Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Friday, October 29, 2010

The Dragon and the Phoenix: Episode 10

Episode 10: The Enemy Within

Jerome: "Come on dere Oz. Lets all do this one more agin'."
- Willow and Tara: The Dragon and the Phoenix, Episode 10 “The Enemy Within”


April 30, 2003. Wednesday

Buffy and Spike quest for a weapon to stop Yoln and Leviathan. While they are gone a group of werewolf bikers come to town to cause trouble and Oz is with them. S
tory Arc elements: The return of Oz. The coda to New Moon Rising. The rebuilding of the trust between Buffy and Spike and the reveal of Spike’s roll in the upcoming battle. The discovery is not a weapon, but rather the one item that Yoln still needs for himself, his missing hand.
Guest Stars: Oz, Kit (a Japanese werefox), Jerome LeCoeur and his band of werewolves, Angelique (a witch knight), The Dealer.
Game Design Elements: Introduce Werefoxes. Provide a cure for lycanthropy.
Soundtrack: Rush “The Enemy Within”, Nick Drake “Pink Moon”

Notes and Comments:
This one is really two adventures in one. The “A” Plot features Giles discovering the location of a weapon they could use to defeat Yoln, who apparently can’t be killed. Weapons has no effect, since he has no body, and magic bounces off of him. Giles only knows it is an item of great power and it has something to do with Yoln’s previous defeat. Figuring he already has his sword, they should get this. The weapon though is in France. They determine the location and Willow works out a teleport spell for them both to get their and back. The rest of the cast with Giles remain behind to do further research. Besides, the Order protecting the weapon does not want a bunch of people popping in. Contrived? A little, but I need to separate the cast.
So Buffy and Spike search for this weapon in France. They discover a weapon connected with Yoln, his severed hand, it possession of a cult of witch-guardians (a mix Christian and Pagan beliefs). The gauntlet is not the weapon they were looking for, but witch-knights do tell them it is vital in the final confrontation, though they are not sure how. Buffy tries it on and it begins to drain her life force. Spike wears it and discovers that he is immune. He also discovers that he can withstand sunlight, is much stronger and can’t remove it.
Back at home a gang of werewolf bikers show up. These guys are straight out of Abomination Codex so that was fun. Their leader is this big Cajun guy, Jerome Le Coeur. Shortly afterwards Oz comes into town with his new wife, a Japanese girl named Kitsune. They have been following Jerome for weeks, looking for the chance to kill him, which will cure Oz. Long story short, the cast works out a spell to stop the bikers, Oz fights Jerome. To keep the action going the Spike-player got to play Oz. Likewise, Buffy’s player played Kit. Yes, Kit was a werefox, but she had complete control over her form and was helping Oz with his. In the end Jerome is killed, Oz and the rest of the werewolves turn back to normal. Oz and Willow have nice conversation as do Kit and Tara. This was a coda to “New Moon Rising” and had originally been called “Under a Cajun Moon” under the “Road Stories” outline. I later re-used it in it’s original format, minus the Oz stuff, for “Season of the Witch”.

This episode also featured a rather snarky cut-scene where a new Slayer, some spoiled dark-haired girl from a rich family, was sent by the Watchers to infiltrate the Cast. Her job was divide the cast and seduce Willow, Spike and anyone else to get them on the Watcher’s agenda. Of course she gets into town she confronts Yoln and before she can say “I am Ken-”, Yoln cuts her off, literally. Petty of us? Yeah. So what.
I introduced Japanese werefoxes, Kitsune, in this adventure as well as slightly modified werewolves. These both appear in Ghosts of Albion.

I also introduced a reoccurring character in this episode, the Dealer and his bar Halfway.

Up next. The Cast gets their weapon and a suprise (or three). Then the final battle.
In the meantime here is a teaser,

Monday, October 25, 2010

D&D: Back to Basics

So I have spent a lot of time (and money it seems) on "Basic" D&D recently.  I now have every version of "Basic D&D" that has ever been made.  That's a lot of rules for characters 1st-3rd level.


and


I REALLY should be doing something with these rules.

I started out with Holmes Basic, moved to Moldvay/Cook and then AD&D.  I never played Mentzer Basic (or any of the BECMI rules) though I now have that boxed set as well and the Rule Cyclopedia.

And this doesn't even scratch the surface of the Retro-Clones.




Of course my kids and I want to play 4e.  I am in a Pathfinder game, I am running a 3.x game, I played the hell out of 1st and 2nd Ed.  It is getting (or has gotten) insane.

So to help me figure this out I am bouncing some ideas here.

My friend Jason Vey has pointed out (and rightly so) that in 4E the characters already start out as heroes.  There is no growth from a normal, mundane person to powerful hero;  ie like Luke Skywalker, Harry Potter or Bilbo Baggins.  This is an important observation.  There is a powerful archetype at work here. So powerful in fact it has it's own name, The Hero with a Thousand Faces.
Look over the builds I have done for some classic D&D icons ([1][2][3][4]) despite my attempts to "normalize" these characters there is one glaring truth.  For low level characters they are awfully powerful.

Compare that all to this post. http://bxblackrazor.blogspot.com/2010/10/explaining-d6-damage_21.html
JB makes a good point in here that Normal people are supposed to be weaker.  In Basic D&D a normal person has 1-4 hp (as do Magic-Users) so any weapon that does 1d6 has a pretty good chance of killing them outright, and there is still as chance it will kill any demi-human, cleric or thief too.

Now it depends on what I want my game to "be".  Is this a tale of normal people that become heroes?  Or potential heroes that rise up to a greater challenge?  There is a lot to be said about that farm kid learning to be a hero.  But also the biggest gripe I have about playing those early days of D&D is that characters are often too damn weak.

Take the Wizard/Magic-User for example.  Here we have someone that supposedly has been to magic school.  They have learned spell theory, occult knowledge, and all they know is one spell?
Really?  We don't make archers take just one arrow, so why do this?  Plus outside of XP bonuses the Prime Requisites has little meaning in day to day play in Basic.  AD&D improves this a bit.

So I had this idea.

I am going to figure out the make up of the party.  I am letting my players play two characters each, with the caveat that these two have some past history.

Then I was going to run these characters through one of the D&D Basic sets to build up their powers to what you see in D&D4.  So run them levels 1 through 3 and then move on.

So far my oldest son wants to play a Dragonborn Paladin and a Dragonborn Sorcerer and they are brothers.  My youngest wants to play a ranger and a bard, both are 1/2 elf.  Ok.  Problems already.  These classes or races are not even covered in the D&D basic rules.
I suppose I could go very simple and basically use "Dwarf" as a dragonborn and elf as a half-elf; tweaking as needed.

The idea has some appeal to me, but I am not just the only one playing here.

My kids, whose game this is for, could care less about Basic D&D or anything else Old School.  They like and want to play D&D4.

So despite a lot of good games now in my possession, and a lot of good ideas  I am sticking with the new game.  I'll go with the philosophy that while some heroes are made, others are born to greatness and their challenges need to match up to them.  Plus, just because someone has a lot of "kewl powerz" doesn't mean they know what to do with them.
Maybe I'll pull some "Basic" ideas out every so often.

Or maybe I'll just get a separate Basic D&D game going.

Friday, October 22, 2010

The Dragon and the Phoenix: Episode 9

Episode 9: Rainbow in the Dark


Willow: I know spells Tara. I need you to teach me magic.
- Willow and Tara: The Dragon and the Phoenix, Episode 9 “Rainbow in the Dark”



April 9, 2003. Friday


Dawn’s new powers are strong and out of control. She becomes the target of every occult faction left in town. All the while Hank Summers sues for custody of Dawn. Social Worker Marion “Cobra” Bubbles is sent in to evaluate her home life. Learn Hank is engaged to his blonde secretary named “Serenity”.
One of Dawn’s friends is killed by a vamp in the end of the last episode. Dawn blames Buffy (friend ends up being Strawberry Switchblade).


Story Arc elements: Return of the Vampire Chicas with new member Strawberry Switchblade. More cults. Willow, Dawn and Tara come to an agreement on magic and their individual journeys of power (Dawn with her new psychic abilities, Willow’s return as the magical powerhouse and Tara’s return to life). Willow and Tara talk about the “the Day of Silence”.

We had some scenes where Dawn was training, Slayer-style only not touching the weapons, but using here TK powers.  Good test of the TK-without-magic rules.  There was also a scene where Dawn gets upset and knocks out all the other PCs (I needed them out so she could run away).  After this episode my mandate was she was not supposed to act immature ever again.  I wanted growth, not lazy writing.

Quotes:
Te above quote came from the end of the game.  Where Willow and Tara are discussing their futures, not just as witches, but lovers as well.  You can have angst and moving plots without resorting to killing or addiction.

