Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Thursday, August 20, 2015

RPG a Day 2015, Day 20

Day 20: Favorite Horror RPG

Ah.  This now like choose amongst my children.  I love Horror RPGs, more so than fantasy or supers really.

There are a lot of great choices Chill, WitchCraft, Call of Cthulhu, Vampire, Mage...so many.

But if I am going to have to choose then I choose...myself!

Ghosts of Albion!



Not to be to blunt, but it is everything I have ever wanted in a horror game. I poured blood, sweat and tears into this game.  But that means nothing to Joe or Jane Player out there.  It is also a fun game, with a great setting, some great monsters and, in my opinion, one of the best magic rules I have ever used.

If I never publish another game or book I will be content because I wrote this one.


Friday, August 14, 2015

Friday Night Videos: Supernatural Collection

So my family and I binge watched Supernatural this past summer.  And by binge watched I mean just that. Nine Season on DVD/Blu-Ray all summer long.

I watched the show when it first came out but it freaked my wife out.  I kept up with it on my own for a bit, but that is hard to sustain really.  I followed the fandom more than the show itself after that. Had the RPG, sold it for something like $100 later on. Wish I had kept it though.

So my sister is really into the show and she let us borrow her season DVDs.  Well the rest was history.  My youngest loves it. Around Season 3 my wife REALLY got into it. Around Season 5 my oldest did too.  IT became our Summer Friday nights really.  Order pizza, watch Supernatural till past 11.  We only stopped for Gen Con.

Of course one of the best features of Supernatural is not just the good writing and characters that are likable and relatable, but also the music.

Sam: ...I swear man; you gotta update your cassette tape collection.
Dean: Why?
Sam: Well for one they are cassette tapes, and two— (Pulls out a few cassette tapes) Black Sabbath? Motorhead? Metallica? It’s the greatest hits of mullet rock.
Dean: (Grabs a cassette from Sam and pops it in the player) House rules, Sammy. Driver picks the music, shotgun shuts his cake hole.

I can totally relate. Growing up on a steady diet of metal and classic rock it was what growing up in the midwest meant.  I know my wife and kids don't get that part like I do, but that is fine.  Besides my kids love the music.

The best thing?  The music of Supernatural already plays like my "Greatest Hits" anyway!

If I ever get around running Chill again each adventure/episode is going to be named for a different classic rock song and I'll play it before we play.  Cheesy? Maybe. But I like cheese.

AC/DC are pretty much the go-to band when one mentions classic rock, Supernatural and even gaming.  Back in the 80s when D&D was getting a bad rap, AC/DC was right there with us.
"Back in Black" was featured in the pilot episode and is appropriate for the storyline.  From the album of the same name it debuted in 1980 and was the first to feature new lead singer Brian Johnson.  In fact can usually tell the age of an AC/DC fan by whether or not they still refer to Brian Johnson as "new".




Rush has enough street cred with gamers that there is little need anymore for me to give my reasons for posting this.  But "Fly By Night" also from an album of the same name, has a little bit more than average.  It was featured in the Episode 2 of Season 1 of Supernatural. Ok. It was featured in episode 2 of the Dead Alewives skit on D&D with an elf singing "Fly by Night" while carrying Mt. Dew.
Flyby Night was also the song I was listening too in the weekend I had my very first overnight D&D session in 8th grade.  I also listened to it when I wrote the very first draft of the witch.




Another group that barely need justification is Blue Öyster Cult.  Many songs from BÖC have been a part of Supernatural, my gaming and geekdom in general.  I could go on and on about the level of importance that "Veteran of the Psychic Wars" has had to my games, but that song has not been in the show yet.  One song though stands out both in terms of Supernatural and in my gaming life.
"(Don't Fear) The Reaper" was one of the first songs I ever heard from BÖC and band I associated with D&D from the earliest days.  It was also featured in Supernatural as a "theme" song for the Reapers, Angels of Death and psychopomps for souls.




CCR might not come to mind right away when thinking about RPGs or D&D but they are a staple of classic rock.  "Bad Moon Rising" has been used by me in any game that has a werewolf in it and I am certain I am not alone.  This song bridged Season 1 to Season 2.




"Hammer of the Gods...Valhalla I am coming..."  Was there ever a more D&D song than this?  Well...maybe "No Quarter", but either way it is Led Zeppelin. "Immigrant Song" has been played here before, buy like I said, just like the original Friday Night Videos, there will be repeats.




There are a lot of reason why Def Leppard needs to be included in this rather august group.  First, "Rock of Ages" was played in a very pivotal scene in Season 5 (and also in season 1).  Also Def Leppard was ALWAYS on MTV back in the days where we played D&D with MTV on in the background, hopping to get that one Iron Maiden song.  But also, and lets be honest.  Watch the video.  It's obvious they had no clue what the hell they were doing but who cares. Big swords. Big hair. Filmed in dungeon. Hooded cultists. A maiden playing chess with death.  This might not be the most 80s video out there.  But it is up there.




I don't recall if a Motörhead song actually appeared in the show or not.  I know Dean (or maybe Sam) used the alias of "Lemmy Kilmister"  but fuck it. Here is "Ace Of Spades".




"Carry on Wayward Son".  This song has been with me for so long.  I mentioned before I first heard it when I saw the movie Heroes, the Henry Winkler and Sally Field one.  Supernatural has really made this song their own.  This will feature in the season finale of what ever supernatural-like game I run.



Have not seen Season 10 yet.  Waiting for the Blu-Rays.

Friday, July 17, 2015

Friday Night Videos: Urban Horror / Soundtrack of the Apocalypse

Welcome back to Friday Night Videos! Urban Horror edition.

D&D is metal. But the gritty Urban Horror I enjoy is Rap with Metal. Two great tastes that go great together.

Make sense to me really.  I was getting into more urban horror in the 90s when rap and hip hop were huge and nu Metal was on the rise.
Personally I believe that Metal and Rap/Hip-Hop have far more in common than they differ.

So how about we start where it started. More or less.
Anthrax and Public Enemy are as about as different as you can imagine.  That is till you dig beneath the surface and realize they are saying the same things to their audiences.  Public Enemy is more politically charged than Anthrax is.




Judgement Night.  Not just a sub-par Emilio Estevez film, it is also a great urban battle song.  Personally I always felt this was a better soundtrack for an apocalyptic battle scene between humans and demons.




Ozzy + Trick Daddy.  Ok, Ozzy is only sampled in this.  But this was one of the songs I had on repeat when working on the Ghosts of Albion game.  My understanding is that Ozzy rather liked this.




I won't lie. I listened to Linkin Park's "Hybrid Theory" on pretty much repeat all throughout my time working the Buffy game. When I began work on Ghosts of Albion I switched over to "Meteora".
Linkin Park is pretty much the archetypical Nu-Metal band. An alchemy of rock, rap with bits of punk and grunge.  Absolutely part of my soundtrack of the Apocalypse.




