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

Tuesday, June 6, 2017

Xena & Gabrielle: Blue Rose 2nd Edition

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


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

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

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

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

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

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

And that was about as far as I got.

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


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


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

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


Medium Armor: Studded leather

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

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

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


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

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


Light Armor: Soft leather

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

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

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

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

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

Wednesday, April 26, 2017

S&W Warlock: Meet Nik Nak, Goblin Warlock

Nik Nak is one of the first warlocks I worked up for my new Warlock for Swords & Wizardry.
He is a sneaky little goblin, but smarter than most.

Nik Nak by Jacob Blackmon
Nik Nak
3rd Level Goblin Warlock (Bogelbo)
hp 11

S: 9
I:  13
W: 10
D: 12
Cn: 10
Ch: 14

Saves: +2 to saves against charm, hold, paralysis and sleep spells.
BtH: +0
AC: 7* (lesser if Armor of Shadows is invoked)
Alignment: Chaotic

Invocations
Arcane Blast, Agonizing Blast, Armor of Shadows

Spells
1st: Häxen Talons, Obedient Beast
2nd: Poisonous Stare

Nik Nak is a respected, and feared, member of his goblin clan.  He is an impressive and smarter than average goblin. So smart in fact he found his way to the center of the Goblin City and presented himself to the King of Goblins beseeching him for power.  The great King admired the young Nik Nak's verve and granted him a token; a feather from his own cape.  The feather became Nik Nak's warlock familiar and now Nik Nak serves as a warlock with the Faerie Pact to the Goblin King.
In battle, Nik Nak carries a bone rod and wears leather armor. He rides on a giant frog (named "Mrs. Black") he has made obedient. He wears the skull of a giant rat as a helmet. Though this is more to protect the feather he has braided into his long dreadlocks than his own skull.
Nik Nak is a goblin, but he is not a particularly evil one.  He has learned that the threat of violence and terror of his power is usually more effective than actual violence.
Also, Nik Nak is perfectly happy to deal with adventurers in amicable terms as long as there is something in it for him or his Lord the Goblin King.

Usually found in the Goblin Wood outside the Haven Valley, Nik Nak can also be found wandering the Goblin Market where he trades wares, and insults, with other Bogelbos or in the town of West Haven where he deals with darker beings.

Despite racial enmity, Nik Nak has friendly if strained, relations with the Winterhaven gnome clan. This is mostly due to the legendary friendliness of the Winterhaven gnomes.

The Warlock for Swords & Wizardry will be out April 30, Walpurgis Night.


Tuesday, February 28, 2017

Thingizzard, the Witch of the Fens

I have been wanting to stat up some of the classic witches of the D&D game and one of the ones I had forgotten about was Thingizzard, the Witch of the Fens, from Return to White Plume Mountain for 2nd ed and Outside the Moutain for 3rd ed.

For 2nd ed she is depicted as a 12 HD hag.  For 3rd Ed she is a CR 12 green hag wizard.

But we all know what class she should be.

I want to try out her out using my Basic Witch class, but I also think I really need to also stat her out as one of +Jonathan Becker 's The Complete B/X Adventurer Witches (his blog IS B/X Blackrazor afterall) and Sage of Greyhawk, +Joseph Bloch's Adventures Dark & Deep Darker Paths Witch class.

All will do a good job in representing this sort of witch.

According to the 2nd Edition "Return to White Plume Mountain" she is:

Thingizzard
AC -2 (natural hide and Dex bonus); Mv 12, swim 12; HD 12; hp 80; THACO 9 (3 with Wave and Str bonus); #AT 3/2 (Wave); Dmg ld10+9; MR 25%; SZ M (5’ tall); ML fanatic (17); Str 18/00, Dex 17, Con 19, Int 14, Wis 15, Cha 12; AL NE; XP 7,000.

