Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Tuesday, May 5, 2026

Tales from Jackson, IL: Bring on the Dancing Horses

It is just before Christmas break in Jackson, but the supernatural does not rest. The Jackson Public School Football team is headed to the playoffs. Star players and the team co-Captains (despite only being Juniors), Andy Thompson and Valentino "Val" Moreno, promise to take the team all the way to state. But a freak snow storm, and even freakier hoof prints spell more than trouble; they are an old curse coming home.

I have been waiting for a good adventure to feature my "it" couple, Andy and Rowan. I have talked a little bit about them already, and they have been in the background. Andy Thompson is the son of the "first family" of Jackson. His father owns the local stables and horse track, where horse racing is held every weekend over the summer. Andy's father worked to bring betting to the track and turned his already rich family even richer. Rowan is the sweet horse girl who was all awkward knees and elbows and braces in Junior High and came back gorgeous in High School. 

Yes. I am embracing every cliché I can. But only the ones that serve the game.

Andy and Rowan are important to me and to these adventures. And I wanted to introduce them the right way.

Rowan and Andy, the "It couple" of Jackson Public Highschool


Andy and Rowan

Larina: "Who are those two?"
Faye: "Oh. Andy and Rowan. They were born dating."
Stephanie: "I hear Hallmark follows them around for ideas."
Faye: "They came out of their mother's wombs and were holding hands when they left the hospital."
Stephanie: "Yeah, I have seen the pictures."

Andy and Rowan began as The Couple. You know, they were always together, never apart, only had eyes for each other. If this were a John Cougar song, they would be "Jack and Diane." But for me, I wanted a couple that had staying power, ones you could actually see growing old together. Why? Because with all the crazy shit going on in the game, I wanted them to be true. Trouble is, Rowan is a Spirit Rider, and Andy...well, Andy changed on me, and he became a better version of himself. 

Rowan and Andy (and Tempest)
Rowan and Andy (and Tempest). Aren't they adorable?

Rowan McGowan

"Some people learn magic. Some people are chosen by it. And a very few… belong to a place so completely that the place answers back. We call those people 'guardians' or 'protectors.' The old name is 'maor fearainna,' but folks also call them Spirit Rider."

- Malcolm "Mac" McGowan

Rowan in my games is many things. Witch. Protector. Guardian. Witch Knight. And I have worked her up in many different ways: 

Here in Jackson, she is not quite all of that. At least not yet. Here, she is just a sweet "horse girl" who loves her grandpa Mac, doesn't remember her mom or dad (who both died when she was a baby), loves her horse "Tempest" (even if he hates everyone else but her), loves getting up before dawn to feed the horses, but most of all, she loves Anderson Thompson. 

She has no idea that she is secretly Jackson, IL's Spirit Rider, and it is because of her love for everything that she has unconsciously built a supernatural wall to keep everything else out. Until the night of the Bell. Now the Hollow King is doing everything he can to erode her will so he can finally break through to Jackson and feed. Even if she knows what is happening, she doesn't yet know how to fight it. So she is not the protector right now; she is the one who needs protecting. She needs the PCs' help. That is, until she accepts her power.

Which is saying something, because she is up before sunrise to get all her work done so she can enjoy her coffee in peace before school. The PCs have their work cut out for them.

Rowan Abigail McGowan at her favorite time of day.
Rowan Abigail McGowan
1st level Spirit Rider, Human

Background: Farm Kid

Base Abilities

Strength: 14 (+1)
Agility: 13 (+1) 
Toughness: 14 (+1) n
Intelligence: 13 (+1) 
Wits: 16 (+2) V
Persona: 15 (+4) n

Vit: 5 (1d4)
DV: 9
Fate Points: 1d6

Check Bonus (A/N/D): +2/+1/+0
Attack bonus (base): +0
Melee bonus: +0  Ranged bonus: +0

Languages: English, Spanish  
Skills: Horse Riding, Animal Handling (Farm kid)

Saves: +1 to Wits and Persona-based saves, +1 to Tougness-based (Farm Kid)

Spirit Rider Abilities
Innate Magic, Arcana, Arcane Powers, Commune with Spirit of the Land, Power Limitation (100 miles) Magic Battery

Innate Magic & Arcane Powers
Innate: Speak with Animals
Arcane: Precognition, Empathy

Hair: Red
Eyes: Green
Height: 5'5"

Archetype: The "Horse Girl" / The Protector
Quote: "I trust horses more than most people."
Quirks: Dresses for comfort and work. Drinks coffee so strong that even Faye is impressed.
Theme song: "Wildfire" - Michael Martin Murphey. She is a country girl at heart. 

Her "Farm Kid" background gives her an "Animal Handling" skill and +1 on Toughness-based saves. All that clean living I guess. Technically, she doesn't live on a farm; she lives on a small ranch near stables, which are still within the city limits. But like I said, that is a technicality. Rowan is a farm girl deep in her bones. 

One thing I have decided about this NPC. She never swears. She will say "shoot" and "gosh darn it." Or maybe when she is really, really mad, she will let a "Hell" escape her lips. But never anything worse. She isn't religious, and this has nothing to do with blasphemy or anything like that. She had been taught that a "lady doesn't use those words." Rowan gets up before dawn so she can feed and water the horses, muck out the stalls, lift bales of hay that weigh 100lbs, and do all of this before her classmates even wake up. She doesn't think of herself as a "lady." She just thinks those words are impolite.

Trust me. That is the hardest part about playing her!

Anderson "Andy" Thompson

I had different plans for Andy. But while sitting there working on his backstory for the game, I discovered a few things. Andy and Valentino have been best friends since they were 4 years old, when Val brought a Nerf football to preschool. That image of these two little guys running up and down the playground with that blue-and-orange foam-rubber football was so vivid that all my original plans for Andy were scrapped. 

See, originally Andy was the son of Arawn, the God of Death (and played in my mind by Giancarlo Esposito, because the man was born to play the God of Death!). Rowan was supposed to die in the car crash that killed her parents, and Arawn had been looking for her, but she was protected by her grandfather Mac, a Witch Knight/Spirit Rider. Andy was supposed to collect her soul, but fell in love instead.

I kept the only parts that mattered. Malcolm "Mac" McGowan stayed a witch knight, her parents were still dead, and Andy and Rowan were still in love. And that little kid playing football and pretending to be in the Chicago Bears with the other little kid became his brother in all but blood. I mean, I just couldn't see either of those little guys as evil. 

So now Andy 2.0 is still the star football player, but now he is also just this really nice guy. I wanted to at least avoid the 80s stereotype that the football player meant "dumb jerk." 

Andy moves through the school with ease. He knows everyone's name; an artifact from his "Son of the God of Death" origin, now just because he pays attention (Sage's Lore ability). He asks them about their family, and if they have a game, science fair, band competition, or anything like that, he is the first and loudest to wish the best of luck. He will high-five the baseball team while still giving them grief about their last game, and then he will fist-bump the debate team on their way to state. He is just a good kid. 

During halftime of the football games, he runs out onto the field to join the marching band on trumpet. Coach Zimmerman always complains that his captain is out "being a cheerleader," but he knows nothing gets the crowd going more, and a loud crowd works wonders on the players. And the Coach actually thinks it's kind of fun. Andy will be the first to admit he's not the best trumpet player, but everyone loves seeing him out there to enegize the crowd.

Yeah, his dad can still be a jerk, but he is no longer the God of Death. They are still super rich and owns the stables and track. And most of the buildings are on the growing west end of town.

