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

Sunday, November 22, 2015

Mythic Russia

There are tons and tons of great mythic stories in the world.  One of the ones I have always found to be interesting, though I know very little about them, are the Russian myths and fairy tales.  In particular Baba Yaga and Koschei the Immortal.  I found these pictures online from Amok Amokov.
https://www.instagram.com/amokrus/
https://www.facebook.com/amokanet

These pictures really capture what I think the Russian fairy tales should look like, or at least how they should be in my world.

Baba Yaga

Vasilisa the Beautiful

Vasilisa the Wise

Koschei the Immortal

Ilya Muromets

Alyonushka and Ivanushka
Elena the Fair
I certainly like this version of Elena the Fair, certainly worthy of the title Queen of Summer.

Thursday, November 19, 2015

Grimalkin, The Witch-Assassin

Gimalkin is the assassin of the Malkin witch-clan and is the best one they have ever had.
She is tall, thin but muscled and covered in leather straps and daggers.
In addition to being a powerful witch she is a peerless assassin and always chooses to make her own weapons.
Her weapon of choice is a razor sharp pair of scissors that she uses to snip off the thumbs of her victims.  While she is deadly and cruel, she also has a sense of honor. She will not fight against people much weaker than herself and she never, ever lies.

You can read more about her here:
http://thespooksapprentice.wikia.com/wiki/Grimalkin

Grimalkin the Witch-Assassin
Female Human Assassin 4/Rogue (Rake) 1/Witch (bone-witch) 5
LE Medium humanoid (human)
Init +3; Senses Perception +11

Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 53 (5d8+5d6)
Fort +2, Ref +8, Will +6; +2 vs. poison
Defensive Abilities uncanny dodge

Offense

Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
   dagger +0 (1d4+1/19-20) (x13)
Special Attacks bravado's blade, death attack (DC 18), hexes (coven, disguise, healing), sneak attack +3d6, true death (DC 19)
Witch Spells Prepared (CL 5th; concentration +11):
3rd—arcane sight, bestow curse (DC 17)
2nd—alter self, darkness, hold person (DC 16)
1st—cause fear (DC 15), charm person (DC 15), command (DC 15), infernal healing
0 (at will)—daze (DC 14), mending, message, read magic

Statistics

Str 16, Dex 17, Con 11, Int 18, Wis 12, Cha 9
Base Atk +5; CMB +8; CMD 21
Feats Acrobatic, Agile Maneuvers, Alertness, Blind-Fight, Endurance, Quick Draw
Traits focused mind, killer
Skills Acrobatics +13, Bluff +3, Craft (weapons) +15, Diplomacy +3, Disguise +7, Escape Artist +12, Fly +5, Heal +5, Intimidate +8, Knowledge (arcana) +17, Knowledge (planes) +14, Knowledge (religion) +10, Perception +11, Sense Motive +9, Stealth +14, Survival +7, Swim +7, Use Magic Device +10
Languages Abyssal, Common, Daemonic, Dark Folk, Infernal
SQ hidden weapons, patron spells (bone magic), poison use
Other Gear leather armor, dagger x 13

Special Abilities

Agile Maneuvers Use DEX instead of STR for CMB
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Coven (Ex) Count as a hag to form covens, and aid another can increase coven witch's CL.
Death Attack (DC 18) (Ex) You can kill or paralyze for 1d6+4 rds with a prepared sneak attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (5 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Focused Mind +2 to Concentration checks
Healing (2d8+5) (Su) Use cure moderate wounds once per day/person.
Hidden Weapons +4 (Ex) You gain +4 to Sleight of Hand checks made to hide weapons on your person.
Killer Add weapon's critical modifier to its critical bonus damage.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
True Death (DC 19) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 19 caster level check.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Familiar (Bone Witch)
Grimalkin uses bones as her familiar. In particular the thumb bones of other powerful people, witches or creatures.  Right now she has in her possession the head the of Fiend, she can use that as a familiar as well.

Thursday, September 17, 2015

Willow & Tara: Castle Falkenstein

It's been a while since I visited my two favorite witches.  I thought they were mostly retired by now, trying to live a quiet life.    Well I was wrong!

Long time reader and friend Ronnie Bradley shared his Castle Falkenstein stats with me.  I really like what he has done here.  Ronnie was also responsible for the Kult stats from a few years ago.  Willow from Boston and Tara having a Fey background actually ties in nicely to things I have done too.

So thank you Ronnie! Here are his stats.

Willow & Tara for Castle Falkenstein

The world of the Victorian age of New Europa is a world of steampunk technology, Faerie, Magick and derring do. It is of course our own Europe of the Victorian era with a few obvious changes but the nations remain the same. How do Willow and Tara fit into this world? Here is my take on it.
Given that so much of the action takes place in New Europa and the sheer weight of history and intrigue in that area I am going to have Willow and Tara emigrating to London. Willow will be a Consulting Detective (very similar to Madame Vastra in Doctor Who) who specializes in dealing with the occult and mystical crimes with her partner and lover Tara, who is the heiress to a great estate and fortune in England thanks to her Fey lineage.

The character sheets along with a small biography for the two characters are presented below. I have added the Health Points for those who wish to use the standard combat system from the main rulebook rather than the revised one from Comme Il Faut.
Whilst the overwhelming amount of information is held by the core rulebook, some of the skills and tomes come from Comme Il faut and a few tomes from The Book of Sigils. It would be useful to have these 3 books at least (and Sixguns & Sorcery is always a good one as well).

Willow and Tara flanking the Slayer of Victorian Age, Tara LaGrange by mqken.
Willow Rosenberg
Willow was born in Boston, Massachusetts and showed herself to be an adept and able student at school, excelling in the sciences and engineering. Many believed that she would become a great mathematician and perhaps solve the great scientific mysteries of the day. However as she entered College (still a great rarity for a woman of that age) she found herself becoming interested in the mystical and how magick could be manipulated.
For Willow magick became an equation to be cracked, a formula to be stripped down and re-assimilated. Using her keen mind she was able to strip spells down to their core components and re-assemble them as she wished. In the course of her studies into the mystical arts she became friends with and eventually lover to Tara Maclay, a sorceress whose power was only matched by her beauty. Willow soon learned that there was a price to pay for her tinkering and began to realise that magick was part of the natural lifeblood of the world and that damaging and tinkering with its power unchecked could cause grave repercussions.
Unwittingly letting loose a daemon from the Unseelie Court into the college, she was able to stop it with Tara’s help. Her actions however had her thrown out of the college to the shame of her family, who could not accept Willow’s new found interests, both academic and romantic and disowned her. With nowhere to go she was heartened by Tara’s offer to come with her to her ancestral home in England, where they could live in comfort as she continued her studies. There Willow has learned to harness her intellect and keen perception in providing services for those needing help against dark magickal forces.
In the 10 years since their move to England Willow has gained a reputation in London as someone to go to when the crime is mystical or supernatural in nature and her business is a thriving one. Tara remains her partner both in business and in love and together they have defeated many attacks on British soil by nefarious  Wizards and sorcerous orders and the Unseelie Court. Willow is by nature loyal to her friends and especially to Tara although she can at times be quick tempered and whilst Tara is by nature passive Willow is more certainly more aggressive.

