Showing posts with label old-school. Show all posts
Showing posts with label old-school. Show all posts

Wednesday, December 18, 2024

Witchcraft Wednesdays: ShadowDark and Old-School Essentials

 Yesterday, I discussed mixing two of my current favorites from the Old-School RPG world into one gaming experience. Today, I want to discuss some specifics. Since it is Witchcraft Wednesday, I am going to talk about remixing the Old-School Essentials and ShadowDark Witches.  I am sure you can do the same with the other classes as well. 

The Witch for Old-School Essentials and ShadowDark

Overlap

I mentioned yesterday there was already quite a bit of overlap between the two systems. Since today I want to focus on one class, the Witch, I am going to see where these two systems have some commonalities. 

Basics. Both systems have a witch class. Both provide an old-school gaming experience to levels 10 (SD) and 14 (OSE), so what many consider the "prime" adventuring levels.  

Both systems are built on a "Basic-era" aesthetic, and there is a lot of common ground on things like spells and monsters. 

ShadowDark vs Old-School Essentials spells

Class-wise, Level 1 in one game is about equal to Level 1 in the other, and so on. Spellcasters get the added benefit of repeat casting in ShadowDark. Armor classes and hit points work the same ways. All characters have the same basic six abilities ranging from 3 to 18. The bonuses are different, but not enough to make it matter really. 

Humans are largely the same. Demi-humans like elves, dwarves, and halflings lose some of the things that make them special when moving from OSE to SD, i.e., loss of infravision/nightvision.

What are the differences though?

Differences

There are, in fact, a few differences between these two games that make all the differences in the world to their fanbases. I am not going to detail them all here, I am just interested in the rules that affect my interpretations of the witch classes.

Old-School Essentials

The OSE Witch is very much like my other OSR witches. She needs quite a bit of XP per level, more than the wizard at first, and she gains some powers (Occult Powers) over various levels. More than the Cleric or Magic-User, but less than the Druid. One of her powers is gaining a familiar at level 1.

ShadowDark

These witches use the same XP advancement as everyone else. She gets Talents just like the other characters do, but these are molded closer to the Occult Powers of other witches. Additionally, she gains a Patron and a Patron Boon.

Yesterday I proposed that gaining the additional powers of a class from SD in OSE would require an extra expenditure of XP. 

Since I would use OSE style leveling and XP budgets, adding the SD XP requirements is manageable. It could, in fact, be what the repeated casting and Talents would need if I were to recreate the witch XP.

Witch Level To Next Level (OSE) To Next Level (SD) Total
1 2,600 10 2,610
2 5,200 20 5,220
3 10,400 30 10,430
4 20,800 40 20,840
5 40,000 50 40,050
6 80,000 60 80,060
7 160,000 70 160,070
8 320,000 80 320,080
9 440,000 90 440,090
10 560,000 100 560,100
11 680,000 110 680,110
12 800,000 120 800,120
13 920,000 130 920,130
14 NA NA NA

As you can see, the addition of ShadowDark XPs are barely an issue. The cells in light blue are where OSE continues after SD.

Now, OSE is a cumulative XP. So to get to level 3 you have to have all the XP from level 2 and then the extra. SD XP thresholds restart at 0 for each level.  So technically, to express SD XP levels in the same terms of OSE I would need to go with 10, 30, 60, 100, 150, 210, 280, 360, 450xp, and so on. But since I am only adding the SD material that is missing from OSE I don't think I need to do that.

Yes, the XP budgets of each game are different. An orc in OSE is not worth the same in terms of XP as one in SD, though they do represent the same sort of challenge and potential reward (i.e., Treasure and progress toward the next level). I am going to hand-wave these differences. Want math? Take my Introduction to Statistics course. 

Repeated casting for an OSE witch is a big deal. I would need to rework some spell failure ideas. Additionally, I would also say that by their very nature, a Ritual Spell can never be cast repeatedly. Spellcasting rolls in this combined system are a must. 

If it becomes too much I would add in a "repeated castings" roll like I did with Ghosts of Albion. 

Which Witch?

One of the things I always try to do with my witch books is give the buyer unique options. The Old-School Essentials witch is a "Pagan" witch while the Shadow Dark witch is very much a "Pact with a strange powerful creature" witch. But I can find overlap.

Pagans honored many gods. One could even argue that is essentially the core definition of pagan. But what sort of Pagan would choose the Patrons of ShadowDark? Well, game-wise, there is nothing stopping you from mixing as you see fit, but I'll try to make some sort of sense out of these.

The Patrons of ShadowDark have Pagan and real-world analogues, but not all. Varnavas, for example, was created especially for ShadowDark. Despite what the Christian church claimed, Pagans did not worship demons and devils. 

Larina Nix, the Pagan Witch

I am going to use my always-reliable test witch Larina. I have her stats for OSE, but I still need to share them here.  I wish I had shared them already since it would make this comparison a bit better, but in truth, these stats are about 90% the same as her Pure OSE stats. I also have her ShadowDark stats

Her Patron from ShadowDark is Nicnevin, the Witch Queen of Faerie from Scottish Folklore. This works well as far as I am concerned. When she hits the 7th level, she gains the additional Patron talent, so she gets Baba Yaga.

Pagan works well for her, and she certainly fits, concept-wise, into the Craft of the Wise Tradition. 

