Amazing Adventures is a fun game. When I first got my hands on the playtest copy the first thing I noticed (granted I was looking for it) was the Arcanist class. What I enjoy about it is how flexible it is in concept. It's not just a wizard, cleric or witch. It is one class that can do all of that.
So of course I wanted to test it out. I grabbed my binder of witches and thought about who would be good for a Pulp Age witch. Or more to the point, which three since I wanted to try this out using the three types of "builds" the Arcanist can use, INT, WIS and CHA based. My choices really though were made for me.
The great thing about using Willow and Tara is it does give me the chance to try out the INT and WIS based Arcanists. Also they are characters I know quite well so stating them up usually is only as slow as my familiarity or unfamiliarity with the system.
Plus I have stated them up for d20 before, so I had a base idea of what they needed to look like. For these builds I used my base Modern d20 and little bit of my Macho Women with Guns d20 one.
The hard part isn't that, but it is deciding on how it is they could be in a Pulp World, 50 years before they were born. For this I go back to the Uber concept. Last month I posted the Call of Cthulhu versions of the girls. In many ways the AA versions are the same as the CoC versions, but these AA versions cleave a little closer to my own Dragon and the Phoenix canon.
I have to admit the idea of a Pulp-ish Willow and Tara came to me from the strangest of places. I was watching "If These Walls Could Talk 2" and there was an older lesbian couple in the first sequence. While older in 1961, they could have been the adventuresses of the early Pulp Era. In the 1920s and early 30s they would have been in their late 20, early 30s. So why not.
I guess think of these stats as the continuation of the CoC ones from the early 1920s.
Willow and Tara in Amazing Adventures
Willow and Tara in the 1930s are just out of college. They discovered each other from their shared use of magic and now they much adventure across the world search for more arcane secrets, stopping the forces of evil in both human and nonhuman form all while being perused by cultist and Nazis.
Willow Daniel Rosenberg
Gagdeteer 1/ Arcanist(INT) 12
Human Female, Lawful Neutral (Good),
hp: 45
MEP: 114
AC: 12 (locket of protection)/ 15 (when in physical contact with Tara)
Move: 30'
STR: 9 (0)
DEX: 11 (0)
CON: 11 (0)
INT: 18 (+3)
WIS: 16 (+2)
CHA: 17 (+2)
Languages: English, Latin, Hebrew, French* (extra language)
Background: Scientist +4 (+2 initial, improved at 5th, 10th level), Mathematician +2
Traits: Spellgifted (offensive), Reckless
Skill: Knowledge (Arcana)
Spells per Level
9/6/6/5/3/2/1
0: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1: Arcane Bolt, Burning Hands, Identify, read Magic, shocking Grasp, Sleep
2: Bullet Proof, Darkness, Enhance Attribute, Invisibility Scare, Shatter
3: Blink, Clairaudience/Clairvoyance, Fly, Lightning Bolt, Magic Circle
4: Confusion, Locate Creature, Scrying,
5: Telekinesis, Telepathic Bond
6: Chain Lightning
Tara Ann Maclay
Arcanist (WIS) 11
Human Female, Lawful Good
hp: 42
MEP: 100
AC: 12 (locket of protection)/ 15 (when in physical contact with Willow)
Move: 30'
STR: 12 (0)
DEX: 9 (0)
CON: 12 (0)
INT: 16 (+2)
WIS: 18 (+3)
CHA: 16 (+2)
Languages: English, Latin, Greek* (picked this one up along the way)
Background: Historian +4 (+2 initial, improved at 5th, 10th level), Artist +2
Traits: Spellgifted (defensive), Polite
Skill: Knowledge (myth and legend)
Spells per Level
9/6/6/5/3/2
0: Blinding Flash, Detect evil, Detect magic, First Aid, Know Direction, Light, Purify Food & Drink, Message, Prestidigitation
1: Animal Friendship, Command, cure Light Wounds, Protection from Evil, Remove Fear, Shield of Faith
2: Aid, Darkness, Delay Poison, Hold Person, Lesser Restoration, Speak with Animals
3: Cure Serious Wounds, Dispel Magic, Magic Circle against Evil, Remove curse, Spiritual Weapon
4: Dismissal, Restoration, Wall of Force
5: Dispel Evil, Scrying
I like how they turned out and am looking forward to trying out some of this flexibility.
Links for Amazing Adventures
http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748
4 comments:
Why a level of gadgeteer for Willow, and if that's the case where are her gadget points and what's her permanent gadget? Personally I'd go with gumshoe for her like we discussed, swapping out the Take' em down and Dead eye shot Class abilities for a specialized generic ability applying Take 'em Down to research checks, and swapping out Dead Eye for use/brew poisons.
I thought about that and I wanted to try this. See how it works out. I am going to try them in a game sometime this weekend.
Even still, Willow, then, needs to have gadget points and at minimum a single 3-point permanent gadget (which needs to be super-science, not magic).
She started out in the series as being very tech savvy.
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