For shear oddness you can't beat the Gorillaz.  One part Blur, one part LSD trip and a bunch of  Del Tha Funkee Homosapien.  This doesn't really fit in the "hard rock" mode, but the trippy video is pure "All Flesh Must Be Eaten" crossed over with "Terra Primate".



I am still taking applications for Guest VJ!

Friday, July 3, 2015

Friday Night Videos: Guest VJ Paul "Wiggy" Wade-Williams

Welcome back to Friday Night Videos!

It is my pleasure to bring you another Guest VJ.   Tonight we are honored to have Paul "Wiggy" Wade-Williams.  He will be playing videos that relate to his newest RPG book "Leagues of Gothic Horror".

So here is Wiggy.
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Hi! My name’s Wiggy (also known as Paul Wade-Williams) and I’m the creative director and a partner at Triple Ace Games. Tim has invited me to guest VJ and talk a little about the music I listened to while designing and writing LEAGUES OF GOTHIC HORROR, which launched on Kickstarter this week.

Truth be told, I’ve mainly been watching movies and listening to Gothic audio dramas while pounding away at the keyboard and watching the shadows for werewolves and vampires, but there is always time for music in the creative process. Maybe I’m a little anal, but I often create a playlist to match the product I’m working on, rather than accept whatever random tune my player throws up. Here are some of the tracks in that list.

Blue Oyster Cult — Magna of Illusion



This track is from my all-time favourite album—Imaginos. The lyrics are laden with layers of hidden meaning and weird significance—ancient prophecies, magic mirrors, alchemy, astrology, witches, magical ships! I’ve always had an interest in the occult(not to be confused with Satanism) and the entire album was essential listening—I never tire of listening to it! I love it so much there are references to it scattered throughout LEAGUES OF GOTHIC HORROR.


Sheelanigig — Lost in Transitvania



My music tastes are quite eclectic. Most of my playlist is heavy metal or rock, but nestled among the albums are 80s pop, folk, movie soundtracks, and Mongolian throat-singing. I came across this band at the Shetland Folk Festival only a few months ago and immediately fell in love with their stuff. Writing can be a boring process, even if you love what you write, and this song gave me an excuse to chair dance while absorbing the Eastern European folk vibe that transported me at least part way to Transylvania.


Ozzy Osbourne — Bark at the Moon



It’s Ozzy, the Prince of Darkness himself! This song met all the criteria when writing a book on Gothic Horror—the heavy metal I love and an atmospheric (if occasionally camp) video replete with elements of the genre. I’ve listened to Ozzy for many years, and regardless of my mood there’s always a song to suit.


The Unguided — Deathwalker



Remember I said my tastes were eclectic? Well, here’s some Swedish melodic death metal for you! I admit I am not without bias in choosing this track—the band based it on my Hellfrost fantasy setting and I was lucky enough to collaborate on the lyrics. Despite its fantasy origin, the track concerns the rising of a powerful lich and his gathering support from the undead, an apt enough topic for Gothic Horror.


Iron Maiden — The Number of the Beast



Iron Maiden, the first heavy metal I ever listened to. This track, from their third album, always reminds me of one of my favorite horror film—The Devil Rides Out. The beat is fast, hardly fitting for the creeping terror of Gothic Horror, but the content, Satanism, was perfect for writing the magic section. The track also reminds me of school (I was 12 when it came out), especially since 1982 was the date The Warlock of Firetop Mountain was published, the book that got me into gaming.


Dalibor Krigovský — Moriens Spiritum



Conveying mood to the reader is an essential part of writing. Gothic Horror isn’t slash and gore. It’s dark and moody. It reeks of decadence and decay. Capturing that unique flavour so GMs can convey it to their players in words was essential. Often I can get into the right mood without much thought—it is part of the job being a full-time author working on varied projects—but there are times when I need a boost. This track is heavy and brooding, perfect for immersing myself in Gothic atmosphere.


J. S. Bach — Toccata and Fugue in D Minor



More mood music! I’ve always loved this piece of music. Maybe I’m odd, but it immediately conjures up images of the lonely figure of Dracula (or Strahd von Zarovich) seated in front of an organ in his desolate castle or the Phantom of the Opera. It’s a very powerful and emotive piece that ebbs and flows, never failing to drag my mood along as it does so.

(ETA: This is one of my favorites as well! - Tim)

If you like the playlist and you’re interested in our Kickstarter for LEAGUES OF GOTHIC HORROR, please check it out here:  https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror


--

Thanks so much Wiggy!

Kickstart Your Weekend: Leagues of Gothic Horror

Oh I am quite excited about this one!

Paul Wade-Williams is giving us a followup to his fantastic Leagues of Adventure with Leagues of Gothic Horror!


https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror/description

Already it has blown past it's initial goal and moving on into stretch goals.

It is for the Ubiquity system, which I'll be talking more about next week.

Frankly I think it looks fantastic and I can't wait to add it to my table.  I am planning on using it with some Ubiquity games I own AND I want to see how it works with Ghosts of Albion.

Tuesday, June 30, 2015

Why I Love RPGS: C. J. Carella's WitchCraft RPG

Note: This is part of the Dyvers Project on RPGs.  We are supposed to talk about RPGS we love and why we love them.  This is my second part.

RPGS I Love: C. J. Carella's WitchCraft RPG

WitchCraft is, hands down, my favorite game.  Period.  Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979.  Everything I ever wanted in a game was right there.
Everything.

WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.  Granted a lot was going on in 1999/2000 both gamingwise and personal that may have added to the this effect, it was an effect all the same.

Back in 1999 I was really burned out on D&D.   I was working on my own Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft.  At first I balked.  I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and the my FLGS was on the way, so I popped in and picked up a copy.  This must have been the early spring of 2000.

I can recall sitting in my office reading this book over and over. Everything was so new again, so different.  This was the world I had been trying, in vain, to create for D&D but never could.  The characters in this book were also all witches, something that pleased me to no end, it was more than just that.  Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a game book. I have it hanging in my game room now.

WitchCraft uses what is now called the "Classic" Unisystem system.  So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks.  Skills and attributes can be mixed and matched to suit a particular need.

WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system.  Think of each magical effect as a skill that must be learned and you have to learn easier skills  before the harder ones first.    In D&D for example it is possible to learn Fireball and never have learned Produce Flame.  In WitchCraft you could not do that.  WitchCraft though is not about throwing around "vulgar magics".  WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond.  WitchCraft takes nearly everything from horror and puts all together and makes it work.

The Eden Studios version was the Second Edition, I was later to find out.  The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate universe.  I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.

