Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Wednesday, January 10, 2018

Circe for Basic-era Games

Circe by Boris Vallejo
Getting ready for tomorrow's This Old Dragon and boy is it ever a fun one.  No spoilers, but I wanted to do something above and beyond the normal offering.

The issue has articles about the Holmes and Moldvay versions of the Basic Set.
Boris Vallejo is on the cover and the subject of an article.
And Giants of the Earth deal with some Magic-users.  Including one of my all-time favorites.

Circe

I spent my childhood reading the myths of ancient Greece.  One of my favorite characters was Circe.
So when I got my first copy of Deities & Demigods I went first to the Greek Mythos.
I was not overly thrilled with how they depicted Circe, a Chaotic Evil "Black Sorceress", but I also was not surprised.
In college, I reread the Odyssey and I found Circe was much more of a complex character than most people gave credit to.  Yes, she is not good and certainly selfish.  But I like to think there is more to her than that.
The Katerine Kerr penned article in Dragon #52 is a vast improvement over the DDG version.  Given all the subjects of the magazine, I wanted to present Circe as a Basic-era Witch.

Circe has always been the poster-girl for what I call the Classical Tradition of Witchcraft.  These are the witches of myth and legend, but not the ones of faerie tales.

Circe
Witch Queen of Aeaea
Witch (Classical Tradition) 19th level

Strength: 11 Death Ray, Poison 7
Dexterity: 13 Magic Wands 8
Constitution: 10 Paralysis, Polymorph or Turn to Stone 7
Intelligence: 12 Dragon Breath 10
Wisdom: 14 Rods, Staffs, Spells 9
Charisma: 18

Hit Points: 39
Alignment: Chaotic (Neutral)
AC: 7 (Cord of Protection, AC 7)

Occult Powers
Familiar: Sow (Autolycus)
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing

Spells
Cantrips (6): Alarm Ward, Black Flame, Daze, Mend, Object Reading, Quick Sleeping
First (6+2): Bewitch I, Charm Person, Comprehend Languages, Detect Invisible, Glamour, Silver Tongue, Sleep,  Consecration Ritual (Ritual)
Second (5+2): Alter Self, Enthrall, ESP, Hold Person, Mind Obscure, Nausea, Suggestion
Third (5+2): Bestow Curse, Dispel Magic, Fly, Hesitate, Lethe' Curse, Mind Rash, Toad Mind
Fourth (4+1): Animal Growth, Charm Monster, Confusion, Polymorph, Slow
Fifth (4): Bewitch V, Feeblemind, Greater Command, Hold Monster
Sixth (3): Control Weather, Geas, Legend Lore (Ritual)
Seventh (3):  Eternal Charm Monster, Massmorph, Veneration
Eighth (2):  Polymorph Any Object, Imprisonment (Ritual)

Compared to the stats in the article I am very pleased with this.  The Witch Circe's occult powers more than makeup for the Magic-User Circe's psionic powers.  Granted not a one-for-one, usually with a spell swapped here an there. 

Rereading my own writing here I think that the "Witch's Blessing" occult power was very much modeled after Circe and a gift she gave Odysseus in one of the myths I read.

See you all tomorrow!

Friday, December 29, 2017

Witch & Witchcraft Reading Challenge: Mistress of Ambiguities (Silverglass #4)

“But I-But you-Do you mean to say that you’re the Witch of Rhostshyl?”
“It’s not a title to which I lay formal claim,” said Nyctasia, smiling, “but, yes, I’m called that.

Here we are with the last of the Silverglass books. It is our time to bid witch Nyctasia r'n Edonaris brenn Rhostshyl and mercenary Corson brenn Torisk, Sorry, Lady Corson goodbye.

Nyctasia is finding her home as ruler of Rhostshyl while Corson...well she is back at the Hare getting drunk and looking for fights to pick.  In the meantime men from their pasts have come back.  For Corson it is scholar from her past that taught her how to read, amonge other things, and is now looking for work.  For Nyctasia her former lover Ben is back.  Trouble is Ben was supposedly killed in the Yth Wood back in Book 1.
Now it would be great if all these plots all came together to a satisfaying ending, but they don't. Not Really.  Ben never really lives up to his former glory or threat. The scholar thread went no where and even the drama of Nyctasia rulership of Rhostshyl was anti-climatic.
I got the feeling that the authors had a bunch of ideas and notes and a 4 book deal.

Still though, it was a fun read and I am going miss these two.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 22
Level: Crone
Witches in this book: Nyctasia, even if she denies her own power.
Are they Good Witches or Bad Witches: Nycatasia
Best RPG to Emulate it: Nearly any D&D game would work great. Tying D&D 5 for this one.
Use in WotWQ: Yes.  I absolutely need to include these two in my War of the Witch Queens.

I could not let the year go out and not try these two out under D&D5.
Corson is remarkablly easy.  She is a fighter with military training and she likes to get into fights.
For Nyctasia I first tried her out a sorcerer and even considered a druid for about 30 seconds. In the end I went with one of the new Warlocks with a Celestial Pact.  It seemed to be the right choice for the Vahnite religion and her ability to heal others.  I gave her Pact of the Tome to cover her scholar background since made D&D5 Background as a Noble.

Corson brenn Torisk, D&D 5th Edition (PDF)

Nyctasia r'n Edonaris brenn Rhostshyl, D&D 5th Edition (PDF)

Book 1: Silverglass
Book 2: Web of Wind
Book 3: Witch of Rhostshyl

And with that my 2017 Witches & Witchcraft Reading Challenge is at an end.  Looking forward to 2018!


Tuesday, December 19, 2017

Iggwilv, Witch-Queen of Perrenland: Pathfinder Stats

It might feel like I am phoning this one in...and I am!  But seriously, work is crazy busy right now and to be honest these stats are top notch.

Over on the Sages of Oerth-Greyhawk page on Facebook, Randy Davis is doing a hell of a job of stating up some of the "big names" in Greyhawk.  I noticed his Zuggtmoy write-up a couple of days ago and thought it was great.  I did some digging and found his takes on GwynharwyfJuiblexFraz-Urb’luuYeenoghuGraz’ztOrcus, and Demogorgon.  I then found his take on Iggwilv and saw he used a lot of the same pictures I did.  So I immediately liked it (and "Liked" it).

Here is his take on Iggwilv. You can see it on Facebook and it is reposted with his permission below.
If you like his work, pop on over the Facebook page(s) to let him know.  He put a lot of work into these.

