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

Tuesday, July 29, 2014

Mary Poppins: Witch or Time Lord, Part 2

Mary as a Time Lord

So I explored how Mary could be a witch.  How can she be a Time Lord?



Well in addition to all that we know she speaks a lot of languages including Baby.  Her carpet bag could be a bag of holding or it could be Time Lord science.   She acts both young and wise, much like the Doctor and spends a lot of time with younger companions.  The 11th Doctor even made references to her in "A Christmas Carol" and in the book "Magic of the Angels".  In MotA the Doctor even has a carpet bag that he claims he got back from Mary.

Mary could have avoided the Time War much like the Doctor did.  She could have been The Nanny even.  Heck if that is case maybe she regenerated into Nanny McPhee.

She knows people from other planets such as the girl from the Pleiades.
Supercalifragilisticexpialidocious is almost as bad as Raxacoricofallapatorius.


Mary Poppins
Time Lord
From  Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition
Story Points: 8

Attributes
Awareness 5
Coordination 4
Ingenuity 6
Presence 6
Resolve 5
Strength 3

Skills
Athletics 1
Convince 4
Craft 3
Fighting 1
Knowledge 5
Marksman 0
Medicine 4 (little drop of sugar and all)
Science 3
Subterfuge 1
Survival 2
Technology 3
Transport 1

Traits
Animal Friendship, Attractive, Brave, Feel the Turn of the Universe, Friends (major), Indomitable, Keen Senses, Lucky, Quick Reflexes, Resourceful Pockets, Voice of Authority, Time Lord
Argumentative, Distinctive, Eccentric, Owed a favor to (the family she serves), Selfish (to a degree)

Equipment
Umbrella, Carpet Bag

Home Tech Level: 10 (mostly conforms to 4)

Personal Goal
To protect the Children

The Time Lord known as "The Nanny" (to some, Mary Poppins) fled Gallifrey in the earliest days of the Time War with one goal in mind. To protect those who could protect or help themselves.   She has been known to have encountered the Time Lord known as The Doctor at least once.

She has a number of family members she will mention, but these are all adopted and are world wide.
It is also not too much of a stretch to see her working the Paternoster Row Gang at some point.


Next time I'll cover why Ms. Frizzle of the Magic School Bus is not just a Time Lord but is in fact River Song.

So how about you?  Is Mary a Witch or a Time Lord?

Mary Poppins: Witch or Time Lord?

Mary Poppins is an interesting character.

She is both serious and fanciful. Strict and stern, yet kind and lovable. Old and wise and still young and innocent.  A witch and a Time Lord.

Wait.
What was that last one again?

Certainly Mary has a number of traits that could be considered magical and even witch like.  But there are other times her crazy world could be explained easier if she were in fact a Time Lord.  Both seem as likely as the other to be honest.

Mary as a Witch



Mary has a number of qualities that make her seem more like witch or some sort of magic user.
Indeed a lot of what she does is called magic.  It could be that is just what she is calling it to help explain it to the locals.

Mary Poppins
20th Level Witch Eclectic Tradition
From  The Witch

Strength: 10
Dexterity: 15
Constitution: 14
Intelligence: 16
Wisdom: 18
Charisma: 18

Saves
Death Ray or Poison: 5
Magic Wands: 6
Paralysis: 5
Dragon Breath: 8
Rods, Staffs and Spells: 7

To Hit AC 0: 14

Hit Points: 50
Alignment: Lawful
AC: 7 (coat equal to leather)

Occult Powers
Familiar: Jackdaw
7th level:  Speak to Plants and Animals
13th level: Permanent Magic
19th level: Witch’s Blessing

Spells 
Cantrips: Alarm Ward, Animate Tool, Dancing Lights, Ghost Sound, Object Reading, Warm
First: Comprehend Languages, Everlasting Candle, Fey Sight, Light, Magic Circle Against Evil, Consecration Ritual (Ritual)
Second: Augury, Detect Thoughts, Guard Watch, Mind Obscure, Rite of Remote Seeing, Calling the Quarters (Ritual)
Third: Astral Sense,  Dispel Magic, Scry, Spirit of Albion (Avalon), Imbue Witch Ball (Ritual)
Fourth: Analyze Magic, Divine Power, Ethereal Projection, Remove Curse, Drawing Down the Moon (Ritual)
Fifth: Calm Weather, Dream, Greater Command, Seeming
Sixth: Anchoring Rite, Greater Scry, True Seeing, Legend Lore (Ritual)
Seventh:  Ball of Sunshine, Greater Arcane Eye, Binding Ritual (Ritual)
Eighth: Astral Projection, Discern Location, Mystic Barrier

Magic Items:  Umbrella (works as a Witch's Staff), Bag of Holding (Greater).

Mary Poppins
Very Experienced Master
From Ghosts of Albion

Life Points 44
Drama Points 10

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

Qualities
Attractive 1
Charisma
Contacts (Underground) 3
Contacts (Supernatural) 6
Good Luck 2
Hard to Kill 2
Magic 8
Magical Family
Nerves of Steel
Occult Library (Amazing)
Resources 8
Situational Awareness
Supernatural Senses (the Sight)
Status 4

Drawbacks
Adversaries (Lots) 5
Honorable (Minimal)
Metal Problems (Cruel, mild)
Metal Problems (Intolerance, mild)
Obligation (To the family she serves)
Rivals 2

Useful Information
Initiative +2
Actions 1/2
Observation 1d10 + 11
Lesser Sensing +19
Fear +12

Skills
Armed Mayhem 2
Art 5
Athletics 2
Crime 2
Drive / Ride 2
Engineering 3
Fisticuffs 1
Influence 6
Knowledge 7 (Science, Mathematics, Astronomy)
Languages 7 (English, Italian, Latin, Greek, French, Animals)
Marksmanship 1
Notice 6
Occultism 9
Physician 4
Wild Card

Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry    +2 - Defense Action
Grapple +2 - Defense Action
Punch +2 4 Bash
Magic +23 per spell Usually graphs a horoscope first
- Counterspell +20 Special Magic defense action; dispels spell
- Deflect +23 Special Deflects spell 45 degrees
- Hold +22 Special Magic defense action; delays spell SL turns
- Deflect +16 Special Magic defense action; returns spell to caster

These builds assume that Mary is one of the more powerful witches in your game.  Of course to deal with children she would not need to be this powerful.

Monday, July 28, 2014

I Don't Believe in Bloody Mary

I don't believe in Bloody Mary, I don't believe in Bloody Mary, I don't believe in blood...

Bloody Mary is one of the more scary childhood monsters under the bed, or more accurately in the mirror.  Say her name three times while looking in the mirror in the dark and she will appear.
But who is she?