Larina Nix, Pagan Witch

Larina Nix

Class: Witch (Pagan Tradition)
Level: 13
Species: Human

Title: Witch Queen
Alignment: Lawful (Lawful Neutral) 
Patron(s): Nicnevin & Baba Yaga
Background: Arcane Library*

Ability Scores
STR: 9
INT: 17
WIS: 17
DEX: 11
CON: 11
CHA: 18

Saving Throws
D: 8
W: 10
P: 9
B: 12
S: 11
Wisdom Mod: +2

HP: 28
AAC: 14
THAC0: 16

Init: +0
Languages: Common, Elven, Giant, Goblin

Weapon: Broom staff, dagger
Gear: Crawler kit, 1 week of rations, 1 week of tea, cat treats (to supplement Cotton Ball's hunting), Book of Shadows, athamé.
Magic items: Bracers of Defense +1, Broom of Flying, Cloak of Night, Cingulum +3, Hat of Focus-Spellslinger 

Occult Powers
Level 1: Familiar
Level 3: Herbal Healing
Level 7: Of the Land
Level 13: Visage of Another

Talents
Human: +2 to Charisma
1st level: Additional Tier 1 Spell
3rd level: +1 to Occult Spellcasting rolls
5th level: Patron Favor, +1 to any die roll once per rest
7th level: Additional Patron
9th level: Learn additional Tier 4 Spell
11th level: Learn additional Tier 5 Spell
13th level: +1 to Occult Spellcasting rolls

Patron Boons: Learn 1 Tier 1 Wizard Spell, Learn 1 Additional Occult Spell

Spells
Level/Tier 1 (5+1): Call Spirits of the Land, Charm Person, Color Spray, Feel my Pain, Glamour, Cake and Tea Ritual (Ritual)
Level/Tier 2 (4): Bless, Fascinate, Inscribe Tattoo I, Pins and Needles
Level/Tier 3 (4+1): Bestow Curse, Call Lightning, Fly, Hold Person, Scry
Level/Tier 4 (3+1): Cure Serious Wounds, Instant Karma, Witch's Cradle, Drawing Down the Moon (Ritual) 
Level/Tier 5 (2+1): Cry for the Nightbird, Flood of Tears, Ward of Magic
Level/Tier 6 (2): Eye Bite, Brew Storms (Ritual)

Level/Tier 1 (Wizard): Burning Hands

I am not 100% sure how the Background "Arcane Library" works for a pagan witch. Likely, she has a store of shared knowledge. Something to play with, to be sure. Where both books have the same spell I opted for that one. I'll assume she is an odd case and is literate. 

There are no Level 11 and Level 13 Talents. So I just rerolled on other tables. 

For Spells, I would go mainly with OSE spells and choose SD spells as her bonus spells from her Talents. Seems a good plan. 

This is rough and hardly perfect, but it gives me many ideas of what I can do with future games. It appeals to me with all the extra details I can now generate for her. 

The other character classes would be easier. However, I know I would need to tweak thieves a bit to work well with both systems since their skills are handled differently.

Larina Nix for Old-School Essentials and ShadowDark

For Old-School Essentials

For ShadowDark

Tuesday, December 17, 2024

Plays Well With Others: ShadowDark and Old-School Essentials

I have been thinking a lot about the two darlings of the Old-School RPG world: Old-School Essentials and ShadowDark. Both are great games. Both feature outstanding layout and design. Both attempt to (and succeed) capture that old-school, circa 1981, gaming feel. They come at it from different directions; one could almost say opposite directions to arrive at the same or at least a similar point. 

So it is no surprise then that I think both games can be used to enhance the other in terms of your gameplay experience. I want to talk about that today and how both games give us something more than their historical ancestor, B/X D&D.

OSE and ShadowDark
My table copies

There is quite a lot of significant overlap for both games. There is a focus on a limited number of classes and level caps. OSE sticks with the 14th level of B/X and ShadowDark goes for 10 levels of play. Both games then focus much more on the dungeon crawling aspect of the D&D universe of games, even to the point of adventurers in ShadowDark being called "crawlers."

I have spent years playing B/X-era D&D, both when it was new and within the last few years. For the last 17 or so years, I have recorded my "Basic-era" experiences here on this blog. There is something evocative of Basic (both B/X and BECMI) that keeps people coming back for more.  These two games are just the latest examples of this.

Both provide a similar experience. But what do they offer above and beyond books I have owned for 40+ years?

Of Carcass Crawlers and Sting Bats

One of the strengths of both games is improved organization. I can create an OSE or ShadowDark character in a matter of minutes, regardless of the level. BX is nearly as fast, but there is still some flipping involved. I knocked together an AD&D 1st Ed last night (from this writing), and it took me a lot longer.

Both games embrace a superior layout. Everything I need is on facing pages. 

OSE and ShadowDark presentations of the Wizard

But content-wise, both games offer me the same thing that I already have. This is no shock, really; both games are drawing from the same roots. Somewhat different expressions of the same roots, but certainly, they both aim to provide the same or similar experiences. 

As a by-product of their simplified design philosophy, some entries, like monsters and spells, are pretty much identical in terms of what is needed. There are some significant differences (saving throws), but I'll get to that. 

What is new?

Old-School Essentials

Old-School Essentials is B/X D&D brought into the modern age.

Much like Labyrinth Lord before it, OSE offers an "Advanced" option that decouples race and class and provides a lot more classes. Class construction in OSE is also rather easy since the classes themselves have been streamlined. The Carcass Crawler zine also provides many new classes, options, and spells, among other things. 

The Advanced option means that there is a world of already published material that is compatible with it. Yes, this is true for nearly all the OSR titles, but conversion here is a bit easier.

There is also a granularity and detail to the classes and by extension the monsters because of these rules. 

Spells and Monster stat blocks are reduced to their bare essentials. Now, I prefer a more verbose presentation myself, but I can't argue they work.

ShadowDark

ShadowDark comes from the other end of the spectrum. Modern D&D, and D&D 5 in particular, stripped down to the barest (one could even say Basic) essentials to create a game that feels like Old-School D&D.

As such, it has a lot of ideas and concepts pulled from modern games, or reactions to modern games. One thing, in particular, is the notion that no race/species has infravision/darkvision. A reaction from D&D 5e where it seems everyone can see in the dark but humans. There is that and the rather innovative notion that torch time is equal to 1 hour in real time. That's a nice way to add some tension to the game. Yes, I know this is not the first game to do this, but it is still fun.