It was working one summer on the track (his dad called it character building) when Andy first really saw Rowan. The awkward, somewhat geeky "horse girl" was out riding, and Andy's heart stopped. He saw past all his teen nonsense to the woman she would become underneath all braids, braces, acne, and too-thick glasses. Rowan did not trust, or even like, Andy at first, but he spent the summer proving himself to her and to her Grandfather. They began "dating" their freshman year, and no one got it. When they came back their sophomore year, Rowan had grown into herself and was gorgeous. 

When the others finally saw her, Andy just asked, "What took you all so long?"

I also wanted a super stable couple. Because why not? 

The next problem became Andy's class. As the son of the God of the Dead, I had some flexibility. But now he is just a regular human kid. He is well-liked, offers an encouraging word to everyone, and is the model student-athlete. 

What he is is a Bard. Not the horny kind (well...), but he does play a horn. He really is the "face" character, the one who talks to the adults and convinces them that 10-ft tall monster was really just part of an elaborate prank they are playing on the St. Michaels Catholic High School on the East side of town. Of course, they believe him. He is a Thompson after all. 

Sages can cover Bards well and even get some skills to help round him out. I do want to make his Aspect (or Primary) stat to be Persona rather than Intelligence.

Andy Thompson playing to the crowd
Anderson "Andy" Thompson
2nd level Bard (Sage), Human

Background: Jock

Base Abilities

Strength: 16 (+2)
Agility: 17 (+2) n
Toughness: 16 (+2) 
Intelligence: 14 (+1) n
Wits: 15 (+1) 
Persona: 18 (+3) A

Vit: 8 (1d6)
DV: 9
Fate Points: 1d6

Check Bonus (A/N/D): +2/+1/+0
Attack bonus (base): +0
Melee bonus: +0  Ranged bonus: +1

Languages: English, Spanish, French  
Skills: Read Music, Play instruments (trumpet, trombone, saxophone)

Saves: +3 to spells and magic-based saves, +1 to Strength and Toughness-based (Jock)

Sage Abilities
Survivor Skills, Mesmerize ("Fast Talk"), Lore, Languages, Spells

Survivor Skills
Open Locks: 15%
Bypass Traps: 10%
Sleight of Hand: 20%
Move Silently: 20%
Hide in Shadows: 10%

Spells
First-level: Bless ("Rally")

Hair: Black
Eyes: Brown
Height: 5'11"

Archetype: The Popular Kid
Quote: "I’m just saying, maybe let’s not make the worst possible decision first." or "Ok! Let's Go! We can do this!" (in about every situation.)
Quirks: Remembers everyone's name and something about them. Wants to be liked for being a good person, not for his family's money.
Theme song: "Boys of Summer" - Don Henley. But during the "Season Finale" against the Hollow King, Andy will be belting out "The Final Countdown" on his trumpet.

The thing to remember about Andy is that he is a good kid deep down. He is the guy cheering you on, telling you that you can do it because he believes you can. And you end up believing him as well. 

Neither characters are powerhouses. They have low Vitality (hit points) and not a lot in the way of powers. In fact, they don't think what they do is magic at all. Andy's "Bless" spell is just his natural enthusiasm for everything. People *do* better with around because they think he is in their corner. And they are right.  Rowan calls her empathy and precognition "just good old 'horse sense'." She calls her ability to speak to animals just knowing how to listen. They are the least pretentious non-player characters in the entire game.

I have an adventure that features them coming up. A headless horseman tied to Rowan's past, but we did not get to it this past weekend, so all I did was introduce them. 

Spoilers

Rowan and Andy get married right out of high school. His father is mad and threatens to disown him, but his grandmother intervenes. Instead of U of I, he goes to Illinois Beecher College in town, plays on the football team, and gets his degree in Education to return to JPHS to teach and coach, eventually replacing the retiring Coach Zimmerman. Rowan, now the Spirit Rider of Jackson, runs the stables (Andy bought them from his dad with his college savings) and has turned part of them into a hippotherapy center for children. Rowan also attended Illinois Beecher College and earned her degree in psychology and occupational therapy. 

Adult Rowan's wards around Jackson are described by witches as "formidable" and by supernatural threats as...well, they don't describe them at all; Rowan usually dispatches them long before they ever get the chance. Rowan would rather calm a frightened horse or help a child learn to ride, but when it comes to defending Jackson, she is brutal and efficient. It is just another chore to be done, like mucking out a stall.

In truth, I love these two and wish them a ton of happiness.

Night Shift® is a registered trademark of Elf Lair, LLC.

Thursday, April 23, 2026

Tales of Jackson, IL: Hot for Teacher

I had something scheduled for today, but got my dates wrong, so today's post will be in one week instead. This one was supposed to be next week's post. 

One of my good friends has been helping me with ideas for this game. He has expertise here since he is a high school football coach and works security at a large suburban high school. Valerie Beaumont is one of his characters that I use as an NPC often. I have been helping him a little with his current Star Trek game, so I figure he can help me with some more teachers for my Jackson, IL game.

Today, two coaches and their friendly rivalry. 

Character sheets for Keri and Kurt

Dr. Kiera "Keri" Moreau

Dr. Kiera Moreau could have gone anywhere. Former Olympian (Montreal, 1976), she retired, returned to school, and got her Ph.D. in Classical Studies. She was on her way to an interview for a job at MacAlister College when she crossed paths with Valerie Beaumont. They knew each other from years before and convinced her to come and teach at Jackson Public School. They also know each other's secrets. Vallerie is immortal, and Kiera is Fae, in particular, a sea nymph, or rather, the daughter of one. She isn't immortal, but she is long-lived. 

She opted to stay. She teaches Latin I and II, and an elective in Classical Mythology. Larina is in her class and is annoyingly excited about it. She is also the girls' swim team coach. 

In truth, Keri really kinda outclasses everyone here. I really like her and want to do more with her, and I know the characters can learn a lot from her. But. She has it all. Beauty. Brains. Strength and power. Why is she slumming it here? She knows something is going on. 

She has seen these patterns repeated throughout history, and this time she has decided that she won't just sit by. Valerie stays away because her connection to others hurts. Keri stays because life without that connection hurts more. This is a point of contention between the two. Val thinks Keri gets too involved, Keri thinks that Val doesn't get involved enough.

And if she can give the cast something to aspire to be? Well then, "fortes fortuna adiuvat.

Dr. Kiera Moreau
Dr. Kiera Moreau

7th Level Psychic (Empath), Half-fey (Sea Nymph)

Base Abilities
Strength: 12 (0)
Agility: 16 (+2) n
Toughness: 14 (+1) 
Intelligence: 18 (+3) 
Wits: 18 (+3) n
Persona: 20 (+4) A

Vit: 43 (7d6)
DV: 9
Fate Points: 1d8

Check Bonus (A/N/D): +4/+2/+1
Attack bonus (base): +2
Melee bonus: +0  Ranged bonus: +2

Languages: English, Latin, French, Greek 
Skills: History (Int), Swim (Agl), Occult Knowledge (Int)

Saves: +3 to Persona-based saves

Psychic Abilities
Body Control, Empathy, Hydrokinesis

Fey Abilities
Glamour, Breathe underwater (1 hour), Harmed by cold iron and shadow steel (double normal damage), Long-lived

Hair: Black
Eyes: Gold
Height: 5'10"

Archetype: The Teacher with a mysterious past
Quote: "Fortes fortuna adiuvat." Fortune favors the brave!
Quirks: Arrives at school super early to swim. 
Theme song: "Rio" - Duran Duran

Coach Kurt Zimmerman

Coach Zimmerman here is as much Greg's character as he is mine. Nearly all his background came from Greg.

Kurt Zimmerman, and he was born in Wisconsin in 1950. Went to college for math and was drafted into the Vietnam War in 1969. Did one tour of duty, where he rose to the rank of corporal. Was there at the Fall of Saigon and nearly missed his ride out. He was delirious but was rescued by Valerie Beaumont, whom he only sort of remembers. 