The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games.  The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill.  But WitchCraft is different.  There is a Rekoning coming, everyone feels it, but no one knows what it is.  Characters then take on the roles of various magic using humans, supernatuals or even mundane humans and they fight the threats.  Another conceit of the game (and one I use a lot) is that supernatural occurances are greater now than ever before.  Something's coming.  (dogs and cats living together, mass hysteria).

It is most often compared to World of Darkness, but there are things WitchCraft does that I just like better.  Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy.  There is a war certainly, but nothing so cut and dry.  Unlike new Mage there are rarely clean divisions between the factions.  Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it.  There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given.  It feels very organic.

In my opinion C. J. Carella may be one of the best game designers out there.  WitchCraft is a magnum opus that few achieve.  I took that game and I ran with it.  For 2000 - 2003 it was my game of choice above and beyond anything.  The Buffy RPG, built on the Cinematic Unisystem took over till I wrote Ghosts of Albion, which also use the Cinematic Unisystem.  I mix and match the systems as I need, but WitchCraft is still my favorite.

WitchCraft in fact is what got me into professional game design.

Back in the Spring/Summer of 2001 I started up a new game.  I had just purchased the WitchCraft RPG book about 16 months prior and I was looking for something new.  That something came to me in the guise of Willow and Tara.  I had been watching Buffy for a bit and I really enjoyed the character of Willow.  When she got together with fellow witch Tara I thought they were perfect.  I had become very involved in the online Willow/Tara fandom so I created a game, focusing on just them.

The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story).  Plus it gave me something to try out in a modern setting, something I have not done since my days with the Chill RPG.

The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional pottrayal. A lot of "artisitc" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on screen evidence? What spells would the girls have?

In the end I decided to play it a little loose, but I love where their stats ended up.  In many ways this is who Willow and Tara are to me, not the characters on TV or comics, but the ones that were my characters since that day back in May 2001 that I decided they needed their own chance to shine.

After this I went on to work on the Buffy the Vampire Slayer RPG.  It should be no suprise then that the Willow and Tara stats that appear there are not that much different than my own.  I can be quite vocal in play tests.  That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.

WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing.  If it were not for WitchCraft then we would not have had Buffy, Angel or Army of Darkness.  Conspiracy X would have remained in the it's original system. There would be no Terra Primate or All Flesh Must Be Eaten and certainly there would be no Ghosts of Albion.  The game means that much to me.

But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748

Download it.  If you have never played anything else other than D&D then you OWE it yourself to try this game out.

My thing is I wish it was more popular than it is.  I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be in my top 3 or 2 choices.

Friday, June 12, 2015

Friday Night Videos: Rob Zombie

Welcome back to Friday Night Videos.

It's the night before my birthday!
So tonight I want to focus on one artist and what his music has done for my gaming.

Interesting tidbit. I have never bought a Rob Zombie or White Zombie album or CD.  I have always gotten them for my birthday.
Weird I know, but hey there must be something to that.

I was introduced to White Zombie while in college but I didn't really get into them till after grad school when I dug up a copy of  La Sexorcisto: Devil Music Volume One that had gotten for my birthday  back in 94 or so.  I listened to Thunder Kiss '65 and wrote the first version of Halfway.




I have mentioned this one before, but the original FNV used to show repeats too.  More Human Than Human and it's album Astro Creep: 2000 was a huge influence on all the material I wrote for the Buffy RPG and the games I was playing at the time.  I think I even had an adventure called More Human Than Human at one point.




Hellbilly Deluxe ranks as one of my favorite albums of all time.  Rob Zombie's first solo album he described it as an homage to the feel of the horror movies of the 70s.  So it's not really a surprise I like it so much.  Dragula is an ode to the car from the TV show The Munsters. But it is also a great song.




Like More Human than Human, Living Dead Girl was practically a soundtrack to my Buffy/WitchCraft games.  Listening to it now I can't help wanting to pull out my Unisystem books and getting back to some old friends.  ...What are you thinking about?...




Hell on Earth...This is the song that always gets me pumped up and psyched.  Strawberry Switchblade is the bastard daughter of this song.




One of my favorite movies and books (for different reasons) is "A Clockwork Orange".  The are a lot of reasons I like it. The commentary on violence and how society treats youths. Stanley Kibrick's direction. But mostly I think it is the performance of Malcolm McDowell who also has a birthday tomorrow.  So in honor of that here is another favorite Rob Zombie song, Never Gonna Stop (The Red Red Kroovy).



One of a couple of songs that came out while I was working on the early drafts of The Witch.  The American Witch is one of my favorite songs period. There are two versions of the video, but this one is the animated version by David Hartman.  This song's videos fits in with the "mythos" you see in a lot of Rob Zombie's work, that the monsters are the heroes.  Look for the guest appearance of the Living Dead Girl.





Lords of Salem is the "prequel" song and video to American Witch.  There is a solid Solomon Kane feel to this.  But like American Witch, the humans are the real monsters here.  Our heroine the American Witch appears here, but is captured.  The Lords of Salem went on to inspire my own "Lord Salem", the Big Bad for Season 2 of the Hex Girls.

Monday, May 18, 2015

Blood, Boobs, and Carnage! Blogfest: The Films of Hammer

Today I am participating in the "Blood, Boobs and Carnage" Blogfest hosted by Heather Gardner and Alex J. Cavanaugh.

http://hmgardner.blogspot.com/2015/04/q-atozchallenge-re-opening-of-x-files.html
http://alexjcavanaugh.blogspot.com/2015/04/a-to-z-challenge-q-cult-classics.html

A lot of gamers talk about their "Appendix N", a list of fantasy or pulp-era books (sometimes movies and TV shows) that influenced their games.

Not me.
My Appendix N is full of Hammer Films.

My earliest memories are of horror movies.  Specifically Hammer Horror and the old Universal Monsters. I could not have been much older than 4 and my first memories are of Dracula.  I used (and still do) love old Dracula movies.  At one point in time I could claim I had owned every movie that featured Dracula. It should be no big surprise then that my games all had a horror bent to them.

Every October I participate in the Horror Film  Marathon.  I have taken it upon myself to watch (and rewatch in many cases) all Hammer Dracula films.  They all fit today's theme of Blood, Boobs and Carnage.

I have not seen all of the Hammer films and a few I have not seen in maybe 20+ years but they have always had a profound effect on the games I write.   Ghosts of Albion in particular is overflowing with my love for Hammer, as are most of my adventures.   My vampires are not modern mopey emos.  They are blood thirsty killers in the suave exterior of Christopher Lee.

Even in Eldritch Witchery I have tried t tap into that same vibe of Hammer Horror.  Even though most of their moveis were made in the late 50s and 60's, there is something very 70's about them to me.  Maybe that is when I watched most of them (then and the early 80's).

Sex and horror were the bread and butter of Hammer films.   In fact one of the books that sits proudly with my game book collection is Hammer Glamour; a glossy coffee table book of all the women that appeared in the Hammer films.