ShadowDark uses simpler XP systems and adopts modern D&D's idea that all classes use the same XP chart. It balances this by giving spellcasters the ability to keep casting spells until a spell fails. Again, this is not the first to do this (I did something similar in Ghosts of Albion ages ago), but it is still fun and welcomed here. 

Other innovations/additions include the carousing tables (lots of fun) and class talents.

ShadowDark has enough going on that 10 levels feels full.

Still though, there are things about both games I don't like or more to the point don't fit my overall style of play. Thankfully I have an idea.

The Reese's Peanut Butter Cup 

There is so much overlap in the games, so why not make it complete? Merge the two.

How would I do it?

Start with the base game of OSE or OSE Advanced Options. Then use a lot of the ShadowDark trappings including the 1 hour time on light sources.  I might still let demi-humans have infravision/darkvision but limit it some. I mean really, it doesn't make sense for a subterranean species not to have it. 

I would use ShadowDark's distance and movements of Close, Near, and Far for most things unless a distinction needs to be made. 

I'd use ShadowDark's checks BUT I would adapt 5e Saving throws to OSE and drop the OSE/BX style saves. This still gives me the same functionality of Saving Throws in a language that works with ShadowDark. This would mean ShadowDark style DCs for checks. Maybe steal another page from 5e and say the DC of a spell save is 8+the level of the caster? Saves then improve by +1 per level. I would need to play with it. 

For characters. I want a lot of classes and OSE does specialized classes well. I would also allow the classes to take ShadowDark-style talents. Maybe by adding the ShadowDark XP values to each of the classes' level XP cost.

I might adopt ShadowDark's gear mechanic. It is simple and elegant. I would also use ShadowDark's stat mods, though honestly, it is a toss-up between those and OSE's.

Since I would split class and race/ancestry, I would let ancestries in this game take the ancestry boons from ShadowDark. Just like I would allow classes to take a class talent. Just have the OSE class take the one that is closest from ShadowDark; ie. Rangers and Paladins take Fighter ones. I would also also allow a Paladin to take a Cleric one. 

I have not decided yet on which spellcasting system I would use. I am leaning more towards ShadowDark. I would not have said that six months ago.  If I do then the spell failure, mishaps, and penance rules would have to be used as well. 

I would use the ShadowDark carousing tables and the extensive encounter tables ShadowDark has to offer. 

Now, after all of this, you might ask, "Well, why not just play ShadowDark?" Because I still enjoy the OSE system and OSE-Advanced in particular. I like saving throws, I like more robust character classes. I like OSE Monsters. 

I would put the level limit at 14, like OSE and B/X, because I still enjoy that.

Fighters would need to get better as they level up like in ShadowDark. Thieves would have OSE style thief skills, but maybe some bonus or convert the percentile rolls to a d20 and allow for Advantage or Disadvantage rolls. 

It would all take some tinkering to get it all right, but everything is in front of me. 

Of course, I would need to play a witch in this "Best of Both Worlds" game to be sure.

Best of Both Worlds. OSE and ShadowDark


Sunday, August 11, 2024

#RPGaDay2024 RPG with well-supported one-shots

 For this I am going back to the dawn of the OSR to pick Basic Fantasy.

Basic Fantasy

In truth Basic Fantasy can work for any "Well Supported" item. One shots, adventures, supplements, you name it. The community is rich, vibrant and engaged. Their Downloads section is loaded full of things you can get for free and are constantly updated.

This includes all their adventures.

Basic Fantasy adventures


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Monday, January 29, 2024

Character Creation Challenge: Brigid for Wasted Lands

"A Bhrigid, scar os mo chionn, do bhrat fionn dom anacal."

 Something a little different today, a little bit of Wasted Lands myth-making applied to D&D rather than just using Wasted Lands as a D&D substitute.

One "character" that has been a feature of many of my games (fantasy, horror, sci-fi) is that of Brigid. My version is based on the famous saint, St. Brigid of Kildare AND the goddess Brigid of Celtic myth. I figured with Imbolc (Feb 1) coming up, it is a good time to talk about her.

Brigit (of Kildare / "Cil Dara")

Who Is Brigit?

A simple question with a very complicated answer. In the mytho-historical tales of Ireland there are two Brigits. The Goddess and the Saint. Was the saint named for the goddess? Was the goddess named for the Saint thanks to a 2000+ plus oral tradition that mostly predates writing? In the years I have paid (casual) attention to the academic debates, I have seen them shift back and forth a little (or a lot, depending on the journal).  She is also related to the ancient British Goddess/figure Brigantia, who the Romans saw as aspects of the goddesses Minerva (Athena), Tyche/Fortuna, and Victoria (Nike). She is a complicated Goddess. 

This is fascinating but only tangentially related to my games, save for how my readings add to them. 

She is a Goddess, a Saint, and a figure in Celtic Pagan Witchcraft. So yeah, I am going to find a place for her in my games. Given her influence on me, I don't think it is a surprise that I have so many redheaded witches.

In my games, Brigit is more of a force than a character. I have talked about her in terms of Celtic Myth. The Witch Guardians for D&D 3.x and 4e. As a historical figure in my modern horror games. And as Protectors of Éire for my Ghosts of Albion games.

In my games where I like to play on the themes of the Rise and Fall of Paganism vs. the Coming of the Christian Faith, Brigit is my chance to "cheat a win."  In these games, Brigit is a pagan Goddess. She has a following of women pagan worshipers who are no longer druids but not yet witches. My version of Bodhmal is a great if not prime, example of this.  In these games/set-up Brigit tucks her fire-red hair under a nun's habit and continues on.  Her witches now hiding in plain sight.