He was awarded medals that he felt he didn't deserve. He used the GI Bill to return to college and ended up at the University of Illinois, where he followed the Illini as a religion. Got his teaching degree in math and a coaching certification. Kurt likes the orderliness of math. Finding proofs and working on problems were his solace while overseas. 

He graduated and took a job teaching honors-level math (a job that Warren Evans wanted) and is the school's sponsor of the National Honor Society. He was raised on the idea that anything worth doing is worth doing correctly. This extends to his coaching and to his Calculus class.

He has a friendly rivalry with Keri over who will have more of their athletes on the Honor Roll. The winner gets to choose where they eat dinner, and the loser has to pay. Though they almost always end up at Sal's Pizza, where Keri orders her pizzas with green olives and extra anchovies. 

Kurt has seen the supernatural and fought it before. But he reasons that he left all that behind in Saigon. Now he is not so sure. He doesn't suspect that Keri or Valerie are anything other than they appear. Though he can't help but think he has seen Valerie somewhere else.

Coach Kurt Zimmerman
Kurt Zimmerman
6th Level Veteran, Human

Base Abilities
Strength: 16 (+2) A
Agility: 15 (+1) n
Toughness: 14 (+1) 
Intelligence: 16 (+2) n
Wits: 14 (+1) 
Persona: 12 (+0) 

Vit: 38 (6d8)
DV: 8
Fate Points: 1d8

Check Bonus (A/N/D): +4/+2/+1
Attack bonus (base): +3
Melee bonus: +2  Ranged bonus: +1

Languages: English, Latin, Spanish
Skills: Math (Int), Running (Agl)

Saves: +2 to all saves

Veteran Abilities
Melee combat, Ranged combat, Increased damage, Combat expertise, Improved defense, Supernatural attacks, Tracking

Hair: Brown, usually cut close to his scalp
Eyes: Green/Blue
Height: 5'11"

Archetype: The Coach
Quote: "Hello, class, my name is Coach Zimmerman. No, you can't call me Coach Z. Yes, I was in Vietnam. No, I will not tell you if I killed anyone."
Quirks: Flies a crop-duster plane over the summers and fall. Says he nevers takes late homework, but always does. Hates the sound of chalk on a chalkboard, one of the only teachers who has a whiteboard.
Theme song: "Fortunate Son"  - Creedence Clearwater Revival

Coach Zimmerman is one of those guys who could have come back bitter from the war, but instead threw himself into his chosen vocation. He could have gone on and maybe even gotten his Ph.D. in math, but he wanted to teach so he could be a positive influence. He is kinda based on my high school calc teacher who was also a coach. 

As of now, Kurt is the only Veteran in the group. I kept the Veteran class out of the players' hands because I couldn't justify it. I suppose if someone had come to me and said that their character was a hunter, then maybe. I mean, I knew kids like that in high school, so it's not that odd. But these players grew up in the suburbs. That never dawned on them.

He gets a bit flustered around women, especially Keri, but she makes conversation easy, and they have a lot of common ground. 

Their Quarterly wager is well known throughout the school, just as it is also known that they will end up at Sal's Pizzeria. The only thing more certain is the constant shouting match between the waitress, Denise, and the owner, Sal.

Kurt and Keri's date while Denise wants to be anywhere else.
Kurt and Keri's date, while Denise wants to be anywhere else.

"I swear, why do I bother writing this down? You two order the same stupid thing each time: a large pizza, green olives and extra anchovies, and two Budweisers. Gross." - Denise. 

I think I'll have to detail Sal's Pizzeria along with some other locations.

Night Shift® is a registered trademark of Elf Lair, LLC.

Friday, August 22, 2025

Fantasy Fridays: Kull, Conan, and Kane for Daggerheart

Something a touch different today for Fantasy Friday. 

I was chatting with some Daggerheart fans, and they liked the Sonja build I had done. They suggested I should do Conan as well, but I got to thinking about my earlier statement of a connection between Kull, Conan, and Kane, and thought it might be fun to stat them all up in Daggerheart to see how I could represent the pinnacle of the Howardian "fighting men" in this new system. 

Joe Kubert's Connecting Covers Featuring Conan, Kull, and Solomon Kane
Joe Kubert's Connecting Covers Featuring Conan, Kull, and Solomon Kane

Caveat and Full Disclosure. I have read all of the Kull and Conan stories by Howard and most of the Kane ones. I have read some of his letters to others about these characters, but I know there is still an absolute ton I have not read. TL;DR I only marginally qualified to write them up as characters. Yeah I know what I would do with them, but there are people out there, people I am friends with, who are far more knowledgeable than I am about this. I apologize in advance for any mistakes I might make.

Kull of Atlantis

Kull spends most of the tales I read as King of Valusia and an exile of Atlantis. We know he has been a hunter, a gladiator, a soldier, a general, and finally a king. He is philosophical and brooding. He cares for his people even if he sometimes despises their civilized ways and the "masks" (though that turns out to be true later on) they wear. According to Wikipedia, his lifetime was some 100,000 years ago, or near the end of the Old Stone Age. The tales, of course, read more like Bronze Age. 

For this reason I am choosing Guardian for him. The Domains are Valor and Blade, the two competing aspects of his personality.

Level 3
Class & Subclass: Guardian (Stalwart)
Ancestry & Heritage: Wildborne Human
Pronouns: He/Him

Agility: 2
Strength: 2
Finesse: 0
Instinct: 2
Presence: -1
Knowledge: 0

Evasion: 9
Armor: 5 

HP: 9
Minor Damage: 15 Major Damage: 28
Stress: 7

Hope: 2

Weapons: Battleaxe, Strength Melee, +2 2d10+3 Physical

Armor: None

Experience
Fighting Man for Life +2
The Brooding King +2
Enemy of the Serpent Men +2

Class Features
Bare Bones (add STR to Armor), Not Good Enough (reroll 1 & 2 on damage), Bold Presence, Versitle Fighter, Soldier's Bond

Ok. I like this one. This is a soldier's soldier. This would be a fun character to play. Granted, he should be a bit higher level, but I wanted him lower than Conan.

Conan the Cimmerian

Howard's better known creation and maybe the Godfather of all D&D fighters. Now I feel better about doing Conan than Kull. 

Conan is the archetypical barbarian. Yes he has been a soldier, general, thief, sailor, pirate, and eventually King, he is at his heart a barbarian.

Like Red Sonja, he would be a warrior with his Domains Bone and Blade, but he is a little different. I am giving him the sub-class Call of the Brave, because if nothing else Conan knows no fear.

Level 7

Class & Subclass: Warriror (Call of the Brave)
Ancestry & Heritage: Wildborne Human
Pronouns: He/Him

Agility: 2
Strength: 3
Finesse: 0
Instinct: 2
Presence: -1
Knowledge: 1

Evasion: 12
Armor: 4

HP: 10
Minor Damage: 14 Major Damage: 22
Stress: 7

Hope: 2

Weapons: Longsword, Agility Melee, +3 3d10+10 Physical
Broadsword, Agility Melee, +3 3d8+7 Physical

Armor: Chainmail

Experience
I have been everywhere +3
I will LIVE by Crom! +3
I live, I burn with life, I love, I slay, and am content +2
Polyglot +2

Class Features
Get Back Up, Not Good Enough, Ferocity, Brace, Scramble, Deadly Focus, Know Thy Enemy, Battle Hardened, Recovery, Rage Up

Again, this is a good character and a fun one to play. I tried to capture Conan's multi-lingual ability here in Experiences. This covers that fact that he knows a lot of languages, but no formal education in them. I spent the extra point to bump up his knowledge to 1 (from 0) to also show that he isn't a dumb barbarian.