STATS
Willow Rosenberg, 32 yr old Sorceress (Consulting Detective) Health Points: 7

Skills:
Athletics (GD/♣)
Charisma (GR/)
Comeliness (EXC/)
Connections (GR/♠)
Courage (GR/)
Education (EXT/)
Exchequer (GD/♠)
Invention (EXT/)
Fencing (GD/♣)
Marksmanship (GD/♣)
Motoring (GD/♣)
Natural Sciences (GR/)
Perception (EXC/♦)
Performance (PR/)
Riding (PR/♣)
Sorcery (AST/)
Tinkering (EXC/)

Equipment: 22 Derringer, Rapier, Notebook, magnifying glass. Willow also has an extensive library of criminology and a small  lab in the basement of the London mansion that is their base of operations. Money is almost no object so assume any day to day items needed can be provided for.

Tara Maclay
Tara was born the daughter of a wealthy woman who met and married her father, a lay preacher, whilst on holiday in Boston and chose to stay there with him. Their eldest, a son, followed his father into the ministry whilst the younger, Tara, grew up as a gentlewoman.
Tara’s mother however had kept back one thing from her husband, her Fey ancestry. Not only was she Fey, she was in fact Tuatha De Danu, one of the rarest of all the Fey races and the most powerful. Her husband, whilst a good man in most respects, saw the Fey in strict black and white and saw them all as demons and tempters to be thwarted. As such, she did not share her life energy with either of her children, ensuring they were born mortal so as not to raise suspicion. Although she did not pass on her secrets of magick to her son, who she quickly realised was her husband in younger form, she did teach what she knew to her daughter, especially with regards to the delicate nature of balance and the need for the Second Compact. Tara showed a remarkable ability with magick. Whilst not powerful she showed an effortless ability to cast spells seeming to easily and safely grasp the thaumaturgical energy from the ether and give it form.
Sadly, her mother’s presence was soon discovered by the Unseelie and in her determination to save her children, she sacrificed herself to protect them. Her father and brother, grief stricken, declared all fey to be the enemy of the family and went on a moral crusade to rid all of them, Seelie and Unseelie, from the town. They were eventually stopped by Tara, using spells of defence and confusion to keep them from killing a family of fey who had resided in the area for decades. In doing so she accepted and embraced her fey heritage and was renounced by her family as a demon.
Tara moved away, eventually becoming a part of a small coven dedicated to protecting the people of Boston from the forces of darkness. Whilst at a meeting with the head of her coven who taught at the local college, she struck up a friendship with a young woman who was interested in learning about magick. The young woman, Willow, soon won Tara’s heart and their relationship grew stronger. She saw in Willow incredible power but a recklessness in her determination to wield and understand the forces around her. It was this recklessness that led to the opening of a portal and the near destruction of the college.
Tara aided Willow in defeating the demon that appeared but when the Coven asked her to choose between them and her new friend, she chose Willow. At that point fate intervened and she was visited by a man who turned out to be her maternal Grandfather. She learned of her lineage and of their ancestral home. Although she was not Fey she was still the eldest of the lineage as her brother had refused to acknowledge the line. She was given the title of Lady Tara Maclay of Constance Manor, a
stately home on the outskirts of London, along with the deed to the house. The grandfather died soon after, but not before giving his blessing to her love and wishing them well.
In the 10 years since their move to London, Tara has graced high society and her initial shyness has been replaced by a quiet confidence. She aids Willow in her Detective work whilst often entertaining dignitaries from around the world and from the Fey realms. She is often seen as a neutral ambassador and her clear headedness is often used for diplomatic work for the Fey in high society.

STATS
Tara Maclay, 32 year old Sorceress (Noblewoman) Health Points: 7

SKILLS
Charisma (GR/)
Comeliness (EXC/)
Connections (GD/♠)
Courage (GR/)
Education (GD/)
Exchequer (EXC/♠)
Fencing (GD/♣)
Fisticuffs (PR/♣)
Marksmanship (GD/♣)
Motoring (GD/♣)
Perception (EXT/)
Performance (GR/)
Physician (GR/)
Riding (GR/♣)
Social Graces (EXC/♠)
Sorcery (AST/)
Tinkering (PR/)
Equipment: 22 Derringer, rapier. Assume any other equipment needed is either already owned or can easily be acquired given
the wealth available.

SPELLS
Given that Castle Falkenstein doesn’t have a traditional spell list but rather certain spells in certain tomes I list below the tomes that Tara’s mother, over the years, has managed to copy out of. This makes the Maclay tome one of the most complete tomes of magick ever assembled and would mean instant death from several orders if they knew the couple had access to spells and rituals known only to specific sorcerous orders. As such the tome is held in a secret part of the library, hidden from all so as to keep the Manor and the couple safe.
A note on casting. The corebook states that if more than one person casts then only the Sorcery skill from the primary caster is subtracted from the Thaumaturgical energy cost. That is fair enough but not really in line with Willow and Tara and how they cast when together so for them subtract their total score from the TER (which yes makes them incredibly powerful). A Joker will still wildfire a spell but they should be able to mitigate the results.

The following tomes all appear in the core rulebook with the exception of those marked * which appear in Comme Il faut and those marked ^ which are found in The Book Of Sigils.

Manuscriptum Mentallis
Ritual Writing Of Psychic Binding
Megron’s Realm Of Dreaming
Realm Of The Unknown Mind
Osman’s Tome Of Physical Movement
Scrolls Of Dimensional Movement
Manuscript Of paranormal Divination
Manuscript Of Elemental Shaping
Burton’s On The raised Forces Of Nature
Primal Forces Raised*
Realm Of The Senses*
Zwinge’s Practicum^
The Didi Papyrus^
The Book Of Glass^
The Riddler’s Guide^

Ultimately this is just one possible interpretation of how the couple could exist inside the great world that is Falkenstein. Obviously change and augment what you feel needs changing but I think as they sit they would be interesting characters and fun to play and powerful in themselves without being completely unstoppable.

--

Ronnie, I don't think I could have done any better myself!  Thanks so much.

Monday, August 17, 2015

League of Extraordinary Ladies: Raven

It's draft clean up week!  I have a bunch of drafts and half started posts.  So time to get them out of my queue.