Other good quotes from this episode:
Cobra: “It seems that man responsible for your birth has no interest in your future.”
Buffy: “No, not now that he has his new blonde bimbo Serenity.”
Dawn: “Why would anyone name something after old lady diapers anyway?”
(yes, we still some snark left in us).

Runner up:
Buffy: “Oh don’t be a baby, I have been dead more times than you have had a bloody nose.”

Soundtrack: Dio “Rainbow in the Dark”


Notes and Comments:
Ok here is the big Dawn episode. I wanted to show the character as growing and maturing. Though she does do some very typical immature Dawn things, like lashing out at the cast and knocking them all out for a while. The deal here is the final scene for Willow in the shadows of magic. Here she comes back to her own. In the end Dawn's power opens up a tiny hole in reality and she and Willow, without Tara, have to close it up. After ths we talked about what would Dawn's future be. One of my players, Lisa (Tara) thought she should be a doctor, another (sorry forgot who) thought she would end up studing physics. Either way we knew she was going to have the life she felt her sister never could.

Strawberry Switchblade was Dawn's friend who was killed by the Chicas. She became a reoccuring threat in my games regardless of system for a while after that. Her death was to show the Cast that they do not live in a vacuum. The Chicas of course leave town after all of this.

I also wanted to bring back Hank in this one. Everyone seemed to have forgotten him so I figured he was shacking up with some bimbo named Serenity. Anyway he sues which brings in my all time favorite CIA-Agent turned Social Worker, Marion "Cobra" Bubbles. He manages to allow Dawn to stay, garnishes Hank's checks for Child support and kills a vamp in the process.

Strawberry Switchblade
Name: Strawberry Switchblade
Motivation: To make the cast pay for letting her die. Kill anyone else that gets into the way and have fun doing it.
Creature Type: Vampire
Quote: “What do you mean? You MADE me like this. Now I get to return the favor.”

Sex: F
Age: 16 (when killed)
Height: 5'1"
Weight: 105 lbs
Eyes: Blue
Hair: Red

Attributes: Strength 6, Dexterity 6, Constitution 5, Intelligence 4, Perception 3, Willpower 3

Life Points: 69
Drama Points: 5

Qualities: Attractiveness +3, Fast Reaction Time, Hard to Kill 7, Vampire (Murderous)
Drawbacks: Adversary 2, Cruel 3, Delusion (blames the cast for her death) 2, Obsession (kill the cast), Reckless

Skills
Acrobatics +4
Art +1
Computers +2
Crime +3
Getting Medieval +5
Gun Fu +1
Knowledge +2
Kung Fu +5
Languages +1
Notice +3
Occultism +1
Science +1
Sports +1
Wild Card (Seduction) +3

Combat Decapitation +6 S Successes X5, Armor Negated
Dodge +11 N Defense Move
Grapple +11 N Impairment Varies
Kick +8 14 Bash
Punch +9 12 Bash
Knives (2) +11 12 Slash/Stab

Marion "Cobra" Bubbles

“Let me illuminate to you the precarious situation in which you have found yourself. I am the one they call when things go wrong, and things have indeed gone wrong.”

Kids have it rough. Their parents or guardians die or just leave. Then to top everything off they adopt and dangerous alien creature or find out they are glowing balls of energy. It’s enough to make them want to go on a six state killing spree. Fortunately for them (and us) there is the last line of defense, Marion “Cobra” Bubbles.

Cobra Bubbles is a social worker, a special classification (maybe Division 6). He deals with the cases that send most other social works screaming in terror or crying like babies. He also tends to deal with cases of a rather unusual nature.

Cobra from “Lilo and Stich”
The Disney movie, Lilo and Stich is a riot. I won’t get into the details here, but this movie introduces Cobra as Lilo’s social worker. We find out that he is ex-CIA and help broker a deal to keep Earth protected from aliens back in 1973. We learn that Cobra (don’t call him “Mr. Bubbles”) is very serious about his work, cares for children and is really damn strong. You would not want to piss this guy off...
In "animated" episodes he is a cartoon above, voiced by Ving Rhames.

Cobra in “The Dragon and the Phoenix”

Cobra is pissed off. Headquarters has sent him to Sunnydale, a place he hates. There is a case, that of Dawn Summers, that needs his attention. Her last few social workers have been either too scared or too disturbed to go back to the Summer’s home. The case is a special one. The child’s guardian was completely missing on computer files for the Summer of 2001, no paychecks, no classes, nothing. Then one year later the murder of Kara Mclay occurred in the home. The minor in question, Dawn, found the body along with the murdered woman’s sister, Tara.
There is also a claim that the guardian is living with a much older English man that does not appear on any INS database.
To make matters more urgent the minor’s father is now suing for custody.

It should be no surprise that evil-cultists choose now to kidnap Dawn to extract her Key energy.
In my series here he is played by Ving Rhames.

Cobra Bubbles
Character Type: Experience Hero
Life Points 46
Drama Points 20
Quote: “Thus far you have been adrift in the sheltered harbor of my patience.”
and after he surpise kills a vamp in front of the cast "I hate this town."

Attributes: Strength 5, Dexterity 3, Constitution 4, Intelligence 4, Perception 5, Willpower 5

Qualities: *Cop (Ex), Fast Reaction Time, Iron Mind, Nerves Of Steel, Photographic Memory, Resistance-Pain 3, Resources Level 3, Situational Awareness

Drawbacks: Conspicuous 2 (6'5" tall bald black man in $1000 dollar suit), Honorable 2, Humorless, Obligation 3, Obsession (protect children), Secret 1

Skills
Acrobatics 2
Computers 3
Crime 3
Doctor 2
Driving 4
Getting Medieval 2
Gun Fu 6
Influence 4
Knowledge 4
Knowledge, Aliens and the Supernatural 4
Kung Fu 5
Languages 1
Mr. Fix-It 3
Notice 4
Occultism 2
Science 3
Sports 4
Wild Card, Government Contacts 4

Combat
Maneuver Bonus Base Damage Notes
Dodge +8 — Defense action
Grapple +10 — Varies
Kick +7 12 Bash
Punch +8 10 Bash
Big Pistol +9 15 Bullet
Pistol +9 12 Bullet

Next up. Buffy and Spike look for a weapon to deal with Yoln. Oz returns with a few suprises.

Friday, October 15, 2010

The Dragon and the Phoenix: Episode 8

Episode 8: Silent Lucidity

Tara: Wow. Who knew Miss Kitty could quote Shakespeare?
Willow: I am still having trouble getting past “
Who knew Ms. Kitty could talk.”
- Willow and Tara: The Dragon and the Phoenix, Episode 8 "Silent Lucidity"


March 24, 2003. 
Monday

Dawn’s emergent psychic powers traps the cast in her nightmare.
More than a week later and things have cooled down, a but only a little. At least everyone is agreeing to watch a movie together. It’s a Japanese-monster horror film and Xander has to remind Buffy that it is not a training video. Dawn begins to emerge as a powerful telepath and psychic, but not before she traps the cast and herself in the Dreamlands. The Cast must work through there own subconscious issues before they can escape. Willow and Tara’s issues with each other (loss and power), Buffy and Spike’s issues (trust and obsession) and Anya and Xander’s (fears of commitment and rejection). Dawn is dealing with the issues of constantly worried that she nothing more than Buffy’s shadow or even less. All the while Glory taunts her in her dreams.
Story Arc elements: Dawn focused, but also focused on the interplay of the cast.
Game Design elements: Non-magic psychic powers, rules for play in the Dreamlands, Bast for Cinematic games. Introduce Miss Kitty Fantastico II as a Bast. Have the Vampire Chicas come back to town. While the Cast is “sleeping” Dawn’s friend is killed and Faith dies in the hospital.

Notes and Comments:
Given that I was going to college in the 80’s and 90’s I am allowed to name one adventure ever my entire life after a Queensrÿche song. This is it.  I am also allowed to do one "dream" episode.  This is also it.

Ok. So. I killed Faith here.

Of course I have her appear in Buffy’s dreams and up the bi-sexual attraction she has for her. Mind you YEARS before it ever showed up in any comic. But I was careful not to repeat the cliché of a girl showing interest in another girl and have end her up dead (see “The Celluloid Closet” and the "Evil/Dead Lesbian Cliché"). I have Dawn watching all of this in her dreams, but unable to hear anything. She is taunted in her dream by Glory (really just the manifestation of her own fear) with the fact that she is no more real than Kara was and it is only a matter of time before Willow screws up something and undoes the magic holding her together.
I’ll be honest here, I liked Dawn. I always did. So she gets a chance here to shine (figuratively and literally) in the next few episodes.  We had built up her power slowly over the course of the season and this was the episode we let it cut loose.
This episode was very interpersonal. Very little in the way of combat. Most of the creature in the dream lands were Bast (which you have seen some of those in the past here). For the others I used some creatures that later would go on to be in Ghosts of Albion.  I used my old copy of Call of Cthulhu for ideas, but we never really ran into any mythos creatures other than seeing them in background or "through the veil of other dreams".