Special Abilities: full movement rate through quicksand and swamp; brew any potion.
Spell-like Abilities (at 12th level): l/day-animate dead, call lightning, control weather, curse, dream, forcecage, mind blank, polymorph other, polymorph self, veil, vision.
Special Equipment: five potions of extra-healing, potion of gaseous form, potion of super-heroism.

These stats also assume she has Wave.

I think for the sake of building and good comparison, I am going to make her a 13th level witch in all cases.  Also in each case I am going to swap what her highest ability should be. So for my witch it will be Charisma.  Wisdom for the Darker Paths Witch. Intelligence and Wisdom are the primes for the Complete B/X Adventurer Witch, but I think I'll give her the higher Intelligence here to balance it out.

Of course in the original, she is a hag.  So in these versions I will keep that by keeping her really high physical stats.

Thingizzard, the Witch of the Fens

Basic Era Witch
13th Level Hag (Faerie) Tradition

Strength 18
Dexterity 17
Constitution 19
Intelligence 14
Wisdom 12
Charisma 15

hp: 63
THAC0: 16

Death Ray: 9
Magic Wands: 10
Paralysis, Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs, Spells: 11

Occult Powers
Familiar: Toad
Brew Potions
Lesser: Speak with Animals/Plants
Minor: Fey Shape

Spells
Cantrips: (4) Alarm Ward, False Glamour, Mote of Light, Object Reading
First: (4+2) Blight Growth, Burning Hands, Detect Invisible, Endure Elements, Hold Winds, Sour Stomach
Second: (4+1) Discord, Evil Eye, Fever, Nausea, Scare
Third: (3) Bestow Curse, Dispel Magic, Toad Mind
Forth: (3) Confusion, Polymorph, Vomit
Fifth: (2) Animate Dead, Dream
Sixth: (2) Control Weather, True Seeing
Seventh: (1) Greater Arcane Eye

Darker Paths 2: The Witch by +Joseph Bloch
13th Level Witch

Strength 18
Dexterity 17
Constitution 19
Intelligence 14
Wisdom 15
Charisma 12

hp: 72
THAC0: 12

Paralysis, Poison, Death: 5
Petrification, Polymorph: 8
Rod, Staff, Wand: 9
Breath Weapon: 11
Spell: 10

Powers
Familiar: Toad
Brew Poisons
Bell, Book and Candle
Create Magic Items

Spells
First: (5) Charm Person, Predict Weather, Taunt, Witch Shot, Wither
Second: (5) Blight Field, Change Self, Charm Monster, Misfortune, Precipitation
Third: (4) Bestow Curse, Control Winds, Fear, Insect Swarm
Forth: (4) Jealousy, Polymorph Self, Prophecy, Sleep
Fifth: (4) Breath Poison, Control Weather, Polymorph Other, Season of the Witch
Sixth: (3) Blink, Cackle, Magic Cauldron
Seventh*: (3) Call Lightning, Death Curse, Great Rite

*Ok, she should not get seventh level spells due to her wisdom, but hey, my character.

The Complete B/X Adventurer by +Jonathan Becker
13th Level Witch

Strength 18
Dexterity 17
Constitution 19
Intelligence 15
Wisdom 14
Charisma 12

hp: 65
THAC0:

Paralysis, Poison, Death: 5
Petrification, Polymorph: 8
Rod, Staff, Wand: 9
Breath Weapon: 11
Spell: 10

Powers
Familiar: Toad
Brew Poisons and magical Potions
Bind Wounds
Book of Shadows

Spells
First: Hex, Light, Resist Elements, Speak with Animals
Second: Dreams, Fog, Locate Object
Third: Call Animals, Hoodoo, Object Reading, Quagmire
Forth: Mind Jab, Polymorph Others, Polymorph Self, Tarantella
Fifth: Control Weather, Greater Hoodoo, Insect Plague, Visions

I am hard pressed to say which witch I like better for her.  All three have something essentially "Thingizzard" about her.  Each witch has some spells that are particularly nice for her.

I will have to come back to this and see about doing 5e version once Tales from the Yawning Portal is released next month.