I have posted some of these pics last month, but I have a few left over.
If you can, please stop by Michael Dooney's Deviant Art page for more.
http://michaeldooney.deviantart.com/gallery/33431300

Perfect for Mysteries of the Hollow Earth or Leagues of Adventure.

Raven

The young woman known as Raven is bit of mystery to other members of the League.  Lady Zatanna does not trust her.  Her command of magic is not as great as Zatanna's, but what she does know she commands with brutal efficiency.

Raven guards her secrets well.  While she does wish to aid in the fight against evil she has more at stake than the others.  For she is the daughter of the Devil himself.

Health 9
Style 5

Primary Attributes
Body 3
Dexterity 4
Strength 2
Charisma 4
Intelligence 4
Willpower 6

Secondary Attributes
Size 0
Move 7
Perception 10
Initiative 8
Defense 7
Stun 4

Skills (levels only)
Academics, Religion 3
Animal Handling 2
Archery 1
Athletics 2
Con 2
Drive 2
Firearms 1
Investigation 5
Larceny 2
Linguistics 6 (English, Italian, Latin, Greek, Egyptian, Enochian)
Medicine 2
Melee 2
Performance 6
Ride 2
Stealth 4
Streetwise 4
Sorcery (half-demon) 9 

Talents
Attractive
Danger Sense
Headstrong
Magical Aptitude (half-demon)
Psychic Ability (ESP, precognition, TK/Umbrakinesis)
Well Connected

Resources
Ally 3 (Teen titans)
Contacts (the Justice League) 2
Contacts (Supernatural) 3

Flaws
Mental (emotionally flat)
Obsession (protect the world from her father)
Weirdness Magnet

Wednesday, August 12, 2015

Class Struggles & PWWO: The Blood Witch

Yesterday I reviewed the newest book from +Johua De Santo New Class Options.  One of the classes in the book, the Blood Witch, struck me as familiar.  I remembered I had seen an earlier version of it in Dungeon Crawl #3.  Today I want to go into a bit more detail about this class.

Class Struggles

The class is an old archetype of a blood mage or a blood witch going all the way back to ... well forever really.  Right up into the Enlightenment people believed that there were magical properties to blood.   This is why "witches" signed contracts with the devil in their own blood.

There have been other blood witches in the past. Notablly the Blood Witch Prestige class from Relics & Rituals and from Mongoose's Ultimate Prestige Classes vol. 1. Both books have the same class.  Blood Witches used whatever spells they gained from their previous spell casting class.

The Blood Witch in New Class Options is a bit similar. It uses magic-user spells.  This is perfectly fine really, but some new spells would add some more flavor.

I was looking forward to this class the most and I still think it works well, but I have some issues with it.  Let's start at the top.

The Blood Witch uses Constitution as her main stat.  Very, very appropriate.
She needs a Con of 13 or higher. Again appropriate.  Constitution scores above 16 also grant an additional +1 to hit points.  Nice. She is going to need that.

Then we get to the next bit, quoting from the text.
Shattered Soul: Every day the Blood Witch has a 60% chance of losing herself in the song of magic. If this occurs the Witch  will be able to cast 1 level above her level, however, she cannot know what is real or delusion.
Ok. A neat bit a of flavor.  But 60% every day? That seems a bit high and then she can cast as a level higher?  Well sometimes that helps.  But who makes this roll the GM or the player?  Personally I would have it at 25% myself.  Or tie it to the phases of the moon or time of day.   THEN also a 25% where she can cast as a level lower.  I GET what is trying to be done here, but I would need to play it over a few sessions to see.

Here is the part I am not crazy about.  The Blood Witch needs to roll against her Constitution in order to cast spells.  So the high her Con score, the less of chance she has of success.  Again, from the text.
The first is that the Blood Witch must roll her constitution score + the spell level or higher in order to cast her spells. If the Blood Witch fails her spell roll the spell is swept away in the song of the magic and will not return to her for a day. The second is that for every spell cast the Blood Witch must sacrifice 1 + spell level of her health in order for the spell to be effective. If the Blood Witch refuses to make the sacrifice the spell and 1d4 other spells will be swept away in the song of magic for a two day period.
Ok. So mechanically I get what Johua is trying to do here. I also spoke with him. It is to limit the amount of spells a witch can use. Since a witch can use theoretically ANY spell once she gets to the right level.   In some ways her spell casting is more similar to the witch in +Jonathan Becker's The Complete B/X Adventurer than it is to anything else.
So a witch with a 16 Constitution could only cast spells up to 4th level, unless of course a 20 allways means a success.

I think what might work better here is limit the number of spells known.  The blood witch might be able to cast this she completely out of blood (not advised) but maybe she only knows X per level.  Like the 3rd Edition Sorcerer.  This would impose a limiting factor.
Then give her a bonus to her roll equal to her level.

So our Blood Witch with 16 Con and 5th level would need a 15 or better to cast a 4th level spell (16 + 4 -5 =15).   That seems to work well.

The experience levels for Blood Witch seem a bit high, granted this class has the potential for a lot of power.  I'd still like to play one sometime just to be sure.

Somethings you see in the the myths and stories of blood magic is sacrifice (which is covered here as personal sacrifice) and proxies.  So could this blood witch use an animal sacrifice for some spells?  I think where appropriate yes.  Proxies could be things like the animal but also proxies for blood itself, like purified water (possibly for healing spells if you use one of the witch spell lists) or even wine (blood of the vine).  Personally I would allow such proxies for some of the more benign or even mundane spells.

The Blood Witch is any interesting type of character and something that could add a air of different to a game. A Blood Witch doesn't have to be an evil character, but it not likely she is going to be trusted by a party and certainly looked down on by other casters especially proper wizards.

Plays Well With Others

The best thing about the Blood Witch is that fits a great niche in any gaming group or campaign. It also works with a number of great OSR books.  Obviously the blood witch will work mechanically with 99% of all the OSR and old-school books out there, the real question is will it work thematically.  For example, the blood witch would work fantastic with Lamentations of the Flame Princess, but thematically it might be a bit redundant since all magic-users are assumed to have some sort of dark(-ish) pact.

I already mentioned The Complete B/X Adventurer. The witch class as presented in that book works as a great base for the Blood Witch.  Combine the two classes into one works rather nicely.  The B/X Witch has spells up to 10th level which is nice, but the New Class Options Witch only goes to 7.

I mentioned that the Blood Witch is really missing some really cool spells. The Vivimancer from +Gavin Norman's Theorems & Thaumaturgy and Complete Vivimancer offer some really nice choices.   I created  a few for both my witch and the vivimancer here.  In particular I would suggest Blood Augury, Feel My Pain, Share My Pain, Stay Death's Hand, and of course Hell Hath No Fury because every witch needs that spell.