For the confrontations in the dreams, the cast were paired of (though I was still having trouble getting and keeping a regular Anya player) to deal with their issues.   For Willow and Tara's case, Willow agreed to basically "re-learn" magic from Tara.  If this had been earlier in the season then I would have dropped her back down to Sorcery/Magic 0 and work back up. But we didn't have that benefit.  Plus the next episode I needed a magically potent, if wounded, Willow.  Tara forgave Willow for her dabbling in "dark magics" and agreed that learning magic together would be the best for them both.

The cast finds out Faith died while they were sleeping.  I have a cut scene at the end where a coroner played by Zach Galifianakis performs Faith’s autopsy while Angel waits. Thought it was appropriate if morbid.

The cover of this does not quite represent the agnst of the episode, but my mandate was Willow and Tara on every cover and this was the one I liked the best.


Next up: The New Marvel Girl

Saturday, October 9, 2010

Games Plus Auction Haul

Went to the Games Plus Auction today.  Didn't stay too long, needed to get home and decorate for Halloween.  Here is what I got:


D&D4 Warlock cards ($1.00 for deck 1  and .50 for deck 2)
A box that only was sold at Premier Stores (50 cents)
D&D Basic set ($5.00)
4e Hammerfast ($2.00)
And the D&D 4 H series and P1 all for about $25.00.
D&D 3 Libris Mortis ($7.00)
And a bag of D&D mini tiles. ($6.00)

Not a bad day really.

Friday, October 8, 2010

The Dragon and the Phoenix: Episode 7

Episode 7: The Road to Hell


Tara: My whole life has been ‘Tara, don’t use your magic.’ ‘Tara, hide your powers.’ ‘Tara you will scare people or hurt an innocent.’ But you are not innocent are you? You tried to hurt and then kill Willow. So maybe it is time I showed everyone just how powerful I am.
- Willow and Tara: The Dragon and the Phoenix, Episode 7 "The Road to Hell"



March 15, 2003. 
Saturday

Buffy must make a pact with demons to fight Leviathan. Anya is ordered to kill the Cast. The Knights of Elohim are back, this time with a Tainted Fallen with them, but not before stopping off in LA to fight Faith. A group of demons, the Mormolycia (Mormo), go to the Slayer for aid in fighting him before he ignites the Hellmouth with his Taint. Yoln has discovered the final piece of Pillager. Cast discovers that he is nothing but pure will now, his body having decayed completely away by the mad god’s Taint. D’Hoffryn orders Anya to kill the Cast to prove her loyalty to him. When she doesn’t he strips her of her power and curses Xander. Tara defeats a newly resurected Warren, but she and Willow have a big fight.
The Cast learns that Faith is dying.
Story Arc elements: The Yoln arc is moved up, the Knights are killed finally, Buffy makes a pact with a dangerous group of demons, Anya rejoins the Cast, the Bronze is destroyed, Andrew dies a horrible death screaming and crying like the little b!tch he is. Buffy’s disconnection to others is more pronounced when the Mormo demons seem to have more in common with her and even call her “sister” when they call everyone else “monkeys”. Willow begins to take more of a backseat role as the group’s magic powerhouse. Tony Foster is introduced. Giles discovers the truth about Slayers and the Watchers council.
Game design elements: Taint rules for Cinematic games, new group of demons, more on Fallen Angels, rules for curses.
Soundtrack: Chris Rea “Road to Hell”


Notes and Comments:
This one is huge. The biggest adventure to date actually takes place, game time, in the shortest amount of time. We have Warren coming back, summoned by Andrew. Warren kills Andrew and takes his skin. And believe me fewer things were more enjoyable to write than Andrew dying like a little stuck pig. Warren-in-Andrew's skin now works on getting the Knights of Elohim back into town. They have brought one of their own who is now Tainted; think of the Hulk with greasy black wings. The Knights want the Slayer, but Warren wants Willow. At the same time someone or something (Yoln) has been killing all the supernatural creatures in town looking for the last half of his sword (which Warren has). There is a scene in the begining when the cast goest to the Wharf Bar because they hear the Hellions are back. They are, or were, but when they get there they are all dead including two of the Knights.

Mormo DemonWe also introduced a new race of the demons, the Lilim. One sub-race, the Mormolycia, are a group of warrior demons, normally they all look like stunningly attractive 6ft tall women in green armor. Their true form is so horrifying that other demons fear them. The Mormo make a pact with the Slayer. They will leave each other alone in order to fight the greater threat, the Tainted Fallen and later Leviathan. Stat-wise the Mormo are Slayers. This is on purpose since it is later revealed that the progenitor of the Slayers was Lilith (see: Every Angel is Terrifying). The Mormo keep refering to Buffy as "Sister" and the others as "monkeys". Thier leader H'Cathh was once known to Anya.

The big battle happens at the Bronze. We have Warren in his Andrew suit with Bronze regulars that he has turned into zombies with some tech device. The fallen Angels. The Tainted Fallen (who is crazy) and Yoln who will fight anything not human. On the other side we have the Cast and the Mormo demons. Keeping track of all that combat was a nightmare. In the end the fallen, the tainted fallen and the zombies are killed. Yoln's head it cut off by Buffy but they discover there is nothing under the armor but pure will to live. Yoln gets up gets his sword piece from Warren and leaves. The Mormo keep their word and tell "their sister" that they will be at her side in the final battle. Tara defeats Warren with her "special power" (more on that), but she and Willow have a huge fight. Before that can get heated D'Hoffryn shows up asking Ana why she has not killed the Slayer yet, a job he gave her to do 2-3 episodes back. He strips her of her power and curses Xander to always feel her pain. Game wise this means any damage Anya takes, Xander takes as well. Images from Star Trek I have not gotten out of my head since I was a kid. During the fight the Bronze blows up, well parts of it.

Warren and Tara: this was an interesting problem. We knew he was going to have to come back to deal with the issue of Willow murdering him (we didn’t want to forget that really), but for the balance we wanted Tara to have to defeat him. Our working theory was to have Tara go all uber witch on him and show that you can be powerful but not have to resort to “dark magic” to do it. But I never liked that idea. And we went back and forth on this for a long time. In the end I made an executive choice but a bit of a compromise. Tara was going to show off some power, but only in terms of defense. Bullets melted when coming near her or bounced off and really that is the same spell she used in Episode 5. She did the one thing though that I felt was totally in character and showed that she was more powerful than the others. She forgave him. In that instant Warren lost all his anger and it was replaced by guilt and remorse. I wanted to show that being empowered did not mean having a power-up. Plus there is the other issue at hand, Adam Busch is in reality a nice guy and pretty cool. He hated playing that character and he told Whedon that killing Tara was “the stupidest thing he ever heard of”. So I was willing to cut him a break by not “playing” that character here. Warren, who the cops think is Andrew, goes to jail. Jonathan, who turned himself in at the start of the episode, is released thanks to Tara giving him the phone number of Tatsou from Episode 4. There is a truce between demons and the Slayer thanks to the Mormo (but she still gets to kill vampires). Willow and Tara are still fighting, but it is that silent sort where you are both mad but not talking. Anya and Xander are dealing with their new reality. Giles tells Buffy what he has learned about Slayers (see link above).

The cast then hears that Faith is in the hospital, she had fought Yoln, and she is going to die.

Next up. Dawn goes all Carrie and goes toe to toe with Willow as the magic powerhouse of the cast.

Friday, October 1, 2010

The Dragon and the Phoenix: Episode 6

Episode 6: Tainted Love


Xander: You know what, prophecies are really beginning to piss me off!
- Willow and Tara: The Dragon and the Phoenix, Episode 6 "Tainted Love"



February 14, 2003. Friday

The cast becomes the guinea pigs of a Governmental psychological experiment. The Cast learn of the Bureau, another Initiative like operation whose goal is to control demons and vampires via a means of psychological conditioning. Spike learns he, like all former Initiative subjects, has a remote controlled explosive buried in his head.
Story arc elements: Deal with loose threads involving love. The stress in Willow and Tara’s relationship forms because of her return. Buffy feels she is loosing sight of her own humanity and that everyone around her is moving on and growing up, but she is stagnant. Learn more about the Slayers and their relationship to the fallen angels.
Willow and Tara each discover something about the final battle, but keep it from the other since it involves either the death of Tara or the eventual return to evil for Willow.