I never worked out how that works for her, but with Wasted Lands I can give it a try!  Before there was the St. Brigit of Kildare, or there was Goddess Brigit, there was the woman Brigit. She was many things: warrior, philosopher, healer, and the spirit of her land. Because of her connection to Ireland, she is remembered by many in many different forms.

Brigit (of Kildare / "Cil Dara")
Brigit (of Kildare / "Cil Dara")

Class: Warrior / Theosophist / Spirit Rider
Level: 15 (5/5/5)
Species: Human
Alignment: Light Good
Background: Animistic

Abilities
Strength: 15 (+1) A
Agility: 12 (+1) 
Toughness: 17 (+2) 
Intelligence: 11 (+1) 
Wits: 16 (+2) N
Persona: 17 (+2) N

Fate Points: 1d12
Defense Value: 5
Vitality: 114
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +5 (base) +1 (str) +2 (touchstones)
Ranged Bonus: +5 (base) +1 (touchstone)
Magical Attack: +2
Saves: +2 to all saves (warrior), +2 to Persona saves, but -2 on Magic away from Ireland (Animistic).

Animistic Powers
Mystical senses, Speak with Plants and Animals,  Animal Summoning 1 (spell)

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks (melee and ranged), Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Theosophist Abilities
See Dead People, Turn Undead, Summon the Dead, Channel the Dead, Protection from Undead (2/day), Command, Death Knell (Banshee Wail), Suggestion (1/day)

Spirit Rider Abilities
Innate Magic (5), Arcane Power (2), Commune with Spirit, Limited Power (outside of Ireland), Magcial Battery, Add Wits bonus to Supernatural attacks

Arcane Powers
Empathy, Precognition

Spells
First level: Gout of Flame, Restore Vitality
Second level: Eternal Flame, Lesser Renewal
Third level: Concusive Blast (Fire)

Heroic/Divine Touchstones 
1st Level: First Level Spell: Black Flame
2nd Level: +1 to melee combat
3rd Level: Charm Power
4th Level: Favored Enemy: Undead
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Undead Attacks
7th Level: Character ceases to age

Heroic (Divine) Archetype: Craft, Fire, Warrior

Gear
Sword, Leather Armor

Brigit in the Wasted Lands

For these stats, I played up the aspects of her character that will become important in my games: her connection to fire and her hatred of the undead. This is the warrior aspect of her personality.  Her Animitic background (from Wasted Lands) and her levels in Spirit Rider (NIGHT SHIFT) play very well with each other. As long as she is in Ireland (however I choose to define that) she is powerful and can avoid corruption, outside she is less protected.

Brigit in NIGHT SHIFT

From NIGHT SHIFT I get her Theosophist class (Core Rules) and her Spirit Rider class (Night Companion). This works well for me since it also gives me more mechanics to represent her aspects.  Brigit is still active in the world of NIGHT SHIFT since she is the head of the Daughters of the Flame coven. A world-wide organization of witches dedicated to Brigit. 

Brigit in Thirteen Parsecs

Ah...now this one is fun. How does a Celtic Goddess find her way out into the Solar Frontier? I guess this is my answer to the infamous question, "Why does God need a Starship?"  In my Black Star games (soon to be converted wholesale over to Thirteen Parsecs), there is a ship in the Mystic line, the Imbolc Mage NX-3119. This ship is the sister to the Protector NX-3120. I have not talked much about that ship because I have been using it as an NPC ship. I have also been using it as my test-run ship for ship-to-ship combat rules. Brigit herself is not on this ship, but she has a vested interest in it. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Sunday, January 28, 2024

Character Creation Challenge: "Retsam Elddir" for Wasted Lands

 This one is important to me.  

Yesterday, I briefly introduced you to a character I mentioned around here but finally gave him a proper introduction: Nigel "Death Blade" Delamort. If he sounded like the sort of character a 13-year-old makes while trying to sound edgy, then yes, you are 100% correct. But he is part of a quintet, five aspects of my personality on paper as it were (remember I was just introduced to psychology and I was eating it all up). Today's character is the last of that quintet.

Briefly, when looking at psychoanalytic theory (and please keep in mind I am reducing a hundred+ years worth of thought into the size of a bubble gum wrapper), a person's personality can broken up into two aspects according to Jung (Anima/Animus) or three according to Freud (Id/Ego/Super-ego). I have already introduced you all to my Animus (Phygora), Anima (Larina), Id (Nigel), and Super-Ego (Johan), so all I need now is my Ego-self.  

My ego is Johan Werper, aka Retsam Elddir.

Retsam Elddir / Scott Elders character sheets

Wait. That doesn't make any sense. Here is what I am talking about. 

Again, I ask you to come back with me to the years between 1983 and 1986. I was in High School and playing a ton of D&D...or, more to the point, AD&D. We really tried to draw a very solid line between the two. When I was the DM, it was B/X D&D, and our world was "The Known World," later to be called Mystara. When my friend Michael was DMing, it was AD&D, and the world was Greyhawk. We would merge them, and that world became something like the Mystoerth that I use today.

Around 85-86 we were both working making new character classes and trying them out. Mine were the Healer, the Sun-Priest, a variant on the Necromancer/Death Mage, and my most successful one, The Witch. Grenda was not sitting by. He had created, sort of as a joke, a super-powered class of psychic adepts that had to hide their powers since at that time we said psionics were considered unnatural in a world of magic. That class was the Riddle Master, named after the Patricia A. McKillip book, The Riddle-Master of Hed. As it happened, he really loved the class. So much so that he wanted me to try it out.  So I said fine, roll up my stats and I'll come over.  He did and the stats for my new Riddle Master were the exact same as the ones Johan I had. So we thought this was the Johan of Oerth and not the same as the Mystara one I was playing. We were both high from the Crisis on Infinite Earths, I had also been reading Job: A Comedy of Justice by Heinlein and The Coming of the Quantum Cats by Pohl. So we decided that this new Johan was a "Quantum Cat" or multiverse counterpart (the current en vogue term is Variant) of my first Johan. Much like Superman of Earth 1 vs. Superman of Earth 2 there was a generational age difference.