Iggwilv, the Witch-Queen of Perrenland
CR 31 / XP 13,107,200
Medium human CE female archwizard 10 / wizard (arcane crafter) 20
Init +8; Senses arcane sight, darkvision 60’, see invisibility; Perception +31

DEFENSE 
AC 33, touch 24, flat-footed 27 (armor +4, deflection +5, dex +6, insight +1, luck +2, natural +5)
hp 346 (30d6+210+31)
Fort +23, Ref +22, Will +25; evasion
DR 15/cold iron and good, Immune all devices and spells that gather information (detect, scry, etc.), electricity, movement-impeding effects, poison, Resist acid 10, cold 10, fire 10, SR 36

OFFENSE 
Speed 60 ft., fly 80 ft.
Melee staff of power +22/+17/+12 (1d6+8)
Ranged touch +21
Special Attacks: Archwizardry 5/day, Bypass Spell Resistance, Spell Echo 5/day

Wizard Spells Prepared (CL 30, Concentration +44)
9th gate, imprisonment (DC 33), quickened maze, extended shapechange, extended time stop, wish
8th extended greater planer binding (DC 32), extended dimensional lock, quickened forcecage (DC 32), maximized horrid wilting (DC 34), extended mind blank, trap the soul (DC 34)
7th banishment (DC 31), quickened flesh to stone (DC 31), quickened greater dispel magic (2), extended project image, soul transfer
6th maximized chain lightning (DC 30), maximized disintegrate (DC 30), extended mislead, extended planer binding (2), extended repulsion (DC 30), maximized and quickened scorching ray, extended true seeing, maximized undeath to death, quickened wall of force (2)
5th maximized acidic spray (DC 31), maximized cone of cold (DC 29), dismissal (DC 29), maximized and quickened magic missile, extended overland flight, sending, extended telekinesis (DC 29)
4th extended charm monster (DC 28), extended dimensional anchor (DC 28), quickened final sacrifice, extended greater false life, extended greater invisibility, quickened magic circle against chaos, extended sacrifice
3rd extended create soul gem (DC 29), extended displacement, extended fly, extended greater magic weapon, extended protection from energy, quickened resist energy (2)
2nd blindness/deafness (DC 28), extended glitterdust (DC 28, 2), extended hideous laughter (DC 26), extended invisibility, extended mirror image (2), quickened true strike, extended web
1st maximized chill touch, extended grease (DC 27), extended mage armor, maximized magic missile (2), extended protection from evil, extended protection from good, extended shield
0 light, mage hand, open/close, prestidigitation

STATISTICS 
Str 15, Dex 23, Con 24, Int 38, Wis 13, Cha 29
Base Attack +15; CMB +17; CMD 61

Feats: Augment Summoning, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Demon Mastery, Extend Spell, Ironclad Logic, Greater Spell Focus (Conjuration, Necromancy), Greater Spell Penetration, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge – Arcana), Skill Focus (Spellcraft), Soul-Powered Magic, Spell Focus (Conjuration, Necromancy), Spell Penetration, Superior Summoning

Skills: Acrobatics +56, Diplomacy +47, Escape Artist +36, Intimidate +39, Knowledge (arcana) +55, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (nature) +44, Knowledge (nobility) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Perception +31, Sense Motive +31, Spellcraft +55, Use Magic Device +44

Languages: Abyssal, Common, Celestial, Draconic, and Infernal
SQ Arcane Servant, Metamagic Enhancement, Selective Targets, Shaped Area
Each day Iggwilv casts extended greater false life, extended mage armor, extended greater magic weapon, extended mind blank and extended overland flight.

Contingency: If Iggwilv is ever petrified, a stone to flesh spell affects her.
Demon Mastery (feat): When summoning demons Iggwilv gains a +2 on Charisma checks made to resolve the effects of planer binding and similar spells. Additionally, whenever she uses a spell to call or summon a demon her effective caster level is +1 for resolving its effects.

Permanent Spells: Iggwilv has used permanency to make the following spells permanent upon her: arcane sight, darkvision, read magic, see invisibility, and tongues.
Inherent Bonuses: Through a combination of books from Xagyg’s library, her own levels and wish spells, Iggwilv has a +5 inherent bonus to all six of her abilities.

Lilitu’s Kiss: Iggwilv has secured the cooperation of a lilitu demon named Tsatchti, and bears her name as a tattoo-like mark on her right shoulder. This gift grants Iggwilv a +2 profane bonus to her Charisma and saving throws. Iggwilv’s weapons are also treated as being chaotic for the purpose of bypassing damage reduction. The mark can be removed by a dispel chaos spell.

Combat Gear: scroll of limited wish (2), scrolls of monster summoning VII (4), VIII (3), IX (2), amulet of natural armor +5, belt of battle, Boots of Swiftness, bracers of mighty constitution +6, Cloak of the Witch Queen, dusty rose ioun stone, gloves of storing, headband of protection +5, ring of free action, Ring of Epic Wizardry VI, staff of power (16), Robe of the Abyss, rod of greater quicken metamagic, 25,000gp in diamond dust for wish, true seeing ointment (4), 10,000 gp in rare incense and offerings for gate, 3000 gp in ruby dust for forcecage, star sapphire worth 22,000gp for trap the soul

Belt of Battle: This belt grants a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the belt’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action. Caster Level 13

Boots of Swiftness (minor artifact): These soft-soled leather shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by her height. The wearer gains a +20 competence bonus to her CMD, and on her Acrobatics and Climb checks. Three times per day, the wearer can utter a command word to activate haste as a swift action. Caster Level 25

Cloak of the Witch Queen (major artifact): Wearing this cloak grants the wearer a +8 enhancement to Intelligence, a +6 enhancement to Charisma, SR 36 and +5 resistance on all saving throws. The wearer can plane shift at will (as per amulet of the planes). Caster Level 30

Robe of the Abyss (minor artifact): The wearer of this robe enjoys DR 15/cold iron and good, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10. Caster Level 25
(converted from Savage Tide epic 3.5 to Pathfinder)

Wednesday, December 6, 2017

No Way For You To Fight This: Carmilla and Laura for Mighty Protectors

I continue two series today! Of course I was going to bring together to my two newest obsessions; Carmilla and Mighty Protectors.

Outfits based on this picture.
All ADHD and OCD aside, Carmilla offers me a great opportunity.  Carm herself is a 330+ year-old badass vampire who was, to quote her sister, "death incarnate". Laura is...well she is a tiny wisp of a girl who happens to have the worst crush ever and knows Krav Maga.   This gives me the chance to see how well someone on the high end of the power scale (of what I consider "new" characters) works with someone on the very low end.  In my builds I targetted Carmilla at about 250 CP and Laura at 100 CP.  Good spread really.  Let's see how it turns out.

Carmilla
Out of the gate, I need to take a page from the Buffy RPG design and figure out a Vampire Package for Carmilla.  I did not really do that here, but it became obvious right away it is something I need to do.  Carm quickly got away from me too.  She ended up at 270+ CPs.


Laura Hollis
Laura, our tiny gay journalist, is completely on the other side of the build.  Spend some points on abilities and boom, done.  That works. But also need to represent her Krav Maga.  So 20 points there. She ended up on the other side of 100 from Carm's 250.


Both look great. The power imbalance is not really an issue in my mind. They are here for different things.