I gave him chainmail, which he sometimes wears, but he is just as often in just a loincloth or even the garb of a sailor.  Still, this is a good version of him I think.

Solomon Kane

Next is our dour puritan Solomon Kane.

For Kane, I also picked the Guardian class as I did with Kull. But where Kull is a Stalwart, Kane is dedicated to Vengeance. I mean, look at his single-mindedness in pursuing Le Loup. Kane sees himself as the instrument of God's will and often God's vengeance. He is more similar to Batman in this respect than he is say Conan or Kull.

With Kane, I went in a different direction. While I did what I could to increase Kull's and Conan's HP, I spent more time increasing Kane's Stress. Most of Kane's adversaries are a little more supernatural in nature and seem to be more taxing on his mind and soul than on his body.

To respect his Puritan background, I gave him the heritage of "Orderborne."

Level 6
Class & Subclass: Guardian (Vengeance)
Ancestry & Heritage: Orderborne Human
Pronouns: He/Him

Agility: 2
Strength: 1
Finesse: 1
Instinct: 1
Presence: 0
Knowledge: 0

Evasion: 11
Armor: 4

HP: 9
Minor Damage: 12 Major Damage: 19
Stress: 10

Hope: 2

Weapons: Rapier, Presence Melee, +0 3d8 Physical
Flintlock Pistols, Agility Ranged, +1 3d10+3 Physical

Armor: None

Experience
I am God's Instrument +3
Avenge the Weak and Defenseless +2
Wanderer of Africa +2
Scholar of the Occult +2 (this also covers his connections with N'longa)

Orderborne Dedications
Evil Must be Destroyed.
I am the instrument of God's vengeance.
Chivalry and Honor are not dead, not while I breathe.

Class Features
Bare Bones (add STR to Armor), Get Back Up, I Am Your Shield, Critical Inspiration, Deadly Focus, Rousing Strike, Champion's Edge

I like this version as well. Very solid.

Even among "Fighting Men" (to use the old term), there is a lot of variety and versatility in Daggerheart and I like that. Though each has their connections with the other. You could make a group of all "fighters" and still have plenty of differences between them to keep the game interesting. 

Thursday, August 21, 2025

#RPGaDay2025 Day 21 Unexpected

 The unexpected is where the magic happens.

You can prep the dungeon. You can write out the villain’s monologue. You can stack the random encounter tables and plan your traps with precision. But none of it survives contact with the players.

And that’s the point.

"Everyone has a plan until they get punched in the face." 

 - Mike Tyson

Fantasy roleplaying lives in that strange middle place between structure and surprise. The tension between what we plan and what actually happens. And over the years, I’ve learned to stop resisting the unexpected and start inviting it.

I’ve had villains turn into allies, thanks to a clever player speech. I’ve had major arcs derailed by a single spell (more than one). I’ve seen players bond with NPCs I hadn’t even named yet (too many times to count), turning a throwaway shopkeeper into a long-running favorite. I’ve had sessions where everything clicked, and others where nothing went according to plan but somehow worked anyway.

That’s what I love about this hobby. The unexpected isn’t a problem. It’s the reward.

But it’s not just in gameplay mechanics or plot twists. It’s also in the tone. The emotional texture. I’ve had horror campaigns become character dramas. Light-hearted one-shots veer into genuine catharsis. Once, in the middle of what should have been a tense combat encounter, a player described their character’s internal conflict so beautifully it stopped the game cold. We just sat with it. That moment, unplanned and unprompted, said more than any scripted scene could.

And sometimes, it’s the characters themselves who surprise you. The warlock who resists the call of their patron. The cleric who starts to doubt. The witch who turns away from power to protect something small and fragile. The hero who decides not to fight, but to forgive.

As a DM, I’ve learned to treat the unexpected like a knock at the door. You don’t always know who’s there, but it’s worth answering.

Because that’s where the best stories begin.

Not where you planned, but where the players took you instead.


Questions

How. Excited. Character.

How excited am I for a character? I am always excited about a new character, all the untapped potential. Everything about a new character.

#RPGaDAY2025

Wednesday, August 6, 2025

Duchess & Candella for Daggerheart

 I hope everyone had a great Gen Con. Sadly, I was not there, but I heard it was fun. I also heard that Daggerheart had sold out of its print run and had no copies left by Saturday. That is pretty cool, really. It's also still the #1 selling PDF on DriveThruRPG, a spot it has owned since its release. 

Daggerheart: Duchess & Candella

I was on DriveThruRPG today looking to see if any of the new games I had heard about at Gen Con had been released yet. I didn't find what I was looking for, but I did see something in my Personalized Suggestions; a bunch of new-to-me titles from Art of the Genre (the Folio people) featuring my favorite party girl rogues, Duchess and Candella. Most of these were for the FAST Core RPG System, which I know nearly nothing about. But there are a lot of titles featuring them. 

I remembered I covered a lot of the Folio Black Label books when I did my feature on Duchess and Candella, and there were some new ones (again, new-to-me) that I had not seen. I grabbed some more of the Folio adventures featuring them and one of the FAST Core D\&C books, which I might review later, but I'd like to get the core rules first. 

I do have the core rules for Daggerheart.

While I tend to gravitate towards witches, spellcasters, and the odd paladin type, I do love these two. Again, I imagine them as two party girls who love a good time and don't mind getting into a little bit of trouble if it means they are going to get some gold out of it. Art of the Genre has stats and extensive backgrounds for them both in The Storyteller's Arcana. It works, I can't disagree with them really other than I see them more as thieves and rogues rather than fighter-types. But hey, they have given these characters a lot more thought than I have. Still, for Daggerheart, I think I want to keep them as thief-types. Thankfully, there are two different Rogue "subclasses" I can try, the Nightwalker and the Syndicate.

Candella & Duchess

Duchess Daggerheart Sheet
Duchess

Level 2
Class & Subclass: Rogue (Nightwalker)
Ancestry & Heritage: Highborne Human
Pronouns: She/Her

Agility: 1
Strength: -1
Finesse: 2
Instinct: 0
Presence: 1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Longsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy

Armor: Leather 6/13 +3

Experience
I will live the life owed to me +2 (when dealing with people of higher social class or money)
Candella is my sister in crime +2 (when dealing with rolls that can aid Candella)
So much gold and it will be mine +2 (when trying to steal or acquire wealth)

Class Features
Cloaked, Sneak Attack, Shadow Stepper, Believable Lie


Candella Daggerheart Sheet
Candella

Level 2
Class & Subclass: Rogue (Syndicate)
Ancestry & Heritage: Slyborne Human
Pronouns: She/Her

Agility: 2
Strength: 2
Finesse: 2
Instinct: 0
Presence: -1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Shortsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy
Paired (Tier 1) +2 to primary weapon damage to targets in Melee Range.

Armor: Leather 6/13 +3

Experience
Life is a game, and I plan to cheat +2 (when any rolls are considered cheating)
Duchess is my sister in crime +2 (when dealing with rolls that can aid Duchess)
Gold! Wine! Adventure! +2 (when trying to steal or acquire wealth, or a good time.)

Class Features
Cloaked, Sneak Attack, Well-Connected, Enrapture

--

The great thing about Daggerheart is how you can create characters that really support each other and have that baked into the rules and rolls. 

Love how these two came out!

Thursday, June 12, 2025

War of the Witch Queens, Wasted Lands Edition

 I have put my massive War of the Witch Queens on pause for a little bit to focus on my 1st Edition Forgotten Realms game. It is fine, since I am using it to build up some of the myths and legends that War of the Witch Queens will rely on. While my current War of the Witch Queens uses Old School Essentials, I have been enjoying it a lot, but...I am running into some issues. Well. Issues of my own creation.