Game Design elements: Retcon the scientifically ridiculous Initiative control chip into something that makes sense.
Soundtrack: Marilyn Manson’s cover of “Tainted Love”, Elvis “You Were Always on my Mind”


Notes and Comments:

The first of the "unpublished" adventures. This one should be obvious, it was full of information from Military Monster Squad. We could not get the episode out for the longest time while the material was being written and then longer when the book was further delayed.  Of course we hated "the chip" so I decdided to use something I knew very well, psychology, and say Spike was submitted to a Clockwork Orange like treatment, only with cattle prods.

This was our "dark Valentines Day" epsiode. Everyone's love life was in a lull in the story and we wanted to make it a bit darker. There were a lot of gues stars and really a lot of stuff going on here. Almost too much really. The episode is big, so we decided it was the first "mid season sweeps" episode. Lots of enemies to deal with especially some older ones. Dru comes back and I gave the Cast the opprutunity to stake her if they wanted, but she got away. The first clues on Spike's role are revealed here as well. Plus we wanted to confront the issues of his attempted rape. While all of this was going on the players of Spike and Buffy discovered a means of defeating nearly any foe thrown at them with various combo moves. So much so that when we went to work on Ghosts of Albion it was one of the things we wanted to address.

Here are some more crunchy bits for you.

Revised Initiative HST Control Chip3-Point Drawback (Psychological) The HST Control Chip, installed into many demons, vampires and other non-human lifeforms is a ruse. The chip itself is nothing more than a small tracking device connected to a small, but efficient explosive.
The behavior modification works not because of high-tech nonsense and techno-babble, but rather old fashioned psychology. Through a combination drugs, imagery and liberal amounts of electroshock torture and what is termed “aggressive behavior modification therapy” the HSTs are classically conditioned to not harm humans. While the Initiative was happy to leave it there, the Bureau went the next step and conditioned many HSTs to become a fighting force. Strong, nearly deathless, immune to bullets and an array of natural weapons the idea seemed foolproof. And it was. While eventually the Initiative controlled HSTs would begin to exhibit often dangerous psychoses, the Bureau controlled subjects maintained their conditioning over long periods of time.
Wired into each chip is a locator device, capable of sending and receiving signals up to 100 km with a handheld locator and globally with the use of GPS satellites.
The signal is constant, using a small LiION battery with motion recharge abilities, and a masking signal to cloak it’s true purpose.
Each “chipped” subject also has a small package of a controlled explosive, not enough for collateral damages, but enough to remove the head of the chipped subject. Treat as an automatic decapitation.
The conditioning associated with this chip is a 3 point drawback.
Removal of the chip was never a design feature. Once the chip is active any exposure to oxygen will cause the explosive device to trigger.  Once the frequency is discovered (getting past the cloak) constructing a remote detonator can be easily built with parts from any local Radio Shack.

Next episode I blow up the Bronze. For good.

Friday, September 24, 2010

The Dragon and the Phoenix: Episode 5

Episode 5: Heaven Bleeds


Willow (calmly): You hurt Tara. The last one who did that was a God. I made her regret it.
- Willow and Tara: The Dragon and the Phoenix, Episode 5 “Heaven Bleeds”



February 2, 2003 Sunday. Imbolc.

Assassins are sent to kill Tara and turn Willow back to evil or kill her as well. Tara and Anya learn more about the truth of why she was allowed to take Exile so easily. They learn that there is more to Tara’s exile than the cast (including Tara) knows and that she and Willow have an important role to play in the final battle with Leviathan. Willow, Tara and Buffy are sent back in time to see the battle Yoln had with a Slayer protecting a weapon powerful enough to kill a god (the Spear of Destiny). Willow and Tara meet themselves in a past life. After threats and physical abuse from D’Hoffryn, Anya leaves the cast.
Story Arc elements: Dawn’s psychic power begins to emerge.  Willow and Tara learn they have a role to play in the final battle (though not yet what that will be).  The Slayer from the past, Morgan calls Buffy "sister" the same thing that she is called by the Mormo demons later in Episode 7.
Game design elements: Cinematic Old Soul and Anamchara spell casting rules.
Quote Runner up: Anya: Demonic lizard tastes like chicken.


Notes and Comments:This one was big. Full of new monsters, spells and characters. We get to see Willow and Tara’s past life hinted at in “The Dark Druid”, though the Liath and Bodhmal of this time have not yet fostered Fionn. The assassins were an idea we kicked around for a few episode ideas, plus we also wanted a tangible threat to Willow and Tara and make sure that Willow did not have to go all black magic to solve it.
This also marks the last time we see Anya for a while. She has work to do and hanging around a bunch of demon hunters in bad for business (plus she was a way too powerful NPC).  Plus I got tired of the whole "Demons are just different kinds of people with funny faces" stuff we saw so much of the last season.  Demons are supposed to be evil, they are supposed to be vile.  D'Hoffryn had become a crazy grandfather type; so we turned him abusive.  If his demons didn't toe the line and kill the cast he would kill them himself.  So Anya, expressing some concern about this, gets beaten by D'Hoffryn for her troubles.

Now normally I have this rule, No Time Travel unless I am playing Doctor Who. But for this one I could not help it. Plus I love the visual of Willow, Tara and Buffy falling into a book and reliving the events in it.
This confronting their previous incarnations gave both girls the "Old Soul" Quality.

If Sass is the quintessential Willow author, then Lisa is the same for Tara. Lisa’s Tara is bold and willing to fight for the woman she loves. And no one does Tara-in-peril better than Lisa. While Lisa’s Tara is not quite the same as my Occult Scholar Tara, or Garner’s more reflective Tara, Lisa does do an excellent Liath; Tara’s past life.
Now we know who all the players are and pieces are all on the board, from here on out it is pushing the plot. It is also the last time (till the end) that Willow and Tara are 100% happy. The stress of what is happening is setting in. Before this they were still on their "honeymoon" with Tara back. Now she is back and she and Willow have some issues that need to work out. After all, Willow killed for her and Tara was considering leaving to go back to Heaven in Episode 1. Thess issues have not been forgotten, and they are coming back up.

Next Time: Love Stinks.

New Spells

Brigit’s Hands of Flame
Quick Cast: Yes
Power Level: 5
Requirements: A command word in Gaelic, “Adhain!
Effect: Upon utterance of the command word flames erupt from the hands of the witch causing 4 x caster’s Will of Life Point damage, double to vampires and other undead.
The flame leaves the hands in a fan like pattern. The length of the fan is in yards equal to the Success Levels.

Brigit’s Waves of Flame
Quick Cast: No
Power Level: 6 or 7
Requirements: Level 6: Blessed water drawn from Brigit’s well and dung from her fields. Level 7: The blood of a saint or other quasi-divine being replacing the water.
Command words: Latin “Incindar” or Gaelic “Adhain
Effects: Brigit is the Celtic goddess of fire, water and life. To her there can be no greater insult than the undead. This spell is actually a purifying one designed to burn out the offensive creatures. By using her blessed water and dung her witches perform the same ritual they perform to ready the land for growth every Imbolc (Feb. 2). This spell adds the extra kick of turning her sacred water into a wave of flame that will race out 50 feet + 10 feet per SL from the caster. The flames are soundless, and produce no heat unless the affected victim is undead (Vampire, Zombie, Skeletons) then they take fire damage of 2d10 (12) initial damage and additional damage at the rate of 6 +SL life points every turn in the flames. Demons take only the initial damage.
Level 7: The first version of this spell was discovered when Ireland was still Celtic and Pagan. Once the Goddess Brigit was transformed to the Catholic Saint Bridget her followers discovered that using her blood not only increased the casting level, but also increased the effectiveness of this incantation. In addition to the undead taking lasting damage now so did demons. Damage is increased to 3d10 (16) and recurring damage at the rate of 7 + SL LPs every turn.
Note: This was a 1st Ed AD&D spell that my then DM created called Sheets of Flame.  In fact it was his character E'fir Enur tht had "created" it.  I felt it was good to bring back as attribute it to Brigit.

Protection of the Goddess
Quick Cast: No
Power Level: 7
Requirements: A chant repeated by two or more witches. Not available to non-witches.
Command words: “Goddess above, ruler of all, protect your humble servant, as love becomes wall.”
Effect: A defensive ritual with an offensive bite, this magic shows that the Goddess protects what is Hers. This ritual once cast and activated will not allow any aggressive action taken upon those within its confines. Melee attacks turn back on the attacker, spells backfire or effect the hostile caster instead. Beneficial spells and magic will continue to work and others, ones not protected nor involved in the casting of the ritual, can effect each other as they please.
Witches and those they choose to protect may not attack others, but they can force out attackers. Anytime during the duration of the ritual the lead witch can say a command word or phrase and all those of hostile intent are removed from the area of effect.
The effects will remain dormant until the first act of violence is committed or until one of the witches present at the original ritual activates it. Often the coven chooses to activate it once the ritual is cast. After that time the effects persist a number of hours equal to the effective Sorcery Level + the total Success Levels.
The effects of the spell appear to be a dome of magical energy large enough to hold all the casters in close quarters, typically 5’ radius per caster.
Note: This spell is presented as an alternate to the Energy Barrier spell from The Magic Box Sourcebook..