Stories abound, was she a young mother whose children had died?  Was she murderess who killed her husband to be before taking her own life?  Or is she as some stories have told the mother of Jesus, weeping tears of blood for the son she lost?


Bloody Mary Trickery by ~Skyberry-13 on deviantART

One of the stories I remember best was one about a witch named Mary Worth who in the late 19th century would kidnap slaves to torture.  Very so like the tales of Elizabeth Bathory or even Cathy Bates character of Delphine LaLaurie in American Horror Story Coven.

For The Witch I thought something else might be nice.

Mary Worth was a young woman who dreamed of her future life as a wife and mother. One All Hallows Eve Mary waited till midnight to look into her looking glass. She had heard the stories that you would see the face of your future husband in the glass.  But what Mary saw filled her with dread and horror.  The face she saw was that of a man, covered in blood with a countenance of pure evil and murderous intent.

A year later Mary was arranged to be married to an acquaintance of her father, it turned out to be the same man. Though this man seemed fair enough and treated her well.  Years went by and she gave him two children.

To protect herself and her children Mary turned to witchcraft so she could learn more of her fate and possibly change it. She suspected her husband was unfaithful that one night she went to brew a potion to ensure faithfulness. When she returned home she discovered her husband in the arms of another woman while her children slept.  They argued and she struck him with the poker from the fireplace. As blood raced from his brow she saw the vision she saw so many years ago.  She screamed and pushed her husband back into the fireplace.  Quickly the fire spread throughout the house.  Mary ran screaming, but her husband, his mistress and the children all died in the flame.

From that day forward any time Mary looked into a mirror she saw the faces of her dead husband and children.  Mad with grief she clawed her own eyes out and dashed her head into the mirror.  The glass severed her neck and she died in the mirror.

She now haunts all mirrors, scarring girls away who wish to learn their fates too soon.  She also captures younger children to replace the ones she lost, but these children cannot survive in her land of the dead.

Bloody Mary (when alive)
4th Level Witch (Eclectic Tradition)

Strength: 10
Dexterity: 10
Constitution: 12
Intelligence: 16
Wisdom: 11
Charisma: 16

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

To hit AC 0: 20

Hit Points: 25
Alignment: Chaotic
AC: 9

Occult Powers
Familiar:  Talking Mirror

Spells
Cantrips: Chill, Daze, Detect Curse, Ghost Sound, Open, Sound
First: Bad Luck, Cause Fear,
Second: Burning Gaze, Evil Eye,

That works for me!

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Monday, July 14, 2014

Jackson De La Croix for WitchCraft

I wrote this up for a WitchCraft game I was running a few years ago.  Jackson never made an appearance, but I will certainly want to use him for my Spirit of '76 game. Cerri and Brigh were two Wicce characters I had created as NPCs.  Similar to the layout in Chill Vampires the dossier is a collection of reports, news clippings (in this case printouts) and written reports.

Jackson De La Croix, or Jackson Jammer, was one of my favorite vampires from the Chill Vampires book. Here is my attempt to bring him into Unisystem and the 21st century. I am going with 2nd Edition Chill here even though it states that Van Helsing began to tour in 1979 (left over from 1st Ed to be sure). If you want to use 1st Edition Chill, subtract 10 years.  For my game I am going to have Van Helsing start around 74-75.

SAVE Report compiled 01-15-2006 by Cerriweden nic Brigandu, Special Envoy
Note: Cerriweden "Cerri" nic Brigandu is a member of the Daughters of the Flame coven. Born in Boston to Irish immigrants, Cerriweden has served not only as a valued and trusted Special Envoy to SAVE, she is also a top notch rock critic. She has been following the career and exploits of Jackson "Jammer" De La Croix since the death of Pablo "Bubba" Rodriguez in 1992.  She first encountered the vampire in Boston while visiting the Daughters of the Flame sanctuary there.
(incl: Include photo of Cerri and Brigh with Robert Plant and Jimmy Page from the 1994-5 Page/Plant tour).
Quote:
News item: May 17th, 1996. Raleigh, NC. Jammer Jackson, Dead at 27.
Legendary guitarist Jammer Jackson (news:sear) was found dead this morning in his hotel room in Raleigh, NC. His band Van Helsing had been performing last night (see related story in Arts, page 1D) in Raleigh. Cause of death was not immediately known, but corners office has not ruled out death due to drugs.
Van Helsing had been in the news quite a bit recently due to the often public arguments of its lead singer, Anton Van Helsing (news:sear), and Jackson. Van Helsing's last album failed to chart a Top 100 hit leaving many critics to wonder if the band was a relic of the late 80's
Quote:
May 18th, 1996. New Orleans, LA. Jackson Death Ruled Natural Causes.
A representative of the Raleigh County NC corners office has ruled that Jammer Jackson's death was due to natural causes. A family spokesman has released a statement that due to religious observances Jackson's body was claimed by his family before an invasive autopsy could be performed. Toxicology results revealed no presence of drugs.
Quote:
May 19th, 1996. New Orleans, LA. Fans Bid Farewell to Jammer
A simple wooden coffin baring the ashes of Jammer Jackson was laid to rest today. Several celebrities and members of the music business joined with fans, friends and family to say goodbye to what many considered to be a modern legend. Often compared to Jimi Hendrix in style and looks, though Jackson himself likened his style more to blue legend Robert Johnson. Jammer had recently become friends with another gone before his time musician, Kurt Cobain. The inevitable comparisons between all these great musicians cannot be understated.
Quote:
June 13th, 1996. Los Angeles. Van Helsing, Dead at 31.
Anton Van Helsing the once flamboyant front man of the eponymous band Van Helsing was found dead in his hotel room today. Police are still questioning his long time girlfriend, Astra, in connection to drug paraphernalia found in the hotel. Van Helsing's death comes less than a month after the death of his bands lead guitarist Jammer Jackson.
Quote:
Website: The Johnson-Hendrix-Jackson link, circa 2001
I know this sounds crazy but Johnson and Jackson shared more than dying young, listen to the cover of Crossroads (the Eric Clapton song for you born after 69, the Robert Johnson song for the rest of us) on Van Helsings 6th album. If you slow it down to 1/16th speed you can hearI mean why did we never see his body! I am telling you that just like Elvis and Morrison, Jammer Jackson is still alive.
Quote:
November 7th, 2004 Fresh Faces, New Orleans, LA.
You have to living under a rock for the last Summer not to have heard the infectious grooves of the New Orleans hottest club band De La Croix. A spicy Cajun blend of hip-hop, rap, and good old fashioned blues driven rock, De La Croix is ready to take on the world. Whether you are a fan of vocalist Joaquin Esperanza's politically charged lyrics or the rap styling of co-frontman DLC, the one thing everyone agrees on is the shear talent of the band's 20 year old guitarist J.J. It has even lead some to speculate that J.J. is none other than the son of Jammer Jackson, last seen as a 10 year-old, standing by his fathers coffin so many years ago.