Here are some of reviews of Hammer Films I have posted here.  IF I had had the time I would posted a body count.

Dracula (1958)
Dracula Prince of Darkness (1966)
Dracula has Risen From His Grave (1968)
Taste the Blood of Dracula (1970)
The Vampire Lovers (1970)
Countess Dracula (1970/1971)
Lust for a Vampire (1971)
Twins of Evil (1971) and on Blu-Ray
Dracula AD 1972 (1972)
Satanic Rites of Dracula (1973)
Legend of the Seven Golden Vampires (1974)
To the Devil a Daughter (1976)

That was the end of the "Classic" Hammer.
It "rose from the grave" more recently to give us some newer movies.  Less "Blood, Boobs, and Carnage" than before, but still solid horror.

Let Me In (2010)
The Woman in Black (2012) (Daniel Radcliffe blew me away in this!)

Even ones I have seen but not got around to reviewing, like the various Frankenstein movies or the Quatermass ones.

Check out the feature, Hammer for Dummies to learn more.

Thursday, February 5, 2015

Ghosts of Albion: Ur-hag

She came to me in a dream.  

I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her.  I was looking out over a darkend grey and cold plain.  In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real.  In the sky above flew beasts, for that was the only world for them.  They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures.  Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them.  The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement and the sour odour of unwashed sweaty bodies.   Their hair was wild. Their teeth were long, yellowed and many were broken.  This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures.  Their eyes burned red like coals of hellfire.

I watched as they flew and they attacked and ate other beasts in sky.  They were aware of me and my companion, but made no move towards us.

"What are they?" I asked and I turned to meet my unseen companion.  To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.

"They are Ur-hags." she had said.  "They are my sisters."

- From the Journal of Tamara Swift.

Ur-Hag

The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.

The Degenerate Ur-hag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the ur-hag are her large bat-like wings.  One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature.  The ur-hag does not speak, but only screams and shrieks.  The ur-hag can attack with a claw/claw/bite routine which is their most typical attack.  They are also surrounded by a horrible stench. Characters within 10' of the Ur-hag must make a Constitution test at at least 2 Success Levels or suffer a -2 on all attacks against the creature.
The ur-hag may also cast spells as a witch with Magic 2.  Spells that attack and due damage are preferred over all others.
Ur-hags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate ur-hags are carnivorous and their preferred  source of meat is humanoid flesh.  They are able to enter the dreams of people sleeping in their territories; usually within 300 yards.  Through this special attack the ur-hag will Charm a sleeping male into breeding with them. Once complete the ur-hag will then wake thee male to kill and eat him.  They prefer to wake their victims because they enjoy hear the sounds of their screams.  Within 3 months the ur-hag will lay a leathery egg in which a juvenile ur-hag will emerge. The new ur-hag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.

Unisystem / Ghosts of Albion
Name: Ur-hag (degenerate)
Motivation: cause chaos, despair and feed on mortals
Creature Type: Faerie
Attributes: Str 5, Dex 6, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 16, Combat 19, Brains 14
Life Points: 66
Drama Points: 2
Special Abilities: Attractiveness –5, Increased Life Points, Faerie, Innate Magic

Manoeuvres
Name Score Damage Notes
Bite 21 24 Must grapple first; no defence action
Claw 19 16 Two attacks per Turn
Grapple 21 — Resisted by dodge

Spellcasting 16 Varies By spell
Deflect 16 — Magic defence action; deflects spells 45º
Lesser Sensing 15 — Notice magical effects, nature, or possession

Noble Ur-Hag

The Noble ur-hag is a different creature, though no less evil.  Like the degenerate ur-hag, the noble appears to be a winged woman with long taloned hands and feet.  Noble ur-hags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature.  While not demonic, the noble ur-hag is still quite evil.  While the degenerate ur-hag is hideous and covered in filth, the noble ur-hag is regal, attractive and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share.   The noble ur-hag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble ur-hags can cast spells as a witch of Magic level 4.
While the degenerate ur-hag is indiscriminate about her choice of mating partners, the noble ur-hag prefers only the finest quality human males.  Also noble ur-hags do not always eat the men the lay with.  Some preferring to return to the same male time and time again as instinct drives them to reproduce.

Noble Ur-hags use the same stats as do the Degenerate Ur-Hags save they have Attractiveness +1 and Magic 4.  The Noble Ur-Hag also has the following magical manoeuvres.

Manoeuvres
Name Score Damage Notes
Spellcasting 17 Varies By spell
Deflect 17 — Magic defence action; deflects spells 45º
Lesser Sensing 16 — Notice magical effects, nature, or possession
Hold 16 — Magic defence action; delays spell
Volley 11 — Magic defence action; returns spell to caster
Dispel 14 — Magic defence action; dispels spell

Additionally the Noble Ur-Hag can choose demonic or fae powers.  Many posses Glamour and Grand Glamour.  A Noble Ur-Hag is capable of interacting in society, however her mannerisms will seem a bit aloof and more prone to violence than that of mankind.  The Degenerate Ur-Hag, even if glamoured by another, cannon interact in even the roughest society.

There is no known spell to summon these creatures and they only live in the shadowy borderlands where Dream, Shadow and Faerie are known to intersect.

Monday, January 19, 2015

Grimm

Have had a few colds or upper respiratory tract infections running through the house the last few days.  Not a big deal, but my efforts have been more focused on taking care of others rather than gaming.  But I did manage to get something fun in.
My wife, my youngest son and I have all been binge watching Grimm.  We burned through Season 1 and are not 3/4 ths of the way through Season 2.

It's great fun and my youngest (much like me at that age) loves all sorts of spooky, mystical stuff.

I was, as I typically do, working on some projects while watching.  I was also spending more time with my D&D 5 DMG.  It got me thinking about what sort of system would be the best for Grimm.

Typically if it is mystical or is modern monster hunting, then I first look to Unisystem; and Cinematic Unisystem at that.  After all, it is TV and I quickly figured out several Qualities and Drawbacks that the star Nick Burkhardt could have as a Grimm (Enhanced Senses, Honor, Increased Strength, Hard to Kill...and so on). It's not a difficult exercise.  But CineUnisystem, as much as I love it, is not really a perfect fit.
Despite some potions and some odd powers, there really is nothing along the lines (well yet) as magic as I defined it Ghosts of Albion or as was defined in Buffy/Angel.  Sure, Army Darkness might work but still not just right.

So I was thinking Chill and it's more modern cousins, Majus and Cryptworld.  I even know already there is a zombie episode coming up, so Rotworld is also in.
Why these games vs. the Unisystem line?  Well I believe that system strikes a tone with how you play.  Which is also why I ruled out Call of Cthulhu (despite how much I enjoy it).  People in the Grimm world are, well, regular people.   There are some monsters, some Wessen. But Cryptworld can deal with that. If I would opt to have Wessen as PCs then I can use some cues from Majus.