New Qualities

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

Variable Point Quality (2 Base Points)
Prerequisites: Love (Romantic or Platonic, but not Tragic), both must take Quality

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 the Old Soul Quality.
The only prerequisites for this Quality are the two characters must love each other, as represented by the Love drawback (but never Tragic Love).
This quality offers several benefits

Extension of the senses (“I Will Always Find You”). This acts like a mild form of Empathy or a lesser Situational 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.

Boost Morale (“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 his anamchara +10 on any one test. Best of all, he can do it after the player has already made this test. The granting character spends his Turn explaining he is doing this to aid his beloved. This can only be done once per game session per character.

These effects cost two (2) Quality Points. In addition the anamchara must choose one or both of the effects below. These are extensions of this quality, but must be trained in order to be used. Training is represented in a point cost and some time devoted to the pursuit.

Combat Effects
The benefits detailed above have some application in combat as well. The Situational Awareness and Empathy translate into making the anamchara a particularly effective fighting team. In order to gain this benefit the anamchara actually need to train together in a fighting style. Players should decide which style (martial arts, medieval weapons or even guns) they will train together in. This training offers a +2 bonus to all attacks of that type and damage for each. Both can also effectively fight against one opponent with out penalty due to room. Anamchara naturally avoid each others weapons.
Cost: 1 Quality or Skill Point

Magic or Psychic Effects
When anamchara cast magic together it is more than mere cooperative casting in the same way an orchestra is more than a few instruments playing the same song.
To use their magic together anamchara must be able to grasp hands and concentrate. It is a simple matter of rolling a normal 1d10 + Perception + Occult roll. If they both roll a 9 or higher they are in synch. Keep track of the average Success Levels as this is their Synchronicity Score. This only needs to be rolled once per magical situation. Such situations like scrying, or lifting a rock together or one session of combat would qualify.

When anamchara cast they can add their Synchronicity Score to the spell’s Success Levels after figuring out all the effects of casting together. This results in a little extra bookkeeping during game play, but also some amazing effects. For Directors that want less bookkeeping, anamchara can roll their Synchronicity score at the beginning of each game session and use it throughout. This could be part of a special ritual used to “tune” each other’s magic.
This is added even to spells where two or more casters is required. As a “side effect” of this magical synchronicity anamchara can use each other’s ritual tools without penalty.
Cost: 2 Quality or Skill Points

Sidebar: Using Ghosts of Albion Magic rules
If you are using the Ghosts of Albion RPG you can opt to use the “William and Tamara Casting Together” rule in this case in place of the rule above.

Note: The Combat and Magic bonus are not cumulative in the case of combat magic.

Roleplaying the Anamchara
Anamchara are best suited as Cast members (PCs) and not a combination of Cast and Guest Stars (NPCs). When playing these characters it is vital to understand that, sages’ hypotheses to the contrary, they are in fact two people. They are subject (maybe even more so) to all the pitfalls of love (the emotion) and Love (the Drawback) as everyone else. Arguments can and do erupt. In fact it is also recorded in the same pages describing the anamchara that a Celtic male expected his wife to be able to stand up to him and speak her mind (though no Celtic couple would argue in public).
Any situation that would turn Love to Tragic Love also would result in the loss of benefits for the Anamchara Quality. Though mythology and history is replete with tales of the extremes one would go through to retrieve their anamchara from the grasps of death.

Old Soul
4-points/level Quality
Prerequisite: Magic/Sorcery (Cinematic)

“Of course! It would have to be you two!” the giant Celt gathered both girls into a giant bear hug.
“Y-You know us?” Tara said.
“Know you? Know you! My dear sweet Liath, I would know you if my eyes had been plucked from my skull! Do you not know me? It is I, Fionn. Your Demne!”
“Fionn. Ok, so who are we then?” asked Willow.
“My dearest Bodhmal! Always with the riddles, ok I will play. You both are my mothers! We must celebrate, your son has returned and our family is one again!” He said as he pulled the two, very confused, girls into another enthusiastic bear hug.
- The Dark Druid

These characters have been reborn many times. As a result, their souls have become stronger. Old Souls tend to be very mature and precocious for their age. It would be nice to believe that age invariably provides wisdom, but Old Souls are equally likely to be depraved or insightful, cruel or kind. Whatever their orientation, it is usually be more extreme, having been refined over several lifetimes.
This Quality can be acquired multiple times during character creation (but it cannot be acquired afterwards, see below). Each “level” represents some 3-5 previous lives lived before the character’s current incarnation. Every level gives one “magical” past life and 2-4 “mundane” ones. The player can determine who these former selves were, where they lived, and what they know, or she can leave such information in the hands of the Director. From a roleplaying point of view, creating a “past lives tree” can be interesting.
Anyone with this quality can call upon the magic of her past lives to aid her in casting spells. They can add 1 sorcery level for every magical past life they have. So every level of Old Soul adds one level to your Sorcery level.
To call on the power of the old soul cost 1 Drama point (or one Essence Point for games that use Essence).
Successive lives tend to increase the character’s overall insights and understanding—for good or ill. For example, Tara has 5 levels of the Old Soul Quality. This gives her 5 more points to put into her mental Attributes (and 30 more Essence Points).
An Old Soul is sometimes able to tap into the knowledge of her previous lives. These attempts require the character to pass a single Test using both Willpower and Intelligence as modifiers, and each attempt drains the character of 1 Drama Point, which is regained normally (via play). When attempting to perform an unskilled Task, the character may receive a flash of knowledge from one of her previous lives. If the player took the time to decide what her character’s previous lives knew, then the character gains, for that one Task, a skill level equivalent to the character’s Old Soul level, but only the skills that the character knew in her previous lives are available. If the previous lives are not known, the character uses only one half of the Old Soul level (rounded down), but virtually any skill might be known. The only exception would be high-tech Skills that a previous life would be unlikely to know. Asking one’s ancestral memories how to hack into a computer system is not likely to work very well .
For example, Tara, with 5 levels of Old Soul, has about 20 past incarnations, six of which were magic users. Tara’s player has figured out that at least half (10) were peasants. These include Belen, a priestess in the Temple of Diana in ancient Greece, Liath, a Celtic warrior woman, Jing Jin a Chinese sorceress, Teamhair a Daughter of the Flame from Christianized Ireland, Fiona Maclay a witch from 18th century England and Tamara of 19th century London.
During an adventure Tara needs to play a game of fidchell against a demon to rescue her friends. Fidchell is an ancient Celtic game similar to chess and Tara does not know how to play. But Liath was an expert. If she passes the Willpower and Intelligence Test, she can play with an effective skill (Wild Card: Fidchell) of 5, at the cost of 1 Drama point. The skill lasts as long as the game lasts. If later in the day she needs to play it again a new Test and an expenditure of Drama Points are required. If Tara had not fleshed out the past incarnations, she would have been able to play fidchell, but with a skill of only 2.
Generally, only human beings can have Old Souls. Long-lived supernatural beings rarely reincarnate, or do so only over spans of millennia.
This quality is not accessible to vampires, demons, zombies or robots (who have no souls), werewolves in werewolf form, and one can argue Slayers. Slayers by their very nature have a bit of the Old Soul quality in the Slayer quality.

Awakening the Old Soul
Not every character will or should have access to this at character creation. There are some circumstances in which the character’s Old Soul can be re-awakened.
When this quality is first added to the game the Director will need to have a good in game or storyline reason for allowing the character access to this. These reasons could also be used for characters that wish to acquire this Quality later, but directors are urged to only limit this to characters during the character creation process.

1. Meeting a past life. The karmic and dharmic energies released when a soul meets a previous or future life is usually enough to jar that soul awake.
2. Exposure to a psychically tainted object related to that old soul. Example if a person picks up a dagger that was used to kill one of her past lives.
3. Psychic regression. No not the type done in less reputable psychiatric offices or even calling Shirley McClain or Ms. Cleo. A real psychic, such as a member of the Cabal of the Psyche, must help with the past life regression.

After this point Old Soul should be limited to character creation only.

For crossovers with other Unisystem games this can be interchanged with the Supernatural Quality “Old Soul”, on which this is based.

New Monsters


Devil
Devils are fiends, similar to demons. Devils though, unlike demons, are ordered and fit into a strict hierarchy of Hell. They are the creations of the original angels that rebelled in Heaven and were cast out into the pits of Hell.