Jackson De La Croix Today, Cerriweden nic Brigandu
Jackson did fake his death, but the tiff with Van Helsing's leader was real. Anton wanted to hit the big time, Jackson wanted to remain small and anonymous. Anton used drugs, while Jackson didn't. So Jackson decided to die. He allowed a doctor to examine him to sign the papers, but he hired a single mother to portray the grieving widow. In a rare occurrence of generosity, Jackson gave away almost all his earthly possessions and a fair sum of money to this woman and her son in return for their silence. Attempts to locate the woman have failed and no record of her exists after 1997.

Jackson did in fact kill Anton Van Helsing, but that was a mere technicality. Anton had been slowly dying of drug addiction. Jackson also later killed Anton's longtime girlfriend Astra, though no newspaper reported her death.

Jackson's whereabouts between 1996 and 2004 are unknown, but all reliable sources point to a long period of inactivity. It has been long speculated (see page 212 of the Rodriguez dossier) that Jackson has a hiding place in the ruins of the Belle Marche Plantation.

It is certain that the guitarist for De La Croix, J.J., is in fact Jackson De La Croix. What is curious is that in the hundred or so shows observed by SAVE, no deaths that meet Jackson's former MO have been noticed. In fact no deaths at all have been recorded outside of random stabbing in the same bar after the show.

Physical Appearance: As usual he appears to be a medium-complexion African American man in his early 20s. The same penetrating stare is there and it gives you the impression that he does not blink enough.  He looks much like he did when he was the lead guitarist of Van Helsing.

Jackson De La Croix, WitchCraft RPG Stats

Strength: 5 Intelligence: 4
Dexterity: 8 Perception: 7
Constitution: 4 Willpower: 6

Life Points: 55 Endurance: N/A
Essence Pool: 97 Speed: 24

Skills: Play Instrument (guitar +9, all other stringed instruments +8 ) , Hand gun 3, Streetwise 6, Occult Knowledge 2
Qualities and Powers: Vampyre, Artistic Talent (guitars), Bard, Become Mist/Fog, Charisma 1, Contacts (Music industry), Hard to Kill, Increased Essence 6, Resources 4, Status 2, Semblance of Life, Time Stop
Drawbacks and Vulnerabilities: Aversions (Mint, Religious Symbols, Salt), Bloodthirst, Minority

Punch Damage: D4(2) x Strength
Kick Damage: D4(2) x (Strength+1)
Large Knife Damage: D4(2) x Strength. Damage Type: Slashing/Stabbing
Handgun, .22 caliber Damage: D4 x 2(4). Range: 3/10/20/60/120. Capacity: 8-10

Become Mist/Fog: One of Jackson more amazing powers is the ability to become mist or fog. Anytime he drops below 0 Life Points or below 5 Essence Points (or when he feels threatened) he can become a thick low-lying mist that moves at twice his normal speed. Jackson will then attempt to escape to a safe location. He has several plain wooden coffins stored away in safe houses in New Orleans, Nashville and Savannah, as well as one or two in smaller locales. He has a coffin in his standard gear, but knows that is the first place anyone will look. He disguises it as a crate to carry gear.

Note: Where did this Power Come From?
Not much is known about origin of this power. We do know from Rodriguez's research that Jackson's mother was a powerful Mambo and we do know there are reported, but undocumented, elemental powers among the Legbans. Was this a power Jackson had before becoming a vampyre or was something he developed later? Could this be an evolution of the Greater Shifting power? Further, careful, investigation is needed.

Religious Symbols: Jackson does not cower or flee from religious symbols like other vampyres, but he cannot come within 2.5 (1 meter) from them. He has the same reaction to Mint leaves (but not artificial mints) and Garlic. None of these have attracted any attention in a world where rock musicians will trash a room based on whether or not they got enough green M&Ms in their rooms.

Holy Burial: To permanently destroy Jackson one must perform a variation of the Holy Burial ritual described in the Mystery Codex. A wooden stake needs to be driven through Jackson's heart. His body must be placed in a plain wooden coffin (no other material will suffice) and taken to a crossroads by pallbearers. At the crossroads the coffin must be spun around at least three times. If one piece of the ritual is not done properly or is missing, Jackson will remain dead until the stake rots and he will then rise again to continue his façade of humanity. If every part of the ritual is followed to the letter then Jackson's spirit will pass to the Death Realms, never to return.

Essence Vampirism and Bloodthrist: Jackson De La Croix regains most of his essence during his concerts (has the Bard quality). Over the years he has perfected his performances to cause his audience to release almost imperceptible amounts of Essence (usually only one or two points per), but given that he plays to hundreds, even thousands, at a time, he can absorb a full two weeks worth of Essence per show. Of course Jackson will turn around and use Essence to power-up his performance, attract young ladies (usually several) to his dressing room, or typically enjoy the high that holding on to Essence gives. While in his Jammer days, De La Croix would go for the limelight and shun the backstage antics, as J.J. he provides a solid performance but remains an unknown element on the stage. His backstage antics are often sorid tabloid fodder. It is of course a ruse. De La Croix plays up this persona to distance himself from his previous ones. It also allows him to hide in plain sight as it were, no one thinks twice of some rock musician sleeping all day if he is rumored to be engaging in amorous activity with young groupies all night.

His Time Stop power is actually a Supernatural Quality/Power that causes a localized distortion of time perception, similar in many ways to the Mirage power. It costs 15 Quality/Power Points and 5 Essence Points for the first subjective minute and 2 Essence Points per subjective minute after that. So the drain someone in 5 minutes, Jackson spends 13 Essence Points.
Of course one might ask why he goes through the effort of using this power when he has better ways of getting Essence. Simply put Jackson enjoys the hunt. He has a taste for blood, particularly that of young females, and he enjoys the thrill of picking one girl out of the crowd to drain and doing it in front of everyone. Plus if Jackson does not feed at least once every two weeks he begins to loose Essence.
Like Mirage, this power ineffective against other supernatural creatures and those that can see Essence patterns.

Tuesday, June 24, 2014

Character Writeup Page updated

So I have something like a 1000 things to do, but to help clear out my head I updated my Character writeups page.
http://timbrannan.blogspot.com/p/characters-and-builds.html

They are sorted by character or property. One day I really need to sort them by game system too.

Until then here is a list of the systems I have used to stat up these characters.  Maybe there is something you like here.