Tuesday, December 5, 2017

Mighty Protectors: Converting* Villains & Vigilantes

Mighty Protectors is billed as Villains & Vigilantes 3.0. For the most part, I am completely fine with that.  The game feels the same and mostly plays the same.  There are differences though.  The differences feel about the same as those say between AD&D 1st Ed and D&D 3.0.
The numbers don't always line up in terms of CPs or BCs, but close enough that you can do what I call "concept-driven conversion".


Concept Driven conversion (for me) is a matter of reading over the character (monster, spell, adventure) and re-casting it in the new rules.  This is different than what I call Numerical Conversion where I can lump the numbers into an Excel sheet and get the proper conversion.

I tried both ways on characters I had been using for Villains & Vigilantes 2.x; Justice and Tarot.
I do want to point out that neither of these characters can be considered "mine".
Justice is derived directly from Superman and Wonder Woman, both owned by DC comics.
Tarot is owned by Jim Balent and Holly Golightly and she is very near and dear to them.

Justice (aka "Justice is Blind Issue 8: Mighty Protectors")
In the case of Justice I went with concept driven conversion since I knew I wanted to recraft her from the ground up as a 200 CP character.
To recap, Justice is also known as Astra Kal'El or Astra Kent.  She is the daughter of Superman and Wonder Woman in the future.  I have toyed with the idea of having her go back in time to stop the death of Lois Lane but that would also erase her conception..so problems there, but none that I can't solve really.  I like the idea of a young Kryptonian/Amazon.  True, I get a lot of my Justice fill lately from the Supergirl TV series, but this is still a fun character.


This Mighty Protectors version of her is not as powerful as the Villains & Vigilantes version I made a few years back, but I am much happier with it. She is powerful but still just starting out.

Tarot, Witch of the Black Rose
For Tarot, I wanted to do a more numerical conversion.  She was one of the last characters I stated up for V&V 2.1 and thought she would make a good first character for Mighty Protectors.
Trouble is I didn't like the conversion I came up with.  So I smoothed out some of the edges with some concept-driven ideas and good old-fashioned number juggling.  Comparatively the MP and V&V 2.1 versions are much closer aligned. Well...in truth the paper sheet I have is much closer. The Excel sheet shows more of the "smoothing".


From a 13th level character to a 200 point build.  Again I am pretty satisfied with this one but the 2.1 version is just as good to me.  Besides.  Tarot is way too fun NOT to have in a game.

Friday, December 1, 2017

Victorious Villains & Vigilantes: Maxima

Last year I did a deep exploration of the Victorious RPG.  It is a really, really fun supers game set in the Victorian era.  I could have done a Plays Well With Others with this.  There is a lot in both games that the other can use. 


Mighty Protectors and Villains & Vigilantes both have an absolute ton of Powers that Victorious players can adapt. 
Victorious has skills and a ton of information on supers in the Victorian era.

Both have great advice on playing supers and are generally "Supers as the good guys" games. Not dark anti-heroes or modern-age supers.

One of the features of the Victorious game is that many of the supers in Victorian age are from the 21st Century, having traveled back in time.   Sounds just like our superhero Maxima from Villains & Vigilantes and Mighty Protectors. 

Maxima is one of the more popular of Jeff Dee's and Jack Herman's characters.  Afterall she is a seven-foot tall blonde amazon powerhouse.  She will be appearing in a future Mighty Protectors product where more of her history and future will be detailed. 

In Victorious let's say that Maxima went back in time, but instead of New Mexico in 1986 she ends up in London in 1886.  Maxima belongs to Jeff Dee, Jack Herman, and Monkey House Games.  I am just playing with her for a bit.

Maxima
Proper Name: Maxima

Strength: 36 (+12)
Dexterity: 38 (+14)
Constitution: 31 (+11)
Intelligence: 22 (+5)
Wisdom: 20 (+4)
Charisma: 20 (+4)
INIT: +12 (Intuition, Lightning Speed)
Actions: 1 per round
AC: 29
Defensive:
Hit Points: 380 (d12 HD)
Level: 20
Alignment: Good
Victory Points: 5
Skills: Melee
Languages: English
Supernatural Powers: see Packages and Powers

Packages:
Future Science Creation (theme)
- Attribute Increase: Strength
- Attribute Increase: Constitution
- Invulnerability (Temporal & Knockdown)
- Lightning Speed
- Might
- Robust

Powers: Robust 2, Might 4,  Attribute Increase (Strength)

Shortcomings: Enemy 2 (various villains), Obligation, Odd Appearance (7' 6" blond powerhouse woman) 2, Watched (British Home Office).

Maxima is very much out-of-time here.  She remembers enough of her mission and her life before to know she is in the past. She has also found other, similar heroes to help her.
She would be a great character to play in Victorious.  HEY! A time travel epic where the heroes of Mighty Protectors meet up the heroes of Victorious! 

Tuesday, November 28, 2017

Mighty Protectors: We Can Be Heroes

There are two central features of Villains & Vigilantes and Mighty Protectors that I have always enjoyed.  First, the conceit that you play yourself with superpowers in the game. And secondly, that characters of all sorts of power level can play next to each other in the same adventure.


Back in the day though that is not exactly what we did.

In the early 80s I went over to my buddy Jon Cook's house to play some Basic-era D&D.  We stopped by one of other friends, Dave, who was younger but had been playing longer than I had.  He had, at the advanced age of 10-11, already moved on from D&D and was playing V&V.  It had only been out for a while but he loved it.  I really wanted to play some D&D though, so we compromised.  I used my D&D character.  Dave did all the behind the scenes rolls and math, or he just made stuff up I don't really know or cared at the time.  But back then this was something you could do with D&D and V&V pretty easy.  I took a healing power and the ability to turn undead; one of the reasons I was playing a cleric in the first place. And we had a great time.  I know while I was doing it I was struggling with the rules, but I had fun.

So when I got my nice new copy of Mighty Protectors one of the first things I did was try to convert some "D&D" style characters.   I wanted to do this for nostalgia reasons but also to try out some different levels of play that correspond to Standard (150 CP), High (200 CP), and Low (100 CP).

For my choices, I went with my iconic witch Larina ("Witch Queen"), an amalgam of many of the clerics, paladins and cavaliers I have played ("Paladin"), and a new character that has seen play in Pathfinder, D&D 5, M&M, Superbabes and Marvel Super Heroes ("Teen Witch").

For these, and most of the characters I'll be posting, I did all the character generation by hand and checked that against the Excel Character sheet pack.  Click on images for full res PDFs.

Paladin
Standard 150 CP Build

Paladin is based on a number of paladins, clerics, and cavaliers I have played over the years. He is also based on the first character I played in D&D and then took over to V&V.  I used the standard array of BCs and picked powers as they worked with an eye to keep my number right around 150 CPs.