Devil, Barbazu (Barbed Devil)
Motivation: To guard and protect the populace of Hell
Creature Type: Demon (Devil)
Attributes: Strength 5, Dexterity 3, Constitution 4, Intelligence 6, Perception 4, Willpower 7
Ability Scores: Muscle 16, Combat 16, Brains 12
Life Points: 50
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 8, Sorcery 4
Drawbacks: Attractiveness -2
Skills: Getting Medieval 3, Kung-fu 4

Combat Maneuvers
Name Score Damage Notes
Claw (2) 7 10 Slash/stab
Bite (beard) 7 15 Stab
Punch 7 10 Bash
Dodge 6 - Defense action

Barbed Devils are monsters in the truest sense. Vicious, armed and armored, these devils chief duties are to attack as guards or protectors of other devils. They have two massive claws ending in viscous dagger-like claws. They are covered in terrible spikes, have two large sharp horns, a long tail covered in barbs and a thick leathery hide.
Barbed Devils attack with a claw/claw/bite routine. Any successful hit the Barbazu can cause their victim to experience fear (a Fear Check will be required). Typically they will use this on their first attack to terrify their victims and make them easier targets.
Barabazu can also cast Hold Person and Jet of Flame (from The Magic Box Sourcebook p. 76 and p. 79).

Devil, Osyuth (Bone Devil)
Motivation: Fight for the greater glory of Hell
Creature Type: Demon (Devil)
Attributes: Strength 7, Dexterity 5, Constitution 7, Intelligence 3, Perception 3, Willpower 4
Ability Scores: Muscle 20, Combat 17, Brains 12
Life Points: 71
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 9, Sorcery 5
Drawbacks: Attractiveness -3
Skills: Getting Medieval 4, Kung-fu 3

Combat Maneuvers
Name Score Damage Notes
Claw 8 14 Slash/stab
Kick 7 16 Bash
Bone Hook 9 18 Slash/stab
- Grapple 10 - Capture
Tail 16 21 Poison (Str loss)
Dodge 15 - Defensive

Bone Devils, also known as Osyuth, are a lesser devil employed by the armies of Hell. They look like skeletons with dry leathery skin stretched over their thin frames. What sets them apart from a skeleton is their height, 9' tall and a large scorpion like tail.
They typically attack with their large bone hooks which they wield with deadly effectiveness. If a hit roll has 3 or more Success Levels the victim becomes trapped by the hook. Trapped victims are subject to a tail or kick attack.
The tail of the Bone Devil has a poison that reduces the victim's Strength score. In addition to damage the victim temporary looses 1 point of Strength.
Bone Devils are also capable of the following magics (from The Magic Box Sourcebook) Glamour, Magical Disguise, Quick Illusion (used to make Invisible) and can cause Fear (victims must make a Fear Check).

The devils appear in the "Flashback" sequence.

Umu Demons
Motivation: Guard dogs
Critter Type: Demon (Guardian)
Attributes: Strength 4, Dexterity 5, Constitution 4, Intelligence 3,Perception 7, Willpower 4
Ability Scores: Muscle 14, Combat 15, Brains 16
Life Points: 48
Drama Points: 3
Qualities: Hard to Kill 2, Armor Value 2, Acute Senses
Drawbacks: Attractiveness -4, Honorable (Rigid)
Skills: Getting Medieval 4, Kung-fu 3

Combat Maneuvers
Name Score Damage Notes
Big Sword 9 25 Slash/stab, can use one-handed
Bite (2) 8 17 Must Grapple first
Punch 8 8 Bash
Kick 6 10 Bash
Dodge 9 - Defense action
Grapple 8 - Resisted by Dodge

Lower level demons employed by the Uttuki, Umu demons act as guard dogs-a job they are perfectly suited for. Each Umu demon stands 6' to 7' in height. Their skin is covered with a fine dark fur, often black or dark brown. They are very muscular and often dress in ancient Babylonian or Sumerian garb; open toe sandals, papyrus kilts and bare chested. What sets these demons apart are their four heads. The heads most often resemble that of a Doberman, but some have been reported with jackal heads as well. All faces feature prominent snouts with dozens of needle like teeth. Each head faces a different direction, thus the Umu is never surprised. Their senses are as acute of that of a dog's (sharper sight, hearing and smell) only four times over. They are loyal to their demon employers and thus very much in demand by those that have things they want guarded. Each head is independent of the other. So heads can eat, carry on conversations and even sleep separately of the others.

Umu typically kill and eat anyone that comes too close to the thing they are guarding, making no distinction between friend and foe. Only their employer, the demon or witch that bound them are immune to their attacks.

There is also a rumor that there are three-headed varieties that serve the Goddess Hecate.

Friday, September 17, 2010

The Dragon and the Phoenix: Episode 4

Episode 4: Identity Crisis

Willow: So you are saying that whole season of ‘Facts of Life’ was nothing more than unrequited lesbian love between Blair and Jo?
Tara: Absolutely, they were totally into each other, that’s why they fought so much.
Willow: Now you’re just playing with my emotions.

- Willow and Tara: The Dragon and the Phoenix, Episode 4 “Identity Crisis”



January 8, 2003 Sunday

Willow’s first big dive back into magic is to recreate Tara’s identity and remove all references of her death. A magical surge created by Yoln, the Shadowreaper, causes the magic to go awry and creates a duplicate of Tara who believes she is Kara, Tara’s twin sister. A magic ID provided by Anya also goes awry and the personality of a dead stripper is imprinted on Tara. In addition, the cast have to deal with hungry snake demons, a small gang of mobsters and a 7ft tall, one handed killing machine.
Story Arc elements: Establishes Tara’s “twin” sister Kara and Murl the demonic identity merchant. Introduces Yoln.

Notes and Comments:This is the adventure that made me forget that the show was even still on TV. Once we got to this episode things were moving great. The ideas flowed much faster. This was also our most comical episode despite the fact that it began with a dead stripper. We have "two" Taras running around, demonic identity merchants, would be gangsters, and a 7 foot tall man in armor with one arm. Plus there is the whole Tara-as-a-stripper scene.

The identity merchant was a great idea.  These are demons that make a living integrating other demons into human society.  They do it by having the demon assume the identity of someone that had died and they get all their effects, basically becoming that person.   Anya gets the id of a recently killed japanese stripper.  We also wanted to do one "Willow's magic screws up" episode and ehen never do it again.  She is supposed to be the most powerful witch on the planet afterall.  In truth her magic didn't screw up it was the combination of her magic, the dead stripper's id and the magic of Yoln.

Special note: Because of this episode Tara can still speak fluent Japanese, Amber Benson made a remark at a con a while back along the lines of "well I guess I can speak Japanese" when talking about the afterlife of fan fic. Wish I could find the link for you all.

Yoln of course is the proxy for our big bad.  We find out more about him next episode, but we learn he is the "Hand of Leviathan" whom he calls "The Whispering God".  Yoln was also an old D&D NPC that plagued my characters.

Kara, Tara's "straight" sister was an inside joke that began on the Kitten describing the soap oprea like plotting we were seeing in the show up to Season 6. We decided in the alternate past that Kara had a hugh crush on Giles. The ophidians were an old AD&D monster of mine.

The author of this adventure, Sass, has a better grasp on Willow than anyother author I have ever met. She gets her on such a fundamental level that her fiction should be required reading for anyone wanting to play Willow in a game.

Kara was not just a proxy for dead Tara, but Dawn as well. We established that she was as real to everyone, including memories, as Dawn, and a spell took her away. This was part of the alienation plot for Buffy and Dawn. Both were feeling like they were less and less human than the people around them, though for different reasons. I disliked the Slayer-as-demon (the episode where the girl was raped by a demon to make her a Slayer had not happened yet) and wanted to go a different direction, so we began by having Buffy become stronger and faster than before, becoming something other than human, or so she thought. For Dawn it was the start of her psychic powers.  I wanted both characters (via the players) to struggle with what it means to be human, or maybe no longer human.

And true to our cause here  "Candy", the dead stripper, gets avenged in the end and her killers are met with justice at the hands of the Yakuza.  Tara also gets a marker from the Yakuza boss.  The boss was named Tatsou which means "Dragon".  There is no connection, just a pun on my part to keep some element of the overall plot in every episode.

The quote above is an in-play quote between Willow and Tara.  All this terrible stuff is going around them and they are having a discussion about the lesbian sub-text of the Facts of Life.

In this episode we also established that Willow & Tara's favorite indie band is Lipkandy. They were playing the night after Tara's birthday.

At this point we began to insert a lot more crunchy stuff to our games.  Previously we had been content to use the playtest material of Buffy, but now we were moving along at good pace.  Episodes 4 and 5 were our playtests of the new Magic Box book, but we wanted to add more.