I thought about looking into the Fantasy Flight Games RPG "Grimm",  and it looks like it could work a little too.  But I don't own it and only know it through reputation.  Other than that there does not seem to be a Grimm tie in RPG.    I did a search and seems like most people would use Buffy/Angel/Ghosts of Albion, which does give me a bit of professional pride, even if I am not agreeing with them.

Does anyone watch the show? NO Spoilers please!  If so, what system would you use? What do you think about Chill vs. Unisystem.

Wednesday, December 3, 2014

Sleepy Hollow & Katrina Crane

Yesterday I talked a lot about Colonial Gothic and their Sleepy Hollow book. It was a lot of fun but it reminded me that it was not the only Sleepy Hollow book I own.

Last year for Halloween, Barrel Rider Games published their own Sleepy Hollow book.
It also includes the full text of the story.  But like all (or rather now most) of Barrel Rider Games' books this one is for Labyrinth Lord.

The book is 30 pages and contains the complete tale of the Headless Horseman.
Also included are writeups for Ichabod Crane, Katrina, Brom Bones and of course the Headless Horseman.  A new class is introduced, the Scholar (for Ichabod). Rules for flint-lock firearms and some new magic are thrown in for good measure. There are also five adventure hooks for adventures in Sleepy Hollow.
It's all a pretty good deal really.

For just under $3 total you should get both books and have a both characters and maps.

Though neither have much to do with the TV series "Sleepy Hollow" save that all have the same source material.

One of my favorite characters from the show is quite naturally Katrina Crane (nee Van Tassel).  She is a powerful witch sworn to protect the world from evil.  Sounds pretty awesome if you ask me.

Katrina Crane
8th Level Witch Family Tradition
From The Witch

Strength: 11
Dexterity: 14
Constitution: 12
Intelligence: 16
Wisdom: 14
Charisma: 17

Saves
Death Ray or Poison: 11
Magic Wands: 12
Paralysis: 11
Dragon Breath: 14
Rods, Staffs and Spells: 13

To Hit AC 0: 18 / 17 (missile)

Hit Points: 22
Alignment: Lawful
AC: 9

Occult Powers
Familiar: Family Spirit
7th level:  Favored Enemy (Demons)

Spells 
Cantrips: Alarm Ward, Animate Tool, Dancing Lights, Object Reading, Spark
First: Light, Magic Circle Against Evil, Consecration Ritual (Ritual)
Second: Augury,Guard Watch, Mind Obscure, Rite of Remote Seeing
Third: Astral Sense, Scry
Fourth: Analyze Magic, Ethereal Projection

Tuesday, December 2, 2014

Review: Colonial Gothic

Last night was the Fall Finale of the TV show "Sleepy Hollow".  It is a fun show and has a great premise and lots of great monster. But the joy of the show is Tom Mison's fish-out-of-water Ichabod Crane and Nicole Baharie's no-nonsense cop Lt. Abbie Mills.  It is a great mix of action, horror, humor and cop procedural formulas.  There are also some great supporting roles from Katia Winter as witch Katrina Crane (nee Van Tassel), John Nobel as Harry Parish aka Jeremy Crane and Lyndie Greenwood as Jenny Mills, Abbie's sister.

Watching the show has got me psyched for my "Spirit of '76" game for Chill. It has also sent me back to an old favorite of mine, Colonial Gothic.

I was introduced to Colonial Gothic at Gen Con a few years back by the authors at Rogue Games.  They were easily the friendliest people I talked to that day and their enthusiasm for their game was infectious.  I know every game company loves their own games, but these guys were over the moon with Colonial Gothic.  I can totally understand why too.  It is, too my knowledge, a fairly unique time period to be gaming in.  Maybe I am reading too much into it since I am a fan of the time period, but it was still great to talk to them.

They have great web support for their games and a ton (ok, a little more than a dozen) of pdfs for sale.  Honestly it is a game I wish I played more of.  Which is a shame since +Richard Iorio II actually lives fairly close to me.

Colonial Gothic Rulebook 2nd Edition
The best thing about this book right out of the gate is it compatible with the older, and out of print, Colonial Gothic Rulebook.  So all the books I have from Gen Con are still good.
CG uses the same d12 based (I remember the guys at the Rogue Games booth going on with glee on how they used the often neglected d12!) system that you find in Shadow, Sword & Spell (I am not 100% sure, but both games look like they are completely compatible with each other).
The core book comes in at 282 pages, plus covers. The second thing I noticed that this book is much better looking than the first core book. No slight against that book, but this one is a gem.  The first book had a nice hip "indie" feel about it. This book manages to pull off "indie" and "big time professional" between it's two covers.  I like that.
But what is Colonial Gothic? From the book:
Colonial Gothic is a supernatural historical roleplaying game inspired by the history and setting of the American colonial period, from the founding of Roanoke in 1568 to the end of the War of 1812 at the Battle of New Orleans in 1815.
Pretty cool if you ask me.  For me Colonial Gothic continues the story that Mage: The Sorcerer's Crusade began and Ghosts of Albion continued to the industrial age; science and reason over superstition and magic in a world filled with horrors.  But CG is more than just that.  In this game the "Americans" are on new soil, but it is only new to them.  There are horrors native to this land and their are the horrors they brought with them.

The game mechanics are rather simple, which is a good thing, most often it is 2d12 +/- mods vs. a Target Number.  It is called the 12° System. Often the Target Number is your Ability + Skill and rolled under.  In other cases, such as an Ability test, you roll 1d12 and roll under the ability. Opposed Tests include things like combat. There are also Critical Success (double "1"s) and Critical Failures (double "12"s).  Also the degrees of success (or failure) are important.  In combat for example your degree of success is a multiplier to the damage.  So is you need a 15 and roll a modified 10 you have 5 degrees of success.  Simple.
Chapter One covers all the basic rules from Abilities and Skills, to combat, to movement and even common ailments (and uncommon ones) to fear and sanity.
Chapter Two is Character Creation.  You get 45 points to divide out to your abilities (7 is human average).  You can then choose a background ("class" for you class and level types; archetypes for everyone else) and then you get 45 points for your skills.  These point totals can also be shifted up or down depending on the nature of the game.  40 for more grit, 50 for more action-adventure types.
The new aspect is the choice of 5 character hooks.  These provide your character with more detail and background and help explain why your character is an adventurer and not just a common Joe or Jane.
Chapter Three goes into more detail about Skills and Hooks.
Chapter Four covers magic, the magical arts and common spells and Alchemy.  Magic has a price in CG and not everyone is cut out for it.  Witches presented here are mostly evil, but there is some wiggle room.
Chapter Five covers weapons, currency, equipment and trade. This is actually quite an important chapter since goods or the availability of them is not just part of the real Colonial history, but makes a great plot point.
Chapter Six is a guide to the Colonies. It is a nice mix of history, geography and the occult conceits of the game.  If you know some of the history of this time then you have an edge up, but there is a lot of great information here.  Obviously some liberties have been taken, but it is less alt-history than I feared.
Chapter Seven covers enemies and monsters. Both mundane and magical.  At this time even a mundane bear is a threat.
Chapter Eight covers advice for the game master and campaign ideas.