We decided that this new Riddle Master character had to use a different name to avoid confusion in our inevitable cross-overs.  I did the only logical thing. I spelled his name backwards, much to the chagrin of Grenda. Of course I stole the idea from him. He had characters named Adnerg and Htaed.

Thus began the adventuring life of Retsam Elddir. He crazy powerful psionic powers and still made dumb mistakes. Like when he stuck his hands into a Gelatinous Cube (he wore gloves after that forever to hide the scars), he was best friends with Larina, married Heather, and killed the ancient vampire Mal Havoc

Later on, Retsam, using the name Scott Elders, would show up in Ghosts of Albion, WitchCraft, and even feature in a Star Trek game as a guest, then as the main PC. The AD&D version was a blast to play with but I also enjoyed the WitchCraft version a lot. It was the WitchCraft version that I used in my Vacation in Vancouver campaign.

Retsam has a lot of things in common with both Johan (Super-Ego) and Phygora (Animus). Like both of those characters, he is an occult/arcane scholar. Like them both he is an expert in magic. In Larina's library, there are books with blue covers from Johan, black covers from Pygora, and red covers from Retsam.

Retsam Elddir / Scott Elders
Retsam Elddir / Scott Elders / Johan Werper

Class: Psychic / Scholar
Level: 20
Species: Human
Alignment: Light Neutral
Background: Scholar

Abilities
Strength: 15 (+2) 
Agility: 10 (+0) 
Toughness: 12 (+0) 
Intelligence: 15 (+1) N
Wits: 15 (+1) N
Persona: 19 (+3) A

Fate Points: 1d12
Defense Value: 5
Vitality: 120
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+6/+2
Melee Bonus: +4 (base) +1 (touchstone) 
Ranged Bonus: +4 (base)
Psychic Attack: +7
Saves: +7 vs Persona (Psychic), +1 to all (touchstone)

Psychic Abilities
Psychic powers: 5, Supernatural attacks, Supernatural power: Astral Projection

Psychic Powers
Bio-feedback
Psychokinesis
ESP
Telepathy
Temporal Sense

Sage Abilities
Languages: 15, Lore 95%, Mesmerize others, suggestion, Renegade Skills: 3rd level, Spells 3/2/1

Stealth Skills
Open Locks: 30%
Bypass Traps: 25%
Sleight of Hand: 35%
Sneak: 30%

Spells
First level: Arcane Dart, Damage Undead, Mystical Senses
Second level: Lesser Renewal, Unlock
Third level: Concussive Blast

Heroic/Divine Touchstones 
1st Level: First Level Spell: Black Flame
2nd Level: +1 to melee combat
3rd Level: Charm Power
4th Level: Favored Enemy: Vampire
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Undead Attacks
7th Level: Character ceases to age
8th Level: Persistent Luck
9th Level: Down but not out
10th Level: Time Slip

Heroic (Divine) Archetype: Knowledge

Gear
Sword, Leather Armor

Retsam in the Wasted Lands

Much like Nigel this is where Retsam starts. In the Wasted Lands I would focus on his psychic abilities and his desire to hunt the undead, vampires in particular.

Retsam in NIGHT SHIFT

In modern times Retsam is using the name Scott Elders. NIGHT SHIFT works great (naturally) with the type of supernatural games I like to play/run. In this sort of game I can use Retsam/Scott as Prof. Scott Elders, an occult scholar and faculty at St. Andrews University. 

Retsam in Thirteen Parsecs

This Scott Elders was the Chief Medical Officer and then Captain of the medical starship Mercy. To have one system to be able to do all three of these different versions is fantastic. Especially one system that allows me to do this character so well.

ALL allow me to use the same character across different times, different places, and right up to the Solar Frontier.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Saturday, January 27, 2024

Character Creation Challenge: Nigel Blade for Wasted Lands

 Back in the mid-80s, I discovered psychology. I thought it was a great topic and it really fascinated me. I started, of course, with the classics where most people start, Freud and Jung. Well, really, Jung and then Freud , I wanted to read Jung and, in particular, Synchronicity in the original German. It was not easy let me tell you. While both Freud and Jung are psychoanalysts, but Jung always more like philosophy to me.  One of his concepts was that of the Anima and the Animus side of your personality. Like a Ying and Yang. Similarly, Freud had his view of the Id, Ego, and Super-ego (das Es, Ich, and Über-Ich), which I think a lot of people at least have a passing knowledge of. 

You might be asking, great, but what does this arm-chair psychology have to do with characters? Well for this weekend, a lot. 

Psychology Character Sheets

My exploration of psychology (which also led to my eventual career as a Psychologist) was going on at the same time as some of my most prolific character creations.  It is no shock, then, that I have characters that represent these psychoanalytic concepts. 

On the Jungian side (because I am still Jung at heart! Yes, I use that joke often) we have my obvious Anima in Larina. In fact, I may have identified her as an anima before she was a character. My Animus is Phygora. I have not explored him much because what is there to say? He is an academic, he has magic. Swap magic for science, and you have me.     

On the Freudian side, Johan I is very much my Super-ego. So, who are my Id and Ego characters?  

Ego represents you, who you are to the outside world. My Ego character is "Retsam Elddir" (yeah, I will explain that later).

Id represents all your unchecked desires and dark impulses. My Id is Nigel "Death Blade" Delamort.

Nigel "Death Blade" Delamort sheets

Who is Nigel "Death Blade" Delamort?