A while back I made some suggestions about witch spells for the vivimancer and vivimancer spells for the with.  The nice thing is the blood witch is perfect cross section of both classes and can use all these spells.

The blood witch also works great with +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea.  The style and type of magic used by the blood witch would be very much in tune with AS&SH.  Sacrificing blood for magical effects...yeah very much in tune.  There are also plenty of great witch spells in that book as well.

I would be remiss if I didn't mention my own book, The Witch: A sourcebook for Basic Edition fantasy games.  I am going to have to play a Blood Witch sometime, but I also think I want to try her out as Blood Witch "Tradition" using my own rules and see how well they work together.  Maybe twins...same level but one is a DeSanto Blood Witch while the other is a Brannan one.  Interesting idea really.

If you are in the mind to some conversions, there is a great set of blood magic rules and spells in +Owen Stephensmagnum opus Deep Magic for Pathfinder.  The blood magic system in that book could work nicely for a blood witch as well as a blood mage.

Again this passes the most basic test for a class for me.  Can I think of a character for it and would I play it.

Kimbra & Kelleigh

Kimbra and Kelleigh are twin sisters with magic deep in their blood.  They often have said to each other that it is because they have shared blood that their ties to each other and magic was so strong.
Though in their darker moments they felt their connection to magic and to blood came from the moment they were born. Kelleigh was first.  Right after her birth their mother died. Kimbra was born when the midwife noticed that there was still someone in the lifeless body.  To this day Kelleigh has had a great connection to blood and Kimbra to death.  Kelleigh acts as the older sister.  The sisters only trust each other.

Luis-Salas
These are two characters I have had for a while now.  They began as modern characters for a WitchCraft RPG game and then morphed in a life-span development project I never quite finished.
Yes, the names are based on Kim and Kelley Deal. But also an homage to Kim Harrison and Kelley Armstrong, two of my favorite authors in the modern supernatural genre.

Kelleigh 
5th level Blood Witch, Female
Neutral

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  24
AC: 9
Saves: 12,  +2 vs. Magic
To Hit: +1  / THAC0: 19

Spells:
Kimbra can cast the follow spell levels.  Will choose spells based on the official list.
First: all
Second: 4
Third: 6
Fourth: 3
Fifth: 6
Sixth*: 1


Kimbra
5th level Witch, Blood Witch Tradition, Female
Neutral

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  16
AC: 7

Occult Powers
Familiar: Blood Spirit of her dead mother (treat as a ghost, neutrally aligned)

Spells 
Cantrips: (5) Analyze Fertility, Detect Poison, Inflict Minor Wounds, Object Reading, Warm
First: (2+2) Bad Luck, Bewitch I, Cause Fear, Tattoo
Second: (2+2) Agony, ESP, Fever, Hold Person
Third: (1+1)  Bestow Curse, Lifeblood

I like these two. I like that they are twins and really mostly the same but have classes that are different takes on the same thing.

I would not make these two part of the Witches' Nest.  I feel their back story is too tragic and their personalities are not one to take advantage of others.   Though they will have a place in my new WIP "West Haven", mentioned briefly here.

When I try this class out more I will let you all know.

Thursday, July 30, 2015

League of Extraordinary Ladies: Red Sonja

Another great character that made the conversion to a great Steampunk title is Red Sonja.   Dynamite's latest Red Sonja comic, Legenderry Red Sonja takes the She-Devil With a Sword and transports her to Victorian times.
I am not caught up, but so far it is a fun read.

Red Sonja
Archetype: Warrior
Motivation:

Health: 6
Style: 2

Primary Attributes
Body 3
Dexterity 5
Strength 3
Charisma 2
Intelligence 3
Willpower 3

Secondary Attributes
Size: 0
Move: 8
Perception: 6
Initiative: 8
Defense: 8
Stun: 3

Skills (levels only)
Athletics 6
Brawl 6
Firearms 2
Intimidation 2
Investigation 5
Medicine 3
Melee 7
- Sword 8
Ride 5
Stealth 4
Survival 5

Talents
Alertness
Attractive
Danger Sense
Keen Senses

Resources
Contacts (the Justice League) 3

Flaws
Obsession (to defeat any man in battle)

Wednesday, July 29, 2015

League of Extraordinary Ladies: Wonder Woman Wednesday

It's Wednesday so that means Wonder Woman!
I have to admit when I first read Mysteries of the Hollow Earth I wanted to try out an Amazonian character.  Specifically a Themysciran style Amazon.

Wonder Woman here is going to be ridiculously powerful.  Maybe even to the point of breaking the system, but she is worth it. I am largely basing this on the Amazonia version of Wonder Woman.

Wonder Woman

Archetype: Warrior
Motivation: Justice

Health: 20
Style: 2

Primary Attributes
Body 12
Dexterity 10
Strength 12
Charisma 8
Intelligence 6
Willpower 8

Secondary Attributes
Size: 0
Move: 22
Perception: 14
Initiative:  16
Defense: 22
Stun: 12

Skills (levels only)
Archery 15
Athletics 10
Brawl 12
Investigation 5
Medicine 4
Melee 12
 - Sword
 - Lasso
Stealth 7
Streetwise 4
Survival 4
Warfare 6

Talents
Agile
Attractive
Danger Sense
Keen Senses
Strong

Resources
Contacts (the Justice League) 5

Flaws
Obsession (justice)

Tuesday, July 28, 2015

League of Extraordinary Ladies: Hawkgirl

One of the great thing about Mysteries of the Hollow Earth are the Hawkmen of the Hollow Earth. Hawkmen have a nice long history in Sci-Fi. From the Hawkmen in Flash Gordon to the Thanigarians of DC Comics.

Shiera Saunders was a student of archeology when she discovered her true calling.  While investigating a tomb in Egypt she discovered the tomb of Egyptian Princess Chay-Ara.  Shiera learned that she was the reincarnation of Chay-Ara and she needed to find the reincarnation of her soul-mate Khufu, now taking the form of Carter Hall.  Shiera now looks for her lost love and helps others as the flying Hawkgirl.

Hawkgirl

Health: 5
Style: 2

Primary Attributes
Body 3
Dexterity 5
Strength 3
Charisma 3
Intelligence 3
Willpower 2

Secondary Attributes
Size: 0
Move: 8
Perception: 5*
Initiative: 8
Defense: 8
Stun: 3

Skills (levels only)
Academics, Archeology 5
Archery 5
Athletics 6
Brawl 6
Investigation 5
Medicine 3
Melee 7
- Mace
Stealth 7
Streetwise 6

Talents
Attractive
Danger Sense
Keen Senses

Resources
Contacts (the Justice League) 3

Flaws
Obsession (find her soul mate)

Monday, July 27, 2015

League of Extraordinary Ladies: Cat Women

Some more Ubiquity stats today.  Keeping in line with my posts for Batgirl and Zatanna, these women represent a league in 1887 for use with for Leagues of Adventure or Space: 1889.