Colonial Gothic: The Player Companion
This is the newest book (as of this writing) to the Colonial Gothic line. Mostly though this is related to the cover.  As the title suggests this is a set of options for players of the Colonial Gothic game.
We get a list of new skills and some additions to old skills.  Normally I prefer it when a game reuses old skills in new ways, esp. point buy games where the budget per skill is not likely to change. After all Character A created with the Core has the same 45 points as Character B created with this book.  In this case though it works both thematically and systematically.
Chapter Two covers Advantages and Disadvantages. Characters are given 4 points to buy advantages and can also take disadvantages.  Works pretty much like other systems in that respect, save there are not pages and pages of them (like for example GURPS).   Most in fact are story related and can be used in conjunction with the character's Background.
Chapter Three covers family and social status.  A must have really for playing in this age.
Chapter Four has a bunch of character templates.  So if you want to play a Native Shaman or emulate your Assassin's Creed character then this is a great place to start.
Chapter Five details more combat options and how to use them.  Think of these as advanced combat skills.
Chapter Six has more magic including Counter-Spelling and more Common and Arcane Spells.
Chapter Seven has more equipment.
All in all worthy, but not really required additions to the game. It is one of the books that if you don't know about it, you won't miss it, but if you do then you will wonder how you got on with out it.
If there is a 3rd Edition of Colonial Gothic then a lot of these rules should be folded into the main core rules.

Colonial Gothic: Gazetteer
This book calls itself a Gazetteer, but "Campaign Sourcebook" might be more appropriate. Written for the 1st Edition of Colonial Gothic it works just fine under 2nd Edition.
Chapter 1 covers the history of the colonies from early English and Dutch colonization right on up to 1775.  Principle wars are discussed and colonial growth covered.
Chapters 2 through 14 cover the original 13 colonies in detail including basic demographics and major towns.  Points of interest are also featured in each chapter as well as anything out of the ordinary.
Chapter 15 is devoted to the Native American people.  An overview of their history and cultures is given, but by necessity it is short.  In truth an entire Colonial Gothic book could be done just on the various Native american tribes and nations.
Te last chapter is a ready to run adventure, "A Surprise for General Gage".
There are two Appendices. First a Glossary and then a Bibliography.  I want to take a moment to point out that all of the Colonial Gothic books always feature a very robust (for a game book) bibliography.   This one is no exception to that rule.  This one includes books, game books and even some online resources.  Certainly worth your time to investigate a few of these.

Colonial Gothic Bestiary
I have said it many times. You can never have too many monsters.  The Colonial Gothic Bestiary satisfies that craving and then some.  At 110 pages it is full of monsters and many are illustrated.  The artwork varies.  Personally I am a fan of the older wood cut images, but I know those are are difficult to find perfect representations of various beasts.  The monsters themselves are a varied lot; some local monsters like the Jersey Devil and some "from back home" like the Gargoyle and Gorgon.
I think this is a good mix, but I am more fond of the local fauna than something I can find in any book.  I do have one nitpick (ok maybe two), first there is no Piasa Bird.  A local legend from here in Illinois that I am surprised didn't make the cut. Supposedly the first mention of it is in 1673 (or the 1920s),  Sure Illinois is way away from the Colonies. Though it was a very nearly a full state (1818) by the end point of the game, The War of 1812.  The other was that the Chupacabra was included. The Chupa, for all it's fun, is squarely a 20th century invention.  But these are only nitpicks, not criticisms.  There are plenty of American Indian monsters too that could have been included. Some like a naaldlooshii would be good too (I know, Navajo and not near the Colonies...). Maybe A Bestiary 2 is in the works.
The indexes in back are quite useful since they also include creatures from the core rule books.
Lots of great creatures here and fully worth the price.

Colonial Gothic: The Grimoire
This is an expanded and updated version of the older Colonial Gothic: Witchcraft book and the Colonial Gothic: Secrets book. Both of which are out of print. It also has plenty of new material as well.
Chapter 1 covers new spells, Common and Arcane. The advantage of adding new spells to this game is one can easily say that the knowledge was just rediscovered.  Some new book sent from overseas, an old book in the collection of a wealthy man or any other contrivance.  There are quite a few new spells here to be honest.
Chapter 2 follows with a discussion on spell books. Their uses and how to get them. A few sample books are also included.
Chapter 3 introduces magical talismans to the game. Sort of Spell storing or keeping magical power. Not a lot here, but plenty of ideas.
Chapter 4 covers the related chapter of relics, items that have magical ability to them due to divine providence or some other happenstance.
Chapter 5 is dedicated to Witchcraft. Like the book it replaces, there are no rules for playing "good" witches.  Fitting with the times all witches are assumed to be evil.  Personally I would like to see a good witch, but I can make due.
Likewise Chapter 6 deals with occult items such as cold iron and holy water.
Finally Chapter 7 deals with new magical creatures.  There is quite a Lovecraftian feel to this one.  Not generic "Lovecraft" but actual monsters from his mythos.
There is an appendix with the Create Talisman and Witchcraft skills.
There is also a combined magical index of spells between this book and the Colonial Gothic core.

Colonial Gothic: The Legend of Sleepy Hollow
This is a great little book to be honest.  The first half is the story of Sleepy Hollow and the second half is how to use it in your Colonial Gothic Game. The geography of Sleepy Hollow, the Hudson and the Tapan Zee are discussed as well as Sleepy Hollow's role in history.  It reads like a small campaign guide.
This book is not very big, nor does it cost very much, but it is certainly punching above it's weight class in terms of content.

Colonial Gothic True20 Version
The world of Colonial Gothic using the True20 system instead of it's normal house system. Typically when a product is converted to a "generic" system some of the style and feel is lost. Though I will say that CG survived with much more of it's soul intact. The system is normally a very easy one to learn so the conversion here does not sacrifice complexity. The game is still same, one of a supernatural New World as it becomes a new country, America.
The conversion does highlight many of the pluses of the game including it's atmosphere and style of play. It also allows you know to bring other True20 that might be helpful. In some ways I prefer this to the original, but the original is still very, very fun.

Colonia Gothic is really just a fun, great game. There is just so much potential here that I want to pull it out and just run a few games with it.