4th Edition Dungeons & Dragons
AD&D  1st Ed.
Adventures Dark & Deep
Adventures in Oz RPG
Amazing Adventures
Astonishing Swordsmen & Sorcerers of Hyperborea
B/X Companion
Barbarians of Lemuria
BASH
Basic D&D
BECMI + Glantri Gazetteer
Big Eyes, Small Mouth (BESM) 2r
Big Eyes, Small Mouth (BESM) 3.0
C. J. Carella's WitchCraft RPG
Cartoon Action Hour, Season 2
Cartoon Action Hour, Season 3
Castles & Crusades
Chill, 1st Edition (Pacesetter)
Chill, 2nd Edition
Cinematic Unisystem
Cortex
Cortex Plus (Smallville)
DC Adventures
DC Heroes (Mayfair)
Dirty Nellie
Doctor Who: Adventures in Time and Space
Ghosts of Albion
Icons
Marvel Heroic Roleplay
Meddling Kids
Mutants and Masterminds, 2nd Edition
Mutants and Masterminds, 3rd Edition
OVA
Pathfinder
Quest of the Ancients
Savage Worlds
Spellcraft & Swordplay
Superbabes
Supers Unleashed
True20
Victoria RPG
Victoriana
Villains & Vigilantes
Witch Girls Adventures

40+. Not too bad.
Would love to throw a few more into that mix.

If you throw in my Willow & Tara page then I can add these too:

C.J. Carella's WitchCraft
Amazing Adventures
BASH!
Big Eyes, Small Mouth, 2ndEdition
Big Eyes, Small Mouth, 3rd Edition
Big Eyes, Small Mouth d20 (and SAS d20)
Call of  Cthulhu
Cartoon Action Hour, Season 2
Chill
Cortex
d20 Modern
DC Heroes (Mayfair)
Doctor Who Adventures in Time and Space
Fudge / Now Playing
Icons
Kult
Macho Women with Guns (Original and d20)
Marvel Heroic Roleplaying (Cortex+)
Mutants and Masterminds, 2nd Edition
Mutants and Masterminds, 3rd Edition
OVA
Savage Worlds
Slasher Flick: Director's Cut
Superbabes: The Femforce RPG
True20 / Blue Rose
Villains & Vigilantes
Witch Girls Adventures
World of Darkness (old)
World of Darkness (new)

Any system you would like to see me try next?
Any character you would like me to try next?

Monday, June 23, 2014

Maleficent for Basic Games

Last weekend was my birthday and I got a chance to go out and see Maleficent.
I liked it.  I thought Angelina Jolie did a great job (if maybe a little hammy) and there were some great moments with some good lines.   I thought the denouement was both welcome and interesting.

I know people had some issues with the changes to story and character, but honestly if you want to see "Sleeping Beauty" then go watch Sleeping Beauty.

What I have here is a cross between both her portrayals. The idea that reality lies somewhere in between.  I think she is rather obviously a Faerie Tradition witch.

Maleficent, either version, is still one of my favorite characters.

Maleficent
The Witch stats for Basic Era Games
14th level Witch, Faerie Tradition

Strength: 10
Dexterity: 12
Constitution: 12
Intelligence: 17
Wisdom: 12
Charisma: 18

Saves
Death Ray or Poison:  9/7
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11


To hit AC 0: 16

Hit Points: 70
Alignment: Chaotic (in Advanced games she varies between Chaotic Good, Chaotic Evil and Chaotic Neutral)
AC: 5 (Ring protection)

Occult Powers
Familiar:  Raven (+2 to Death related saves) "Diaval"
7th level:  Speak to Plants and Animals
13th level: Fey Shape (She can grow wings)
Like all Faerie Witches Maleficent takes extra damage from items made of cold iron.

Spells 
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Bad Luck, Cause Fear, Silver Tongue, Sleep, Speak with Animals
Second: Bewitch II, Burning Gaze, Evil Eye, Rose Garden
Third: Bestow Curse, Fly, Improved Faerie Fire, Scry
Fourth: Arcane Eye, Intangible Cloak of Shadows, Polymorph
Fifth: Death Curse, Endless Sleep, False Vision
Sixth: Geas, Wall of Roses
Seventh:  Maze, Hell Hath No Fury*

New Ritual Spell

Hell Hath No Fury
Level: Witch Ritual 7
Witches Required: 1
Range: One Creature
Duration: Permanent
The ritual, Hell Hath No Fury, is a rare ritual in that only one witch is required to cast it, but the situations in which it can be cast are also rare.  The witch lay a devastating curse on an individual who has someone personally harmed the witch in some way.  The harm isn't as simple as an attack, the offense must be a great one such as murdering the witch's family or lover, breaking the witch's heart with the promise of true love or spurning the affections of the witch for another.  Typically only one such person in the witch's lifetime would fit the requirements.  The witch then takes all her anger, rage and sorrow and pours it into this curse.  The witch may affect the person responsible or a member of that person's family.  The choice of victim and the curse is directly tied to insult done to the witch herself.
Once the curse is laid then it can only be broken under very specific circumstances either dictated by the witch or somehow related to original hurt to the witch.  This curse can not be broken via a remove curse, wish, dispel magic or similar enchantments.  The witch herself can not break the curse either.

Examples would be Maleficent's curse on Aurora or Maria Owens curse on her own family in Practical Magic.

Section 15 OGL Statement
The new witch ritual "Hell Hath No Fury" is considered Open for the terms of the OGL.
"Hell Hath No Fury" Witch Ritual, Copyright 2014 Timothy S. Brannan.

Thursday, February 6, 2014

D&D40 Bloghop: Day 6

Day 6: First character death. How did you handle it?

My first character death was my first Elf character (back when Elf was a class).
Silverleaf was killed by an assassin's blade. Never saw it coming.

I remember at the time thinking "well, I guess takes care of that lame character".
But later I was a little bummed, I had been playing him for a bit.

I got over fairly quickly with a swift progression of character deaths including my only other Elf character, a dwarf and one of my thieves.  Life was cheap back in those days.  My Dwarf, Creeper, died due to one of those awful traps from Grimtooth's Traps books.  Their death dates are listed as June 1982 on the sheets.  He was followed in Death by Arendil (Elf), Rad (Cleric) and Roscoe (thief).  I then burned through something like 10 characters during the "Winter 1984" sessions. No exact dates, but a lot of them were classes that came from early Dragon magazines, I saw a lot of "Spies", "Bandits" and "Samurai".  It was also obvious that this must have coincided with my switch over to full AD&D.

I have kept all my "dead" characters.  I have a folder called "The Graveyard".  I figured if I ever needed an NPC I could pull one of them out.


Bring out your dead!

Monday, January 27, 2014

Hex and Skylla's Magic School Reunion

I am still enjoying the release of the Glantri Gazeteer on DNDClassics.com.  One of the really fun things for me was of course the Magic School.  Loved the idea of a huge magical university, esp since I had gone off to University at that point myself.