Bonus Question: How do you pronounce her name? I am partial to "Thing-iz-zard" myself, but "Thin Gizzard" also has a nice swampy feel to it.

Thursday, January 19, 2017

New Adventure, Character and Resources

Kinda buried at work this week.
So I'll share some resources and new adventure I am reading.

First up is the adventure.
The Witch of Monte Rosa is from Bill Barsh over at Pacesetter Games.
For 12 bucks you get an old-school like adventure and PDF.  This adventure is for low-level characters using OSRIC or your favorite OSR rule-set.
It is a sanbox adventure designed to be dropped into any campaign and is adaptable to higher levels.  The main focus though is the titular witch and the damage she is causing to nearby life.
There are some new monsters and some new magic items that look like a lot of fun.
The main antagonist is Helena, a "Cauldron Witch".
It would not take much at all to retune this to work with my Witch class.  "Cauldron Witch" becomes a tradition with some alchemy based powers.  Instead of Magic-User spells, give her witch spells.

Here is my take on her.

Helena
9th level Witch, Cauldron Tradition
Chaotic Evil

Strength: 15
Dexterity: 10
Constitution: 13
Intelligence: 18
Wisdom: 10
Charisma: 17

Saves
Death Ray or Poison:  11
Magic wand or devices: 12
Paralysis, Polymorph or Turn to Stone: 11
Dragon Breath: 14
Rods, Staffs, and Spells: 13

Hit Points: 50
AC: 7 (Leather Armor)
To hit AC 0: 16
Weapon: Staff (1d6+2)

Occult Powers
Familiar:  Cauldron*  (her connection to her cauldron is explained in the adventure)
Lesser: Immune to the Affects of Undead

Spells
Cantrips (6): Black Flame, Ghost Sound, Inflict Minor Wounds, Quick Sleeping, Spark, Summon Vermin
First (3+2): Bewitch, Black Fire, Burning Hands, Cause Fear, Charm Person
Second (3+2): Agony, Biting Blade, Blast Shield, Hold Person, Spell Missile
Third (2+2): Bestow Curse, Danse Macabre, Ghost Ward, Scry
Fourth (2+1):  Arcane Eye, Elemental Armor, Spiritual Dagger
Fifth (1): Death Curse

Certainly a worthy opponent!

What sold me on this adventure was that she was described as a "Witch Queen, long forgotten."
Kinda makes it perfect for my War of the Witch Queens adventures. So perfect in fact I am going to use this as the introduction to the series.


Going to be a blast really!

Here are free resources on witches and witchcraft.



Though if you are like me these are all very familiar sites.

Wednesday, November 2, 2016

The Witch Thomasin

File under: "You knew this was coming so you really can't act surprised."

Black Philip: Wouldst thou like to live deliciously?

Warning: Spoilers ahead for The Witch.

The Witch is a fantastic movie, not just due to it's script and amazing attention to historical deatils but for the breakout performances of it's young cast including, and especially, Ayna Taylor-Joy as the good girl turned witch, Thomasin.

With all the reviews I was doing last month I could not but help think f her in terms of some of the games.



Some reviews claimed that The Witch does not have a "Happily Ever After" I say, of course not! Chapter 1's never do!
Thomasin is by any stretch of the imagination a starting character.  The Witch is her origin story.

This makes things really easy in terms of character creation. Just follow the book.
We only see her indulging in one act of magic so we are going to need to make some assumptions based on what we have seen already.

There are three games in particular that I think are good choices for Thomasin.  WITCH: Fated Souls, C.J. Carrella's WitchCraft, and my own The Witch.



Basic Information
Age: 16
Height: 5'2"
Weight 120#
Hair Blond
Eyes: Blue

I figure this is right after the end of the movie.  I used the character pre-creation information in WITCH: Fated Souls to help guide me as to what Thomasin might be like.  I also decided that the "Devil" made good on his promise and gave Thomasin some resources.  She now lives alone on her family farm now, she has some riches but is still bound to a life of toil.  She is also now part of the local witch coven.  As the youngest, they will likely find a way to get her pregnant so they can sacrifice the baby to the devil.  Yeah, I am going with the stereotypical witches here.