I like it. I gave him the ability to turn undead with the repulsion blast.  My thought is that he goes out to hunt undead and demons with the magical sword Demonbane.  Given the tenor of most of my supers games he will have a lot of work to do!

Teen Witch
Low 100 CP Build

Teen Witch, aka Taryn Nichols is the daughter of my iconic witch Larina.  In D&D she is half-elf but I say she is more half faerie since her birth was during a time my witch was in the D&D 3.5 Feywild.  She was a Pathfinder witch and a D&D 4 Warlock.  I played a game of Marvel Super Heroes with her powers were manifested while she was in school. Here first power was flight.


The goal here was to keep her under 100 CPs and I did...with some weaknesses.  But that is fine really, they are also part of her backstory.  Basically, Larina was pregnant and trapped in the world of the Faerie.  In order to leave she had to give up her daughter.  Long story short, she found a way to keep Taryn and leave, but Taryn is indebted to her Elven father.  I did not put that on yet since this is starting Taryn. That drama comes up later! ;)


Witch Queen
High 200 CP

Witch Queen is, of course, my iconic witch Larina. I have played this character in nearly every game I have ever played. So I know her well.  Which was the point of all of this really, to take characters I know well and convert them easily.  Larina is also always my experimental character.  Here I am experimenting with the Arsenal Ability (think Batman's utility belt or Green Arrow's arrows) to build a spell book.  I REALLY like it worked out.   I also used the Inventing Ability to simulate Ritual Spells. Ones that take longer but have a bigger effect.  I will explore this concept some more in other builds.


There she is. My girl.  Now there are hundreds of ways I could do magic powers and spells, but this is an experiment.  So I can move numbers around later.

I like how all of these worked out to be honest.

Monday, October 30, 2017

No Spell to Right This: Carmilla Week Round-up

Well...it was more than a week really.

I love doing these week-long deep dives into a character or a system. It's a great way to explore a topic in my mind. Whether it is a week-long deep dive into a game system like Blue Rose or Superbabes or investigating a set of characters like I did with Miriam and Fran it is something I really look forward to planning and doing.

Doing this for Carmilla and Laura was just as much fun.

I did a lot of stats for various horror games.
Not to mention my original Ghosts of Albion stats for "book" Carmilla.

I also watched a lot of movies.
I would like to try some more systems to be honest. Chill 3.0 comes to mind.
Anyone have any requests?

I am looking forward to doing some more of these deep dives.  Maybe next time a game system.

Wednesday, October 25, 2017

We could live forever, and suffer: Laura and Carmilla for Monsterhearts

Carmilla week continues.  The movie is out tonight or tomorrow (depending on where you are) and I wanted to save this system for today.

+Avery Alder's Monsterhearts has been one of those games I that I have wanted to review and play some more ever since I first encountered the First Edition all the way back when I was introduced to it at Gen Con.

The system is an easy one, based on the Apocalypse World Engine, something else I have wanted to delve into further.   The base mechanic is simple; 2d6 + whatever mods (depending on the game), get higher than 10 for a success, or a 7-9 for something weird.

Monsterhearts is a game on what it like to play teenage monsters.  Monsters as metaphors for teenage life and feeling a little outside the norm.  I think it is something everyone can relate too I think.
While I'll get a proper review up soon the game is tailor-made for Carmilla really.

Even the game's lack of a combat mechanic works well with the very combat free scenes of the Carmilla web series.  In fact, nearly everything in this game is perfect for a Carmilla-like game. Just need a skin for the downloaded consciousness of JP 3.0 (though a Ghost might work well).

Laura and Carmilla for Monsterhearts
For these builds I used Monsterhearts 2.  I have a book of Monsterhearts 1 (and PDFs of both).  The system differences are minor. There some differences. Most of these are detailed here.  Both versions of the game are on sale now.

Given the rules where Mortals develop their characters last, I'll switch it up and do Carmilla first.

Carmilla Karnstein
Skin: Vampire
Look: Drop dead sexy.
Backstory: Mysterious stranger (Gain a Sting on Everyone)

Stats
Hot 2, Cold 1, Volatile -1, Dark -1

Darkest Self
People are your playthings.
No one messes with my Creampuff Laura!

Sex Move
Lost all Strings on Laura

Vampire Moves
Cold as Ice
Marked for the Hunt
Inescapable

Laura Hollis
Skin: The Mortal
Look: Tiny and mighty
Backstory:  Intrepid Journalism Student

Stats
Hot 2, Cold -1, Volatile -1, Dark 1

Darkest Self
Only I can figure this out, no one else can help and only I can defeat the monsters.
(borrowed from the Chosen)

Sex Move
You bring out the Darkest Self in Carmilla when you are not around.

Mortal Moves
True Love (Carmilla)
Down the Rabbit Hole
Mess With Me, Mess With Her

Oh this will be fun!
I gave them both one more move as an advancement.  I think that is fine.  In fact I could have given them more.  I think these should work well for Season 2.

Given all the skins I want to play a game where the cast is made up of characters from Carmilla, Buffy, and HƎX.  I can get some vamps, some witches, a chosen, a ghost, an infernal, and who knows what else.

Links

Monday, October 23, 2017

Love Will Be Cruel: Carmilla for Die For You

All week I am doing RPG conversions of the Web series Carmila. Today I am going to shift my focus slightly and look at a Role-Playing Game that was directly inspired by Carmilla.

Growing Up is Weird
Die For You by Rose Bailey lists Carmilla as it's primary inspiration.  Though given the name I can't imagine that HEX was also not an inspiration.
Die For You is a slim book, only 13 pages. Character creation and rules are all, understandably really simple.  Designed for 2 to 5 people, one game master and four players, I think it could be expanded.  It also has that feel of a game that could also work with rotating GMs.

This game would classify as a "Story Game" I believe, it has that feel, but I really don't know much about its genesis.

To play you start by Picking a Setting.  Since I am going to go with Carmilla as my example (and I think it sells the game best) I'll give examples from the start of Season 1.   The setting can be random (roll a 1d6) or the group's choice.   We are going for "College" here.

Next comes Creating a Character. Again this is an easier process than most games, but one that should involve everyone playing.  First thing you need to come up with is your Concept.  The examples given are good for us, with some tweaks; “Nosey Journalism Major” or “Disaffected Vampire.”  You can decide if you are some sort of monster or a normal human.
Now define your Want. This is something your characters wants.  Let's go with "Find the Missing Girls from Silas University" as an example.  When pursuing your wants you have a better chance of succeeding, but also you open yourself up more to creating complications.  Looking for the missing girls gets the attention of the Evil Dean that wants to sacrifice them to an ancient demon.   Having conflicting Wants in the group is also a good thing.
Now determine your Traits.  You have three: Feels, Weird and Real Life.  Feels and Weird are ranked 2 to 4 and combined they must equal 6.  Real Life is the same as your lowest score.
Finally, you have Trust.  Trust is another character you trust and this can change from scene to scene if needed.