Wasted Lands of the Witch Queens

Limitation #1: Level Caps and Limits

Limits on levels. I love OSE, but one of its selling points/strengths is its limiting issue for me. Sure, 14 levels is a lot, but I am running into ideas that I want to run for characters of 15+ level. 17th level comes up a lot for me. This is also one of the reasons why I dropped Hyperborea early on for this reason too. 

This campaign isn’t just a dungeon crawl or hex-crawl, it's a mythic saga that spans worlds, timelines, and divine destinies. Characters in this game aren't just heroes; they are on the path to becoming legends, saints, or even immortals. And I keep finding myself writing material that expects 15th level and beyond. More and more often, 17th-level content crops up in my outlines. That’s not a comfortable fit for OSE without some heavy modification.

Not to mention level limits on any demi-human species. Of course Hyperborea had not demi-humans at all. 

Limitation #2: Multi-Classing

I love OSE. But one place it really falls down is Multi-classing. Yes, there are some rules, but the elegance of the system is lost when you try to do it. It's not my strongest reason, but it is a reason all the same. 

Limitation #3: Multiversal Storytelling

I want to explore various worlds and settings. OSE can do this, it can even do it well, but I want to go a little beyond the norm. 

OSE can absolutely be used to tell stories that span worlds. In fact, it does it better than many modern systems, since its rules are modular and light. But for War of the Witch Queens, I want to go beyond the norm. I’m not just talking about visiting the elemental planes or spending a session in Ravenloft. I’m talking about fully developed worlds with unique metaphysics, rules of magic, and mythic gravity, all of them linked by a larger cosmological mystery, the Witch Queens, their empowered thrones, and the shadow of The One Who Remains.

OSE can be made to do this. But I need a system that does this out of the box.

Solution: Wasted Lands

When I was participating in the 2025 Character Creation Challenge, I was reminded of how flexible Wasted Lands/O.G.R.E.S. really is.  

Wasted Lands is mythic fantasy turned up to eleven. It was designed for heroes who become gods, for magics that shape and warp reality itself, and for worlds so ancient they crumble under the weight of memory. The core assumption of Wasted Lands is that the characters matter in a way that changes the cosmos, which aligns exactly with my vision for War of the Witch Queens.

Why Wasted Lands Works for War of the Witch Queens

No Arbitrary Level Caps

Characters in Wasted Lands are meant to grow in power until they ascend to the ranks of the divine. There’s no artificial ceiling to limit storytelling or advancement. If I want characters to bind a dying god to a black star, I don’t need to “homebrew” Epic Levels; I just use the Divine/Heroic Touchstone system as written.

Built-In Mythic Scope

Wasted Lands expects multiversal and mythological play. Characters can literally change the nature of reality. That’s not just compatible with War of the Witch Queens; that’s the point of the entire campaign.

Flexible Mechanics for Multiple Worlds

O.G.R.E.S. is modular, allowing me to shift between gritty sword-and-sorcery realism, dreamlike metaphysics, or high-magic cosmic horror as needed. That’s ideal when a single session might take place in ancient Atlantis, the post-apocalyptic future, or a faerie world frozen in regret.

Ties to Night Shift and Thirteen Parsecs

Since Wasted Lands is cross-compatible with Night Shift (another system I use for witchy, modern supernatural tales), I can link stories and characters across eras and genres. My witches don’t just belong in this kind of cosmology; they thrive in it.

While the Wasted Lands mythology will certainly be in play here, I may or may not set any of these adventures in the time of The Dreaming Age or even the Earth of the Dreaming Age. I'll use this more as my Rosetta Stone to translate between all the various games I'll be using.

So What Happens Next?

While I’m still using my Forgotten Realms game to build some of the core myths behind War of the Witch Queens, I’ll be shifting the main campaign engine to Wasted Lands going forward. I may still post some OSE conversions or support for it, especially early-level material, but to experience War of the Witch Queens the way I envision it, it will live and breathe in the mythic realms of the Wasted Lands.

This also gives me an instant hook into my multiversal threat, The One Who Remains. I will already be featuring this threat in my Forgotten Realms game, and absolutely for War of the Witch Queen.  

The Witch Queens of the Wasted Lands
The Witch Queens of the Wasted Lands

One of my conceits of the War of the Witch Queens was to "adopt" all sorts of witches from various games, settings, and the like, and bring them into this campaign. Given the Sword & Sorcery roots of Wasted Lands, I wanted to grab some witches from various S&S games. Some of these are familiar to you all here since I have already mentioned them in conjunction with War of the Witch Queens before: Methyn Sarr, Miriam, and newcomer, Tamsin Shalles. I will feature their native games tomorrow. 

Each of these characters is found on different worlds in vastly different times. But the wonderful thing about Wasted Lands: The Dreaming Age is that versions of these characters can exist at the same time and place. Wasted Lands, Barbarians of Lemuria, Hyperborea, and Sword & Sorcery Codex all share enough of the same DNA to be cousins. I will say this: anyone playing one of these games can get a lot out of playing, or at least owning and reading, the other three.

I am also going with a pure D&D feel to these, so humans are humans and not the proto-humans of the Dreaming Age. I have already done Wasted Lands stats for Larina, AradiaDarlessaKersy the Sea WitchSkyllaTanith Winters, and for two of Grenda's Forgotten Realms witches, Rhiannon and Briana Highstar. And of course, the current Big Bad of the War of the Witch Queens, Kelek the Cruel.

Note: The sorcerer of Wasted Lands is mechanically the same as NIGHT SHIFT's witch. But I am going to call them witches here. Also, since I am moving away from Hyperborea and OSE for this, I can go beyond their level limits of 12 and 14, respectively. 

Each also has a homeland in the Wasted Lands that is the closest analogue to their lands in their original games.

Methyn Sarr, Witch Queen of the Fire Coast
From Barbarians of Lemuria

I have mentioned Methyn Sarr here before; she is a great character and one of my favorite things about Barbarians of Lemuria. 

Methyn Sarr, Witch Queen of the Fire Coast
Methyn Sarr
Class: Sorceress (Witch) / Necromancer
Level: 10 / 5
Species: Human
Alignment: Dark Evil
Background: Cult
Homeland: Lemuria (West coast)

Abilities
Strength: 10 (0) 
Agility: 12 (0) 
Toughness: 10 (0) 
Intelligence: 17 (+2) N
Wits: 16 (+2) N
Persona: 18 (+3) A

Fate Points: 1d12
Defense Value: 4 (Battle Harness)
Vitality: 55
Degeneracy: 11
Corruption: 2 (Eyes turned yellow, Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +5
Saves: +3 to Spells and Magical effects (Sorcerer)

Sorcerer Abilities
Arcana, Arcane Powers: Beguile Person, Enhanced Senses, Succubus, Psychic Power: Pyrokinesis 

Necromancer Abilities
Channel the Dead (43%), See Dead People, Summon the Dead (65%), Command Spirits, Protection from Spirits, Death Knell, Suggestion (Spirits), Protection from Undead, Taste the Grave

Sorceress Spells
First Level: Arcane Darts, Command, Drain Vitality, Mystical Senses
Second Level: Defile, Eternal Flame, Invoke Fear, Subtle Influence
Third Level: Concussive Blast, Dark Lightning, Globe of Darkness
Fourth Level: Beguile Monster, Kiss of the Succubus, Protection against the Deeper Dark
Fifth Level: Dominate Other, Shadow Armor

Heroic/Divine Touchstones 
1st Level: Unique Mode of Defense (Battle Harness) 
2nd Level: Additional Vitality Points
3rd Level: Charm Creatures
4th Level: Magical Recovery
5th Level: Great Power (Fire)

Heroic (Divine) Archetype: Magic, Evil

Gear
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood), Battle Harness, crown

I gave her levels of Necromancer in this version to replicate her levels of "Druid of Zaggarth" from Barbarians of Lemuria. I figure she gets a Heroic/Divine Touchstone every 3 character levels. 