All are based on Michael Dooney's 1887 art.  His Deviant Art page is at:
http://michaeldooney.deviantart.com/gallery/33431300

Black Cat
Felicia Hardy is a notorious burglar known for her flamboyant costume and her penchant for jewels has made her well known to police.  Due to the number of accidents that seem fall on any who pursue her she has been given the nickname "Black Cat".
Despite all her heart is usually in the right place.

Motivation: Escape/Revenge
Health: 7
Style: 2

Primary Attributes
Body 3
Dexterity 6
Strength 3
Charisma 3
Intelligence 4
Willpower 4

Secondary Attributes
Size: 0
Move: 9
Perception*: 8
Initiative: 10
Defense: 9
Stun: 3

*Due some magical trinkets she can see as well in the dark as a cat.

Skills (levels only)
Academics, Criminology 2
Archery 2
Athletics 7
Brawl 4
Con 5
Drive 2
Firearms 6
Investigation 4
Larceny 8
Linguistics 3 (English, Latin, French)
Medicine 2
Melee 6
Performance 5
Ride 2
Spying 4
Stealth 7
Streetwise 6

Talents
Agile
Attractive
Blind Fight
Danger Sense
Headstrong
Keen Sense
Lucky

Resources
Ally 3 (The Spider-man)
Contacts (Criminal) 5

Flaws
Obsession (protect Spider-man)



Catwoman (Selina Kyle)
Selina Kyle comes from the opposite end of the social spectrum than her rival Black Cat.  Selina has clawed her way to the top of social circles despite of her humble beginnings.   Selina has amassed a collection of the who's who of nobility and well to do.  All the better for the Catwoman to relieve them of their priceless treasures.

Motivation: Greed/Duty
Health: 8
Style: 2

Primary Attributes
Body 4
Dexterity 6
Strength 3
Charisma 4
Intelligence 4
Willpower 4

Secondary Attributes
Size: 0
Move: 9
Perception: 8
Initiative: 10
Defense: 10
Stun: 4

Skills (levels only)
Archery 2
Animal Handling 6 (specifically cats of all types)
Athletics 8
Brawl 6
Con 5
Connoisseur (Jewelry) 5
Drive 2
Firearms 4
Intimidation 3
Investigation 2
Larceny 8
Linguistics 2 (English, French)
Medicine 3
Melee 6
- whip 7
Performance 5
Ride 2
Spying 3
Stealth 7
Streetwise 7

Talents
Agile
Animal Affinity
Attractive
Bold Attack
Headstrong
Quick Reflexes
Well Connected

Resources
Ally 3 (The Bat-man)
Contacts (Criminal) 5

Flaws
Obsession (steal cat-themed items of great value)

Friday, July 10, 2015

The Refrigerator for Hollow Earth Expedition/Ubiquity

Taking a a quick break from reviews on Ubiquity books till next week when we head to space.  Today I want to try my hand at another NPC, this one a Mad Scientist.

A while back I introduced you all to Dr. Andreas Gelé, aka The Refrigerator. He is a socially stunted misanthrope with mommy issues and the intellect to act out in the worst ways possible.
I thought I might stat him up for Ubiquity and Hollow Earth Expedition in particular. He seems particularly well suited for this game.  Here is some background.

This guy came, literally, out of a nightmare.  Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make them Die".  It really bugged the hell out of me and gave me nightmares for a long time.  Still kind of bugs me.  Of course later I learned there is a whole creepy fetish thing related to this.  I think my issue is far more basic.  I hate being cold and think being frozen is quite possibly the worst thing ever.  Then recently I found a cover from the pulp magazine "Horror Stories" from 1937.



The cover is by John Newton Howett and typical pulp tradition it was reused for the first issue of Startling Mystery. That picture deserves a villain.  I have not found the issue yet so I can't say if there is a story that goes with that cover. But I have enough of my own nightmare fuel.

History of The Refrigerator
Dr. Andreas Gelé was born to wealth and privilege but never to love.  His father was a was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress.  From his father he gained his intellect and from his mother he learned lessons in cruelty.

As his mother aged she became more and more cruel.  In his mind's eye he saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates where she was young, beautiful and happy. Frozen in time.  Gelé began to work on a process to forever keep the beautiful women young.  He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy.  But he never could talk to or relate to them having grown up socially stunted.  So Gelé embarked on a plan so he could have his desires met.
His first experiments in cryonoics were failures. Animals would not return to life when frozen and even when he perfected the process they still had damage.  Finally through a combination of fluids and gases at super cooled temperatures.  He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak.  He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.
All his research though has left his fortunes depleted so he robs banks to keep himself funded for more research and to keep his "beauties" on ice.

Dr. Andreas Gelé

Archetype: Scientist
Motivation: Power (Preserve Beauty, he seeks power over something he can't control.)

Style: 2 Health: 5

Primary Attributes
Body: 3
Dexterity: 3
Strength: 2
Charisma: 1
Intelligence: 5
Willpower: 3

Secondary Attributes
Size: 0
Move: 5
Perception: 8
Initiative: 8
Defense: 6 (3 + 3)
Stun: 3

Skills (base + level)
Science: Engineering 5 7 12 (6)
Science: Cryonics 5 8 13 (6)* Not in any of the books.
Medicine 5 7 12 (6)
Firearms 3 4 7 (3)

Talents
Skill Mastery Science

Resources
Weapon 1 (Freeze gun: +1 bonus to stun opponent)
Refuge 1 (Secret laboratory: +2 Skill bonus when inside)

Flaw
Mental, Obsession: Obsessed with preserving beauty in young women.**

(**  There might be issues with setting his Flaw so close to his Motivation, but I would play his Motivation to build better freezing machines and steal more money.  His Flaw causes him to seek out attractive women even when he could be caught easier.)

Weapons
Freeze gun 4 N 0 8 N (4) N
Punch 0 N 0 0 N (0) N

Freeze Gun
Special weapon
Can do lethal on non-lethal damage.

Still playing around with the stating of characters.  But I am getting the hang of it.

Thursday, July 2, 2015

The Witches of the Witches' Nest

I get a lot of spam from people telling me about "real magic" and people that can cast spells for me.

Since I have been working on a group of evil/non-good witches I figured make the best of the resources handed to me. These characters have pretty much begged themselves into existence.

The names come from these posts:
And the idea of the Witches' Nest from this post:
They are going to be part of my "War of the Witch Queens" adventure path/campagin.
I haven't quite decided on the rule system, so here is a stab at using most of them.