New Monster


Ophidians
Motivation: Eat humans
Critter Type: Demon
Attributes: Str 7 Dex 6 Con 6 Int 2 Per 2 Will 5
Ability Scores: Muscle 20 Combat 14 Brains 15
Life Points: 70
Drama Points: 1
Special Abilities: Armor Value 10 (scales) Qualities: Hard to Kill 3
Dodge: 14
Claw: 16 18 dam Str x 3
Bite: 15 21 dam (Str + 1) x3,
Poison
Tail slap: 15 14 dam

Ophidians are said to be a young race by demon standards, thought to exist only for the last 3 or 4 thousand years, since early Egyptian times. They are an isolationistic race, known to spend time only with their own kind, and have little regard for other demons. While most demons are decidedly carnivorous, the Ophidians are one of a few whose diet is thought to consist solely of the flesh of human beings. It is known that almost all Ophidians worship some sort of a serpent deity, but whether this is Set or Leviathan is unclear.
These Ophidians worship leviathan, but it can’t be a coincidence that many also worship Set and the cast just dealt with Set.

New Spells

Magic Missile
Quick Cast: Yes
Power Level: 2
Requirements: Witches and Warlocks need only shout “dissolvo.” Other magicians also need to meditate for one minute.
Effect: A ball of light shoots from the caster’s hand and shoves the target one foot per Success Level rolled. This spell could knock someone down or push them free from someone who was holding them. It normally does no damage, but if the target is shoved into a wall or some other hard surface, she takes double the casting roll’s Success Levels in Bash damage.
Note: This is the spell Tara used in “Bargaining”. It is assumed that Kara has it as well.

Sleep
Quick Cast: Yes
Power Level: 1
Requirements: Command word calling on the gods of sleep (Hypnos, Morpheus, or ‘the Sandman’) and a bit of sand.
Effect: Target must make a Will check. If failed the target falls into a deep sleep for one hour per level of sorcery skill.
Note: This spell is know to both Tara and Kara.

Undo Spell
Quick Cast: Yes
Power Level: 5
Requirements: Witches and Warlocks need only to command that the spell be ended. Others need to concentrate on the spell for 1 minute per power level of the original spell. If the caster does not have the sorcery levels required she can bring in other casters.
Effect: Undoes one spell or magical effect.
Since the magical effect in not natural, the magic is easy. But the witch needs to be able to overcome the level of the original spell as a resisted check.

Next Week:  Tara and Willow are targeted by assassins and they learn more of their mission here.

Friday, September 10, 2010

The Dragon and the Phoenix: Episode 3

Episode 3: The Serpent of Destiny 


December 13, 2002 Friday

The cast are transported to the legendary Thebes of the Gods. Here they learn that the god Set has been corrupting Willow with magic for his own nefarious needs. The God Osiris also has issues with Willow. The Goddess Isis intercedes when they learn that Willow and Tara’s battle with Leviathan was foretold on millennia old cartouches. Isis gives Willow an amulet to protect her from dark magic.

Story Arc and Game Design elements: Willow receives The Ankh to protect her from “dark magic”. Try to make some sense out of “dark magic addiction” to a group that has a collective 90+ years on writing about magic and witches. Do away with magic addiction rules.
Soundtrack: Santana “Black Magic Woman”.

Notes and Comments:I can't tell you how much I hated the magic addiction rules. Well, not the rules themselves, but the concept from the show. Stupid. Stupid. Stupid! It was everything I felt went wrong with the show. Playtesting rules for them was like polishing a turd.  We opted for a different metaphor.  We originally wanted to go with Taint from WitchCraft.  But for various reasons we didn't.  I think if I were to do this again I might go with Taint and the Ankh would still draw off the Taint from Willow.  The Ankh plays a greater role in the Willow-centric episode "Shadows in the Rain" later in the season.

We also wanted to add more mythos for other cultures to our game, this is the Egyptian one. Dealt with the whole Osiris nonsense. We began more myth building here and establish that Willow and Tara had been through other lives before and were together then too. Their connection to Leviathan via Set is also established.

Author Kirk Baldridge was one of the people that helped me with the Road Stories ideas and this was his second adventure.  His first was second season episode, Deep in the Heart. 
The cover was designed by Kitten artist Shinnen, whose work I have always liked.  The interior art was done by me and featured some Egyptian cartouches that detailed the events coming up in the series. These disparate events and prophecies became part of the larger Elder Prophecies which has appeared off and on throughout all my games.  Again basically saying that if a world does not have a living Willow and a living Tara it is doomed to be consumed by Leviathan.  Sorry for your world if this not the case. ;)

The plot kicks up next week in Episode 4 where we meet our enemy and Tara becomes a stripper.

Friday, September 3, 2010

Those Meddling Kids, Part 2

So I have some links to share!

Allyson Brooks the author of MK sent me some character sheets to share with you all!
Character Sheet
Wild Card Sheet

Reader Bruce Hill sent me a link that includes both the Character sheet and a second adventure.
http://www.kidzworld.com/article/4962-meddling-kids-introductory-role-playing-game-review

There is some good life in this game still!

Thanks Allyson and Bruce for the links.

Tuesday, August 31, 2010

D&D Red Box, I have it and Post 300

So something special today for Post 300.  I picked up the new D&D4 "Red Box" starter rules and I like it.


As you can see it fits in nice with the other boxed sets I have picked up over the years.  But how does it stack up to these worthy predecessors?  After all that "magenta" Basic Box with the Erol Otus cover is the box that got everything going for most people my age (not so much the "other" Red Box, which I don't own).  I suppose I had better make some distinctions so we are all talking about the same things.
There are a lot of games called "Basic D&D" and a few of those are even red in color.  Here is how The Acaeum breaks it down.

D&D Basic Set (blue box) edited by J. Eric Holmes and cover art by David Sutherland, 1977-1979, also called "Holmes Basic" or sometimes "Blue Box Basic". That is edition on the far left of the screen. Packaged with module B1 and dice.

D&D Basic Set (magenta box) edited by Tom Moldvay and cover art by Erol Otus, 1981-1983, also called "Moldvay Basic" or "B/X". The book inside is red. Package with Module B2 and dice. In the center of the picture.

D&D Basic Rules Set 1 (red box) edited by Frank Mentzer and cover art by Larry Elmore, 1983-1989, also called "Mentzer Basic" or "BECMI". Comes with Player's and and DM's books, dice and no separate adventure. (not pictured above).

There were more, like the D&D 3.0 one up there and one for D&D 3.5 that came with a softcover of the PHB.

Now we have this one for D&D 4.

Unpacking the box is like that of unpacking the old Mentzer Basic, which this one owes a lot of homage too.


Inside there is a Player's book (32 pages), a DM's book (64 pages), 4 color character sheets on heavier paper, 6 dice (d4, d6, d8, d10, d12 and d20), a poster map, power cards (lots) and tokens (repalce minis).

A few things are obvious from the start here.
1. This game assumes you have never played D&D in your life. This is a starter set.
2. The game is still D&D 4.  The wailing and gnashing of teeth can stop now.  This is not 4.5, 4.1 or even 4.0.1, it is still the same game from 2 years ago.  Things have been simplified to make learning and getting right into playing faster.
3. Wizard's knows the Grognards are out there.  This game might not appeal to them, but it might to their kids.

Ok what is actually here?  Well let's start with the Player's guide since it has a big "Read Me First" label on it.
The Player's Guide sets the stage on what is D&D and RPGs in general, and it gets you right into thinking about your character.  Not what your powers are, but what you want to be in the game. I liked this.  The rest of the book is dedicated to a pre-programed adventure (yuck) but I can see where this is god for a newbie or a solo player.    As you go through this adventure you are introduced to your abilities, skills, spells, feats and other powers.
The DM's guide is similar.  It gets you up and running fast and explains things along the way.  Obviously lots of room for future books here, OR you could take this game and mover right into the D&D 4 hardcovers proper.

The adventure is nothing great.  It will not ever measure up to the epic quest of Keep on the Borderlands or even In Search of the Unknown.  I played it at Gen Con with my kids.  They had fun.  It is a good mix of combat, skill challenges and role-playing.  Yes. I said role-playing while talking about a D&D4 product.  there is a coupon inside to let you download another adventure for it for free, The Witchlight Fens (which does not seem to be up yet).

The tokens are nice.  Cheaper than figs and certainly have more utility.  Bloodied? Flip it over, same picture now with a red border.  While this will make it easier to stock up on all sorts of characters and monsters, I see a third-party market of blank tokens and instructions on how to print out and glue on your monsters, characters and the like.

The dice are nothing special, but look like they won't chip like the old marbleized dice from the old basic sets.

The redesigned character sheets are really nice.  Heavier paper and full color the skills are now listed under their associated ability.  Visually it makes skills seem like a sub-set of ability checks.  Maybe they are going after the Grognards?

So who is this for?
Well obviously it is designed with the new player in mind.  If you are reading this on my blog then chances are that is not you.  If on you are reading on Facebook, and you have never played but are interested, then this might be a great start.