The Witch: A sourcebook for Basic Edition fantasy games
Thomasin is very much a 1st level character.  She might know a cantrip and a 1st level spell, but that is about it.  Since witches in my book gain a familiar at first level we can also cover Black Philip.

Thomasin
1st level Witch, Malefic Tradition

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 10
Wisdom: 11
Charisma: 15

Saves
Death Ray or Poison:  13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15

Hit Points: 5
Alignment: Chaotic
AC: 9 (none)

Dagger

Occult Powers
Familiar:  Goat/Imp "Black Philip"

Spells
Cantrips: (4) Black Flame, Chill, Clean, Close
First: (1) Cause Fear

WITCH: Fated Souls
+Elizabeth Chaipraditkul's Witch was one of the first games I thought of when I was watching this movie.  Also this movie was what I was thinking of when I working on my review for her game.  It all works out really.  Thomasin really fits this game well.  If you are a fan of the movie, check this game out. If you are a fan of this game then watch the movie.  She is a really good fit.

Character: Thomasin
Fate: Heks
Familiar: Black Philip

Intelligence: 2
Wisdom: 2
Perception: 3
Charisma: 2
Manipulation: 3
Dexterity: 2
Strength: 1
Stamina: 3

Athletics 1, Brawl 2, Craft 2, Deception 2, Dodge 2, Empathy 1, Expression 1, Intimidation 1, Perform 2, Spot 1, Stealth 1, Survival 2, Thievery 1, Wits 1

Hit Points
Hurt: 14, Injured 14, Mauled 8, Unconcious 5
Soak: 0

CD to Hit: 13

Pursuits: Property 3, Contacts 1, Funds 1

Spell Level: 1

Talents: Casting 2, Potions 1, Occult 1

Spells: Telekinesis
Cantrips, Canto I, II
Bonus: Use TK cantrip to fly

Spells: Curse
Cantrips

CJ Carrella's WitchCraft
WitchCraft is such a fantastic game I feel I can use it for anything and everything.  The Witch is no exception.  I did go back and forth on whether or not to make Thomasin a Gifted or Lesser Gifted; arguments can be made for either one.  In the end, I went with Gifted.
I also stuck with the WitchCraft core book for her.

Thomasin
Gifted
Wicce
Concept: Forsaken
Life Points: 26
Essence: 19

Strength: 1
Dexterity: 2
Constitution: 3
Intelligence: 2
Perception: 3
Willpower: 3

Endurance: 26
Speed: 10

Qualities
Attractive 2, Gifted, Essence Channeling, Increased Essence Pool,

Drawbacks
Covetous, Cruel

Skills
Craft 1, First Aid 1, Myth & Legend 1, Occult Knoweldge 2, Riding (horse) 2, Rituals (Wicce) 1, Survival 2

Metaphysics
Affect the Psyche
- Influence Emotions
- Aura of Confidence

Communion
- One with the Land

Warding
- Create Ward

All three work very well in my mind.  Obviously I needed to take some liberties and some guess work. I should try these three with a more powerful character to see how they work with that.

What do you think Thomasin?



Oh in case anyone is annyed by the "VVitch" I give you this.


Could this be about Thomasin or her coven?

Wednesday, October 19, 2016

Vampyres: Chill 3rd Edition

Back in the earliest days of this blog I did a week-long deep dive into the characters of Fran and Miriam from the 1974 version of Vampyres.  I worked them for a number of games, including Chill 1st Edition.

Well 2015 gave us not only a new edition of Chill but a new version of the Vampyres.  I thought it might be fun to update them.