While this is going on the GM comes up with the Big Bad. This is who they need to defeat to move the story to its end.  Simpler is better. "Vampire", "Nephilim" or "Evil Dean".
Then figure where the game begins and what happens.  "At the big party, a girl disappears".   "In the middle of class, you set fire to all the paper with your mind".  And so on.

Roll the Bones
Rolls come in two types, Challenges (your character is trying to do something or opposed by an NPC) and Conflicts (opposed by another PC).   In Challenges, you roll against the Trait that the GM is most affected.  Each die that is one lower than your trait is a Success.   There are ways to get more dice. You can get help from another character, pursuing your Wants, making a sacrifice, or using your Trust.

A few minutes of set up, getting characters made and you are set to go!

Playing Carmilla
The Setting: Silas University, Freshman dorms. Laura Hollis' room.
Big Bad: The Dean (revealed later)

The Cast

Left to Right: Danny, Laura, LaFontaine, Carmilla, Perry
Carmilla
Concept: Disaffected Vampire
Want: To not do the horrible things her mother makes her do anymore. (Later) I want Laura to be safe.  (Later) I want Laura.
Traits
Feels: 2
Weird: 4
Real Life: 2
Trust: No one, Laura

Laura Hollis
Concept: Nosey Journalism Student
Want: To find the missing girls and maybe date Danny. (Later) I want Carmilla to be safe. (Later) I want Carmilla.
Traits
Feels: 4
Weird: 2
Real Life: 2
Trust: Dany, Carmilla

Danny
Concept: Really tall English Lit TA
Want: I want to go out with Laura. (Later) I want Laura to be safe.
Traits
Feels: 4
Weird: 2
Real Life: 2
Trust: Laura

LaFontaine
Concept: Would-be mad scientist; brainy
Want: To get into med school and figure out all the weirdness on campus. (Later) I want to party with the Demon of Light.
Traits
Feels: 2
Weird: 4
Real Life: 2
Trust: Perry

Perry
Concept: Dorm mom, German major and neat freak.
Want: I want everyone to be normal! Just be normal!
Traits
Feels: 4
Weird: 2
Real Life: 2
Trust: LaFontaine

There. Five characters as quickly as I could write them down.  Take them and throw them into the weirdness.  The game is a lot of fun and could be a really fun experiment to try with some exsisting characters.  Plus they would all work great on a notecard.

The game is Pay What You Want, so if you want to try it, throw the author a buck or two and if you like then toss in a couple more.
You can see more about this game at http://www.fantasyheartbreaker.com.

Friday, October 20, 2017

No Sacrifice Without Blood: Carmilla and Laura for World of Darkness (nWoD)

Coming back to Carmilla

Another great system for doing anything "Vampire" is, of course, any of the Word of Darkness systems.   For these builds, I have chosen to use the World of Darkness and Vampire: The Requiem games from the early 2000s. Not the groundbreaking game that Vampire: The Masquerade game was, but a more functional and easier to use game.
Plus the World of Darkness game handles normal humans better.


So in that light, let's start with our first little Creampuff, tiny gay journalist Laura. I am setting these builds roughly in the Season 3 area.

Laura Hollis
Human

Mental
- Intelligence * * * O O
- Wits * * * O O
- Resolve * * O O O
Physical
- Strength * O O O O
- Dexterity * * * O O
- Stamina * * O O O
Social
- Presence  * * * O O
- Manipulation * * O O O
- Composure * * O O O

Skills
Mental
*Academics 2 (Research specialization)
*Computer 2 (Internest specialization)
 Crafts 1
*Investigation 3 (Crime Scene specialization)
 Medicine 1
 Occult 1
 Politics 1
 Science 1
Physical
 Athletics 1
 Larceny 2
 Stealth 1
 Survival 2
 Weaponry 1
Social
 Empathy 1
 Expression 1
 Persuasion 1
 Socialize 1

Merits
Allies (3) Silas U students (Perry, Laff, Kirsh, Dany)
Striking Looks (2)
Technophile (Video blog) (2)

Virtue: Hope
Vice: Pride

Defense: 3
Dodge: 6

Initiative: 5
Size: 5
Speed: 9
Surprise: 5

Perception: 5
Willpower: 4
Health: 7

In truth, I am really, really happy with this build.  I can see this Laura working well as a character.
Her obvious Virtue is Hope.  No one is rooting for her friends more than Laura.  Her Vice is Pride. She feels sometimes she alone can fix the problems that she alone caused. In truth, she is not alone and did not cause all these problems.
She gets the Merits of the friends at Silas, she is the one that brings everyone together.

Next is our brooding vampire hero, Carmilla, Mistress of the Snark.

Carmilla
Vampire
Clan: Daeva (Duchagne Bloodline)
Covenant: Ordo Dracul (Circle of the Crone would also work)

Mental
- Intelligence * * O O O
- Wits * * O O O
- Resolve * * O O O
Physical
- Strength * * * * O
- Dexterity * * * * O
- Stamina * * * O O
Social
- Presence  * * * O O
- Manipulation * * O O O
- Composure * * O O O

Blood Potency * O O

Skills
Mental
 Academics 1
 Investigation 1
 Occult 2
Physical
 Athletics 1
*Brawl 4 (Natural Weapons, Dirty Tricks)
 Larceny 1
 Stealth 1
 Survival 2
 Weaponry 2
Social
 Animal Ken 1
*Intimidation (Physical Threats)
 Persuasion 1
 Socialize 1

Merits
Barfly 1
Brawling Dodge 1
Fleet of Foot 1
Striking Looks (4)

Vampire Powers
Celerity 2
Majesty 1
Obfuscate 1
Protean 4 (to become a large cat)

Vitae: 10
Humanity: 5
- Derangements
 Depression (what she has done)
 Inferiority Complex (mother, sister)

Virtue: Justice
Vice: Sloth

Defense: 2
Dodge: 4

Initiative: 6
Size: 5
Speed: 14
Surprise: 4

Perception: 5
Willpower: 4

I gave her Ordo Dracul given her Victorian literary origin, though Circle of the Crone could work better given her mother and sister Mattie.
Her Virtue is Justice. She wants to stop her mother, she wants to do the right things. But her Vice (Sloth) and her Derangements (depression and feelings of inferiority to her mother and sister) keep her from doing the right things.
I also cheated here and gave her Protean 1 so she can become a large cat.

I am not sure if my numbers are right, I have not touched the game in years, but they feel right, to be honest.  They are certainly playable and if anything a touch underpowered.

They would fit in nicely with my two witches in the Word of Darkness.

Wednesday, October 18, 2017

Love Will Have Its Sacrifices: Carmilla and Laura for the Buffy RPG

Some pairings just work so well that it feels like the universe clicks into place.
This is one of those times.

