgets.

You cannot expect a Supernormal to soak up punishment like a Supernatural or an Experiment but through their brilliant tactical and technical prowess they can stand toe to toe with veritable goddesses.

That is the definition of badass…

[WBH] Origin- Supernaturals

CAC-Chi_Powers-F-BKM

There is a secret supernatural history to the world of Kittiwake Comics. Though, just as in our world, the majority of women burned as witches, staked as vampires and exorcised as demons were just unfortunate mentally ill or counter cultural individuals, some of them actually were supernaturally gifted and many of their supposed “deaths” were just minor inconveniences.

With Kittiwake Girl’s example of how the odd and the powerful could finally come into the open and use their Powers without fear of persecution Supernaturals soon got in on the Superlady act.

The damage resisting gift that Supernaturals have as a default is far greater than anything possessed even by Aliens with their odd physiology. However they still must be wary as Weapons blessed by the Creator (in whatever guise He is followed) can overcome this ability.

As the bodies of Supernaturals are forever bound to their souls true death is depressingly permanent for them and they do their level best to avoid it.

[WBH] Origin- Mutants

Ms Zen Painted

Toward the end of the Cheese Age it became clear that human DNA was far more capable than previously thought and it was beginning to change in some very odd ways. These Mutants, were naturally feared, mistrusted and discriminated against even by some Superladies on all sides.

The natural reaction to discrimination is resistance but the Mutant community is divided as to just how violent this resistance should be.

Mutants have the advantage of using their notoriety to strike terror into their foes however they have real trouble co-operating with the notoriously prejudiced Police force.

Though they show a variety of Superpowers they have a heavy bias toward asymmetrical terrorist/freedom fighter style tactics.

[WBH] Origin- Aliens

Kittiwake Girl Page 6b Black and White

The first ever Superlady Kittiwake Girl was one of these. Aliens are usually massively out of their element though their evolutionary adaptations to other environments can make them far more powerful than even most native Superladies.

A natural result of alien physiology is an incredible resistance to ordinarily lethal damage however this is offset by the fact that most aliens are allergic to some Earth based substance or other.

If you want a Superlady who can take a heavy beating and dish one out in return an Alien is a pretty good choice.

[WBH] Morality- The Society to Preserve Order (SPO)

SPO Logo

Kittiwake Girl’s Personal “in crowd” of goody two-shoes heroines the Society to Preserve Order was founded after World War II to attempt to organise and regulate these spandex wearing vigilantes and war heroines into something more manageable and controllable.

It’s somewhat natural for an Archasian to come off as a bit of a control freak no matter how well intentioned she may be however Kittiwake Girl is pretty hands off when it comes to leadership.

She has one rule: No Killing. As mentioned before this rule is non-negotiable and is the source of the SPO’s split with the IHL.

SPO Superteams have quite a considerable Weakness in not being able to use lethal force however they make up with it with a resolve that having the backing of the Best (Magnificent Magda, The Widow, Kittiwake Girl and many more) can bring.

[History Farce] The History Farce Guide to Georgian Slang

18th Century

A result of me revisiting the History Farce games in new print editions The History Farce Guide to Georgian Slang not only reprints the full dictionary from Tough Justice but also provides some extra material.

The Evolution of Accents: Explaining how English pronunciation has evolved over the centuries and speculation on how Georgian people would have sounded.

Society, Politics and Religion: How Society was supposedly structured throughout the era.

Key Events and People: Important people and events of the era.

This will be coming to stores as soon as I get the cover art…