Friday, June 23, 2017

Kickstart Your Weekend: Calidar: Dreams of Aerie

We all know the undeniable affect that has been left on D&D by Monty Python.  I am not aware of a single gaming group that has not thrown out at least one "Holy Grail" quote.

Well +Bruce Heard has finally given us, or will give us, our first Flying Circus!

Calidar: Dreams of Aerie



I mean seriously, how cool is this idea?

A circus, that flies. An entire mini-campaign setting, monsters, murder mystery, weird stuff!
Sounds absolutely fantastic to be honest.

From the Kickstarter page:
Adventure: This tabletop role-playing game adventure also is a self-contained mini-setting. Because the action takes place on a flying circus, Dreams of Aerie is easy to adapt to any game world. Drawing on Barnum & Bailey and Cirque du Freak, this book's main plot elements involve a murder mystery, the rivalries of circus guilds, urban adventuring, and monster-hunting. Countless hooks allow side trips and alternate storylines, as each of the 90+ circus folk hide shadowy pasts and secret motivations. The heroes must contend with secret societies vying for hegemony among circus folk. If left to its own devices, a monstrous presence hidden aboard heralds catastrophic world events.

Plus it is system agnostic.  So use D&D. Use Castles & Crusades. Use Swords & Wizardry. Heck, I am going to try it out under Blue Rose.

For me, there are some great Ravenloft books out there that are also circus themed. Sounds like a GREAT mix to me.

This looks awesome and you should support it.
Bruce has a rock solid reputation in the RPG biz and with his Kickstarters.  PLUS all these Calidar books have been top notch in terms of production.
They are also all great books to game with.

So. What are you waiting for. Time to join the circus!!

Thursday, June 22, 2017

This Old Dragon: Issue #119

While today's choice is sort of a cheat, it is a very timely one.  I grabbed it because it features one of my favorite covers of all Dragons.  The recent Doctor Who episode "The Eaters of Light" featured a story about the fate of the Ninth Legion of the Imperial Roman army in Scotland.  My first thought was "well, we know it was Kostchtchie!" from Daniel Horne's fantastic cover.
But once I grabbed it I also noticed how it was a really nice companion to my own Green Witch that was published yesterday.  So nice in fact I put the magazine down until today!  I didn't want anything in it unduly influencing me.  Though in re-re-reading it now I can see there were some things there in 1987 that did stick with me over the years, including some more Doctor Who references.
So set your TARDIS back to March 1987, put on U2's With Or Without You, and get ready for This Old Dragon Issue #119.

Letters cover a guy just discovering the Chainmail rules. Interesting to read, to be honest. We forget that in this day and age nearly every shred of information is literally at our fingertips.  I just got another copy of Chainmail for my birthday from my old Jr. High DM.  It is different than the one I had by a couple of pages. I am going to need to investigate that.



The big feature of this issue is the section on Druids.  I can't help but see the "Spinal Tap" Stonehenge every time I see the standing stones and lintel that works as the header for these articles.

That aside this was one of my favorite series. I had by this time already written my first copy of the witch class. It was though lacking in some historical oomph. This series gave me a lot of inspiration on what can be done with the class AND what not to do.  Not in terms of things being bad in these articles (far from it) but in terms of making my witches different from the druids.  In fact I put these articles as "Must Reads" for anyone wanting to play a druid.

Carl Sargent is up first with Underestimating Druids (is a bad practice). It's a look into the strengths of the class and giving them their due. Several tips and bits of advice are given for using the Druid in and out of the dungeon setting, but most telling (and also the most interesting to me) was a break-down of the XP per level and the amount of spell-power all the AD&D1 spell-casting classes had.  The Druid comes out looking the best. Plus let's be honest, Flame Strike is a MUCH cooler spell than Fireball.

Up next is an article covering the Druid in his role as a healer. We are warned that  John Warren's "Is There a Doctor In the Forest?" is unofficial material.  It is also closer to what we think we know about druids in real life; that they were the healers of their society. There is a ton of great ideas here for herbal and natural healing in AD&D. Unofficial or not there is a lot great rules here.  The crunch is the same level as AD&D, so more than I want for an OSR or even a 5e game, but worth looking into the next time I play AD&D1 proper.

On cue another ad for the Time-Life Enchanted World books!

Next up is an article I had re-read a lot back in the Summer of 1987. From by William Volkart and Robin Jenkins we get On Becoming The Great Druid.  It dealt with that little remembered now artifact of the Druid class that at higher levels you needed to defeat the druid whose level you wanted to take.   I have to admit that at the time I was not fond of the idea, though now I see as a great plot and role-playing device.  I was trying to come up with a way to add this all to my then current game.  I never really did to be honest since I figured I needed to come up with my world-wide Druid religion.  Of course, nothing in the history of the Druids supports the idea that would or even could do this (I was also reading some Margaret Murry, so I am excusing myself) but I got fixated on the idea I needed to figure out their complete religious structure first.  I made some head-way and a lot of that was actually added to my Witch class with the "Court of Witches".  I just replaced Great Druid with Witch Queen.  The Grand Coven of the Earth Mother in The Green Witch also comes from those notes way back then.

Rick Reid is up and has Cantrips for Druids - Naturally. Makes me REALLY glad I kept this to the side while working on the Green Witch and that I didn't put cantrips in that book. They will appear in the "The White Witch" later this summer.

Ah. Now here is an old friend. Ed Greenwood (who's early Dragon writing I am really enjoying again) has the Beastmaster NPC class.  It is such an overkill class.  Hell, I would not be surprised to discover that Drizzt didn't start out as a beastmaster. Though to be 100% fair it is described as an NPC only class...yup. Just like the witch was. ;)
I talked about a lot of Beastmaster classes in an early version of Class Struggles. At that time I had forgotten all about this one though in re-reading it now I see that my DM's homebrew Beastmaster was based on this one.

While not a part of the official Druid feature, Calle Lindstrand has the write up for The Uldra a new character race.  The article is the type of "anything worth doing is worth doing to excess" type that I really love. We get a new race, a monster entry and some gods. The Uldra themselves seem to be a cross between a gnome and a dwarf.  I really hope that wherever Calle Lindstrand is that Uldras as written here are still part of their game. There is too much, well, love here to ignore.  Uldrass would later go on to be upgraded to a full offical D&D race.