Nigel was a 1st Ed AD&D character and I had a lot of fun with him. He is/was a Neutral Evil assassin that used to adventure in the same party as Johan II. I fudged it and said that both heard a prophecy that they would both be needed in a great war and they could not harm each other.  All BS of course, I wanted to have a LG Paladin and a NE Assassin at the same time. 

Nigel began life through a dirt-poor second son in Specularum, he tried to steal a dagger from a local blacksmith. Instead of turning the boy in the blacksmith trained him, until the blacksmith was killed by assassins.  I won't get into the details here, but suffice to say that he was a fun character who allowed me to live out a lot of violence (it is what my Id would do).  

He mellowed out over the years. Which is good because he was a bit of an asshole.

Through a series of events that are too long and complicated to get into here, Nigel was transported to the future so I could use him Star Frontiers. He would come back to help Johan in my big war at the end of High School with his spaceship, the Lucifer.  Along the way, he became immortal, or at least very long-lived, and he has been a galactic bounty hunter for hire. 

Nigel "Death Blade" Delamort
Nigel "Death Blade" Delamort

Class: Renegade
Level: 20
Species: Human
Alignment: Twilight Evil
Background: Craft (Blacksmith)

Abilities
Strength: 18 (+3) N
Agility: 20 (+4) A
Toughness: 17 (+2) N
Intelligence: 13 (+1) 
Wits: 12 (+1) 
Persona: 8 (-1) 

Fate Points: 1d12
Defense Value: 2
Vitality: 119
Degeneracy: 1
Corruption: 0

Check Bonus (A/N/D): +8/+6/+4
Melee Bonus: +6 (base) +3 +2 (touchstones) 
Ranged Bonus: +6 (base) +4 +1 (touchstone)
Spell Attack: NA
Saves: +7 vs Death effects (Renegade), +2 to Toughness-based saves related to stamina and endurance (Craft). +1 to all (touchstone)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-7 d8), Perception, Vital Strike x7, Read Languages, Stealth Skills

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks, Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Stealth Skills
Open Locks: 95%
Bypass Traps: 95%
Sleight of Hand: 95%
Sneak: 95%
Climbing: 95%
Perception: 95%

Heroic/Divine Touchstones 
1st Level:  +1 to melee attacks
2nd Level: Favored Weapon: Sword (+1 to hit, +2 Damage)
3rd Level: Level 1 of Warrior
4th Level: Level 2 of Warrior
5th Level: +1 to all checks, attacks, and saves
6th Level: Level 3 of Warrior
7th Level: Character ceases to age
8th Level: Level 4 of Warrior
9th Level: Down but not Out
10th Level: Level 5 of Warrior

Heroic (Divine) Archetype: War

Gear
Sword, Leather Armor, thieves tools, (later plasma rifle).

Nigel in the Wasted Lands

This is the starting point for Nigel, my D&D stand-in. When I had him move between systems I always had to restat him. Here he can move between the epochs with ease.

Nigel in NIGHT SHIFT

In modern times Nigel is something of a supernatural hunter. From his personal timeline this occurred after he spent his time in literal Hell. After coming back from the future he went back to Glantri. Here he followed his daughter's (Raven) killer into hell. Again like said above it is long and complicated. But after Hell, Nigel was a WitchCraft/Armageddon character.

Nigel in Thirteen Parsecs

This was right after "D&D" and here I used Star Frontiers for his stats. It was an interesting translation.  Then we tried a little Gamma World, then a little (tiny little) bit of Traveller. Each translation I felt something in the character was lost even if my knowledge of the games increased. Thirteen Parsecs hopefully will fix that for me. Nigel will be one of my first 13P characters.

ALL allow me to use the same character across different times, different places and right on up to the Solar Frontier.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Friday, January 26, 2024

Character Creation Challenge: Morelia the Wood Witch for Wasted Lands

 It is pretty late, and I thought I had a character lined up to go, but I guess I didn't. So, going through this big old folder of characters I have worked up over the years, I ran into an "oldish" friend.  

Content creator GinnyDi released three elf characters that anyone could adopt a couple of years back. I took an immediate liking to one, Morelia the Wood Witch. So much so that she makes a guest appearance in my War of the Witch Queen campaign. 

Morelia the Wood Witch sheets

Morelia is such a fun character she was so much fun when I ran A Witch's Desire. She and her familiar Crimini showed up in place of the Witch of the Wild. Since then I have been dying to use her somewhere else again. I just wish I could pull off her adorable high-pitched voice!

So once again, with her (implied) permission, here is Morelia the Wood Witch. 


Ginny Di as Morelia the Wood Witch
Morelia the Wood Witch

Class: Witch (Wits)
Level: 8
Species: Wood Elf
Alignment: Light Good
Background: Craft

Abilities
Strength: 18 (+3)
Agility: 18 (+3)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d8
Defense Value: 8
Vitality: 45
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base) 
Spell Attack: +4 (witch) 
Saves: +4 to Spells and Magical effects (Sorcerer), +1 to Persona, Agility, and mind-affecting spells  (Wood Elf), +1 to Toughness (touchstone)

Elf Abilities
Nightsighted, surprised, saves, bonus spell*

Witch Abilities
Arcana, Arcane Powers (3): Polymath (Alchemy), Beguile, Subtle Influence

Sorceress Spells
First Level: Beast Speech*, Armor of Earth, Glamour, Read Languages, Mystical Senses
Second Level: Create Water, Invisibility, Locator Spell: Plants
Third Level: Cure Disease, Remove Curse, Slow
Fourth Level: Metamorph Other, Plant Speech

Heroic/Divine Touchstones 
1st Level: +1 bonus to Toughness saves
2nd Level: Luck Benefit
3rd Level: Spirit Guide: Cat "Crimini"
4th Level: Magical Recovery

Heroic (Divine) Archetype: Crafting, Alchemy

Gear
Dagger, cauldron, very spoiled cat

Wasted Lands and Morelia

The spell selection here is bit less than what I would want with Morelia. I think this is largely due to the fact that I really liked her Basic-era/BX/OSE version a lot. But in truth there is nothing stopping me from gabbing a spell or two from one of my witch books and use them here. This is even more true if I am using Wasted Lands as D&D.