If you are into American History, Horror, or even just the thrill of exploring something that is both well known and completely unknown  then this is the game for you.

Saturday, October 11, 2014

October Movie Challenge: Blade Trilogy (1998, 2002, 2004)

I have been sharing my horror movie watching with my son this time around.  We watched the first Blade movie and he enjoyed it so much we watched the other two as well.

I have seen all three of these, but they were his first time views.

Blade is very much a comic book vampire which really is the precursor to the modern supernatural vampire.   Blade is strong, fast and hunts bad guys. Basically he is like Spider-man with some weaknesses.

Blade (1998) was one of the first Marvel Cinematic Universe movies.  I did rather like the idea of the summoning a vampire "Blood God".  Seems to work well really.  I am less pleased with the idea of "turned" vs. "born" vampires. But it is something that comes up so often media these days that I am (to quote Blade himself) "trying to ice-skate uphill".  Wesley Snipes will never be considered an A-list actor, but he is a decent enough one for this and he does action well.

Blade II (2002) was also enjoyable if for nothing else Ron Perlman.  But the new type of vampire reminded me at the time and again now of something you would see out of a video game.  Though I do give them credit for actually making them more scary looking.



Blade Trinity (2004) deals with Dracula aka Drake.  Dracula was a huge deal in the Blade comics, here I am not so sure I recognize him as the same Count Dracula, but that is part of the point the film makers wanted to make.   I watched the original ending in the theaters and the unrated DVD ending now.  I had forgotten their were different till I started reading more online.
While fun this was my least favorite of the three.  Though Park Posey almost made up for it.




Blade 
For Ghosts of Albion or Buffy/Angel
Motivation: To kill vampires
Creature Type: Half-Vampire/Daywalker

Attributes 
Strength 9
Dexterity 9
Constitution 8
Intelligence 4
Perception 5
Willpower 8

Acrobatics 9, Art 1, Computers 1, Crime 7, Driving 4, Getting Medieval 8, Gun Fu 8, Influence 2, Knowledge 4, Kung Fu 9, Languages 4 (English, Japanese, Russian, Romanian), Notice 6, Occultism 7

Life Points: 149
Drama Points: 10

Special Abilities: Contacts 4, Hard to Kill 8 (2 levels part of Vampire Quality), Fast Reaction Time, Immunity to Sunlight,  Increased Life Points 5,  Natural Toughness, Nerves of Steel, Restricted Diet (blood or his serum), Situation Awareness, Vampire

Combat
Name Score Damage Notes
Bite 18 34 Must grapple first; no defense action
Dodge 18
Grapple 20 Resisted by dodge
Punch 18 24 Bash
Sword 17 42 Slash
Deflect 15 Magic defense action; deflects spells 45º


--
Tally so far:  15 Total Watched / 11 New

What do you find scary?
October Horror Movie Challenge hosted by Krell Laboratories.


Friday, October 3, 2014

Kickstart Your Weekend! Chill Edition

Once again we are being teased with a new version of Chill.

Chill 3rd Edition: A Horror Roleplaying Game
https://www.kickstarter.com/projects/playattentiongames/chill-3rd-edition-a-horror-roleplaying-game



My love of Chill is long, deep and well documented.  This new version looks really great.
The previous Chill 3.0 was good, but never made it out of playtest.

You can read more about the new Chill here: http://growlingdoorgames.com/chill.html

I have to say I am curious by what I see here!

Friday, September 5, 2014

Amazing Adventures: Spider Mutants

Spider scary the crap out of people. Despite the fact that we out-mass a spider by several orders of magnitude I have seen tiny spiders send 200lb+ grown men into paroxysms of fear.
So imagine what giant spiders can do?
How about giant mutant spider?
How about giant mutant spiders mixed with dogs, rats, bats or wolves?

Yeah. That is the recipe for fun.

Mutant Spiders

They could be the result of arcane experiments, mad science gone unchecked or aliens from another world.  In any case a mutant spider spells trouble for the PCs.




Mutant Spider-Dog

NO. ENC: 2-8
SIZE: Medium
HD: 4d8 (16 hp)
MOVE: 40 ft., 20 ft. (climb)
AC: 16
ATTACKS: Bite (1d8)
SPECIAL Poison, Web, Twilight Vision
SANITY: 1d6/1d8
SAVES: P
INT: Animal
ALIGN: Neutral (Evil)
TYPE: Animal (Aberration)
XP: 100 + 5/hp (180)

The Mutant Spider Dog looks like a large spider with the head of a dog.   It's eight legs end in a hook like appendage and gives it a distinct "clicking" sound when in runs.
The Mutant Spider-Dog is a carnivore and it's preferred meal are humans.

Web and Poison as per Large Spider.



Gigantic Mutant Spider
NO. ENC: 1-2
SIZE: Large
HD: 10d8 (40 hp)
MOVE: 20 ft., 10 ft. (climb)
AC: 20
ATTACKS: Bite (1d12)
SPECIAL Poison, Web, Twilight Vision
SANITY: 1d8/1d10
SAVES: P
INT: Animal
ALIGN: Neutral Evil
TYPE: Animal (Aberration)
XP: 1350 + 10/hp (1750)

Giant Mutant Spiders are true monsters.  Often towering 20' or more they can combine the features of a number of different animals with spiders.  Like all mutant spiders the preferred food for these creatures in the warm flesh of humans.

Want to battle these creatures?  Support the Amazing Adventures Kickstarter and you can!

Wednesday, September 3, 2014

Amazing Adventures: Universal Monsters

It is no secret. I love horror movies.

A large part of that is growing up on a steady diet of Universal Studios' classic Monsters.  My dad had a bunch of book about the Golden Age of Cinema.  Most I never bothered with, but the one of the horror stories and monsters.  I wore that sucker out.   When I got older (11 or 12) I bought a used B/W TV that still used tubes.  The thing got so hot you could warm a slice of pizza on it (not really, but it was hot).  This was not a big deal for me since I could watch all my favorite "Monster Movies" when they came on KPLR-TV out of St. Louis.



One of the things I discover later is that almost in every case the stories were updated to the (then) modern times.  Dracula hung out with 1930s fashionistas.  The Wolfman smoked modern cigarettes in his John Talbot guise. Yes Frankenstein seemed set in earlier time, but the sequels were thoroughly modern.

Makes them perfect for Amazing Adventures.

Dracula (1931)
The OD (original Dracula...not counting Orlock) is Bela Lugosi.


Count Dracula

Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 15d12+10 (100 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 22 (cloak of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d6/1d8 (Dracula tones down his horror)
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 11050+15 (12400)


Dracula never carries weapons relying on his Dominate and physical strength.

Frankenstein's Monster & The Bride (1931, 1935)

Both the Monster and the Bride (Frankenstein is the name of their creator) are Awakened Golems.