It is also one of the reasons while I like to include a new race in a book overtly about a class. The Green Witch, for example, has another take on Gnomes for Swords & Wizardry.

Ed is back with Ecology of the Korred.  Given that it follows right behind the article on the Uldra I often conflated the two into one race. Not really fair to either to be honest.  My then DM really enjoyed this article and it was the inspiration to the only "Dance off in D&D" I have ever done.  I later stole his idea and had another Dance Off in Ghosts of Albion: Blight. Only this time it was against the Sidhe.  This article also gives us a new god.

Dragon's Bestiary features some sylvan monsters for your game. Again, not exactly part of the Druid feature, but close enough that it fits really well.

We get some fairly interesting creatures too. The Wild Halflings are great and I think I detect a bit of what would later develop in Dark Sun.  The Luposphinx is a winged wolf/lion hybrid that doesn't seem out of place at all. The Leshy is based on some older fairy tales. There is another take on the Wendigo (none have every truly been "right" as far as I am concerned). The Wood Giant, which has since been promoted to the ranks of "official D&D monster". There is a Wood Golem here too. A bit about that. This wood golem never really stuck a cord with me. It was neat and all, but wood? Through flaming oil at it.  It was not till I read the Doctor Who story Lungbarrow and their "Drudges" that gave me the idea for something new.  I remember reading a story about an old witch that used to always say "If I'd had my druthers, I have my wooden druthers too."  The Wooden Druther became my new Wood Golem.  Wood Golems have also been promoted, but they will always take a back seat to my Druthers.

Not bad. Half the magazine and all of it quality or really, really fun materials.

In fact, if I had stopped here, 50 some odd pages in (minus ads) I would have considered it money well spent.  I suppose it is also no surprise then that I like to include a lot of these same things in my own books; a class, races, alternate classes, monsters, and spells.  1987 was a turning point year for me really.

Charles Olsen is back with an article about NPCs; Henchmen and Hirelings. Five pages of material that looks liek it should work with any version of the game.

Jeff Grub has Dinner With Elminster.  The article is a bit silly to be honest but I tend to forget that 1987 was the year of the Forgotten Realms. While everyone else was falling in love with that my  years-long game was about to hit its final Act.   How long does it take to roleplay a massive war? Two years, give or take.

Let's see what's left here... Some fiction...

Some Sage Advice...

The Gamma World article has some cryptic alliances in Politics Amid the Rubble. Just another reminder to me that I REALLY need to a Gamma World game going again some day.

The Marvel-Phile (actually in this issue!) has Psylocke in her pink outfit.  Just as an FYI Oliva Munn, the future movie Psylocke is only 6-years old at the publication of this issue.

TSR Previews covers the new and hot items of April and May 1987.  Make sure you get your copy of the Lazer TagTM rules. I did!


In May we get the first of GAZ series for Mystara and the Known World, GAZ1 The Grand Duchy of Karameikos.

Lots of Cons advertised, some small ads. Finally, we get Snarf Quest and Wormy.
Little did I know that Trampier and I would be heading to the same town to live more or less around the same time.

Really a great issue.

I see the seeds of ideas here that later germinated in games I played then and later in college and now in the stuff I put up here.

What are your memories of this issue?

--
The Green Witch is now out!



Pick up a copy today for Swords & Wizardry.

Wednesday, June 21, 2017

The Green Witch Now Available

Only running a few hours late on this one!

Now for your Swords & Wizardry pleasure, the next book in my series of witch traditions.

The Green Witch for Swords & Wizardry



A witch never fears the wood. 
Because she knows, deep in her heart, that the most dangerous thing in the wood
Is her.

Secrets.

Only the Green Witch knows the true secrets of the wood and the worlds that lie beyond, under and through it.  But is she protecting us from the wood or the wood from us?

Inside you will find answers to these secrets:
  • The Green Witch tradition 
  • The Green Knight and Huntsman classes
  • New race for S&W Complete: Forest Gnomes 
  • 200+ witch spells
    • 91 Druid Spells
    • 61 Magic-User spells
    • 43 Cleric spells - Places of Power for Witches and other Spellcasters 
  • Monsters  
  • Magic Items
  • The Grand Coven of the Earth Mother for Witches and Druids
All for your Swords & Wizardry games!
With a Forward by +Elizabeth Chaipraditkul

On Sale Now!

100% compatible with:


and "Clone" compatible with:

Tuesday, June 20, 2017

First Day of Summer

Ok.  I am working like crazy to get something out to you all in the next few hours.  Had projects that came up at my day job that had to take priority (hey. it pays the bills, this doesn't).

Today is the first day of Summer 2017.  I love the Summer Solstice. Everything feels perfect really.

Anyway, Solstices and Equinoxes make me think of Elementals.
I am not the only one either.  +Joseph Bloch over at Greyhawk Grognard is talking the Temple of Elemental Evil again and that is good.

I am just about ready to wrap-up the Giants series with the kids and move on into D12 and 3.  I have given a lot of thought on what I can do with Q1 and a possible Q2.

I have also been thinking ahead to a scenario where I use the Temple of Elemental Evil as the end of my "Gygaxian Classics".  Though I am not 100% sure how I want to it.



Unlike all the other adventures I am taking my kids through I never played or ran Temple of Elemental Evil.   In fact, till today I never even owned a physical copy.  I bought the PDF a while back.  I have a couple of copies of T1 and I have been thinking about this a lot.





Anyone who has ran this adventure, any advice?

I know that this is going to be the capstone to my huge 5e games.  Currently running two, soon to be three concurrent and independent games in 5e.  They are all going to meet at the temple and unless they are really, really good, they will see the rise of Tharizdûn.

Not sure what I am going to do yet, but I know it will be fun.

Monday, June 19, 2017

FreeRPG Day Haul

 Really busy weekend.

Free RPG day, Father's Day, grilling, playing D&D.  It was packed.

Here are the books I got at my FLGS.


I am most excited about Runequest. I have not played it in YEARS and have been itching to do so more with it.

My hat is off to +James Raggi.  I admit I have been critical of his products and style over the years.  The truth is his style is not my style. That is not good or bad, just different tastes.
But  ALL that aside, giving out a free HARDCOVER book? Holy shit dude.
Plus his Vaginas Are Magic is actually really, really good.