Now I am generally very fond of all the other "OSR" witches, so I would like to present each one below in the most positive light possible. Designing the characters to take advantage of each of the class features in turn.
In each case their prime ability for being a witch or spellcasting is indicated with an asterisk*.


The Witches' Nest

The Witches' Nest, or more simply, The Nest, is a collection evil witches that operate outside of normal lawful society.
They are not above a little thieving of arcane literature, but mostly they will pass off others ideas as their own.  They are con artists, but each one it a powerful witch it their own right.  Their leader is a self-styled "doctor" Logan Zabaza.  Ozigididon is his second in command and in charge of "spiritual" aspects of their cult.    Each witch comes from a different tradition, but all serve the same goals and patron; they are all followers of Mammon.
A typical ruse will be to offer the party help, say magical or healing, to determine what they have and then steal anything that they can.  The prefer magical books over magic items, and magical items over gold. They will still steal gold if that is all that the party has.

Dr. Logan Zabaza
Male Witch, Malefic Tradition 13th level (The Witch)
Chaotic
Logan Zabaza is the defacto leader of the Nest only because he keeps the others in line with fear and intimidation.  He appears as a middle aged man with long black hair and olive complexion.  He prides himself on his looks and always dresses in the highest fashion for the occasion.  He carries a cane that contains his boline knife. He also uses this cane as his focusing implement.

Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 14
Wisdom: 16
Charisma: 15*

Hit Points: 30
AC: 6 (talisman of protection)

Occult Powers
Familiar: Raven
7th level:  Evil's Touch
13th level: Devil's Tongue

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Palm
First: Cause Fear, Fey Sight, Ghostly Slashing, Increase Sex Appeal , Sleep
Second: Agony, Blast Shield, Death Armor, Evil Eye
Third: Feral Spirit,Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Very goodPhantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh:  Wave of Mutilation


High Priestess Ozigididon
Female Witch, Gypsy Tradition, 13th level (Spellcraft & Swordplay: Eldritch Witchery)
Chaotic Evil
Ozigididon was a gypsy priestess until she threw in with Zabaza.  She had been thrown out of her own family due to the darker aspects of magic she prefered and is now making an living as the "spiritual leader" of the Nest.

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

Hit Points:  35
Alignment: Chaotic Evil
AC: 5 (Ring of Protection +1)

Occult Powers
Familiar: Ancestral Spirit (follower of Mammon)
7th level: Prophesy
13th level: Evil Eye

Spells
First: Bless Growth, Charm Person, Light, Minor Curse, Read Magic, Silver Tongue, Spirit Dart
Second: Augury, Detect Invisible, Discord, Knock, Levitate, Magic Broom
Third: Bestow Curse, Bewitch III, Liar's Curse, Mind Rash, Slow, Wizard Lock
Fourth: Cloudburst, Elemental Armor, Instant Karma, Masque
Fifth: Break Enchantment, Death Curse, Endless Sleep
Coven: Death Blade, Greater Scry

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment


Drodinaka
Female Witch 11th level, Chthonic Tradition (ACKS Players Companion, +Alexander Macris & +Tavis Allison)
Chaotic
Template: Dark Oracle

Drodinaka is a young, attractive woman with long blond hair.  She and Drodu pretend to be sisters since they have similar features.  She often pretends she is an acolyte of some benevolent but unnamed faith.  She often acts as Ozigididon's second in command.

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

Hit Points:  28
AC: 4 (Ring of Protection AC 4)
Attack: 7+

Proficiencies: Seduction, Black Lore of Zahar, Prophecy, Performance (Storytelling)

Powers
1st level: Divine spellcasting
3rd level: Brew Potions
5th level: Magic Aura proficiency, Spell research
7th level: Charm Person (1/day), Scribe scrolls
9th level: Create magic items
11th level: craft magical constructs

Spells
First: Detect Undead, Cause fear, cure light wounds, detect magic, light, protection from good, read languages
Second: Spiritual Weapon, augury, bane, choking grip, enthrall, hold person, sleep
Third: Necromantic potence, Alter self, Bestow curse, cause disease, charm person, ESP, Mirror Image
Fourth: animate dead, clairvoyance, chimerical force, dispel magic, fly, nondetection
Fifth: command person, magic carpet, polymorph other, scry, true seeing

Magic Items
Ring of Protection AC 4, Dagger +1


Drogu Dudu
Female Warlock 9th level (Death Lady) (Astonishing Swordsmen & Sorcerers of Hyperborea+Jeff Talanian)
Chaotic Evil
Drogu is a little older than her "sister" Drodinaka, but like her she is attractive and has long blonde hair. She dresses the part of a warrior woman from the north but is in reality a stone cold spellcasting killer.  Drogu is the Nest's muscle.

Race: Hyperborean
Secondary Skill: Hunter

Abilities
Strength: 13*
Dexterity: 11
Constitution: 10
Intelligence: 15*
Wisdom: 12**
Charisma: 11

Casting Ability: 9
Fighting Ability: 9+1,  Attacks 3/2

Hit Points:  28
Alignment: Chaotic Evil
AC: 5 (leather armor)

Powers
1st level: Read Magic,
Mastery: Sword
4th level: Mastery: Morning Star
8th level: Mastery: Crossbow
9th level: Stronghold (2 apprentice warlocks)

Spells 
First: Black hand, Chill touch, shocking grasp
Second: Danse Macabre, Forest of bones, scythe of the reaper
Third: Exploding skull, infrared vision

Magic Items
Ring of Protection +1, Leather Armor +3, Sword +1/+3 vs. Paladins


Dr.  Ewan Brave
Male Witch 8th level "Secret Keeper" (Complete B/X Adventurer+Jonathan Becker)
Chaotic
"Dr. Ewan Brave" is the newest member of the Nest.  He has been responsible for finding new and valuable occult tomes.  He keeps back the most powerful for himself.

Abilities
Strength: 11
Dexterity: 12
Constitution: 13
Intelligence: 16*
Wisdom: 13*
Charisma: 11

Hit Points:  24 (d4)
Alignment: Chaotic
AC: 4 (Ring of Protection +1)

Languages: Common, Elven, Dragon

Special Abilities
1st: Book of Shadows, bind wounds (heal 1d4)
6th: Brew Potions

Spells
Maximum Spell Level: 3rd
Number of Spells known: 24
1st Level (6):  Detect Magic, Foretell, Hex, Read Languages, Speak with Animals, Witch Scribe
2nd Level (9): Cause Fear, Disguise, Eldritch Flame, ESP, Familiar Spirit, Hold Person, Levitate, Locate Object, Remove Fear
3rd Level (9):  Bestow Curse, Confusion, Haste, Hoodoo, Object Read, Speak with Dead, Spectral Knowledge, Wizard Lock


Lord Wakaman 
Male Half-orc Witch 7th level/Thief 7th level  (Adventures Dark & DeepThe Witch+Joseph Bloch
Chaotic Evil

"Lord" Wakaman as he is known to most began life living on the streets of the city, a bastard child of an orc thief and an  underage unwed mother.  His cunning and wits kept him alive when other children would have died.