I like D&D4, should I buy this?
Well....There is nothing new here.  I got it for playing with my boys.  I am sure you can get the tiles elsewhere.  Unless you are a completist, or teaching the game to someone new (I am a little of both) then this is a good buy.

I hate D&D4 should I buy this?
Can't help you there.  I like D&D4, but like I said there is nothing here that is 100% new.  If you hate D&D4 you will hate this too I think.  But in truth the rules are streamlined now and this is a much better "D&D" than 3.0 was.  Hell, when we played at Gen Con we were one character death away from a TPK; so yeah it felt old-school.

I have 20 bucks, is this a good buy?
Yes.

I have some friends that have never played, is this a good buy?
Yes. You can't go wrong with this.

Nitpicks
Well.  The adventure is not great and there is something up with the paint/ink on the books that is giving me a huge headache; before I use them I am going to air them out a bit.
I was hoping for something new (not just revised or tweaked); but I think that is just me and not a fault with the game itself.

Overall
I like it.  I'll catch grief from my D&D4-hating friends, but it is going to do exactly what I need it for and rarely can I say that about a game.

Monday, August 9, 2010

Gen Con 2010 in retrospect

All things considered Gen Con 2010 was a great time. It was the first time I took the wife and kids and everyone had a blast. Here are some of the highlights (and lowlights) of my time.

Best:
- Playing the Red Box D&D4 with my kids. It was awesome and it felt like "old D&D" to me. I know there is a lot of FUDing about this (Fear, Uncertainty, Doubt) about the new Essentials line, but I can tell you this it was fast and fun.
- My Ghosts of Albion games went great! Ran Obsession and I loved seeing how the different groups dealt with the same problems.  Kurt Wiegel of Game Geeks fame played in one of my games and it was great time.  Earlier in the same day Andrew Peregrine of Victoriana fame also played in my games. I always try to get in a game of Victoriana at Gen Con, but couldn't this year.  So it was nice to get Andrew in a Ghosts game instead.  By the way, Andrew got a silver for Best Writing  for Victoriana at the Ennies this year!
Wanted to run some more games, but didn't have the time.  Having the boys with me made the social and gaming dynamic very different.
- Playing our regular D&D 3 game in the hotel lobby with my boys.  I wanted them to have the full Con experience.  We only played for about an hour, but they managed to get pretty far.

If you have that Facebook thing on teh internets at home then you can see my photos.

Looking Forward to:
- Ravenloft board game.  Saw it run at the Con and it looks fun as hell.
- D&D4 Red Box.  I know this send hordes of people that like to read my blog scratching their heads in disbelief, but I played and it was fun.
- Ravenloft campaign setting.  That was totally unexpected!

Sorta Bad: I bought nothing the entire con. I decided to pick up the books I want at my local game store instead.  I am buying Advanced Player's Guide, Smallville, and DC Adventures.  I might also pick up Icons, even though I have all of these on PDF already.  So I'll head to Games Plus and buy my stuff.

What was up with the White Wolf booth anyway?  Were they selling anything at all?

Kinda Bad/But also Good: Son and I tried to get into a D&D4 game but the line was longer than his stamina. We wanted to play but went down and had chili dogs and soda instead.  Again, the full Con experience.  I have to admit I was getting tired too and having a chili dog and a soda with my little guy was a fantastic way to spend the time.

Worse: Some guy fell asleep on I-65 back to Chicago and hit us doing 75 miles an hour. We went across 2 lanes of traffic and landed in a ditch on the side of the road.
Kids and wife are fine, no one was hurt. Had a lot of help from some really nice locals. Really killed the post-con high we had going.   We will be back next year of course. But I might be taking back roads home.

Other News

The Ipad seemed to be to tool of choice this year.  I can easily understand why.  Once they have one big enough to hold all my PDFs then I am there.

Ghosts of Albion did not make it to print for Gen Con this year.  But I understand that we are going to be seeing it in game stores in a couple of months.  Frankly a Halloween release would be awesome.  I'll write a new Halloween themed adventure for it to run when it is out.

Not Gen Con related

Amber Benson has some updated information about Drones on her blog.  I support Amber. Mostly because I know her and I have known about Drones for a while. Long enough to support her claims.
http://amberbensonwrotethis.blogspot.com/2010/08/why-are-these-two-things-different.html

I made the OSR News!  And not for any of my OSR support or my insane liking for the new Tomb of Horrors. ;)  They liked my Dark Druid adventure!  Thanks for the nod guys.  It really made my day today when I saw that.

Monday, July 26, 2010

Crazy Omar's

You walk into the shop that is size of a small keep.  All around you are other "adventurers", some holding tickets with numbers on them, others hold what are obviously enchanted items.  All around are gnomes running this way and that.  In the back of store, past the "do not enter" signs and ropes are two of the largest ogres you have ever seen. More gnomes running all over, some with tickets in their hands, others carrying weapons of all sorts.  Further back you see a hut run away on chicken lays chased by several more gnomes.  Abruptly a stouter than usual dwarf approaches you.  He is wearing silk pajamas, fuzzy slippers and on top of a mane of unruly black hair sits a purple fez with a gold tassel.  He looks at you with through a monocle and after a few seconds laughs out loud.   You are not sure, but you think he is laughing at you.
He holds out both hands to grasp yours and shakes so vigorously you feel your teeth will fall out.
"Welcome to Omar's!" he booms "Will ya be buying or selling today?"


Omar's is something of a long standing tradition in my games.  It was something my DM used in his games and he got it from his DM, a cousin that taught him how to play from the LBBs.  So there has been an Omar's in operation since the first days of the game.
Omar (and no one calls him "Crazy" to his face) is the ultimate adventurer shopping center.  Starting characters go to get "Omar's Adventuring Kit" which includes everything a starting character needs (torches, rope, spikes, backpack...) for 50 GP.   The contents vary from time to time (and depending on what system I am using at the time).  The price is somewhat less than buying the items separate, and the characters and Omar know this.  But Omar feels that the best customers are the ones that keep coming back.

Omar offers another service, the buying and selling of magic items.  I don't have too many places like this in my world.  Sure there are places where a magic item can be sold, but Omar's always offers the best deals, depending on the mood of management.

Omar's is also the largest warehouse of magical item in my world.  Yet no one has ever tried to steal from him.  It is rumored that the local thieves guild has a long standing agreement with Omar and they will not steal from him and there are the rumors of other things that Omar keeps in his warehouse.

So last night my boys wanted to play our Dragonslayers adventure, but I realized I had not finished calculating all their magic and treasure from the last adventure.  So a quick trip to Omar's while they role play haggling their magic items for money or other items made for a fun little adventure AND a way for me to figure out what items they had.

Despite the name, Omar is not really crazy, nor is he the original Omar.  The original Omar was more gruff and a hard nose merchant. This Omar, his son, takes more after his mother who happens to be the Xothia of the Rock; a sort of Dwarven witch that everyone fears but listens to anyway.  So his style of dress is uncommon as are his manners.  He does this to put customers off guard.  Plus the reputation of being crazy is often worth more than extra guards and advertising. He hires only gnomes ("Dwarves are too greedy and want to be paid more.  I can pay these guys in the magic items I don't want.") and he always gives deals to pretty women ("I am too kind to the ladies, it will be the ruin of me I know it.") of any race. In back he has an appraiser, a stern and serious elf named Kerin (a former Bard now semi-retired),  If Omar can't identify the item in question (which rarely happens thanks to his Monocle of True Seeing) he will call out Kerin.  The old, stern elf will peer at the itme through his similarly enchanted spectacles.  He will then pronounce the value on the spot.  Omar and Kerin often argue over Kerin's estimates.  Kerin, who never lies, gives the true value for the item, Omar wants him to round it down, like to 20% of market value.  Kerin never budges and Omar fumes.  Kerin is also the store's accountant.  He knows every copper that goes in or out and knows about every magic item in the place.
When not dealing with customers Omar walks around his warehouse singing dwarven opera at the top of his lungs.

Day and night Omar's shop is busy.  Given that many of the item he deals with are likely stolen he pays heavy fines to both the city and the thieves' guild; but they are not as heavy as Omar lets one believe.  He has made all sorts of deals knowing that his is a symbiotic relationship with both factions.  They need his goods, he needs their protection.  The mutual benefit has worked so well that the original Omar has retired and purchased his own island country where he sits on the beach all day.

Omar's also serves another great purpose; a source for rumors.  I plan to have the characters over hear the details regarding their next adventure (which will be B3 Palace of the Silver Princess).  While it is "off quest" I have GMPC in the group to provide some magical support and will claim that this in in her home town (which, in fact it is) and the characters will go to investigate.

So if you use Omar in your games drop me a message to let me know how it went!