Carmilla is a web series based on the Joseph Sheridan Le Fanu short story of the same name.  Like many (MANY) updates to Carmilla, this takes place in modern times.  We have Laura Hollis (played by super cute Elise Bauman) a 19-year-old freshman at Silas University in Styria, Austria.  Laura starts a VLog when here roommate Elizabeth Ann "Betty" Spielsdorf goes missing.  Laura, a journalism student with an over-protective father, decides to investigate and her suspicions fall squarely on her new roommate, Carmilla Karnstein (played wonderfully by Natasha Negovanlis).

Along the way, we meet Lola Perry (Annie Briggs) a German-language student, compulsive neat freak (and former below-average witch) her best friend S. LaFontaine (Kaitlyn Alexander), a non-binary cool science geek biology student, and Danny Lawrence (Sharon Belle) a 6'2" (no really, she is that freaking tall) English lit TA.

The first season, 36 episodes, covers the relationship between Laura and Carmilla as well as the mystery of all the missing girls. The next two seasons (36 episodes each) cover other issues facing the often tormented students of Silas University. Including fighting the Faerie Queen Titania, the Deep One Dagon, oh and getting in the middle of a 3 millennia-old war between Inanna and Ereshkigal.  Fun times.

The writing is witty. It is a geek-filled romp with plenty of nerdy pop cultural references. I wanted to die every time I saw Laura drink out of her TARDIS cup.  And these were not just fan-service nods these were legitimate geek moments.
The acting is great and the chemistry between the two leads is some of the best I have seen in a long, long time. They are in another series together by the same creators but as different characters.  I have to admit I am little hesitant to watch it less I ruin the good juju of them as Carmilla and Laura.

I missed the whole fandom that surrounded this show and that is my loss. The fans, the "Creampuffs", seem like a great community. The creators of the show know what the fans mean to them and it feels like a great relationship.

But that's not why YOU are here, is it?

Carmilla is pretty much in every sense of the term the spiritual successor to Buffy the Vampire Slayer.  So it stands to reason then that the cast should get the Buffy RPG treatment.

I did this once before for Carmilla for the Ghosts of Albion RPG, but these stats will be based more on the characters around Season 2 or so. Plus the GoA stats are based more on the novella than this.

Yeah, I might be a little obsessed.

Carmilla

The young Mircalla Karnstein and Elle in 1872 (great for Ghosts of Albion)


Countess Mircalla Karnstein, aka "Carmilla"
Vampire

"Buckle up, creampuff."

Life Points: 63

Strength 6
Dexterity 6
Constitution 5
Intelligence 3
Perception 3
Willpower 5

Qualities
Age (3) (335 years)
Attractiveness (3)
Cloak of Beasts (Large Cat)
Fast Reaction Time (Vampire)
Hard to Kill 3 (2 from Vampire)
Natural Weapon (Vampire)
Reduced Damage 2 (Vampire)
Regeneration (6 Life Points per hour) (Vampire)
Vampire

Drawbacks
Adversary (2, mother, various vampire hunters)
Bloodlust
Love, Tragic (Elle)
Love (Laura) (2)
Emotional Problems, Emotionally Dependent (victims) (1)
Mental Problems, Covetous (Lechery) (1)
Minority (lesbian) (1)

Useful Information
Initiative +8
Actions 2/1
Observation 1d10+6
Fear +5

Height: 5'3"
Hair: Black
Eyes: Brown

Skills
Acrobatics 3
Art 2
Computers 0
Crime 2
Doctor 0
Driving 1
Gun-Fu 0
Getting Medieval 3
Influence 4
Knowledge 4
Kung Fu 2
Languages 6 (English, French, Latin, German, Romanian, Sumerian)
Mr. Fix-it 1
Notice 3
Occultism 1
Science 1
Sports 1
Wild Card

Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +8 - Defense Action                           
Grapple +9 - Defense Action
Bite +7 6 Slash / Stab, needed for blood drain
Punch / claw +8 12 Bash / slash


Laura Hollis
White Hat

"What would Mina Harker do? Get bitten. Mina Harker would totally try and act all alluring to the bloodsucking fiend and totally get bitten. Let's not do that."

Life Points: 26

Strength 2
Dexterity 2
Constitution 2
Intelligence 4
Perception 3
Willpower 3

Qualities
Attractiveness 1
Nerd

Drawbacks
Honorable (1)
Love (Carmilla) (2)
Minority (lesbian) (1)

Height: 5'2"
Hair: Blonde
Eyes: Brown

Skills
Acrobatics 2
Art 2
Computers 3
Crime 2 (Investigative Journalism)
Doctor 1
Driving 1
Gun-Fu 0
Getting Medieval 1
Influence 2
Knowledge 3
Kung Fu 2 (Krav Maga)
Languages 2 (English, German)
Mr. Fix-it 1
Notice 2
Occultism 0
Science 1
Sports 1
Wild Card

Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +4 - Defense Action                           
Grapple +5 - Defense Action
Punch  +6 4 Bash

These stats represent our stars around Season 2.  So each one has a bit more points than expected of starting characters.

I think LaFontaine would

You can watch all three seasons on the KindaTV YouTube Channel.

Season 1



Season 2



Season 3




The movie is out next week!

Tuesday, September 19, 2017

The Witches of the Last Apprentice: AS&SH 2nd Ed.

When I was reading the Last Apprentice books a couple years back I thought that they would work well with Astonishing Swordsmen & Sorcerers of Hyperborea.  The vaguely weird fantasy and human-centric worlds I felt worked well with each other.  Plus it seems to me that both works drew on the same original works.  At least that is the feeling I got.

I finished the recent book, I am Grimalkin, just about the same time my copy of  Astonishing Swordsmen & Sorcerers of Hyperborea, 2nd Edition came in the email. It seemed to me that these two works are destined to remain together in my world.

Flipping through the new book get me into the mood to try out a few of the new classes and see what I could create.   Plus I have to admit that if you took the picture of the man on page vi with the sharpened teeth and fingers on his necklace and made it into a woman she very well could have been Grimalkin herself.

The races of AS&SH are very compelling as well and work with this world.

Alice Deane
Alice is one of the first witches we encounter in Delaney's Spook series. Though we don't know she is a witch at first (but we suspect it) nor do we know how really powerful she is and will become.  I am starting with her because she is the easiest to categorize. She is a witch.   The biggest issue with Alice is for someone so young she is already REALLY powerful. I made some compromises but am happy with this.

Alice Deane
Witch of the Dean and Malkin clans
Female Witch 5th level
Neutral

Race: Kelt
Secondary Skill: Scribe

Abilities
Strength: 10
Dexterity: 10
Constitution: 16
Intelligence: 17
Wisdom: 15
Charisma: 14

Casting Ability: 5
Fighting Ability: 2

Hit Points:  13
AC: 9
Saving Throw: 14 (+2 Transformation, +2 Sorcery)

Powers
1st level: Brew Potions, Read Magic, Read Scrolls, Scribe Scrolls, Witch Spells, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy

Spells
First: (4) Alter Self, Decipher Language, Light, Scare
Second: (3) Darkness, Hold Person, Perceive Heartbeat
Third: (2) Black Cloud, Wind Wall

Grimalkin
One of the first I did when working on my Pathfinder and D&D 5 stats for Grimalkin was to think about what might be the best multiclass or dual class option to make a "Witch Assassin".  Well AS&SH doesn't do multiclass or dual-class.  Instead they rules have several subclasses that serve the same purpose. I opted to use a Warlock class for her in this case.  I also opted to cheat a little and limit her Warlock spells just to the Witch spell list.  There is a precedent for this with the Warlock taking spells from the Magician, Cryomancer, Necromancer or Pyromancer lists.