Miriam, Witch-Queen of Yithorium
From Hyperborea

Miriam is the name I have given to the Witch-Queen of Yithorium from the Hyperborea RPG. Though I view her through the lens of Greyhawk. She is rather great, and I love using her. I have also decided that her loyal Cowan is a mighty warrior (10th level) named Zavoda

Miriam, Witch-Queen of Yithorium
Miriam, Witch-Queen of Yithorium
Class: Sorceress (Witch)
Level: 15
Species: Human
Alignment: Dark Evil
Background: Scholar
Homeland: Hyperborea (Near the Blood Sea)

Abilities
Strength: 12 (0) 
Agility: 12 (0) 
Toughness: 13 (+1) 
Intelligence: 18 (+3) A
Wits: 16 (+2) N
Persona: 18 (+3) N

Fate Points: 1d12
Defense Value: 9
Vitality: 68
Degeneracy: 6
Corruption: 1 (Aura of discomfort)

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +3 (base) 
Ranged Bonus: +3 (base)
Spell Attack: +8
Saves: +4 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (5): Astral Projection, Succubus, Psychic Power: ESP, Beguile, Shadow Walking

Sorceress Spells
First Level: Beast Speech, Command, Chill Ray, Night Vision, Drain Vitality
Second Level: Invoke Fear, Animal Summoning, Subtle Influence, Defile, See Invisible
Third Level: Dark Lightning, Curse, Clairvoyance, Globe of Darkness
Fourth Level: Black Tentacles, Protection against the Deeper Dark, Forbearance of Dimensional Travel, Kiss of the Succubus
Fifth Level: Banishment, Create Soul Vessel, Dominate Other, Shadow Armor
Sixth Level: Destroy Undead, Shadow Duplicate, Uluation of the Deeper Dark
Seventh Level: Wave of Mutilation, Widdershins Dance
Eighth Level: Gaze of the Abyss

Heroic/Divine Touchstones
1st Level: Sense the Presence of the Deeper Dark
2nd Level: Luck Benefit
3rd Level: Spirit Guide
4th Level: Magical Recovery
5th Level: Glamour

Heroic (Divine) Archetype: Magic, Evil, Deeper Dark

Gear
Leather Armor, dagger, crown

Miriam has evolved some since I first stated her up. She has been moving to a witch of the Old Ones for some time now. In the Wasted Lands she would likely be that witch trying to bring the Old Ones back. 

Tamsin Shalles
From Sword & Sorcery Codex

Tamsin is a new one for me. I have been playing around with the Sword & Sorcery Codex (see tomorrow), and it is a great system and has a lot to offer in terms of feel and style. It can do about 80% of what I want. She is not as powerful as the other two, not yet anyway. 

Tamsin Shalles
Tamsin Shalles
Class: Sorceress (Witch) / Renegade
Level: 5 / 2
Species: Human
Alignment: Dark Evil
Background: Barbarian
Homeland: Fennokarelia

Abilities
Strength: 11 (0) 
Agility: 13 (+1) N
Toughness: 13 (+1) 
Intelligence: 16 (+2) N
Wits: 14 (+1) 
Persona: 16 (+2) A

Fate Points: 1d8
Defense Value: 8
Vitality: 30
Degeneracy: 2
Corruption: 0

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +x
Saves: +2 to Spells and Magical effects (Sorcerer).

Sorcerer Abilities
Arcana, Arcane Powers (2): Beguile Person, Succubus

Renegade Abilities
Improved Defense, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-2), Perception, Vital Strike x2

Stealth Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Sneak: 30%

Sorceress Spells
First Level: Summon Familiar (Imp), Mystical Senses, Armor of Earth
Second Level: Vampiric Augmentation, Eternal Flame
Third Level: Oily Cloud of the Deeper Dark

Heroic/Divine Touchstones
1st Level: Psychic Power: Glamour
2nd Level: Additional use of Beguile

Heroic (Divine) Archetype: Magic, Summoning

Gear
Dagger

She isn't quite there yet, but her specialty will be demon summoning and control. Right now, she relies on her charms (natural and supernatural) along with her renegade skills to cheat and con her way through most situations. 

I gave each of them the Beguile and Succubus powers to cover the levels of "Temptress" both Tamsin and Methyn have, and I assume Miriam would have. Beguile to well...beguile, and succubus to cause the up close damage.

These women are all evil and up to no good and I can't help but love them all. If they could put aside their mutual hate, they could team up and be a force to be reckoned with.

I kinda want a mini-series of War of the Witch Queens now to just cover these three and their drama. They are not responsible for the death of the High Witch Queen, but they are all vying for her throne. 

Doing these reminds me how much fun Wasted Lands really is. 

Wednesday, February 26, 2025

Witchcraft Wednesday: Larina Nix and Skylla for Lands of Adventure

A while back I picked up the classic RPG, Lands of Adventure. While it is fair to say the game is not great, there is something about it I can't quite put my finger on that I love. Is it the  Bill Willingham art? Is it Lee Gold's attention to historical detail, even when the details are wrong? Ok, to be fair, some these details may not have been "wrong" when she was writing. But she is certainly good at building an interesting world.

No. I don't know what it is, but given this is my year to try out more (and different) fantasy RPGs, I owe it at least to myself to try this game out.  It will not replace *D&D on anyone's table today. But for a moment, let me pretend it is 1983. I'll put on K-Tel's CHART ACTION '83 and work on some characters!

Lands of Adventure

Character Creation

This is the most tedious process of this game, really. The rules for playing are largely pretty simple. However, I do admit that I am really in the mood for a complicated character-creation process today. 

For this I'll start with the Lands of Adventure core rules and make adaptations based on the Culture Packs I have. I will do my two favorite witches, Larina and Skylla, for Medieval England and Ancient Greece, respectively. If I had had the other proposed Culture Packs I would have tried something for them as well. 

The game has 11 (yes, eleven) primary stats, but of those, only four are purely random. The others are often the averages of the others with some more randomness added in.  You can roll the d20 or d10 as needed, OR you can allocate 110 + 2d10 points among the 11 characteristics. 

The minimum score is 1, and the max is 20. 

Piety is also important and has it's own means of calculation, but to get that, I'll need some skills for the characters. Skills can also increase other stats.

This game also has three different "Hit Point" pools; Energy Points (EP), Body Points (BP), and Life Points (LP). Damage affects them differently, but none should be 0.

Skills are a roll-under mechanic of percentages, with 5% (96-00) always as a fumble. To roll 10% under your skill is a maximum or flawless success. There are 10 Skill categories and their base scores are based on a Major Characteristic and Minor Characteristics. So for example MAG (Magic) is TAL (Talent)/2 and then squared + INT (Intelligence).  Unlike some games, height and weight have mechanical effects on how fast you can move and how much you can carry respectively.

You have as many skills as you do PRU, the max you can have in any skill area at the start of the game is 10% of the skill area score. Given that this are also not starting characters I will use the options for Prior Experience Points to buff up some skills and spells.

Spells are an odd mix to be honest. I am not sure what would be right to choose since I am not 100% certain of all the game effects. But I can say that the magic section does feel like it is bolted onto this system and there are bits of game-design bondo and duct-tape holding it together. Not that this can't be fun, AD&D did it for decades. 