For the Divine/Heroic archetypes, I might swap out that 2nd level Luck benefit for an herbal healing one. Makes much more sense for her, really, but like the spells, I want to do it by the book first. 

Still, though, this character is a delight. I have decided that the next time my players encounter her she is going to be having a long and animated conversation with her herb garden. 

Morelia Links

--

Don't forget to stop by the Tardi Captian's Blog to see all his character posts, and all the other participants.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Friday, January 19, 2024

Tuesday, September 5, 2023

September Updates

September is here, and every year at this time, I say, "how in the hell did that happen???"

I have a snowblower to fix, veggies to harvest, and family to visit this month, so posting might be light.

I also want to get in some Old-School game reviews and discussions, plus I have some other things I want to clear off my plate before October hits.

This year I am joining in the 31 Days of Halloween Movie Challenge from Pun Issac over at Hall of the Nephilim

31 Days of Halloween Movie Challenge

Here is the text version:

Daily Prompt

  1. First Time Watch
  2. Reanimated
  3. Mother Nature Strikes Back
  4. Foreign Language
  5. What A Twist
  6. Anthology
  7. Teen Angst
  8. Horror Comedy
  9. Slow Burn
  10. Body Horror
  11. For The Kiddos
  12. Black and White
  13. Inspired By True Events
  14. We Are the Weirdos Mister
  15. Pretty Blood Suckers
  16. Something Fishy
  17. Underrated
  18. Clown(s)
  19. Folk Horror
  20. Monstrous Blood Suckers
  21. Summer Camp
  22. Howl at the Moon
  23. Best Soundtrack
  24. Slasher
  25. Found Footage
  26. New Movie
  27. Favorite Horror Director
  28. Sci-Fi Horror
  29. Man is the Real Monster
  30. Remake Is Better Than the Original
  31. All Hallows Eve

 Alternates

  • Torture Porn
  • Blaxploitation
  • Video Game Movie
  • Cults
  • Best Gratuitous Nudity 

A few of these might end up being re-watches.  I wanted to do all Spanish language horror this year, but I might not get to that. I am not as far along in my Spanish as I would have hoped, to be honest.

Speaking of October, Horror and Halloween.

Here is some new art for my next book, I need to get a move on it to get it done.

Billy Blue Art
https://www.billyblueart.com/

Best get back to writing.

Wednesday, August 30, 2023

#RPGaDay2023 OBSCURE RPG you've played

 I have a soft spot for Obscure RPGs. But I think one of my favorites, warts and all, is Lee Gold's "Lands of Adventure."

Lands of Adventure

The game has some flaws, but it is such a fun concept and a great idea. Plus, the art and design are fantastic. 

I reviewed it a couple of years ago but have only played once or twice since then. It really is an old-school gem from the ancient days of Dragon Magazine.


RPGaDay2023


Tuesday, August 29, 2023

Mail Call Tuesday: New Dice from Threshold Diceworks

 Hello. My is Tim, and I am addicted to dice.

It began innocently enough. I got a set in my D&D Basic. Then another in my D&D Expert Box. Then B. Dalton's Bookseller in White Oaks Mall had Dragon Dice in full sets and percentile genators.

Then I got clear sets. Blue sets. Discover more. Now...well, now I have no clear idea how many I have. I have sets for characters, a set for each game, and sets for DMing certain campaigns. Metal dice, tiny dice, huge dice.

So what did I get in the mail yesterday? You guessed it.

Threshold Diceworks retro Dice

Threshold Diceworks retro Dice

These retro dice were made by Threshold Diceworks. Which you can find on Facebook and their Etsy store. He was taking pre-orders a while back and mine finally came in yesterday and I am very pleased with them!

They compare very favorably to the sets I had with my Expert set, the Dragon Dice polyhedrals, and the sets that came with the Mentzer Basic boxes.

Threshold Diceworks Dice compared to classic dice.

Threshold Diceworks Dice compared to classic dice.

Threshold Diceworks Dice compared to classic dice.

Yes. Those are my Mentzer dice still in a bag and unopened and unmarked.

Threshold Diceworks Dice and Armory dice markers

I even have some Armory Dice Markers for them! I might swap a d10 in each set for a proper set of percentile dice. I can even use them for Star Frontiers.

Now. I just need a good dice bag for them.

These will likely be my Old School Essentials dice or my Wasted Lands ones. 

In any case, I am really happy to have them. When they start selling more I need to snag an orange d8.

Friday, March 3, 2023

Kickstart Your Weekend: Bloody Appalachia and Shadowdark RPG

Two new games to scratch that old-school itch. 

Bloody Appalachia - Grindhouse Rural Horror Tabletop RPG

Bloody Appalachia - Grindhouse Rural Horror Tabletop RPG

https://www.kickstarter.com/projects/ericfrombloatgames/bloody-appalachia-grindhouse-rural-horror-tabletop-rpg?ref=theotherside

There are like two or three people I would pick as a dream team to make a game of rural horror. And they are all on this project.

Honestly, I didn't need to look past the names. Once I saw Josh Palmer, Eric Bloat, and Pun Issac, I knew I had to have this. And so should you.

So get this now.

Shadowdark RPG: Old-School Gaming, Modernized

Shadowdark RPG: Old-School Gaming, Modernized

This one doesn't really need my help, but it still looks fun.  I had picked up the play-test/preview materials at last year's Gary Con and this looks like it will be great.