For starters, we see some more "classic" vampire abilities from both women.  No fangs, but they can't be photographed. Fran also shows that she is very strong, stronger than humans, and can jump or fall from very high distances.  Both women are also really fast.  We see them avoiding sunlight and mirrors, but not sure if these cause them harm or not.
These vampires also do not seem to have a supernatural form, but one could argue that they can shift into a black mist.  Also, there is a sequence at the end where Miriam's eyes glow and Fran looks like she has wings, but this could also be part of a dream that Harriet has.

Fran


EWS: 105 (Deadly)
REF: 70
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Dreamsend, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving

Fran must rest eight hours to regain Stamina. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.

Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.

In combat, Fran uses a straight knife. She can attack once per round.


Miriam



EWS: 100 (Deadly)
REF: 75
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving

Miriam must rest eight hours to regain Stamina. Like Fran, she prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can wake herself at the slightest noise.

Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she prefers to do so.

In combat, Miriam uses a straight knife. She can attack once per round.


Figuring out their stats is difficult since they don't do much to separate themselves into proper characters.  As the nominal "leader" I gave Fran the Dreamsend EWD since she is more often the lure for their victims. Both get the unique (uhh...ok) power of Time Stop, but I am going to rule that they can only use it together.

They avoid sunlight and sleep in a wine cellar, but I am unsure if sunlight harms them. I will say they can not use any of their of EWD while in sunlight.  They are still fast and strong, but can't use any other disciplines.

Given the upped level of violence in the new film I am not sure if my "Mayfairs" concept would work for them.  BTW a lot of people online are saying the newer movie has "upped the eroticism" over the 1974 version. I disagree. I think those people have only seen the edited version of the 1974 film.  

In the 1974 version, Fran and Miriam are more than just two women with a shared goal, they very much were partners.  In the 2015 version, I am not getting that vibe at all.

I am certain we will get more Evil Way Disciplines in the upcoming Chill Monster book.

Sunday, October 9, 2016

Larina Nix by LadyDeddelit

One of the things I *LOVE* is getting art of my characters.  Art is one of those things I can't do. But I know lots of great artists.  One of my favorites is LadyDeddelit.  In fact, I stalked her for a long time till her commission slots opened up.  She specializes in character art, in particular, RPG style characters.

For a few Euros I was able to get another one of my iconic witch Larina.


Commission 75 Larina part 2 by LadyDeddelit on DeviantArt






I am so pleased with how this turned out.
She does great work.  I love these "character sheets".

Monday, August 29, 2016

Tarot Witch of the Black Rose for Villains & Vigilantes

We have two great comic-related Kickstarters going on right now, one just getting going and the other about to end.
We have the update to the classic super-hero RPG Villains & Vigilantes from +Jeff Dee and Jack Herman, The Mighty Protectors RPG. It is doing great and still a few more weeks.
Also, we have issue #100 of Jim Balent's and +HOlly Golightly's comic Tarot Witch of the Black Rose.

So to celebrate both I thought some V&V stats for Tarot might be in order.  I have not played V&V in years, so I am a little rusty on character creation.

Notice:  Neither of these Kickstarters or their respective properties have anything to do with each other or their respective creators. Except of course that I am a fan and wish them all the best of luck!

Tarot, Witch of the Black Rose
Identity: Tarot, Witch of the Black Rose
Name: Rowan

Side: Good
Sex: Female
Age: Late 20s/Early 30s
Height: 5'9"
Weight: 135 lbs 

Training: Coven Witch, Swordmaiden

Level: 13
Experience: 100,000 xp

Strength: 13
Endurance: 15
Agility: 35
Intelligence: 18
Charisma: 30

React. Mod.: 5
Basic Hits: 3
Agility Mod: 0

Hit Mod. (1.2) (1.8) (3.4) (1.3)=9.5472

Hit Points: 29
Power: 81

Healing Rate: 1.2
Accuracy Modfier: +6
Damage Modifier: +5
Detect Hidden: 14%
Detect Danger: 18%
Reaction from Good: +5
Reaction from Evil: -5

Movement rate: 63

Powers:
Skills: Swordsmanship, Witchcraft

Power: Precognition
- Tarot Reading/Tarot Magic - Can use tarot cards as divination devices.