For Larina and Skylla here, I am certainly aiming to give them a witch-like background. Turns out that is pretty easy to do with this game. The Ancient Greece Culture Pack has the Pelasgians who are characterized as worshipping a Maiden-Mother-Crone Moon Goddess from the belief that older civilizations were more Matriarchal than Patriarchal. Following in the same logic, or even from the same logic, in the Medieval England Culture Pack, Gold lists Margaret Murray's now discredited "The Witch-Cult in Western Europe" as part of the suggested reading. I say "discredited," but I still use the central thesis in my own game writing for my books. Hey. I am writing about witches, not an academic anthropological treatise.  Though given Gold's inclusion of Murray, I would also have gone with Jane Harrison for Ancient Greece and Jessie Weston for Medieval England for a trifecta of Late Victorian/Early 20th Century independent women scholars.

Makes my choice of witches to stat up for this game even more appropriate. 

Larina Nix
Larina Nix

Species: Human
Gender: Female
Height: 5'4"
Weight: 125 lbs (light frame)

Culture/Religion: Medieval England/The Old Faith
Piety: 6

CRF (Craft): 12            DEX (Dexterity): 12
TAL (Talent): 18          VCE (Voice): 19
INT (Intelligence): 16  PRU (Prudence): 14
APP (Appearance): 18 AGY (Agility): 12
STR (Strength): 10       CON (Constitution): 10
CHA (Charisma): 19   

COM (Communication): 52%
KNW (Knowledge): 44%
MAG (Magic): 97%
MAN (Manipulation): 32%
MIR (Miracle Working): 99%
MOV (Movement): 28%
OBS (Observation): 36%
PER (Persuasion): 55%
Melee: 16%
Missile 26%

Local KNW: 144%
General KNW: 84%

Non-Combat Specialized Skills
Reporting Accurately (Com), Legend Lore (Knw), Medical/Herb Lore (Knw), Astronomy/Astrology (Knw), Languages Speak (Knw) (English, French, Celtic)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Shield (Energy) PL 3, 10x10, 5 rounds, 1, 10 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.
Darkness (Illusion) PL 5, 30x30, 5 rounds, 1, 10 ft.

EP: 36
BP: 12
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 60lbs

--

Skylla

Skylla

Species: Human
Gender: Female
Height: 5'4"
Weight: 130 lbs (average frame)

Culture/Religion: Ancient Greece/Moon Mother
Piety: 4

CRF (Craft): 12            DEX (Dexterity): 11
TAL (Talent): 16          VCE (Voice): 14
INT (Intelligence): 14  PRU (Prudence): 10
APP (Appearance): 14 AGY (Agility): 12
STR (Strength): 9        CON (Constitution): 10
CHA (Charisma): 17   

COM (Communication): 37%
KNW (Knowledge): 34%
MAG (Magic): 78%
MAN (Manipulation): 29%
MIR (Miracle Working): 80%
MOV (Movement): 23%
OBS (Observation): 36%
PER (Persuasion): 42%
Melee: 22%
Missile 24%

Local KNW: 134%
General KNW: 74%

Non-Combat Specialized Skills
Lying (Com), Legend Lore (Knw), Medical/Herb Lore (Knw) x2, Astronomy/Astrology (Knw), Languages Speak (Knw) (Greek, Egyptian)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.

EP: 31
BP: 13
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 65lbs

--

Ok. There is a lot here and even more that I didn't do. These are better than starting characters, certainly, but not 100% reflective of stats for them I have posted in the past. For the Point Allocation method, Larina has 160 points (30 above max) and Skylla has 137 points (7 above max). 

Magic is an odd affair, mostly using the "Spells on the fly" method. I could explore it more IF I ever choose to play this game. But I have enough here for now.

A few interesting quirks. The Culture Packs give a lot more detail to the characters, BUT you should have them next to you when you develop the characters. Skylla, for example, ended up having the Goddess Athena in her maternal line and thus added to some of her stats. Not sure how a virgin goddess was able to do that, but ok. Skylla gained an extra Herbalism skill as well. Larina had a mystical encounter. Since I was recently re-reading her 4th Edition D&D stats, I am going to say she saw a unicorn when she was a little girl. 

This game is rich in atmosphere, but the system itself leaves a little to be desired. Maybe I am just used to simpler systems now or unified mechanics. I do admit I am still very happy I have this game and I will likely come back to it. 

Tuesday, February 11, 2025

Year of Fantasy RPGS: Cd8 The Return of the Fearless Five!

 I am still having fun with Jason Vey's Cd8 Fantasy Roleplaying game. I thought I would give it a spin with some more characters. Getting a feeling of what the various power level benchmarks are and so on.  So I thought, let's bring back the Fearless Five and give them a go at it!

Cd8 The Return of the Fearless Five!

Not sure what mission they will be going on next. They got already Bargle. I just 3D printed Kelek on a Warg so maybe they are going after him.

Skylla

Skylla

Name: Skylla
Species: Human
Attitude: The only thing important is power

Gumption: 3
Moxy: 3
Chutzpah: 1
Childlike Wonder: 7
Cut of My Jib: 5
A Certain Je ne Sais Quoi!: 1

Life Points: 26
Armor: 0 None
Speed: 30 ft

Skills: Detecting 2, Doctoring 2, Fighting 1, Herbalizing 4, Magicking 6, Mythologizing 2, Performing 1, Running 1, Shooting 1

Benefits/Bugs
Enhanced Senses 1
Prodigy (Magicking) 1 (3pts)
Super stats (Child Like Wonder) 4
Super stats (Cut of my Jib) 4
Psychic 3
- TK, PK, Mind contrtol

Weapons
Staff

Aleena

Aleena

Name: Aleena
Species: Human
Attitude: Helping others

Gumption: 3
Moxy: 1
Chutzpah: 1
Childlike Wonder: 4
Cut of My Jib: 2
A Certain Je ne Sais Quoi!: 1

Life Points: 10
Armor: Heavy
Speed: 30 ft

Skills: Doctoring 4, Fighting 1, Magicking 3, Mythologizing 2, Researching 3, Running 1, Shooting 1

Benefits/Bugs
why me? -5

Weapons
Mace


Mogan Ironwolf
Mogan Ironwolf

Name: Morgan Ironwolf
Species: Human
Attitude: Hitting things

Gumption: 1
Moxy: 1
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 3

Life Points: 21
Armor: Medium
Speed: 30 ft

Skills: Detecting 1, Driving 1, Fighting 6, Running 3, Shooting 3, Sporting 3, Tumbling 1

Benefits/Bugs
Takes A Licking 1
Keeps on Ticking 5
Lucky 3

Weapons
Longsword, Bow

Duchess

Duchess

Name: Duchess
Species: Human
Attitude: Helping herself

Gumption: 1
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 1

Life Points: 20
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 3

Benefits/Bugs
Lucky
Iron Constitution
You Want to Get Out of Here Real Fast? 4
Stat Increase 4

Weapons
Short Sword, Dagger


Candella
Candella

Name: Candella
Species: Human
Attitude: Helping herself and have a good time doing it!

Gumption: 2
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 3
A Certain Je ne Sais Quoi!: 2

Life Points: 17
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 4

Benefits/Bugs
Lucky
Stat Increase 4

Weapons
Short Sword, Dagger

 OK! These are fun. I did not detail Skylla's or Aleena's spells, really. They have them. If I expand them into a one-shot, then I may. I would totally run a game at a convention with these—some sort of heist where everything goes sideways.

That is not really a bad idea. I already built them all for ShadowDark and now again for Cd8. Well, minus the Sorceress. She was done with Skylla's interference. 

Cd8 does not have "levels" for characters. The game assumptions between this and level/class systems are too different. But for this round, I was working under some assumptions about how many XP to give out to equal a level. So far, my numbers have panned out, but I want to try it with a few more to be sure. 