It galls me, and makes me happy, that he keep proving me wrong by being good.

I might not ever play Lamentations of the Flame Princess, but damn. His production values are through the roof.  He even pulled in +Stacy Dellorfano and +Elizabeth Chaipraditkul to help him on this book.  I trust their opinions and judgment. I am going to have to dig into his book a bit more. Ok. A lot more.

So +James Raggi, it took me a while, but I think I finally "get it".  

Friday, June 16, 2017

Kickstart Your Weekend: Interview with Kris Lippert

Today I want to share an interview I had with Witches Trine creator Kris Lippert.

His Kickstart, Witches Trine, is now up and looks like a lot of fun, but it has a bit to go yet.



Tim:  Hello, my name is Tim Brannan and this is my blog The  Other Side.
If there is one thing I love talking about its witches.  If there is a second thing it’s comics.  So when a new witch comic book comes around, well you have my attention.  So today it is my pleasure to talk with Kris Lippert creator of the new comic Witches  Trine.
So Kris, please introduce yourself and tell us about your creation.

Kris: Hello everyone, and thank you for this opportunity, Tim.
Born and raised in Hungary, I started my career in banking and risk management, eventually founding and building two successful companies of my own in the field, before moving on to my lifelong passion: films.
I currently live in Perth, Western Australia, and work as a writer/producer, focusing my efforts on thriller/horror projects, with an eye towards fantasy and supernatural elements.
My feature credits include horror comedy Gingerclown, featuring Tim Curry, and supernatural thriller Foreshadow made entirely in WA (Western Australia).

Witches Trine is my first graphic novel, and it's the centuries-spanning story of three immortal witches: Olivia, the Scholar; Eva, the Healer; and Victoria, the Warrior.


I usually write feature films, but when I started working on Witches Trine, it felt like the story called for a different medium. I considered writing it as a TV series first, but then I realised that it would work great as a comic. And ultimately it’s always been about telling my story, no matter the medium. I've found that actually there are a lot of similarities between moviemaking and creating a comic book: both rely on visual storytelling and both are extremely collaborative. I've managed to put together a professional and experienced creative team that includes penciler Hugh Vogt, inker Jeff Austin, colorist Teo Gonzalez and letterer Bram Meehan.

This project is a labor of love that I have nurtured for the past two years and it feels great to have the chance to share it with others.

Tim: Witches Trine features some great characters. Tell me a bit more about your witches.

Kris: My witches are three young women at first glance, but what makes them unique is that they are witches with mystical powers, who don’t grow old and die.

VICTORIA is the oldest, born in ancient Babylon. She is well-travelled and has martial arts skills second to none. She is a physical being using her seductive skills, sexual prowess and fighting ability to overcome problems. Her beauty is legendary and she has a body to die for. When we first meet in her in present day L.A., she seems like a wild girl hanging with her biker boyfriend Sean, but she soon has to step up and get her act together.

OLIVIA is the youngest of the three women at 150. Born and raised in a small rural community in Northern England, she fled to the US with Victoria when a mob lynched Eva. She currently works at UCLA researching medieval occult history and while she has a keen intellect, when it comes to people her skills are somewhat lacking. She has immense knowledge of spells and mythology, and approaches problems intellectually. She is ‘Spock’ to Victoria’s ‘Kirk’.

EVA, a master of potion making and a healer from Byzantine Greece, missed the last 100 years on account of being dead. She does play a part in their past lives, though, where we see that she provides emotional support for Olivia and a moral compass to Victoria.

Tim: I think Olivia is my favorite so far, but I have a feeling that Victoria might give her a run for her money later on.  What inspirations did you draw on from for your characters and story?

Kris: Monika, my wife, was actually the inspiration behind Witches Trine in a way. She is deeply immersed in the world of holistic healing and nutrition, and astrology. She is also always on the lookout for new methods and ideas, some of which she would adopt after much research. And in turn, she tries to educate me in the ways of the “witch doctors”. One of her accounts about discovering an interesting herbalist shop gave me the idea to write about modern day witches.



But since my daughter’s favorite comic book is The Walking Dead, my perception about the preferences of female audiences and heroes is slightly skewed. I wanted to have kick-ass witches who are sexy, smart, courageous, and full of attitude, and a story that balances fast-paced, visceral action with character development.

And as I usually played magic user characters in D&D growing up, magic was always going to be a significant part of the world.

Tim: Same here, I played a lot ow magic-users, wizards and witches over the years. What can readers hope to see in Witches Trine?

Kris: My goal has always been to keep the story grounded and more of a thriller rather than a superhero story. Witches Trine combines supernatural vibe with modern kick-ass action. Witchcraft, martial arts, and sexual seduction are all parts of the equation.
The narrative spans two time frames as we watch the witches deal with life in 19th century England, and a whole different set of perils in modern day L.A.

The witches have minimal magical abilities in the beginning and will have to achieve ‘unity’ and become Trine to attain their full powers. You want magic to be present in a story about witches, of course, but if your protagonist can use it with a flick of the wrist, it lessens its impact. I wanted magic to be present in Witches Trine without being overwhelming, and it is a fine balancing act.
The women’s struggles are mostly realistic, they rely more on wits, cunning and physical prowess than magic to solve problems.


Tim: Having read the first two comics I love the shift between the two times. What are your future plans for this story?

Kris: I wanted to rethink the modern-day witch genre by making it less soapy, more thriller-like, darker, and more grounded in reality. I want readers to feel that what they see could be happening in their own backyards.
The first four chapters set up the three main characters and their world, and the next four will have them deal with an immediate threat, and test their abilities and ‘unity’.

Tim: I can't wait to read it. And finally, where can we find you on the internet?

Kris: Our Kickstarter campaign is currently live: http://bit.ly/2qEDoLo
You can also check out the Witches Trine website at http://www.witchestrine.com
like us on Facebook at http://www.facebook.com/witchestrine/
or follow us on Twitter http://www.twitter.com/witches_trine

Tim: Last question, something I always ask.  Who is your favorite witch, wizard or magic-user and why?

Kris: It has to be Gandalf for me.
As English is not my first language, I will always have fond memories of the first English language book I ever read, Lord of the Rings.