Poser: Magick (Spell casting)
- Dazzle
- Eye bite (Blast, does not require hands)
- Flight
- Magickal Senses
- Teleport
- Telekinesis

Magic Items
- Magic Armor (resistance to magical attacks,  enhanced agility)
- Magic Sword, Sword of the Black Rose (heightened attack, magical attack)

Legal status: Citizen of the United States with no criminal record.
Security clearance: 0

Other Tarot Character Builds
Hair: Red
Eyes: Green
Group Affiliation: The Black Rose Coven
Base of Operation: Witches' Hollow, Salem, MA

Notes: I have posted about Tarot before.  She has some magic, some skills and combat ability.  She has a winged cat familiar named Pooka as well as a two lovers, Skeleton Man (Jon Webb) and Boo Cat (a werecat).  She does some really cool comic things, but then ends up loosing her clothes while sledding due to some faeries (ok to be fair the whole vacationing lot, Jon, Mother and Raven, did too).

All in all not a bad fit.  I like her at 13th level which lines up nicely with her other builds.  Tarot really amounts to what is a Witch Guardian in my games.  A little magic, some combat ability, and a desire to protect others.  Everything else aside that is what Tarot (the character) is all about; protecting others.
Kinda makes her perfect for a game called "Mighty Protectors".
Other Characters for Villains & Vigilantes

Thursday, August 25, 2016

RPGaDAY2016: Day 25

In your opinion, what do you need for a satisfying character?

All I need is a good concept I want to explore.

In particular when creating a character I might have some archetype or even some stereotype I want to explore.

Currently, the character I am working on is an NPC for various project. She is a witch (of course, but so are my projects), but comes from an ancient line of witches.  Something like the Mayfair witches from Anne Rice, but a lot less incest.

Tanith Winters is a member of the ancient Winters family of witches.  She might be the powerful one yet, no one is sure.  But I plan to find out.
Like all of the Winters witches Tanith is pale, with white hair and favors darker clothing.

I am basing her look a little off of Taylor Momsen, the actress and lead singer of The Pretty Reckless. Yes she was also "Cindy Lou Who" in the live action How the Grinch Stole Christmas movie.

The name is a nod to both the novel "Tanith" by Jack D. Shackleford and the author Tanith Lee.

Lately for characters, I have been putting together Pinterest boards to collect ideas, mostly images, about the character.

Here is Tanith's:

Follow Timothy's board Tanith on Pinterest.

I also have boards for other characters as well.

http://www.brigadecon.org/rpgaday2016/


Tuesday, June 28, 2016

Iggwilv, The Witch Queen of Perrenland

I have been doing some research on Iggwilv for my War of the Witch Queens adventure and as part of my prep for my kids finishing up "The Dancing Hut of Baba Yaga" (more on that tomorrow).

While working on these it occurred to me that what I really wanted was a "Power Score -like" treatise on Iggwilv as she has appeared in all editions of *D&D.  So I went to the source and to see what +Sean McG  had written on the subject.  The more I read and the more I thought about it the more it seemed like a good idea to collaborate with Sean and see what his touch would bring.  Sure enough, he did a bang up job.  You can read his post on Iggwilv today.

For my efforts, I want to do something I have wanted to do forever.  Convert Iggwilv to a Basic-Era style witch.   We know a lot about her and I am basing these stats mostly on her 3.x edition version from Dungeon Magazine #149.   In that she is a Chaotic Evil human Wizard 26 / Arch-mage 4 (30 total levels).  That grants her a lot of spells and powers.
For my version, I toning down her abilities (Int 38, Cha 28...fine for D&D 3.x, not Basic) but granting her the top level of witches I have, 36th level.  Truthfully I would have been happy with anything from 30 to 36, but I have not done a witch this high of level before here.