The Seven Secret Crafts of the magic school also grabbed my attention.  They were Alchemy, Dracology, Elementalism, Illusion, Necromancy, Cyrptomancy and Witchcraft.  No surprise it got my notice.

I always wanted to try these out in a game, but by the time I had purchased this book I was moving on 2nd ed and gaming and grad school didn't mix so well.

With this new release I thought I would come back to it!  And I have two perfect characters to try out, Skylla and Hex.  

So former BFFs and now Frenemies have come back to Glantri's Magic School on their 10th year reunion. Wacky hijinks ensue. Yes. You D&D game is not complete if you can't have at least one Wacky Hijinks adventure.  To get even crazier why not have Aleena and Morgan Ironwolf there as well. All four could have been living in the apartment when going to their various schools. Sure and Skylla dated Bargle. 
Honestly, the more I think about it the more I like the idea of a "Class Reunion" style adventure.  The PCs come back to celebrate 10 years since they graduated/left home and some local guy gets the idea of disrupting the scene.   That might become my next Gen Con adventure.

This isn't too far out of an idea. The Glantri book itself suggests a "Magic School" game where all the PCs are 12 year old 1st level magic users.

Anyway. I am thinking 10 year since I am keeping Skylla at level 7. I'll use Hex at 7 as well since that would give me a good bit of comparison.  These builds will use the BECMI rules (not my more familiar B/X or Witch rules).

Both characters are basically 7th level Magic-users as per the BECMI Expert Set.

Skylla, 7th Level Magic-User (Witchcraft)
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 15*
Wisdom: 12
Charisma: 8 (down from 11)

Hit Points:  25
Alignment: Chaotic
AC: 3 (Ring of Protection +1)

Witchcraft Circle Powers
First Circle: Brews and Philters, Silver Tongue
Second Circle: Doll Curse, Witch's Charm

Spells 
First: Charm Person, Light, Read Magic
Second: Knock, Levitate
Third: Hold Person,  Lightning Bolt
Fourth: Dimension Door

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment, demon helm (+1 saves vs. demons and charming magic, +1 AC)


Hex, 7th Level Magic-User (Necromancy)
Strength: 10
Dexterity: 9
Constitution: 10
Intelligence: 18
Wisdom: 13
Charisma: 15

Hit Points: 30
Alignment: Neutral (maybe a little Chaotic)
AC: 6 (talisman of protection)

Necromancy Circle Powers
1st Circle: Protection from Undead
2nd Circle:

Spells 
First: Dark, Shield, Sleep
Second: Levitate, Phantasmal Force
Third: Fly, Hold Person
Fourth: Ice Wall

Magic Items
Talisman of Protection (AC 6)

Not bad builds. There must be something to this CHA reduction; I have seen it too many times now.  I am not a fan of it, especially in older D&D, but I guess people like how it works.

Saturday, December 14, 2013

Zatannurday: ICONS

Digging through some characters and found some ICONS stats for Zatanna.  Time to share!

It's been a long time since I last talked about ICONS.  I would like to do more with it someday.

Zatanna
Zatanna Zatara

Abilities
Prowess: 3
Coordination: 5
Strength: 2
Intellect: 6
Awareness: 7
Willpower: 8

Powers
Wizardry (Magic) 8
- Blast
- Mind Controll
Telepathy 4
Teleport 5
Astral Projection 6

Specialties
Performance (Stage Magic) - Mastery
Sleight of Hand - Mastery
Occult - Mastery

Stamina: 10
Determination: 1

Aspects
Qualities
Connections
Epithet
- "World's Greatest Magician"
- "Mistress of Magic"

Challenges
Weakness - Must speak backwards to use her magic
Relationship issues.

Links

Tuesday, December 3, 2013

Skylla: Astonishing Swordsmen & Sorcerers of Hyperborea

My love affair with Astonishing Swordsmen & Sorcerers of Hyperborea continues. Please don't tell my other games.

Given that I was thinking about an AS&SH witch yesterday and in light of their sale that it might be a good idea to give Skylla a try.  Also I would like to compare this Skylla to the Dragon Magazine and Eldritch Witchery versions since I think thematically they will be the closest.

In many ways the Witch from AS&SH really captures the concept I have of Skyll very, very well.  Not just in terms of being a witch, but as something half forgotten out of a misty past.  AS&SH Skylla might be the most dangerous one yet.

Skylla in Astonishing Swordsmen & Sorcerers of Hyperborea 
As with the other write-ups I am going with 7th level.  I will try to find similar spells, but when the option arises to take a "witchier" spell, I'll take that.

If I had to name a Tradition for her it might be something like a Cthonic or even a Hyperborean one.
Abilities with an asterisk are her prime abilities. In this case, Intelligence and Charisma.

Skylla, 7th Level Witch (AS&SH)
Race: Common (but could be Atlantean or Hyperborean)
Secondary Skill: Scribe

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

Casting Ability: 7
Fighting Ability: 3

Hit Points:  20
Alignment: Chaotic Evil
AC: 4 (Ring of Protection +1)

Powers
1st level: Brew Potions (x3), Read Magic, Scribe Scroll, Familiar (small demon - raven)
3rd level: Brew Love Philtre
5th level: Dance of Beguilement, Effigy
7th level: Animate Broom

Spells 
First: Charm Person, Detect Magic, Light, Sleep, Shocking Grasp
Second: Detect Invisibility, Levitate, Locate Object, Ray of Enfeeblement
Third: Phantasm, Witch Fire
Fourth: Shock Wave

Magic Items
Ring of Protection +1, Dagger +1, Broom

More powers and a wider variety of spells. Plus in these rules she gains bonus 1st and 2nd level spells due to her high intelligence.  The powers are most similar to the Dragon #20 witch which is no surprise; we are all pulling from the same sources.  I honestly was not expecting huge differences here.

Looking over the spells and some of the magic items I can see how you can get a whole lot of play out of just 12 levels in this game.

Other Skylla writeups

Friday, November 15, 2013

Skylla: Spellcraft & Swordplay: Eldritch Witchery

For my first conversion of Skylla I wanted to start as far back as I could while still using a proper "Witch" class.  Plus I want to do something that is more similar to a "wizard" class.  For those reasons I am choosing to use Spellcraft & Swordplay (since it is very much like OD&D) and the warlock class from Eldritch Witchery.

A few conceits.
- While the original Skylla was 6th level, I am going to stat all my versions as 7th level.  The reasoning is that a lot of my witch classes gain a power at 7th level and many others have at lease one power by that point.
- I am also working under the assumption that Skylla began as a good character, either as a good witch or a good magic-user/wizard and then soon became evil.  By 6th level she is unrepentant chaotic evil.  So her initial options as a character would be the ones a good character might choose.
- I am keeping her same stats, but I am going to rearrange them so her Prime Attribute always has the highest value (in this case 15).
- I am going to try to give her the same or similar spells from her original stats.