Tim: Excellent choice!

The Witches Trine Kickstarter is happening right now.

Wednesday, June 14, 2017

Willow & Tara: Blue Rose 2nd Edition

Yesterday I posted the first part of my conversion of the Buffy the Vampire Slayer universe to Blue Rose.  Today I want to post the second part.  In this post, I'll look at Blue Rose versions of my two favorite witches, Willow & Tara.
I had posted some conversions for these two using the Blue Rose/True 20 system, but those were modern versions of what I call the "Dragon and the Phoenix" timeline.  They were not Aldean versions of the characters.  Honestly given their treatment in the main continuity, they will be more respected in Aldea than in Sunnydale.

Like with Bethan I am starting with what is the essence of the characters and adapting that to a Aldean/Blue Rose background.  So I am pleased to introduce Helyg (Willow) and Brynn (Tara).

Helyg & Brynn, Rose Adepts
In my games, and in much popular fan fic, Willow and Tara have been reincarnated many times and in each life they have been lovers.

Helyg, Adept of the White Rose

Helyg was born to a not-very-rich merchant and his University schooled wife.  She had expected she would join the service of the Church of Pure Light in Jarzon like so many other intelligent, but not wealthy, girls living in Jarzon.  Helyg knew though she was different. Very different.
She knew the thoughts of others, even when she didn't try. She could "see" when things were about to happen and avoid them.  As her magical power grew so did her realization that she also was caria daunen and preferred other girls. She had been in a relationship with boy who was a childhood friend because this was expected of her.  When she was with him she could avoid the questions her mother had, but only voiced in her mind.  Helyg planned to escape to Aldis where she could, at least, be away from a country that did not approve of her love or her magic.  Somehow she managed to convince her parents, and to this day she believes she used Arcana to do this, to allow her to attend University in Aldis.
Here she met the Darkfiend Slayer, Bethan and learned of her battles.
She also met Brynn.
When she met Brynn she felt a deep connection to her from the start. She thought at first it was because she had met another young adept and a potential "study buddy" and friend. It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.



Name:
Helyg
Race:
Human
Background:
Jarzoni (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
2
INTELLIGENCE
5 4 Historical Lore, Arcane Lore
PERCEPTION
2
STRENGTH
1
WILLPOWER
3

Combat
AR 0
Defense 12
Health 32
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Shaping (J), Psychic (N)
Mundane Talents: Lore (N), Linguistics (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight
Shaping: Move Object, Arcane Weapon, Wind Shaping, Wind Walking

Persona
Calling: The Adept, Mastery of the Arcane
Destiny/Fate: Seven of Chalices, Practical/Deluded
Goals: Keep Brynn safe, help Bethan, Learn the secrets of the Rose Adepts.
Corruption: None, but she thinks she might have unduly influenced her parents with Psychic Arcana. This is something she has only shared with Brynn.

Relationships
Brynn (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (2). She is my best friend. To everyone else, she is the indestructible Slayer but we have shared fears, sorrow, and happiness. I know the true Bethan.
Gwawr (2). She is my best friend's sister. I sense power from her, but she doesn't know it yet herself. She loves Brynn so much I can't help but be protective of her.

Brynn, Adept of the White Rose

Living in the great forests of the Pavin Weald is not an easy life.  Living under the shadow of sorcery makes it much tougher.  Brynn grew up in such an environment. Her father and brother were both stern military men that took the point of view that women need to remain at home.  He wanted to rais his daughter the same way, her mother, Meghan, would have nothing to do with that. While many girls in this part of the Pavin Weald did not bother to learn to read, Brynn was taught by her mother. She also learned that she, her mother and grandmother, were all part of a great legacy of Reznan Witches. Her father, Riobard, had rescued Meghan from a Darkfiend attack many years ago.  Riobard always felt it was the trace of Vata blood in Meghan, her mother and now in Brynn that had attracted the Darkfiends.  After Meghan had died Brynn learned that a sizable sum of money had been saved for her to attend University in Aldis.
She left her home and entered the wide world for the first time.
She also met Helyg.
When she met Helyg she felt a deep connection to her from the start. She knew Helyg had power, she had felt the same around her mother and grandmother.  It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.

Name:
Brynn
Race:
Human (some Vata heritage)
Background:
Forrest Folk (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
1
INTELLIGENCE
4 3 Natural Lore, Arcane Lore
PERCEPTION
2
STRENGTH
2
WILLPOWER
4

Combat
AR 0
Defense 12
Health 35
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Psychic (J), Healing (N)
Mundane Talents: Animal Training (Horses) (N), Medicine (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight, Calm, Sense Minds
Healing: Cure, Sleep

Persona
Calling: The Moon, Discovery of Secrets
Destiny/Fate: Six of Rods, Confident/Apprehensive
Goals: Protect Helyg from Corruption, help Bethan and Gwawr, Learn the secrets of the Rose Adepts.
Corruption: None.

Relationships
Helyg (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (1). She is Helyg's best friend and she treats me like I am family. If I can help her in anything I will.
Gwawr (2). She is my best friend, even though she is younger. She also has powerful psychic potential, but it is untested. I will protect her as my mother protected me.

*When using Psychic Contact between each other, neither Helyg nor Brynn suffer fatigue.  Contact is made at +5 to their rolls.

WOW. I am so, so pleased with these stats. I can't wait to play these two!

Anamchara
“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.” 
- Attributed to Pliny the Elder, 1st Century CE

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.
The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.
Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together, often both having been in the Eternal Dance together for centuries.
The only prerequisites for this are the two characters must love each other, as represented by a relationship intensity of 3 or greater.


     ANAMCHARA STUNTS
SP  Stunt
5   I Will Always Find You. This acts like a mild form of Empathy or Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.
5   I’ll Stand By You. When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant her anamchara +5 on any one test. Best of all, she can do it after the player has already made this test. The granting character spends her Action explaining she is doing this to aid her beloved. This can only be done once per game session per character.