Awakened Flesh Golem
NO. ENCOUNTERED: 1 (typically a unique creature)
SIZE: Medium to Large
HD: 10d10 (55 hp)
MOVE: 20 ft. (Typically these Golems are slow moving)
AC: 20
ATTACKS: 2 Slam (2d8)
SPECIAL: Berserk, Immunity to Magic*
SANITY: 1d6/1d8
SAVES: P
INT: High to Genius
ALIGNMENT: Neutral (Evil)
TYPE: Construct
XP: 900+10 (1450)

An Awakened Flesh Golem possesses self-awareness, usually keen intellect and the self-reflection to abhor what they are.  This tends to make the creatures either tragic or villainous.

While immune to magic Frankenstein's Monster has been shown to be held under the thrall of Dracula from time to time.  Controlling the Monster though takes most of Dracula's attention.


The Mummy (1932)

Imhotep / Ardath-bey

NO. ENCOUNTERED: 1 (unique)
SIZE: Medium
HD: 10d12 (60 hp)
MOVE: 30ft.
AC: 22
ATTACKS: Slam (1d12) or by weapon
SPECIAL: Despair, Darkvision 60ft, Energy Drain, Fire Vulnerability, Magic*
SANITY:  1d8/1d10 (1d4/1d6 while in his "Ardath-bey" persona)
SAVES: P, M
INT: High
ALIGNMENT: Lawful Evil
TYPE: Undead
XP: 60+2 (94)

*Imhotep does not have a mummy rot ability, instead he can drain life energy as if he were a vampire.  Also due to his curse he can not be raised.


The Invisible Man (1933)

The Invisible Man, aka Dr. Jack Griffin is a 5th level Gadgeteer who created a potion of permenant invisibility, but at the cost of his sanity. Dr. Griffin is currently in the 10-15 SAN point range and looses more all the time.

The Wolf-Man (1941)
Even a man who is pure in heart
and says his prayers by night
may become a wolf when the wolfbane blooms
and the autumn moon is bright.


Larry Talbot, AKA the Wolf Man

NO. ENCOUNTERED: 1
SIZE: Medium
HD: 4d8 (16 hp)
MOVE: 30 ft., 50 ft. (as wolf-man)
AC: 16
ATTACKS: Bite (2d4)
SPECIAL: Beserke Curse of Lycanthropy, Wolf Empathy, Trip, Alternate Form*, Twilight Vision
SANITY: 1d8/1d10
SAVES: P
INT: Average
ALIGNMENT: Chaotic Good as human, chaotic evil in wolf form
TYPE: Humanoid
XP: 120+4 (184)

Larry Talbot's curse of lycanthropy turns him into a human/wolf hybrid creature.  Him mind is gone and all he knows is animalistic desires such as hunger and killing.  While in human form LArry searches for the wolf that infected him hopping to find a cure. 


The Gill-man (The Creature from the Black Lagoon)  (1954)


NO. ENCOUNTERED: 1 (2-4)
SIZE: Medium
HD: 3d8 (12 hp)
MOVE: 30 ft., 60 ft. (swim)
AC: 16
ATTACKS: Weapon (by weapon), Talon (1d4), Bite (1d4)
SPECIAL: Breeding, Darkvision 60 ft., Saltwater Sensitivity, Water Dependent
SANITY: 1d6/1d8
SAVES: P, M
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
XP: 30+3 (66)

Gill-men are the rarer freshwater cousins of the Spawn of Dagon also called Fish men.  Biology though will keep them forever seperate since the Gill Man can no more tolerate salt water than the Fish Men can tolerate Fresh water.  It is suspected that like Fish Men the Gill Man needs human females for breeding purposes.  

Now I want to rewatch all of these!

Don't forget about the Kickstarter: https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg

Thursday, August 28, 2014

#RPGaDAY Day 28, Scariest Game you’ve played

#RPGaDAY Day 28, Scariest Game you’ve played

Good question!

I have played some great games of Call of Cthulhu and Chill that have been quite fun.  I have even played in some seriously scary AD&D games in the past.

But I have to say as far as scariest game line...that would have to go to Kult.


Everything about Kult is designed to put the players at ill-ease.

Though if we are talking about gaming sessions then there was this online WitchCraft game I was in call "Vacation in Vancouver" that was very Kult and Beyond the Supernatural inspired. Gifted and Lesser Supernaturals were disappearing all over the North West US and British Columbia.  The PCs quickly discovered an underground (metaphorically and literally) sex trafficking ring that sold gifted humans to greater supernatural types as sex slaves.  It was a pretty intense game and sometimes quite fearful.  It was an interesting game since we all took turns game mastering.  The bad part of that was we all felt the need to "out do" the others in terms of horrors. Eventually the characters all went in too deep undercover and we had to come up with other characters to go in and pull them out.

Tuesday, July 15, 2014

How to Run Your Game

We have a couple of independently produced books out now to help you run your game.  One new and one getting more attention.

The first is +Alexis Smolensk's How to Run: an Advanced Guide to Managing Role-playing Games.  It just came out last night.  From what I can gather (and I could be wrong) this is a guide that is more directed towards the long time gamer (thus the "Advanced" part) and it might be exclusively drawn from a D&D perspective.

The older book is +Mike Shea's  The Lazy Dungeon Master. It has the feeling of being on the other end of the spectrum from Alexis' book, but I don't have it either so hard to say.  What it says it is guide to help the time constrained DM.  It has some good reviews and the content seems to be drawn largely from later editions of D&D.  You can read a more detailed review of this book over at The Traveling Spellbook.

While I am sure both of these are very fine books I am wondering about their scope.  Or to put it bluntly are they only about D&D?  That is fine. D&D is a great game, one of my favorites. But it is not the only game I play. I also don't think I am the target audience anyway.

Over the last 35 years or so of my game playing I have read numerous books on how run games.  After a bit they do tend to get a little repetitive.  By the late 90s I was focusing most of my time and energy on running Horror games and Horror-themed fantasy RPGs; so my own reading took me in that direction.

For my money the best guide for running a game is still the 1st Edition AD&D Dungeon Masters Guide.
Not only is it a perfect example of High Gygaxian Prose, it is also just so filled with material you need to run a game.  I have often thought about doing an RPG.net style read-through of the DMG.  Follow it up with the 3rd Ed D&D DMG which is not as good, but still a surprisingly good guide.

If you want to run a horror game (and I often do) then the best guide is still Nightmares of Mine.  Written by Ken Hite and published by ICE and Chaosium it is small but filled with material, but it also out of print and not cheap. This handy little guide is everything you need to run every sort of horror game. Straight up horror, survival horror, personal horror, comedy horror. You name it, this book covers it.  Failing finding this a copy of Call of Cthluhu or GURPS: Horror are also good choices.

I am looking forward to hearing what people will have to say about these two new guides.