Abilities
Strength: 12
Intelligence: 13
Wisdom: 16*
Dexterity: 16 (-1 initiative adj.  -2 to AC)
Constitution: 13
Charisma: (12)

Special Abilities (witch class)
Magic bonus
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar: Crow
Charisma degradation

Special Abilities (thief class)
Back Stab
Pick Pockets: 55%
Open Locks: 62%
Find and Remove Traps: 55%
Move Silently: 55%
Hide in Shadows: 43%
Listening at Doors: 30%
Climb Walls: 99%
Read Languages: 25%
Thieves' Cant

Special Abilities (race)
Infravision 60'
Languages: Common, Orc, Gnome, Elven

HP: 26
AC: 6 (Bracers)

Spells
First: Affect normal fires, charm person or mammal, control face, direct gaze, push, witch shot
Second: Change self, command, fascinate, misfortune, trip
Third: Bestow curse, fear, hand of glory
Fourth: fiery breath, ill luck
Fifth: improved pass without a trace

Tuesday, June 23, 2015

Labyrinth Lord: Liath and Bodhmall

I recently picked up two books from Brian O'SullivanFionn: Defence of Ráth Bládhma and  Fionn: Traitor of Dún Baoiscne.  While the books are about Fionn MacCumhail (Finn MacCool) they feature younger versions of the druidess Bodhmal and the warrior Liath Luchara.
Like I did, he has both women as lovers.  I have not read the books yet, but a quick flip and I like what I see.  
His Liath and Bodhmal are not exactly like my versions of them and that is cool.

Like what I have been doing with Skylla I wanted to do some versions of Liath and Bodhmall to test out different systems.  I wanted to do "by the book" versions for both Labyrinth Lord:AEC (as a stand in for any OSR game) and D&D5.  Another good choice would be Astonishing Swordsmen & Sorcerers of Hyperborea.

I made minor changes in each case to reflect what works best for that game.

Previous Versions:
Castles & Crusades
Dungeons & Dragons 4th Edition, Essentials

Since I am currently running a D&D5 game around 5th-7th level, I set them around that.  I did both versions of the characters around that level.

Liath Luachra
NG Female Half-elf*
Ranger 7th Level

Abilities
Strength: 13 (+1)
Dexterity: 16 (+2)
Constitution: 18 (+3)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 11 (0)

Saves
Breath: 9
Poison or Death: 8
Petrify or Paralyze: 10
Wands: 9
Spells or Spell-like: 12

AC: 7
HP: 50

Base To Hit AC 0: 14

Abilities
Half-elf
Infravision 60'

Equipment
Long bow (1d8)
Spear +1 (1d6+1)
Leather Armor +1

Water skin, belt pouches, travellers gear, boots.

*I am going with half-elf since I am going with the idea that Liath has some fae or Sidhe blood in her ancestry.  I have a lot of "in-universe" reasons for this, but for me it just works out nice.


Bodhmal
N(G) Female Human
Druid 8th Level

Abilities
Strength: 10 (0)
Dexterity: 10 (0)
Constitution: 14 (+1)
Intelligence: 14 (+1)
Wisdom: 18 (+3)
Charisma: 11 (0)

Saves
Breath: 14
Poison or Death: 9
Petrify or Paralyze: 12
Wands: 10
Spells or Spell-like: 12

AC: 7
HP: 37

Base To Hit AC 0: 17

Spells
1st Level: Divine weather, detect magic, faerie fire, shillelagh
2nd Level: barkskin, cure light wounds, produce flame, charm person
3rd Level: call lightning, pyrotechnics, protection from fire
4th Level: flash fire, summon sylvan beings

Equipment
Scimitar
Leather Armor
Amulet of Protection +1

Water skin, belt pouches, travellers gear, boots.

Stating these two for LL was exactly like AD&D/D&D.  I have made scores of characters for LL but I am always surprised how quick and easy it always is.
Having already done 5e versions; they were just as fast as these.

In the past I had made Liath a barbarian.  Here I went a ranger.  I thought a fighter might also work, but a ranger to me seems closer.  I will have more thoughts on this when I post the 5th edition stats.

Friday, June 19, 2015

The Witch Queen of Summer

Note: I am also submitting this as my entry to the RPG Blog Carnival.  Since the topic of June is Summer, this is a perfect post for me.

I have been reading a lot of adventures of late.  Having a lot of fun even if I don't get a chance to play these (but it is looking more and more like I will!).  So here is what I have so far.

A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Drmg083 (AD&D_1e)
Fane of the Witch King (3.0/d20)
Irrisen - Land of Eternal Winter (Pathfinder)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Reign of Winter Players Guide (Pathfinder)
Saga of the Witch Queen (DCC)
The Baleful Coven (Pathfinder)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The_Manor_Issue_6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)

So a lot really to work with.

One of the things I noticed right away that there are LOT of Witch Queens associated with winter.   I have talked about Witch Queens many times before.  I even have a Pathfinder/d20/3.x Prestige Class and converted one over from another game.
But the one thing I don't have and what no one seems to have is a Witch Queen of Summer.

Well with Summer coming up this weekend I thought why not cover the Witch Queen of Summer.
Given the adventures above I wanted someone with a bit history, a bit of gravitas and if I can manage it, someone that is a "daughter" of Baba Yaga.

Thankfully everything I need is in Dragon Magazine #83.
This issue featured one of the early versions of Baba Yaga's Dancing Hut as an adventure.   Among other things it also featured two daughters.  Natasha, the evil one, who was also "Tasha" of "Tasha's Hideous Uncontrollable Laughter" fame and "Elena the Fair" a Lawful Good wizard.
If Natasha can become Iggwilv, the Witch Queen of Perrenland then Elena the Fair can become Elena the Witch Queen of Summer.

Of course there are tales of Elena the Fair from Russian folk tales.  I see no reason why those tales can't be true and she still became the Witch Queen of Summer.