Tuesday, June 13, 2017

Plays Well With Others: Blue Rose and Buffy the Vampire Slayer

This June I am on a big Blue Rose kick gearing up for my review of the game.  I felt for this review I should play the game more and kick the tires a bit more.  Today, given that it is Tuesday, I want to talk about another progressive game and how well it works with Blue Rose; the Buffy the Vampire Slayer RPG.
I am extremely proud of the work I did on Ghosts of Albion. But I never would have gotten to do that work had it not been for the success of the Buffy the Vampire Slayer. Both the Show and RPG really. Without Buffy, there would have been no Ghosts on the BBC and without the RPG there never would have been a Ghosts of Albion RPG.



These two games share a lot of themes.  Blue Rose is more character-centric than other fantasy games and Buffy is more character-centric than other modern-supernatural games. Though most modern-supernatural games also tend to be more character focused.

Blue Rose and Buffy also share the +John Snead connection.  He worked on the original Blue Rose (and compiled a great list of must-read books of the genre). He and I also both worked on the Buffy Magic Box book.   Speaking of Snead's book recommendations, I reread The Blue Sword recently and I am struck how much of the heroine Harimad-sol reminded me of Buffy in ways. Also, my Queen Jaeliln was more than a little influenced by Buffy and SMG.

With Green Ronin now talking about Modern AGE (MAGE...snerk), I think the time to dust off my Buffy books is right.  As my old friend +Robert Black used to say, "I have a Buffy-shaped hole in my life."

By the Numbers
Normally when doing a Plays Well With Others of different systems I like to look how the stats convert.  I am less interested in that these days and instead more interested in how to convert concepts and ideas.   In this case, it's a "How would the characters from Buffy the Vampire Slayer work in Blue Rose?" Though I am not immune to the siren song of numbers.

Blue Rose/AGE has 9 Abilities.  Buffy/Unisystem has 6.  The mappings are pretty logical.
Just take the Unisystem ability and map it onto the AGE ability of the same name; Strength is Strength, Willpower is Willpower and so on.   The three remaining, Accuracy, Communication and Fighting, can be taken from various skills or qualities.  So Fighting is taken from Kung-fu; Communication can be derived from Charisma. Accuracy, depending on where it is used can come from Gun-Fun or Occultism.
Blue Rose/AGE abilities rank from -2 to 4. Buffy/Unisystem attributes go from 1 to 6, with some cases of 0.  Take your Unisystem score and -2.  Not perfect really, but it is really, really close.

Now at this point the numerical conversion stops.  In the Buffy RPG, the eponymous Slayer has Strength 8, Dexterity 9, and Constitution 8.  A straight conversion gives her 6, 7 and 6 respectively.  Not undoable really, but I'd have to bend the rules.  Instead, let's see how close I can get with Rules-As-Written.

I want to do starting characters, but to get her to the power level I want for a starting character I am going start her out at Level 4.  Blue Rose/AGE is fine with this as True20 was.

By the Concepts
What is a Slayer known for?  Killing Vampires naturally.  But in Blue Rose Vampires are not the threat that Darkfiends are.  Indeed, in the RPG and TV show the focus was less on Vampires and more on Demons. Unstable Shadowgates are roughly the same (plot wise) as a Hellmouth.  While magic is common, Sorcery is bad (Sounds like a 4th season episode, "Sorcery Bad!").

A lot of the same themes can be explored as well; family, relationships, sex, sexual identity, friendships and a group coming together.

Mr. (Robert) Maclay: This is insane. You people have no right to interfere with Tara's affairs. We are her blood kin! Who the hell are you?
Buffy: We're family.

So. Who is Buffy Summers in the World of Aldea?  Well, she is the Slayer. The Chosen One. She lives with her mother and sister in a suburban area of Aldis. Here she discovers a Shadowgate linked to the realm of the Darkfiends.  She has been chosen by Maurenna to destroy the darkfiends.

For my own Blue Rose games I have chosen Welsh as the language that represents Aldea, so all the names of my characters will be Welsh or Welsh-inspired.  Buffy Summers becomes Bethan Hâf, she lives with her sister Gwawr.

Bethan Hâf, the Darkfiend Slayer



Name:
Bethan Hâf
Race:
Human (Slayer)
Background:
Aldin
Class: Warrior Level: 4

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
1 Persuasion
CONSTITUTION
3 2
DEXTERITY
3 2
FIGHTING
4 3
INTELLIGENCE
2
PERCEPTION
2
STRENGTH
4 3 Might
WILLPOWER
3

Combat
AR 1
Health 65
Weapon Groups: Brawling, Bludgeoning, Heavy Blades, Light Blades

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: Novice
Talents: Quick Reflexes (N), Single Weapon Style (N), Arcane Potential, Visions (N)
Specialization: Slayer of Darkfiends

Persona
Calling: The Sun, Championing the Everyday
Destiny/Fate: Six of Swords, Optimistic/Pessimistic
Goals: To Destroy the Darkfiends invading our home

Relationships
Gwawr (3). She is my little sister and maybe the only one that truly understands me. I will protect her. My wrath on anyone that means her harm.
Helyg (2). She is my best friend, the only one that has shown me kindness. I will save the world only because I have her help.
Brynn (1). She is the love of Helyg and that makes her family.

I like it.  This is a build I could work with.  Note I have not given her a significant other yet. Not sure how I want to work that in just yet. Would like to see where I would take this character first.

Next time lets spend some time with Helyg and Brynn.

Monday, June 12, 2017

Witch & Witchcraft Reading Challenge: Gretel: A Fairytale Retold

"It takes more that a little fire to kill a witch," Maeve whispered to Gretel.

I love retellings of classic fairy tales. I do.  I ESPECIALLY love ones where the witch is not the monster, but the hero of the tale.

I get such a tale from Niamh Murphy in her retelling of "Gretel: A Fairytale Retold".  In this, we have an older version of Hansel and Gretel. Here they are in the woods, hungry and chased by wolves.
That is till the Witch shows up to scare way the wolves and take Hans and Gretel back to her home.
The tropes are all here. She fattens them up, she lives alone. But that is where the similarities end.
The "witch", Maeve, lives alone because she dared to love someone her village did not approve of.
While Hans does not trust her, Gretel is taken with her charm, her intellect, and her independent nature.  Maeve knows the secrets of the forest and in her own words she was not exiled but set free.
Maeve is easy to like.
I thought the relationship between Maeve and Gretel felt natural. Afterall, Gretel knew she was missing something, she just didn't know it was this.
I was disappointed, but not surprised, in Hans' reaction. I had hoped for more, but it does set up the final act.