Grimalkin
Witch Assassin of the Malkin clan
Female Warlock 10th level
Chaotic Evil

Race: Kimmeri-Kelt (with some Amazon somewhere in there)
Secondary Skill: Weaponsmith

Abilities
Strength: 17
Dexterity: 18
Constitution: 14
Intelligence: 17
Wisdom: 15
Charisma: 14

Casting Ability: 10
Fighting Ability: 10

Hit Points:  54
AC: 5 (Leather)
Saving Throw: 12 (+2 Transformation, +2 Sorcery)

Powers
Magic Item use, Read magic, Read scrolls, Scribe Scrolls, Sorcerery (Witch spells), Weapon Mastery, Stronghold

Spells
First: (4) Charm, Detect Magic, Scare, Sleep
Second: (4) Darkness, Find Traps, Obscure, Detect Invisible
Third: (3) Black Cloud, Delay Poison, Slow

Sword (3/2 attacks) +3 to hit, 1d8 +3 damage
Dagger (3/2 attacks) +3 to hit, 1d4 +3 damage

Thorne Malkin
Thorne is the apprentice of Grimalkin. She got the job at age 10 when she snuck up to the witch and kicked her in the shins.  Grimalkin normally would have killed the girl for her impertinence, but instead saw something in her that reminded her of herself. Thorne has been the apprentice of Grimalkin for the last five years.
For Thorne I am opting for the Legerdemainist class. This class is a subclass of the Thief with magical ability.  I figure anyone that can sneak up on the legendary Witch Assassin it would have to be a thief of some sort.

Thorne Malkin
Apprentice Witch Assassin
Female Legerdemainist 4th level
Chaotic Evil

Race: Kelt
Secondary Skill: Weaponsmith

Abilities
Strength: 15
Dexterity: 16
Constitution: 14
Intelligence: 15
Wisdom: 13
Charisma: 15

Casting Ability: 4
Fighting Ability: 3

Hit Points:  54
AC: 5 (Leather)
Saving Throw: 14 (+2 Avoidance, +2 Sorcery)

Powers
Backstab, Agile +1 AC, Discern Noise, Hide, Manipulate Traps, Move Silently, Open Locks, Pick Pockets

Spells
First: (2) Charm, Scare
Second: (1) Darkness

Sword +1 to hit, 1d8 +1 damage
Dagger +1 to hit, 1d4 +1 damage


I think I like the Warlock better for a Witch Assassin over the Ledgerdemaist.   But in the case for Thorne I think it still works great.

Can't wait to try this system some more.

Monday, September 18, 2017

Witch & Witchcraft Reading Challenge: Grimalkin the Witch Assassin

"I am Grimalkin, the Witch Assassin.  I am the mother of Death. She follows behind me leaving bloody footprints in the grass."

Also known as "Spook's: I Am Grimalkin" by Joseph Delaney.

I decided to go back to the Last Apprentice/The Spook series since it had been a while since I had read the last book.  This one dealt nearly exclusively with Grimalkin, the witch assassin of the Malkin clan of witches.  We last saw her leaving Tom Ward and the Spook, John Gregory, after they had trapped and beheaded the Fiend.  Grimalkin is now on the run from her sister witches with the Fiends head in a bag.  If they capture her they will bring back the Fiend.

I rather enjoyed this one.  It was a fast read since it was full of action Also the character of Grimalkin is a fascinating one.  We learn why she hates the Fiend so much despite being a malevolent witch herself.  We learn why she became a witch-assassin too and some of her early training.

We also learn a lot more about all these witches.  For example, Grimalkin has an apprentice of her own, Thorn, a girl she is training to be the next witch assassin.  Grimalkin cares quite a lot for this girl and takes pride in her accomplishments much like a mother would.   She also cares for Alice Dean and Agnes Sowerbutts, two other witches we have seen in the past.   Even when acting evil, these witches are very, very human.  Which really puts the past books and especially John Gregory's behavior in some very dark light.  In the end, I was asking who was truly the evil one here?

The book has a great build up but the final battle at the end is over too soon in my mind.

You can find all of Joseph Delaney's Spook's series and books here: http://www.spooksbooks.com/

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 21
Level: Crone!
Witches in this book: 4 featured, hundreds implied.
Are they Good Witches or Bad Witches: They are supposed to be evil witches, but a lot in this made me rethink that.
Best RPG to Emulate it: Nearly any D&D game would work great.
Use in WotWQ: Grimalkin is such a great character. I would LOVE to use her or someone like her in my War of the Witch Queens game.

A while back after I finished Rage of the Fallen I worked up Grimalkin for Pathfinder. I thought it was great, it captured the character well I thought.  For this book I wanted to give her a try for the Dungeons & Dragons 5th edition game.
The D&D5 game does not have witches (yet) but they do have Warlocks, and for this character that works out well to be honest.   She has a "Fiend Pact" which I felt was appropriate given her background in the books.  I went with the variant human so I could give her a dual wielding feat.
I suppose I could have made her Warlock/Ranger as some sort of hunter too, but I liked the idea of giving her the Rogue (Assassin) class.   Maybe I'll try that out with another system.

Grimalkin, the Witch/Assassin for D&D 5th Edition.



Wednesday, September 6, 2017

Eclavdra, D&D Beyond test and stats

I have a big three-ring binder FULL of stuff for my upcoming D12-3/Q1 adventures.  I have been wanting to do this for years and I am very excited.

To that end, I have been prepping on various fronts.  Here are the fruits of some of that labor.

As you might remember I signed up for D&D Beyond.  I am in for the whole deal, the books the builder all of it.  So I have been trying out different sorts of characters to get a feel for what works.

So far I find it superior to the builders I used for 3e and 4e from WotC but not quite as flexible as Hero Lab.  But for D&D 5 with all the content at my finger tips is great.  The HUGE plus for me is the ability to do it all on my Chromebook, switch to my Windows PC or laptop, switch to my phone or tablet or even use my Ubuntu Linux Frankencomputer.   For me, that is the best selling point.  I use too many different technologies that are cross compatible now, I expect that in the tech I use for fun as well.  While working on characters for this post I moved seamlessly between my Chromebook and Android phone.  I have not tried it on an iPad yet.