Iggwilv also has a number of unique spells.  These can be handled by adding them as Witch Rituals.  Which is really appropriate since is was the descriptions of the magic circles in the Demonomicon of Iggwilv from S4 The Lost Caverns of Tsojcanth that got me really thinking about doing a witch class.

Iggwilv, Witch Queen of Perrenland
36th level Witch, Daughter of Baba Yaga Tradition*
Female, Chaotic (Evil)

Strength 10
Intelligence 20
Wisdom 17
Dexterity 21
Constitution 19
Charisma 22

Saving Throws
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2
Dragon Breath 2
Rods, Staffs, Spells 2
+2 to all saves via Tastchti's Mark
+5 to all saves via Ring of Protection
+2 for Wisdom

Hit Points: 66
AC: -10
(leather armor +5, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)

THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers

Lesser: Familiar (Quasit, "Black Comet")
Minor: Kitchen Witchery
Medial: Detect Bloodline
Greater: Curse
Major: Shape Change
Superior: Longevity

Other Powers
Arcane Diversity: As a Daughter of Baba Yaga, Iggwilv may learn other arcane spells (Wizard, Necromancer, Illusionist). She can replace 1 Ritual spell per spell level with an arcane spell she has learned.  These spells must be learned like other magic-users and recorded in her Book of Shadows ("Iggwilv's Nethertome").
This also help's explain why she was hanging out with the Circle of Eight.  She wanted to steal their spells.

Tastchti's Mark:  This magical tattoo on Iggwilv's was inscribed by the Lilitu Tastchti.  Provides a continuous +2 bonus to her saves and armor class as per the Bless spell.

Spells
Cantrips (7): Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Summon Vermin
1st (9+3): Bad Luck, Black Fire, Cause Fear, Charm Person, Darkness, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Minor Fighting Prowess, Protection from Spirits, Silver Tongue
2nd (9+3): Agony, Biting Blade, Discord, Enthrall, Evil Eye, Ghost Touch, Hold Person, Invisibility, Mind Obscure, Phantasmal Spirit, Spell Missile, Tasha's Hideous Laughter (Ritual)
3rd (9+3): Astral Sense, Bestow Curse, Circle of Respite, Dispel Magic, Feral Spirit, Ghost Ward, Lethe's Curse, Lifeblood, Magic Circle Against Undead, Toad Mind, Witch Wail, Witch Writing
4th (9+3): Abomination, Analyze Magic, Arcane Eye, Charm Monster, Divination, Ethereal Projection, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Undead Enslavement, Withering Touch
5th (9+2): Baleful Polymorph, Blade Dance, Death Curse, Dreadful Bloodletting, Endless Sleep, Greater Command, Hold Monster, Magic Jar, Nightmare, Teleport, Waves of Fatigue
6th (9+1): Anchoring Rite, Anti-magic Shell, Break the Spirit, Death Blade, Eye Bite, Ethereal Banishment, Mass Agony, Mislead, True Seeing, Dismissal (Ritual)
7th (9): Death Aura, Draw Forth the Soul, Greater Arcane Eye, Greater Blindness, Insanity, Wave of Mutilation, Binding (Ritual), Exaction (Ritual), Gate (Ritual)
8th (9): Astral Projection, Destroy Life, Greater Mislead, Mystic Barrier, Pit, Trap the Soul, Ensnarement (Ritual), Iggwilv's Lightning Cage (Ritual), Imprisonment (Ritual)

New Ritual Spells
These ritual spells often require the use of the appropriate magical circle and often the witch's familiar, which acts as a conduit to the magical energies summoned.

Some of these spells appear in the "Demonomicon of Iggwilv". Others in her Book of Shadows "Iggwilv's Nethertome".

Dismissal
Level: Witch Ritual 6
Ritual Requirement: see below
Range: One creature
Duration: Special
This spell forces an extraplanar creature back to its proper plane if it fails a Spells save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
The witch needs her ritual items and a proper magical circle drawn around herself.  She much also cut herself since blood powers the ritual.