Elena the Fair
Witch Queen of Summer
Witch (Daughter of Baba Yaga Tradition) 24th level

Strength: 11 Death Ray, Poison 5
Dexterity: 16 Magic Wands 6
Constitution: 10 Paralysis, Polymorph or Turn to Stone 5
Intelligence: 17 Dragon Breath 8
Wisdom: 17 Rods, Staffs, Spells 7
Charisma: 18

Hit Points: 50
Alignment: Lawful (good)
AC: 1 (Ring of Protection, Garter of Defence)

Occult Powers (Daughter of Baba Yaga Tradition)
Familiar: Mouse
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7+2): Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Handfasting (Ritual)
Second (7+2): Alter Self, Biting Blade, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third (6+2): Astral Sense, Bestow Curse, Cleanse Air, Continual Fire, Feral Spirit, Fly, Mind Rash, Imbue Witch Ball (Ritual)
Fourth (6+1): Air Walk, Betwitch IV, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth (5): Anti-Magic Candle, Bull of Heaven, Dream, Primal Scream, Song of Discord
Sixth (5): Control Weather, Find the Path, Heroes' Feast, Moonbow, True Seeing
Seventh (4):  Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Creeping Doom, Greater Mislead, Mystic Barrier

As the Queen of Summer one of Elena's duties is to guard the gates of the Summerlands.  This is the afterlife of the Witches and where their spirits go for rest prior to being reincarnated to their next life.

She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Mid-Summers' Eve.

Friday, June 12, 2015

Skylla: Adventurer Conqueror King & Players Companion

Trying to tie a few loose threads together and I noticed this was missing from my mix.
So here are some purposes this post serves for me.
- I wanted to go back and have another look at Skylla. In particular how this version compares to Astonishing Swordsmen & Sorcerers of Hyperborea.
- I wanted to go and have a look at the witch from the Adventurer Conqueror King System and the ACKs Player's Companion.
- I am gathering together some threads for my "Adventure Path" War of the Witch Queens.

When it comes to "Old School" Witch classes.  Adventurer Conqueror King System and Astonishing Swordsmen & Sorcerers of Hyperborea tie for second place in my mind.  Both are so close to what I like doing with witches.  There are plenty of great ones out there, but these are closest to how I like to play.

Adventurer Conqueror King System also limits characters in terms of levels.  While AS&SH goes to 12, ACKs tops off at 14.  ACKs is also closer to my favorite version of D&D, Moldvay Basic/Cook-Marsh Expert.  In fact all three systems do work pretty well together.  In fact I tend to think of the world used in ACKs as being just a little "south" of the world in AS&SH.  I have not spent as much time with ACKs as the other games, but what I have played I do like.

Like my witch the ACKs witch can belong to a Tradition.  In truth you could move traditions back and forth between the two with relative ease.  The problem here though is that none of the traditions really seem to fit the "knowledge at all costs" mentality I see Skylla as having.  Chthonic is the closest with Voudon coming in a close second.  In the end the powers and spells the Chthonic witch gets tips it into favor.

ACKs though also has a Warlock class. The warlock as described is a much better fit for Skylla than the witch is.  Since the warlock is an arcane spellcaster and the witch is more divine it also makes more sense to go with the warlock.  The Corrupted Scholar template from the Warlock is also a perfect fit.

Skylla, 7th Level Warlock (ACKS)
Template: Corrupted Scholar

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

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

Proficiencies: Alchemy, Loremastery, Knowledge (Occult)

Powers
1st level: Familiar (owl)
2nd level: Secrets of the Dark Arts (control Undead as a Chaotic Cleric 3)
4th level: Hex
6th level: Contact Dark Powers
7th level: Scribe Scrolls, Magic Reserach (minor)

Spells
First: (2+1) Charm Person, Light, Magic Missile
Second: (2) Detect Invisible, Levitate
Third: (1): Lightning Bolt

Magic Items
Ring of Protection AC 4, Dagger +1

This Skylla has less spells, but what makes her shine here is the same thing that makes ACKS shine and that is the proficiency system.

Wednesday, June 10, 2015

Saga of the Witch Queen

I did not get to go to North Texas RPG con this year.  It is a shame really since there is always something really cool happening.   In the past I have been able to pick up copies of things that were sold there after the fact; Palace of the Vampire Queen comes to mind.  But this year had something really special.  This year +Goodman Games was reprinting +Harley Stroh's "Saga of the Witch Queen" and I had to have a copy.

Thankfully, a good friend and co-worker of 10 years was going.  And look what he brought back for me!



He even got it signed by +Jon Hershberger!


Yeah...that is the kind of friend I have!
Still though, thanks Scot! This is great.

You can read my review of the PDF here,  http://theotherside.timsbrannan.com/2015/06/witch-adventures.html or here, http://www.rpgnow.com/product_reviews_info.php?affiliate_id=10748&reviews_id=126425&products_id=50480

Now I want to talk about the physical book.

The book is 80 pages and printed on very heavy paper.  It is softcover, but the binding looks good. With the heavy paper and glossy cover I expect this to hold up to wear and tear.  The cover is bound on, so no taking it off to use as a GM screen with maps.  I am glad I have this as a PDF too to print out the maps and the handouts.  I am really, really happy with this module.

NOTE:  I can't get to http://goodman-games.com/ while I am at work (we have a lot of sites blocked) but I bet there are some things that you can download for free for this adventure.

But for my own use, here is a conversion of Kyleth, the Witch Queen using the "Advanced Options" from The Witch.

Lady Kyleth, The Witch Queen
"A slender half-elf with sharp features, midnight hair and icy blue eyes." - Saga of the Witch Queen, p. 19



8th Level Witch (Malefic Tradition)
Female Half-elf, Chaotic Evil

AC Base: 3* (will typically have Death Armor, Elemental Armor and Intangible Cloak of Shadows cast)
Movement 12”
HD 8d6, HP 35
No. of Attacks 1
Damage per Attack 1-6+1/1-8+1 (+1 spear)
Special Attacks spell use,
Special Defenses Infravision, MR 30% resistance to charm and sleep, Regenerate 1 hp extra per day.

STR 7, DEX 16, CON 13, INT 17, WIS 10, CHA 17,

Possessions: bracers of defense AC 5, ring of protection +1, spear +1, nigh hag’s heartstone, Crown
of Sett (see p. 65), Ars Maleficus (her Book of Shadows) (see p. 71).

Occult Powers: 
1st Level: Familiar ("Loki", Imp)
7th Level: Evil's Touch

Witch Spells Known (spells per day: 5/5/3/3 [includes CHA spell bonuses equivalent to
WIS spell bonuses]):
Cantrips: Alarm Ward, Black Flame, Blur, Flare, Inflict Minor Wounds
1st Level: Charm Person, Darkness, Detect Magic, Blindness, Magical Circle Against Evil
2nd Level: Burning Gaze, Death Armor, Identify, Minor Image, Scare
3rd Level: Arctic Grasp, Dispel Magic, Fly
4th Level: Elemental Armor, Emotion, Intangible Cloak of Shadows

Not quite as powerful as her magic-user counterpart in terms of spells.  But that is easily fixed with some scrolls or raise her to 9th level.   In any case this will be fun.