The story is a quick read, but a lot of fun and you can grab it for free from her website.  I lament that the story was too short, to be honest, but it is a fairy tale retold, so it can't be too long.
Of course there is a happily ever after, it's a fairytale still.  OR as we used to say to my kids when reading fairytales to them "they all went home and had tea."

She has other stories too, I just grabbed one that is longer.

Niamh Murphy can be found on the web at her website, http://www.authorniamh.com/ and on Facebook at https://www.facebook.com/AuthorNiamh/


2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 15
Level: Mother
Witches in this book: Maeve. She might not be a "real" spell-casting witch, but I choose to think she is.
Are they Good Witches or Bad Witches: Good!
Best RPG to Emulate it: Blue Rose is a good choice.  Maeve lives inside the  Pavin Weald.  She very much fits with my idea of a Green Witch.  I would use my new Witchcraft Specialization for her.  I'd make about a 4th level witch.
Use in WotWQ: I plan on using all sort of fairy tales in my War of the Witch Queens.  A Fairytale re-told is also good material if that re-telling is good.  This is a good retelling.

Something like this would also make for a good Blue Rose adventure.
Much like the Frog Princess is a retelling, this would make a great adventure.  Hans and Gretl can be part of an adventuring party sent to investigate the so-called Witch of the Woods and determine her true intent.   But it turns out she is not evil, but the nearby village is making it look like she is.  She does control the wolves, but not magically, they just treat her as their Alpha.
Gretel, or some other female character, ends up falling in love with Maeve.

And they all go home and have tea.

Friday, June 9, 2017

The Warlock goes Copper!

I just logged onto and noticed that just at six weeks that The Warlock for Swords & Wizardry has gone Copper Best Seller at RPGNow!



I am so pleased!

The Warlock joins such worthies as The Witch (Silver on DriveThru), Eldritch Witchery (Copper), Sisters of the Aquarian Order (Copper), and Ghosts of Albion (Gold on DriveThru and Silver on RPGNow).

Thank you all for supporting me over the years.

I hope my next book, The Green Witch, is just as welcome.

Kickstart Your Weekend: Lion-tiger-bears and Apocalypses Oh My!

A couple of brand new Kickstarters for you today.

First up is +Andreas Walters and Atlas Animalia - A book of monster variants for Pathfinder and 5th edition Role-Playing.


https://www.kickstarter.com/projects/metalweavegames/atlas-animalia-a-book-of-monster-variants?ref=6yv756

Metal Weave games is bringing together an all-star cast of writers, artists, and editors to bring us monsters from any clime and local to drop into your game. The hardcover book reminds me of the old Dragon "Ecology of..." articles. There will be PDFs of monsters stats in Pathfinder and 5e format.  It looks really awesome, to be honest.

The Apocalypse happened.
It sucked and now 70 years later the nations are dead and only The Lost Citadel remains.


https://www.kickstarter.com/projects/504269797/the-lost-citadel-post-apocalyptic-fantasy-roleplay

The Lost Citadel — Post-Apocalyptic Fantasy Roleplaying is for 5th edition RPGS, but will be offering "System Hacks" for other systems including AGE.
Funded in a matter of hours I think it is now well on to stretch goals.

It looks like a lot of fun to be honest and I might just pick it up to have some 5e/AGE translation notes.

Thursday, June 8, 2017

Blue Rose Accessories

Had to stop by my FLGS tonight to grab some D&D books for a gift and saw they had the new Blue Rose GM's Screen and Dice in.  Well...you know I had to get that!


My collection so far.  Printed PDF, with extra material from Fantasy AGE, my core book, the GM Screen, Dice and my Shadowscapes Tarot deck.



Opening up the GM Screen gave me a surprise. Laminated cards. Two with stunts, two with moves, and a combat tracker. I tried a dry erase overhead marker on them and they wipe right off.


The booklet has some ready to run character or NPCs. Plus a lot of easy to access information.



The screen is heavy duty and loaded with useful information.


The dice are nice too. They are d6s from Q-Workshop.  I note with some amusement they are the same color as the first set of D&D dice I ever owned.

Now I need some great adventures.  Maybe I'll have to write some.

How about it +Green Ronin Publishing! Can I write some adventures for you all?

This Old Dragon: Issue #161

Jumping ahead a bit more. I thought I had grabbed the newest (relatively speaking) Dragon in my box, but this one came up.  Granted, I cheated a bit and this was actually the third one I had grabbed for this week.  It had some things I want to go over and fit in with some my Blue Rose posts.   This one dates to September 1990. I was living in my own apartment at this time and working my butt off to get into grad school.   I was not playing all that much because of this, but I was still enjoying reading the 2nd Ed books and playing or running the occasional game.  The issue is #161 and this is This Old Dragon!

No cover here.  I looked it up and it is what I consider to be the typical Jim Holloway fare.  Now don't get me wrong, I like Holloway. His art in Chill 1st edition was one of the things that made that edition iconic to me. But there is a "silliness" about his style that bugs me.  Maybe it was because of the Paranoia art or Castle Greyhawk.  I don't know. It's just not art I seek out anymore.

Missing a few pages. First up is the table of contents then the letters.  A letter from Jessie Lin wants a reprint of all the NPC classes. Yeah, me too. But Dragon can't do that, so instead, they list all the classes and the issue they were in. Some going all the way back to issue #3.  These sorts of things are easy to find now, but back then it was much, much harder.

Roger Moore has an editorial bit about a romance between two characters; Ursula and Black Bart. The story is a fun one about these two characters and their interactions.  The point though is that there is so much story-telling and adventures NOT being used because D&D gamers shy away from romance.  Something I think we see more of today in games for sure. It is something I have always used in games myself.  More on that in a bit.

The Feature of this issue is Why is the DM Smiling and it is really only a loose collection of DM advice rather than a proper theme.  It's a good advice for the most part.

The first article from David Flin is Inside Information, dealing with how characters get information and knowledge in their games.  Again, good, but anyone playing Chill or Call of Cthulhu was already doing this. Heck, sometimes going to the library WAS the adventure.  This is why I always advocate playing other games. It's great to have a favorite and a go-to game, but you can gain a lot of insight from playing other games too.