Skylla from Eldritch Witchery
I choose the Warlock class since it seems to fit my narrative of her. Warlocks are "betrayers" and evil typically, but they don't have to be.  You can use Eldritch Witchery to make a good Warlock.  Evil just happens to be easier.  Also Warlocks are an advanced class of Wizards (Magic-Users) so it fits.

She belongs to the Goetic Lodge. Figured that it was the best choice to fit a character that wanted to seek out more magic.

Skylla, 7th Level warlock (Goetic)
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 15*
Wisdom: 12
Charisma: 11

Hit Points:  25
Alignment: Chaotic Evil
AC: 3 (Ring of Protection +1)

Occult Powers
Familiar: Elemental Sprit
7th level: Summon 6HD Elemental to do her bidding (typically she likes fire and air)

Spells 
First: Charm Person, Light, Read Magic, Spirit Dart
Second: Detect Invisible, Knock, Levitate
Third: Bestow Curse, Slow, Wizard Lock
Fourth: Elemental Armor

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment, demon helm (+1 saves vs. demons and charming magic, +1 AC)

Some rearrangement of spells but still comes close.  There is no Staff of Commanding in S&S, but there is the Staff of Enchantment which fills the same niche.

Tuesday, October 29, 2013

Emirikol the Chaotic for Eldrtich Witchery

A while back I did stats for Emirikol the Chaotic for 4e.  Though lets be honest. Emirikol is an old-school bad guy.  The oldest.  Even before Bargel became Public Enemy #1 in the hearts and minds of D&D players, Emirikol was blasting people in the streets just because he could.

Here he is as a bad ass Eldritch Witchery Warlock.

Emirikol the Chaotic, Weaver of Chance, Harbinger of Doom
Human, 19th Level warlock (The Goetic Lodge)

Strength: 12
Dexterity: 16
Constitution: 15
Intelligence: 19
Wisdom: 14
Charisma: 17

Hit Points:  66
Alignment: Chaotic Neutral (evil) (yeah I know, not a proper S&S alignment)
AC: 6 (talisman of protection)

Occult Powers
Arcane Blast: 1-3 hp, 19x per day
Hex
Familiar: Fire Elemental Horse
7th level: Summon Lesser Elemental (Chaotic)
13th level: Summon Demon (Type I or II)
19th level: Summon Greater Demon (Type III, IV or V)

Spells
First: Black Flames, Chil Ray, Detect Spirits, Fey Sight, Ghostly Slashing, Minor Fighting Prowess, Silver Togue, Sleep, Spirit Dart
Second: Agony, Broca's Curse of Bable, Death Armor, Discord, Ghost Touch, Levitate, Mind Obscure, Phantasmal Spirit, Spell Missile
Third: Astral Sense, Cause Fear, Fly, Ghost Ward, Haste, Lesser Strengthening Rite, Liar's Curse, Protection from Normal Missiles, Speak with Dead
Fourth: Charm Monster, Confusion, Dance Macabre, Instant Karma, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee
Fifth: Bad Luck, Death Curse, Dreadful Bloodletting, Feeblemind, Teleport, Wave of Mutilation
Sixth: Anti-magic Shell, Death Blade, Disintegrate, Mass Agony, Primal Scream

While it could be argued that he is a Wizard or Warlock, I think this works well for him.

Thursday, October 24, 2013

Eldritch Witchery: Hex from Skylanders

It is no secret that I am a fan of the game Skylanders.  I even got caught up in all of the hype about collecting the figures and everything.  I am embarrassed (a little) to discuss the lengths I went too to get some of these figures.  There were other parents right there next to me, so I figured I was in good company.

Well just when we all though the madness was dying down, Activision released the new Skylanders Swapforce.  New game, new figures, and your old figures still work on it.  Here we go again.

I don’t think it is a stretch to  guess that my favorite character in the game is Hex, the dark elf witch of the “undead” element.  So given there is another new Skylanders game AND Eldritch Witchery is out I thought I would stat her up once again.

Here she is as an Eldritch Witchery warlock.

Hex, 13th Level warlock (Fraternity of Bones)


Strength: 10
Dexterity: 9
Constitution: 10
Intelligence: 18
Wisdom: 13
Charisma: 12

Hit Points:  30
Alignment: Unaligned Neutral
AC: 6 (talisman of protection)

Occult Powers
Familiar: Floating Skull (Spirit)
7th level: Necromantic Spell use, Hex can use Necromancer Spells
13th level: Summon Spirit (summons a skull spirit, 9HD Ghost)

Spells 
First: Black Flames, Detect Spirits, Fey Sight, Ghostly Slashing, Minor Fighting Prowess, Sleep, Spirit Dart
Second: Agony, Death Armor, Discord, Ghost Touch, Levitate, Phantasmal Spirit
Third: Astral Sense, Cause Fear, Fly, Ghost Ward, Lesser Strengthening Rite, Speak with Dead
Fourth: Dance Macabre, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee
Fifth: Death Curse, Dreadful Bloodletting, Teleport
Sixth: Death Blade, Wall of Bones

Originally posted here: http://elflairgames.blogspot.com/2012/10/witches-hex-from-skylanders.html
This one takes advantage of new rules written since then.

Other stats:

Friday, October 18, 2013

Review: Adventures Dark & Deep The Darker Paths

Nearing the end of my delve into Adventures Dark and Deep so here are two older products. In fact I picked them up about a two years ago and reviewed them then.

These two classes appeared under the subtitle "Darker Paths" and they are two favorite classes of mine.

Darker Paths 1: The Necromancer
The Necromancer is the first in a set of alternate classes for the Adventures Dark and Deep RPG.
The Necromancer is one of the more popular "alternate classes" developed for any fantasy RPG.  Almost always an alternate class and never a core one, the necromancer is the ultimate foe in many games or the ultimate PC in others.  But as long as horror and undead are popular in game, then the necromancer is right there with them.
Darker Paths 1: The Necromancer packs a lot of  punch in a small book. At only 24 pages, we get a new class, a "new" race and 75 new spells.  No small feat really. The material is for the Adventures Dark and Deep game, but it certainly can be used with any retro-clone, near-clone or any other game that emulate AD&D 1st ed or Basic D&D.  The art is mixed, but very evocative of the era.  Some new pieces and some public domain works (and it looks like the editor did his research too).
If you like Necromancers and play an older edition of the game, whether an honest older edition or a newer clone, then this is a good choice.

Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other.  In the end I think I just need to review the product as is.  Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D.  Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales.  This must be recalled when reading the rest of this book.  These witches are more Baba Yaga and not Circe for example.  There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom.  Their Charisma must start high, but it degrades as the witch rises in level.  Interesting.  I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one.  It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules. That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid.  She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons.   Like other witches of folklore, this witch can also have multiple familiars.  A nice touch in my mind.
The spells are the real gem of this book.  Nearly 50 new spells there are a lot of classics here.  There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).

Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book.  In the end this is a very good evil witch class.

One thing that is nice about these classes is  they are sub-classes of the Mage and Cleric respectively.  So you multi-class them.  Well...it's not in the rules per se but you should be able to.   Of course I have teh perfect test character for this.  My latest acquisition, Light Core Hex!

Hex
CE Female Dark Elf
Witch 5 / Necromancer 5

Abilities
STR: 10
INT: 15
WIS: 18
DEX: 9
CON: 10
CHA: 13

Saving Throws
Paralyzation, Poison, Death: 9
Petrification, Polymorph: 12
Rod, Staff, Wand: 11
Breath Weapon: 15
Spells: 12

Special Abilities (class)
Magic bonus: +6 to magical saves
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar
Limited to 13th level in Witch
Charisma degradation

Special Abilities (race)
Infravision 120'
Speed 150'
Bonus Spells
Sunlight Vulnerability

HP: 13
AC: 6 (Bracers)

Experience: 38,050 (19,025 each)

Spells
Witch
Blue Flame, Ghostly Hands, Witch's Mark, Blight Field, Fascinate, Magic Broom, Fear, Hand of Glory, Spit Poison

Necromancer
Chattering Skull, Death Mask, Detect Bones, Ectenic Blast, Eyes of the Dead, Animate Dead

Bonus (race)
Faerie Fire, Dancing Lights, Darkness 5' radius, Detect Magic, Know Alignment, Levitation, Clairvoyance, Detect Lie, Suggestion, Dispel Magic

Bonus (wisdom)
Detect Good, Ears of a Bat, Charm Monster, Misfortune, Magic Missile, Sleep

That's a lot of magic!

I have done Skylander's Hex before for other systems:
This one is by far one of the more powerful!  To get an idea of the rule differences between the systems, have a look at all these versions.

So +Joseph Bloch, if I ever play Adventures Dark & Deep with you at a convention can I use this character?!

Saturday, September 28, 2013

30 Day D&D Challenge, Day 28: Character you will never play again

Day 28: Character you will never play again

I actually have a few.  I never really need to play a fighter again. I had a few back in the day, they don't interest me all that much.  Never really had the desire to play a barbarian.
Specific characters, well there is my thief Roscoe that will stay safely retired as well most of my characters from the 2e version of AD&D.
Actually there are a lot more than this since I like making characters and usually only run games these days.


Friday, September 27, 2013

30 Day D&D Challenge, Day 27: Character you want to play in the future

Day 27: Character you want to play in the future

Not sure how this is different than Day 9.
There are a couple, Justice and Taryn are two I have created and would love to play.  I would love to play a witch in Pathfinder right away to be honest.  That is what I want to do the most at the moment.


Sunday, September 22, 2013

Fire & Ice: Superbabes

My son's favorite girl super heroes are Fire and Ice.  When playing D&D he always goes with elemental-style casters, particularly fire ones.  So when he saw Fire on Justice League Unlimited years back he had to know who they were!  I guess the apple doesn't fall too far from the tree!


Fire and Ice are not heavy hitters.  They do what they do well, but outside of a career in modeling, not much else.  Yes, Fire is a spy and an agent in checkmate.  But for Superbabes I think the best thing to do is keep them in their JLU guise, or even their Batman Brave and the Bold characterizations.  Fire is not a killer, checkmate operative or whatever. Ice is not dead.

Character: Fire
AKA/Secret ID: Beatriz Bonilla da Costa, Green Fire, Green Fury
Age: unknown   Apparent Age: late 20s/early 30s
Birthplace: Rio de Janeiro, Brazil
Origin: Scientific Accident (5cp) Going with the 'caught in a pyroplasm explosion at WayneTech' origin.
5 CPs

Primary Stats
Muscles: 13  Muscles Damage: 0 Max Press: 650
Health: 17   Regen, Combat: - Regen, At rest: 1pp/3rds  HTK/Day: 2d10
Moves: 19  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 1
Brains: 11  Mental Attack Bonus: - Mental Hittability: 3
Will: 14 ("Ambitious")  Regen Rate: 1pp/10rds HTK Regen/Day: 1d6
Personality: 21
Looks: 26 (pretty much every woman from Brazil is hot)
242 CPs

Secondary Stats
PP: 121
HTK: 50
Fame: 12
Bimbo Points: 3
XP:
Level: 8
CPs: 13 more to spend

Powers
Flight 20 levels (80" 80cp)
Blast (fire blast) 20d6 120cp
Big Blast (fire ball) 10 levels 110cp
Change Body (fire) 50cp
Force Field 20 60cp
Invulnerability 4 20cp
440 CPs

Gizmos
none

Skills
Agent 100cp (good one for her skils)
Acrobatics 40cp
Contacts 20cp
Languages (English, Portugese, Spanish) 20cp
Martial Arts 2 levels 100cp
Persuation 20cp
Survival 20cp
300 CPs

Character Description
Height: 5'8"
Weight: 140 lbs
Hair: Green
Eyes: Green
Skin: Caucasian, dark


Character: Ice
AKA/Secret ID: Tora Olafsdotter, Ice Maiden
Age: unknown   Apparent Age: late 20s
Origin: Genetic Quirk (32cp)
32 CPs

Primary Stats
Muscles: 14  Muscles Damage: +2 Max Press: 700 
Health: 16   Regen, Combat: - Regen, At rest: 1pp/4rds  HTK/Day: 1d20
Moves: 16  Bonus to hit: +1 Movement: 6Hittability: 6 Initiative Bonus: 1
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 17  Regen Rate: 1pp/4rds HTK Regen/Day: 1d6+2
Personality: 18
Looks: 25
244 CPs

Secondary Stats
PP: 122
HTK: 50
Fame: 11
Bimbo Points: 2
XP:
Level: 8
CPs: 0 more to spend

Powers
Blast (ice) 20d6 120cp
Big Blast (ice storm) 11 121cp
Blind (ice storm) 75cp
Change Body (ice form) 50cp
Control Weather 75cp
Force Field (ice wall) 20 60cp
Go Places, line of sight (ice bridge) 50cp
Invulnerability 5 10cp
Run Fast (while on ice bridge) +5"  15cp
576 CPs

Gizmos
none

Skills
Animal Handler 20cp (pet seals)
Contacts 20cp
Languages (English, Norwegian) 10cp
Martical Arts 2 levels 100cp
Survival 20 cp
Swimming 10cp
180 CPs

Character Description
Height: 5'7"
Weight: 136 lbs
Hair: White
Eyes: Blue
Skin: Caucasian, pale

So both girls ended up around 8th level.  A little bit lower than I expected to be honest.  I could bump up their martial arts both by 2 and get them to 10th level, but this is fine.