Ensnarement
Level: Witch Ritual 8
Ritual Requirement: see below
Range: One creature
Duration: Special
This ritual works much like a Gate spell, save the creature gated in is trapped in a magical circle.  The creature gets a saving throw vs. Spells to avoid the ensnarement.
The witch can then demand a service from the creature for it's release.  When the service is somplete the creature will return to their own plane.
The spell ends when the witch has struck a bargin with the creature or if sunlight touches the magical circle. In both cases the creature will return to their home plane.  If the creature is held indefinitely they will get a new save vs. spells at Midnight.

Exaction
Level: Witch Ritual 7
Ritual Requirement: see below
Range: One creature
Duration: Special
A witch using this spell confronts a creature from another plane and requires of it some duty or quest.
The spell will not affect creatures with alignments greatly opposed to the witch's i.e. good vs. evil, law vs. chaos. Note that a true (absolute) neutral witch is greatly opposed to all other alignments, for the purposes of this spell. A creature which can be affected receives no saving throw, nor will magic resistance protect it. However, this spell does not affect deities or divine beings.
If the creature has received a great favor in the past from a person of the witch's alignment, the witch can name this as a reason for service. This requires that the witch know the personal history of the creature. If no past service is known to the witch, he or she must pledge a valuable gift or favor to the creature in return for its service.
In all cases, the reward promised by the witch must be equivalent to the service required from the creature. The spell then forces the creature to perform the service agreed upon. If the creature fails to perform the mission, it will suffer the penalties of the spells geas and quest simultaneously, until the mission is completed. Creatures cannot be compelled to obey self-destructive or suicidal commands.
When the service demanded from the creature is performed, it is instantly teleported to the witch's location. The witch must then perform the service or grant the reward agreed upon. When the creature's reward is granted, it is immediately sent back to its own plane.
If the witch reneges on the agreement, the creature has two options to choose from. Each is a part of the original spell and does not require magical ability or spell casting from the creature. Should the agreement be broken, the creature can place the witch under exaction. The witch receives no saving throw against this effect.  Otherwise, the creature can attack the witch. Should it choose to do  this, it will be totally unaffected by any spells cast by the witch.
The material components of this spell are, the witch's ritual tools, matter from the home plane of the creature from whom an exaction is required, and knowledge of the creature's nature or past actions; written on a page of parchment which is burned to seal the bargain.

Iggwilv's Lightning Cage
Level: Witch Ritual 8
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 Hour + 1 turn per level
This spell is a variant of the 7th-level wizard spell forcecage, and it is identical to that spell except as follows:
First, the “bars” of force energy which form the cage are electrified. Any creature, whether inside or outside, who makes contact with the electrified bars or touches them with an object composed of metal or other conductive material, must save vs. spells or suffer 10d6+10 hp damage. A successful save reduces this damage by half, but the lightning cage is not dispelled, nor are its electrical effects.
Second, the floor of the lightning cage is composed of a solid “sheet” of force energy equal to a wall of force, but it is charged only on its outside surface.
Third, unlike a forcecage, Iggwilv’s lightning cage cannot be altered to form a solid cube of electrified walls of force.
Finally, the lightning cage does not require the ritual drawing of a square with powdered diamond as is necessary with a forcecage, but it does require a material component. This material component consists of a “wand” of amber (worth 100 gp), tipped with a transparent  gemstone worth at least 1,000 gp.

Baba Yaga and the young Natasha/Iggwilv by Vania Zouravliov
Tasha's Hideous Laughter
Level: Witch Ritual 2
Ritual Requirement: see below
Range: 25 ft. + 5 ft./2 levels
Duration: 1 round per level
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Ritual Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.

I am pretty pleased with this to be honest. Certainly not someone I would mess with.

* I considered making her a part of the Malefic Tradition, but wanted her to have the Arcane Diversity.

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