Tom Schlosser is next with Romance and Adventure. He describes romance as "the most overlooked aspect of any fantasy role-playing game."  I tend to agree. Though there were elements of it in Pendragon. Of course we are coming into the 90s and "Story games" are about to become a thing.  The article is good, and has plenty of good advice. Though for my money you can't beat the Bard when it comes to seeing how to use Romance as an adventure point.  Think of "Mid-Summer's Night Dream" or "Love's Labour Lost", they center around the ideas of love and romance and the hazards (albeit comical ones) of such undertakings.  I'll mention "Romeo and Juliet" but anyone that has actually read it knows it is not a romance, but a tragedy.
Again, you see this more in modern games. I think we wrote pages and pages on it for Buffy and it is more or less the entire focus of Monsterhearts and many Anime RPGs.

It's sort of like a wand... by Gary Coppa covers mystery in your games and keeping players in the dark. By the mid and late 80s there was no mystery left in D&D.  I say this in general terms, but I know at the time I knew the HD and weakness of every monster in the MM, FF and MM2. Knew every spell and 90% of the prices of all the items in the PHB, UA and both Survival Guides.  But also many of the magic items were known and the ones that weren't well we knew how to take of that as well.  Second Ed helped some of this, but still, the advice in this article is sound.  Plus nearly all of it stands true today.  Now I think nearly all DMs/GMs are fine playing a little more loose with the rules as written these days than back in the "If you change this you are no longer playing AD&D®!" The article is written from a first ed point of view I noticed.

We get a full two page spread ad for the Franklin Mint's Fantasy Collector doll of Queen Galadriel.  She doesn't look much like an elf to be honest. Or even like Cate Blanchett.
Though for the price of $295.00 in five easy payments she can be yours.  Or you can wait about 30 years and pick her up on eBay.



Marc Newman beats me to the punch by two decades with his The Classics Campaign.  This short article discusses how to use the classic AD&D adventures with newer rules.  It seems weird to read an article published in 1990 go on about "nostalgic AD&D", though I guess that the *D&D game was 15 years old at this point.



Jim Bambra in Role-Playing Reviews covers the Dragonlance Time of the Dragon and The Glorantha book for RuneQuest. He likes both and says they are great choices regardless of the world or system you use.

Ads for the Hunt for Red October game and Dungeon Magazine follow.

+Bruce Heard has Part 8 of Voyage of the Princess Ark.  Going to collect these all so I can read them in order.

The Role of Computers is getting more interesting.  This was the heart of the Windows PC boom and just before the world discovered the Internet.  DragonStrike is a "Dragon flight simulator" similar in many ways to the very popular stealth fighter simulators that were out then.  There is a martial arts game, Budokan, but sadly no Cheap Trick references.  There is also a section on tips and tricks for players of other games; mostly D&D related PC games.

Marvel Phile is actually in this issue!  But I see why it was not cut out.  There was a huge 1990 character update book out recently and these are the characters that did not make that cut. WE have Daktoa North and Stick. Stick at least has gotten some screen time thanks to the Elektra movie and the Daredevil Netflix series.

Next pages are water damaged. Looks like the Role of Books .and some ads.

An oddly placed Scout NPC class shows up after the Marvel material.  It is a thief variant and it is also for 1st Edition.  It is an interesting take. Something I think can be done with the current "Rogue" versions of the thief a bit easier these days.

The Con Calendar covers games for the last quarter of 1990.

Sage Advice covers various Forgotten Realms topics.

Another long "keeper" article is the Ecology of the Griffon. I always liked these are articles and the griffon seems like an excellent choice for a big long article.  This article is a good companion piece to the entry in the Monstrous Compendium.  I actually had hoped back then that the Ecology articles would have greater playability in 2nd ed.  It seemed obvious to me that a logical choice would be to cut out the articles and put them in your binder. I did that for a few, but nowhere near enough, to be honest.

We end with the normal slate of ads and comics. This time joined by articles continued from other pages.

Not a bad issue and certainly one with some ideas that can be used today.

Wednesday, June 7, 2017

Blue Rose: Witchcraft Specialization

Blue Rose is the new game on my table these days.  I am planning a full on review, but before I do that I want to actually try something out. Push the system a little and see what makes it tick, what makes it break.

This is something I toyed around with under the True20 version of Blue Rose.  I think I like this version much better.


WITCHCRAFT

You have been initiated into the secret arts of Witchcraft and are now considered a "Witch".  Witchcraft is very much misunderstood in many parts of Aldea and many confuse it with Sorcery, though it is a separate practice.  Witches are most common among the Rezean people. It has been known in Lar'tya, Roamer and Aldean lands, though not as common.  Witches are hunted in both Kern and Jarzon and for similar reasons; they threaten those in power.

Witches do not typically announce their membership to others, save for maybe in Rezea, but witches seem to instinctively know each other.


WITCHCRAFT TALENT
CLASS: Adept (or Mage in Fantasy AGE)
REQUIREMENTS: You must have Willpower 2 or higher, the Inteligence (Healing) focus, and the two of the three talents at Novice or higher: Animism, Healing, or Psychic. Visionary is also a welcome talent, but not required.

You become part of the larger community of witches. You will gain mastery of the Witchcraft Arcana: Animism, Healing, and Psychic arcana.

Novice: You gain a Familiar (p. 148).  Arcana that list a range or target of Self may instead use the familiar as the source. The witch can target a line of sight effect through the eyes of her familiar. The Scrying Arcana can be taken as a Psychic talent instead of Visionary.

Journeyman: You gain a +2 bonus to fatigue tests when using Animism, Healing, or Psychic arcana. Also, pick one arcane stunt. You may use it with arcana from those three for –1 SP.

Master: You add 2 to the Outcome of any successful use of the "Witchcraft Arcana". You may also pick another arcane stunt to use at –1 SP with these arcana.

A witch who learns Sorcerous Arcana is known as a "Warlock".
Many witches worship Selene, whom they believe taught the first witches.

I'll have to give this a try.  It needs something to make it feel "witchier", but not sure what that is just yet.  Sure there are plenty of role-playing ways to do this, but I am still messing around with the mechanics of the game.
Something with potions maybe.