So far I rather enjoy this game

Tuesday, December 10, 2024

The Fearless Five vs Bargle: Basic Characters for ShadowDark

 My foray into the ShadowDark RPG did not begin or end with The Witch. Last week, I was chatting online with someone about my idea for a time travel adventure called "They Keep Killing Aleena," where the premise is a bunch of high-level adventurers go back in time to try to save her life, and the results of that interference. It is not an adventure I have ever finished since a few ideas in it have never jelled right for me. BUT in my research, I did uncover the 3.5 Edition adventure from Dungeon Magazine #150 (2007, Paizo era) called "Kill Bargle" from Pathfinder's own Jason Bulmahn.  The idea has stuck with me for years. It would make for a great convention game. It is a low-level dungeon crawl where you need to, well, what it says on the tin, Kill Bargle.

When I ran T1 Village of Hommlet, I included Aleena, Morgan IronwolfRufus, Burne, and yes, Bargle. I did their stats in 4e Essentials, but ended up running it in 5e. In that adventure, Bargle still kills Aleena and gets away. 

I could not help but think revenge would be nice and maybe someone gathered everyone up to go get him.  

Enter the Fearless Five!

The Fearless Five...er Six

Given the "Women in Refrigerators" treatment of Aleena, I thought it might be fun to grab all the "Basic-era" heroines and send them on a quest to kill Bargle. 

Premise: Skylla, wanting something from Bargle's trove of magic (likely his spellbooks) decides that the only way to get it is to assemble a group of adventures who have a personal grudge against him. Knowing they will never follow her or do what she asks, she gets the one person she knows they will follow. It's just too bad that person, Aleena, is dead.

So, Skylla gets Aleena resurrected (she still has contacts in the cult underworld). She gets Morgan Ironwolf to find her, and then she gathers the Sorceress, Duchess, and Candella together to go after Bargle. Five heroines to kill one villain. Easy peasy.

While I could run an adventure like this in nearly any system, it seems fitting to me to run it with ShadowDark.

Aleena
Aleena

Ancestry: Human
Class: Cleric, 2nd level
XP: 20 
Alignment: Lawful
Deity/Patron: Madeera
Background: Noble

Str: 11
Dex: 14
Con: 10
Int: 10
Wis: 16
Cha: 16

HP: 9
AC: 15

Weapon: Mace
Gear: Chainmail, holy symbol, backpack, torches, 1 week of rations, wolf 'sbane

Languages: Common, Elvish

Talents
Human: +1 to melee attacks
1st level: +1 to Cleric spellcasting checks

Spells
Tier 1 (3): Cure wounds, Light, Shield of faith

Aleena is a cleric. She was brought back to life by Skylla's intervention but has no memory of the time between then and when Bargle killed her. 

She feels Bargle is a threat to all that is good and lawful, and he must be stopped.

Morgan Ironwolf
Morgan Ironwolf

Ancestry: Human
Class: Fighter, level 3
XP: 34
Alignment: Lawful
Deity/Patron: None
Background: Soldier

Str: 16
Dex: 13
Con: 14
Int: 7
Wis: 9
Cha: 8

HP: 21
AC: 14

Weapon: Longsword
Gear: Chainmail, bow and arrows, quiver, 5 silver arrows, 50' rope, 10' pole, 6 torches, 1 week rations, 1 qt wine, large sack

Languages: Common, Goblin

Talents
Human: +2 to Strength
1st level: +2 to Constitution
3rd level: +1 to melee and ranged attacks

Morgan thinks of Aleena as a little sister who needs protecting; as such, she blames herself for Aleena getting killed. She would go after Bargle for free just to have the pleasure of killing him herself. 

The Sorceress
The Sorceress

Ancestry: Human
Class: Wizard 3rd level
XP: 35
Alignment: Lawful
Deity/Patron: Ord
Background: Wizard's Apprentice

Str: 10
Dex: 14
Con: 12
Int: 18
Wis: 10
Cha: 13

HP: 10
AC: 13

Weapon: Staff
Gear: 6 torches, 1 week rations, large sack, spellbook, bag of spell components

Languages: Common, Elvish

Talents
Human: +2 to Intelligence
1st level: Advantage on one Spell: Magic Missile
3rd level: Advantage on one Spell: Burning Hands

Spells
Tier 1 (4): Magic missile, Mage armor, Light, Burning hands
Tier 2 (2): Detect thoughts, Invisible

The Sorceress knows the group is getting played by Skylla. She is friends with Morgan and wants to make sure everyone comes out of this alive. The chance to rummage through Bargle's collection of magic is an added bonus. 

Duchess
Duchess

Ancestry: Human
Class: Thief, 5th level 
XP: 55
Alignment: Neutral 
Deity/Patron: None
Background: Thieves Guild

Str: 11
Dex: 16
Con: 18
Int: 12
Wis: 15
Cha: 15

HP: 17
AC: 14

Weapon: Longsword
Gear: Leather armor, short bow and arrows, quiver, thieves tools, 50' rope, 10' pole, 6 torches, 1 week rations, 5 qts wine, large sack

Languages: Common, Dwarvish

Talents
Human: +2 Charisma
1st level: +1 to melee and ranged attacks
3rd level: +2 to dexterity
5th level: +1 (+2 total) to melee and ranged attacks

And her partner in crime:

Candella
Candella

Ancestry: Human
Class: Thief, 5th level
XP: 56
Alignment: Neutral 
Deity/Patron: None
Background: Urchin

Str: 12
Dex: 17
Con: 15
Int: 15
Wis: 13
Cha: 14

HP: 14
AC: 14

Weapon: Short sword
Gear: Leather armor, short bow and arrows, quiver, thieves tools, 25' rope, 7 torches, 1 week rations, 3 qts wine, large sack

Languages: Common, Goblin

Talents
Human: +2 to Dexterity
1st level: +2 to Strength
3rd level: +1 to melee and ranged attacks
5th level: Backstab +1 dice of damage

Bargle hired Duchess and Candella to retrieve an item for him. He meant for them to get killed, but they ended up in jail instead. Worse, he never paid them for the item. They are in it for the money and revenge, but mainly for the money.

Skylla
Skylla

Ancestry: Human
Class: Witch, 6th level
XP: 64
Alignment: Chaotic
Deity/Patron: Baba Yaga
Background: Cultist

Str: 9
Dex: 11
Con: 10
Int: 12
Wis: 11
Cha: 15

HP: 16
AC: 11

Weapon: Staff
Gear: 3 torches, 1-week rations, large sack, bag of spell components

Languages: Common, Diabolic

Familiars: Raven, Owl (+1 to Wisdom checks)

Talents
Human: +1 to occult spellcasting checks
1st level: +2 to Charisma
3rd level: one additional witch spell (T2)
5th level: additional familiar (special)

Patron Boon: Learn 1 Tier 1 Wizard Spell: Magic Missile 

Spells
Tier 1 (3): Charm person, Disguise self, Mage hand, 
Tier 2 (3): Call lightning, Light as feather-stiff as a board, Turn Undead (Ritual)
Tier 3 (2): Hag's Illusion (Baba Yaga), Bestow curse

Our "sixth" member of the Fearless Five is the mastermind behind all of this. Well...sort of, she is discovered rather quickly, but her intuition that these women would all do this to get back at Bargle is spot on. Have to figure out who gets the best magical loot between her and The Sorceress. 

Skylla and the Sorceress

--

I love the idea of a distaff "Usual Suspects" or "Reservoir Dogs." I really want to run this sometime. I would love to see how a witch (Skylla) and a wizard (The Sorceress) work together in an adventuring party run by someone other than me. 

And more to the point, I just want to see Bargle get curb-stomped by a bunch of women.