Actually stating them up here was a lot of fun.  I think I would like to try giving them a go in Marvel Heroic Roleplaying just to see how they work.

I guess my week of Superbabes is over.  Too bad really, this is a fun system and it was a lot of fun trying this out.  Maybe I'll have more tomorrow anyway.

Saturday, September 21, 2013

Zatannurday: Superbabes

Been talking about Superbabes all week.  Since I have done Batwoman and Wonder Woman I should also do my other favorite DC Superbabe.

Like with Tarot, Willow and Tara, Zatanna has most of her points in Magic.  Though at Zee's level she gets to be really powerful.

Character: Zatanna Zatara
Age: unknown, older than she looks
Apparent Age: early 30s
Origin: Supernatural Pupil (50cp)
50 CPs

Primary Stats
Muscles: 12 Muscles Damage: +1  Max Press: 200 
Health: 14   Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 2d6
Moves: 16  Bonus to hit: +1 Movement: 6" Hittability: 6 Initiative Bonus: 1
Brains: 26  Mental Attack Bonus: +3 Mental Hittability: 9
Will: 26  Regen Rate: 2pp/1rds HTK Regen/Day: 2d6
Personality: 101 ("enchanting")
Looks: 52
494 CPs

Secondary Stats
PP: 247
HTK: 114
Fame: 19
Bimbo Points: 1
XP:
Level: 24
CPs:  12 more to spend

Powers
Magic Spells
- Blast 5d6 (60cp)
- Costume Change (40cp)
- Flight 3 (24cp)
- Force Field 20 (120cp)
- Illusions (300cp)
- Misc spells (200cp)
Move things Without Touching Them 200cp
Read Minds (listen & talk) 30cp
Super Senses
- See Magic 20 cp
Visions of Elsewhere 40cp
1034 CPs

Gizmos
Wand (Focus) 10cp
Hat (40 cp to Psi Invulnerability) 10cp
20 CPs

Skills
Acrobatics 20cp
Animal Handler 20cp
Disguise 20cp
Catwalk 20cp
Contacts (Criminal) 20cp
Contacts (Supernatural) 20cp
Languages (English, Egyptian, Greek, Latin, Backwards Talk) 40cp
Occultist 50 cp
Stealth & Concealment 30cp
240 CPs

Character Description
Height: 5'7"
Weight: 137 lbs
Hair: Black
Eyes: Blue
Skin: Caucasian

At 24th level Zee packs a punch.  Most of her points went into powers as expected.  The issue here is Zee's magic is so flexible she can in theory do just about anything.  This is not a new issue, she has the same problem in most games, but here it begins to stand out.  She is full 15 levels more than Willow and Tara and only outclasses them in raw magical talent.

I based these stats on these stats:



Wednesday, September 18, 2013

Justice Issue 7: Superbabes

Doing something a bit different from the supernatural characters I wanted to try out my other supers character "Justice".

You can read about the character in my various posts and her introduction here.
Justice is very much a perfect fir for Superbabes.  She is young, good looking and of strong moral fiber.  Where she doesn't fit really is she not really a good candidate for "Good Girl Art" she is more a straight forward super-hero.  Plus she has some angsty background elements (she did nearly kill someone with her heat vision).  But besides all that she was a fun character to stat up.

So continuing the the theme of Justice's posts here being an issue in her comic what does Issue 7 give us?  Well this is the time that Justice had to team up with a bunch of other Superbabes from across the multiverse (Taryn, Tarot,... to stop a threat.   If it is going to be something that requires all these heroes (including a younger version of her own mother) then it would have to been something that had also took out the original Superbabes team.
How about this. The big bad is this fetish dude known as The Refrigerator. He captures women and freezes them.  Plenty of subtle and overt S&M and dominance context that makes this guy a bit creepier than Mr. Freeze or Captain Cold, yet fits rather well in this.  After all the perfect foil for a Good Girl is a creepy misanthrope.  All these heroes are gathered together, kick his ass and rescue the original team.  Yeah it's a bit like the X-Men #1 that introduced us to Wolverine, but that's fine. Or any similarities to this scene are probably totally intentional.


Character: Justice
Secret ID / AKA: Astra Kal-El, Astra Kent
Age: 24   Apparent Age: mid 20s
Origin: Extrateristrial (25cp)  Closest thing really.
25 CPs

Primary Stats
Muscles: 32  Damage: +2d6 Max Press: 3,200
Health: 22 ("Amazon" natch)  Regen, Combat: 1/10rds Regen, At rest: 1pp/1rd  HTK/Day: 3d10
Moves: 51  Bonus to hit: +5 Movement: 11" Hittability: 11 Initiative Bonus: 5
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 17 ("Driven") Regen Rate: 1pp/4rds HTK Regen/Day: 1d6+2
Personality: 20
Looks: 75
466 CPs

Secondary Stats
PP: 233
HTK: 60
Fame: 8
Bimbo Points: 1
XP:
Level: 6
CPs: 32 more to spend (still has some skills to learn but I want to improve her Flight later on).

Powers
Flight 10 40cp
Don't Breathe III 20cp
Invulnerabilty 12 60cp
Hit Em Harder 2 +2d6 10cp
Blast (Heat Vision) 2d6 12cp
Super Senses
- See Far Away 10cp
- See Through Things 25cp
- Good Hearing 15cp
222 CPs

Gizmos
none

Skills
Melee Weapon (Sword) 10cp
Blind Fighting 25cp
Law Student 20cp
Contacts (Criminal) 20cp (thanks to the Batman)
Contacts (Government) 20cp
Detect & Deactiveate Alarms & Traps 30cp
Streetwise 10cp
Acrobatics 20cp
155 CPs

Character Description
Height: 6'1"
Weight: 135 lbs
Hair: Black
Eyes: Blue (but wears a blindfold)
Skin: Caucasian
Unique Characteristics: Wears a red blindfold.

Movement
Ground: 11"
Flight: 40"

Again, I am pretty pleased with this build.  Justice and the build I did for Wonder Woman showed that you can spend the points really fast.

Saturday, September 14, 2013

30 Day D&D Challenge, Day 14: Favorite NPC

Day 14: Favorite NPC

My favorite NPC has to be Omar, the celebrated Dwarf merchant of Crazy Omar's.
I loved the idea of this supposedly crazy dwarf walking around his warehouse/shop wearing silk pajamas, singing in dwarven opera and wearing a fez (before fezs were cool).
Omar though is best in very small doses.  Too much and he becomes a cartoon character or at worst an ex dues machina for my players to get the exact thing they need.
Still though, after all these years he is still fun to play.  I just wish I knew some good Dwarven Opera to sing!