Tuesday, June 6, 2017

Xena & Gabrielle: Blue Rose 2nd Edition

It's June and I think I'll spend a good part of this month going over the new AGE version of Blue Rose.  What better choice than a couple of characters I have done in the past and ones I think will work great under Blue Rose.  Xena and Gabrielle.


I have done Xena and Gabby for Army of Darkness and Spellcraft & Swordplay in the past.  So I am basing this on those versions.  I might have some of my stats for Blue Rose a little off, I am still figuring out this game.  But I am having a great time doing it!

Why Xena?
I make no excuses of my enjoyment of Xena: Warrior Princess.  The show was silly, irreverent and always a fun time. Frankly, with it's mix of comedy, drama, memorable characters and a mish-mash of historical and mythological events, it really was the perfect D&D TV show.

There is one thing that Xena does better than any RPG.  It attracted a huge female audience and kept them.  Granted, one could argue that "Friend in Need" might have killed that, but up until then.  I think Xena works for the same reason that other successful shows do.  Great characterizations and great characters.  You know all about Xena and Gabrielle, but they are still great to watch.  Adding them to your game might just be that spice you didn't know you were missing.

Adding Xena and Gabrielle to your Game
Given their wanderings across the world it should actually be only a matter of time before the characters would run into her.  Maybe they know of her infamy as a conqueress.  Maybe they know of her turn and desire to do good to atone.  Or maybe it is just one of those things where the PCs and Xena arrive in the same place at the same time.  Fate is funny that way.

Like with my other builds I am setting these AFTER "Friend in Need". Obviously, Xena had to come back to life for some reason and now her and Gabrielle are back to doing what they do best.

Friend in Deed
"Friend in Deed" (FinD, and it is "in Deed" and not "indeed") is my let'sts go find Xena and bring her back to life because she is the Promised One" adventure/episode. Takes place after the series finale ("Friend in Need", get it?), Gabrielle is struggling to live up to Xena's legacy and struggling to continue living without Xena. While her intentions were initially good, she has been spiraling into darkness and depression. She has forgotten what she had learned as Eli's student. She has been traveling on the Path of the Warrior, trouble is she is close to leaving that and been straying onto the Path of Vengeance.

And that was about as far as I got.

I know the plot is not only to rescue Xena (she is in an in-between spiritual plane) but to rescue Gabrielle as well. I always imagined Gabrielle trying to continue Xena's journey, but feeling like she was failing and sinking deeper into depression. That is where your characters come in and help her save the day! Or something.


Xena, Warrior Princess of Amphipolis (Kern)
Level 13 Warrior


ABILITIES (FOCUSES)
4
Accuracy (Brawling)
2
Communication (Leadership, Persuasion) 
4*
Constitution (Drinking, Stamina)
4*
Dexterity (Acrobatics, Riding, Stealth)
5*
Fighting (Bludgeons) *many are part of Warrior
1
Intelligence (Cultural lore, Heraldry)
2
Perception (Tracking)
4*
Strength (Intimidation, Might)
4
Willpower (Courage)

COMBAT RATINGS
SPEED        HEALTH       DEFENSE       ARMOR RATING
   12                82                  14                           5
ATTACKS
  WEAPON           ATTACK ROLL          DAMAGE
Sword                        + 7                           1D6 + 3 (slash)
Chakram                    + 7                           1D6 + 2 (slash)
POWERS, TALENTS, AND SPECIALIZATIONS
Favored Stunts: Disarm, dual strike, lighting attack, mighty blow
Talents:  Quick Reflexes (J), Thrown Weapon (M), Armor Training (J), Single-weapon style (sword) (M)
Specializations: Champion Talent (M), Outrider (N)


Medium Armor: Studded leather

Calling: Atonement (Judgement)
Destiny/Fate: Compassionate/Despondent (Nine of Swords)
Corruption: 1 (might have paid off by now)
Goals: To atone for past misdeeds. To bring good into the world. To stop the machinations of cruel gods.

Relationships
Gabrielle (5), "Gabrielle is the best part of me. I do everything to be worthy in her eyes."
Ares (3), "Ares is everything that I hate about the gods, and in my former self."
Joxer (1), "Gabrielle's friend, useful but a pain. Still, his heart is good."
Autolycus (1), "Prince of Braggarts more like it. He is a good friend and helpful in a tight situation."

Gabrielle, The Battling Bard of Potidaea (Matriarchy of Lar'tya)
Level 12 Expert


ABILITIES (FOCUSES)
4*
Accuracy (Brawling, Light blades, Staves)
2*
Communication (Investigation, Persuasion) 
4
Constitution (Stamina)
4*
Dexterity (Calligraphy)
5
Fighting (Bludgeons, Heavy blades)
1
Intelligence (Historical lore, Natural lore, Writing)
2*
Perception (Empathy)
4
Strength ()
4
Willpower (Self-discipline)

COMBAT RATINGS
SPEED        HEALTH       DEFENSE       ARMOR RATING
   12                74                  11                            3
ATTACKS
  WEAPON           ATTACK ROLL          DAMAGE
Staff                         +5                            1D6 (bludgeon)
Sai (2)                      +5                            1D6 (bludgeon)
Grand Katana            +5                           1D6+3 (slashing)
POWERS, TALENTS, AND SPECIALIZATIONS
Favored Stunts: New friends
Talents:  Pin-point attack, Oratory (J), Performance (N), Linguistics (J), Inspire (N), Unarmed style (N), Take aim, Stunning attack, Lethality
Specializations: Bard (verse) (M), Martial Artist (N)


Light Armor: Soft leather

Calling: Explore and Discovery (The World)
Destiny/Fate: Curious/Jaded (Queen of Rods)
Corruption: 1 (might have paid off by now)
Goals: To aid in Xena's redemption by letting the world know of her good deeds. To recover Xena's soul.

Relationships
Xena (5), "Xena is everything I ever live or die for."
Joxer (2), "He loves me, but he can only be my very good friend."
Autolycus (1), "He is not as evil or as mercenary as he lets on. One day he also discover that."

--
Ok. THAT was a lot of fun.  Can't wait to try out some more!

A couple of things I am not sure about. Xena's nerve pinch "touch" and Gabby's anti-magic dragon tattoo from the last episode.

I think these numbers are good, but I will need to try some more to be sure.
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