So far I have only used the character builder and the ability to look up material.   There is a lot here and I have to admit I get a kick anytime a bit of art from 3e and 4e pops up.

Eclavdra
I figure what better to test out this tool and to prep for my "Against the Drow" adventures is to stat up a new version of the classic Drow High Priestess Eclavdra.
Note: This is not going to be a "Power Score" like retrospective like +Sean McG does.  He does a far better job at that than I can do.



We get very little about her in the pages of G3. She is a Drow High Priestess of Lolth. She has some fighter ability and she is also serving the Elder Elemental Eye/Elder Elemental God/Tharizdûn.  +Joseph Bloch would know more and has likely talked about it a lot on his blog.
I have seen 3rd and 4th edition stats for her and I know I have 2nd ed stats for her somewhere.
I was hoping that the recent Tales from the Yawning Portal would have something more "5e-ish" for her, but other than some neat art (above) and a mention, nothing.  Not even the basic stats we got in the original G3.

Last year I talked about Eclavdra when I was getting ready to run the Giants series. I noted then that she was listed as:

Eclavdra (10th level cleric/fighter; H.P.: 60, Wisdom 17, Dexterity 18, Constitution 10, Charisma 18; Armor Class -8 = +3 shield, +5 chainmail, and +4 dexterity bonus).

So I started with that and compared it to the 4e stats I had at hand.



 I know I wanted to change her around a bit, keep her levels of Cleric but instead of Fighter, I gave her 4 levels of a Blade Pact Warlock of Tharizdûn.  I used some feats to also round out her fighting ability and I am very pleased with what I came up with.


A couple of things.  AD&D had lower ability scores but more powerful magic items.  This Eclavdra has greater Charisma and Wisdom, but she is unlikely to have a magic +5 anything.  So her 5e Armor Class of 16 seems weak compared to her AD&D AC of -8.  I might make her elven chain a little more powerful.

I am limited to the items in the software; that is until I make some more myself to use.  Good candidates here are +3 Elven Chain and her Tentacle Rod (not in the software or her sheets just yet).
But all in all I am pleased.  Like I mentioned above the ability to go back and forth on the platforms I use all the time appeals to me.  The phone version is also not too bad. I created a complete character on my phone with no difficulty.



If you want to check her out for yourself here is the PDF output the builder gives you.

Eclavdra, D&D Beyond Sheet.

It might not be perfect, but it is pretty good.

Most of the nitpicks I have with it are rule interpretations that I thought I had known.  So before I call them "bugs" I want to recheck my rulebook.

Is it worth the price tag?  Yeah, for me it is, but we are playing a lot of D&D 5 in this house these days.

Monday, August 28, 2017

Witch & Witchcraft Reading Challenge: Witch of Rhostshyl (Silverglass #3)

"You forget that I am a witch, Rehal." 
 - Nyctasia

Headed back to the world of witch Nyctasia r'n Edonaris brenn Rhostshyl and mercenary Corson brenn Torisk.  No longer on the run, our brave heroines are headed their separate ways for now.   Corson heads back to her lover Stefian and his tavern/inn in Chiastelm while Nyctasia remains with her cousins a bit longer.   Corson, of course, can't stand sitting around, she is too much of an adventurer, so she takes odd-jobs here and there.  One of which gets Steifann's other occasional lover, Destiver, captured and arrested as a smuggler.   While Steifann stews and Destiver waits for her likely execution, Corson decides to get out of town of a bit.
Back on the Endonaris Estates, Nyctasia is also getting restless. She translates books all day and comes down to interact with her cousins in the evening.   Eventually, she is dealing with a runaway slave and is drawn back into the civil war in Rhostshyl that she was trying to stop in Book 1.
Eventually, our heroes are reunited.  Nyctasisa takes on her rightful place as ruler of the City of Rhostshyl with Corson first as her body guard and then elevated to Lady Coirsonde.

More so than the previous books this one felt like two people writing a book separated by distance.   The story didn't pick up until the end, and only when our two leading ladies were back together again.  The bickering was gone and they have settled into a pretty solid friendship despite their differing stations.
I felt though there were some missed opportunities in this book.  There is a part where Nyc is off with a pack of traveling actors and acrobats that might have been fun.  Though we did get a lot of Corson's exploits.  We do get to meet Nyc's younger sister and mother in this, so more of the Edonaris clan.

This adventure really felt like a "Name Level" adventure in the old D&D sense.  Corson is made a Lady with all the rights and responsibilities.  Nyc stops running around and takes up her family's rulership of the city.

I am quite excited about starting the next, and sadly, the last book. No one will confuse these book with great literature, but they are a really fun and fast read.

The book is out of print and there are no digital or audio versions I have found.  They pop up every so often at Half-Price books.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 19
Level: Crone
Witches in this book: Nyctasia is very much a witch, but keeps her powers away from prying eyes.
Are they Good Witches or Bad Witches: Nyc is much better in this book.
Best RPG to Emulate it: For this book, there is a strong "Adventurer" vibe here not to mention all the things associated with hitting "name level" of old D&D.  So something D&D Basic/Expert, Adventurer Conqueror King,  or Astonishing Swordsmen & Sorcerers of Hyperborea would be great.
Use in WotWQ: Likely, but since I am using them as characters in the Blue Rose game I am currently playing their involvement might only be as a cameo.

Nyctasia and Corson for Basic/Expert D&D

Basic and Expert era D&D has so much going for it really. It is simple, it is easy to pick-up AND you can really pack a lot of fun in 14 levels.  I see why ACKS and AS&SH end around the same levels; ACKS, in particular, takes the B/X idea and really expands it to encompass a lot of  play-types.

Here they are for B/X era D&D at "name level".

Nyctasia r'n Edonaris brenn Rhostshyl
10th level Witch (Vahnite Tradition*)  (Family Trad)

Strength: 9
Dexterity: 9
Constitution: 10
Intelligence: 16
Wisdom: 15
Charisma: 18

Hit Points: 28
Alignment: Neutral
AC: 8 (leather armor, dex -1)

Occult Powers
Familiar: Greymantle (large hound)
7th level: Family Enemy

Spells
Cantrips: Chill, Daze, Detect Curse, Ghost Sound, Object Reading, Open, Spark
First: Bewitch I, Cause Fear, Glamour, Mend Light Wounds, Sleep
Second: Agony, Calm Emotions, Rite of Remote Seeing
Third: Circle of Respite, Ghost Ward, Speak with Dead
Fourth: Divine Power, Intangible Cloak of Shadows
Fifth: Death Curse, Sending

Corson brenn Torisk, aka The Lady Corisonde Desthene li'Rhostshyl brenn Torisk
9th level Fighter

Strength: 17
Dexterity: 16
Constitution: 15
Intelligence: 13
Wisdom: 14
Charisma: 16

Hit Points: 65
Alignment: Neutral
AC: 7 (leather)

Equipment:  Sword, armor, coins. Enchanted comb (will cast Bewitch 1/day).


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