It is smart trying to get the Old-School and New-School players together. I am not sure it will replace OSE in my life, but it will add some nice features to it.

Wednesday, December 14, 2022

Review: HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual
Yesterday I covered the Player's book. Today let's go with the Referee's Manual.

HYPERBOREA Referee's Manual

PDF and Hardcover. 308 pages. Color cover, black & white art with full-color art pages.

Chapter 10: Introduction Again, this is our introduction this time for the Game Master or Referee's point of view. What the Referee does for the game and more. 

Chapter 11: Refereeing This get's into the Game Mastering process in detail. This covers grant experience for the characters and setting up the campaign. 

Chapter 12: Bestiary Our monster section and truthfully one of my favorites. The expected ones are here, but there are also plenty of new ones.  This covers roughly 130 pages.  There are interesting new takes on some classic "D&D" monsters, plus many new ones like a bunch of new "lesser" and "sublunary" demons. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. 

Dæmons

Chapter 13: Treasure Covers treasure types and magical treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.

Chapter 14: Gazetteer.  The lands are a pastiche of Howard, Vance, Lovecraft, and Smith.  If these names mean anything to you, then you know or have an idea, of what you are going to get here.  This section has been greatly expanded from the previous editions. Included here are the gods again and a little more on religion.  Basically, you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists.  So yeah, you know I am a fan.

Appendix A: Weather in Hyperborea. Likely more important here than, say, other game worlds. Weather in Hyperborea is dangerous. 

Appendix B: Hazards of Hyperborea. There are horrible things waiting for you in Hyperborea and they are not all monsters or the weather. 

Appendix C: Waterborne Expeditions. Covers waterborne adventures and combat. 

Appendix D: Warefare and Siege. Your characters have built their strongholds. Now someone wants to know it down.  Here are the rules.

Appendix E: OGL Statement. The OGL statement for this book.

HYPERBOREA

Nearly every aspect of this game has seen expansion since the 2nd Edition; some sections more than others, but it is a great upgrade.

Tuesday, December 13, 2022

Review: HYPERBOREA Player's Manual

HYPERBOREA Player's Manual
I started my Hyperborea 3e week yesterday with a new monster; let's start it off properly with a review of the new 3e HYPERBOREA Player's Manual.

With the new 3rd Edition, we have some changes. First, the game is now simply called "HYPERBOREA" and not "Astonishing Swordsmen & Sorcerers of Hyperborea 3rd Edition."  Secondly, the Player's Manual and the Referee's Manual are now separate books. Much like the 1st Edition was. Only this time, they are full hardcover books.

HYPERBOREA Player's Manual

PDF and Hardcover. 324 pages. Color cover, black & white art with full color art pages.

For my review, I am going to be considering the hardcover from the Kickstarter and the PDFs from DriveThruRPG.

The book starts with the credits, acknowledgments, and dedication to John Eric Holmes, the author/editor of the "Holmes" Basic edition. 

Chapter 1: Introduction this covers what this game is and what RPGs in general are. This is important and worth a read since it sets the stage for what sort of sub-genre this game covers, "swords, sorcery, and weird science-fantasy."  The classics of Swords and Sorcery are covered here briefly and how they add to the feeling of this game. This is pure Howard, Lovecraft, and Smith.

Chapter 2: Character Generation covers character creation. This chapter is brief covering of what you can do with the five chapters.  This also has a listing of the common "facts" known to every character. There is a section on leveling up. 

Chapter 3: Statistics or the "rolling up characters" chapter. The six recognizable methods are presented here. The most common of course is Method III; roll 4d6 drop the lowest.  We also have the same six attributes we have always had.

Each class has a "Fighting Ability" (FA) and a "Casting Ability" (CA) which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level.  It's a great little shorthand and works great.  So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3.  Subclasses can and do vary.

AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.

Chapter 4: Classes We still have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has Cryomancer, Illusionist, Necromancer, Pyromancer, and Witch. The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman.  Finally, the Thief has the Assassin, Bard, Legerdemainist, Purloiner, and Scout.  

Each subclass is very much like its parent classes with some changes.  The classes look pretty well balanced.


HYPERBOREA Witch

Chapter 5: Background This covers all the things about the character that "happened" before they were characters.

Races are dealt with first. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man.  No elves or dwarves here. Physique is also covered. 

Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral.

Along with race, there are various languages the characters can learn/know.  There are also gods here, an interesting mix of Greek, Lovecraftian, Norse, and Smith gods. 

There are background skills and weapon skills. Though I misread "charcoaler" as "chocolatier," and now I want a character with this background. 

Chapter 6: Equipment Or the "let's go shopping" chapter.  If you missed the "to hit modifiers vs. armor types/AC" in AD&D then I have a treat for you. Weapons here are more detailed than they were in previous editions of HYPERBOREA; or at least more detailed than my memory of the older editions.  Just checked, this one is much more detailed. 

Chapter 7: Sorcery This is our spell chapter but it also covers alchemy. Spells are split up by character class. Spells are limit to 6th level since classes are all limited to 12 levels. Spell descriptions are all alphabetical. This covers about 75 pages.  

Chapter 8: Adventure. This chapter improves over the previous editions. It covers all sorts of adventure topics like hirelings and henchmen, climbing, doors, nonstandard actions, time and movement.

Chapter 9: Combat. All sorts of combat topics are covered. Critical hits, unarmed combat, mounted combat and more. Damage and madness are also covered. The madness section is small and not really designed to mimic the real world. 

Appendix A: Name Generator. Pretty useful, really, to get the right feel of the game. Afterall "Bob the Barbarian" isn't going to cut it here. 

Appendix B: Lordship and Strongholds. What each class and subclass gains as a Lord or Lady of their chosen strongholds.  There is a great section on creating strongholds as well.

Appendix C: Cooperative Gaming. This covers how well to play in a group.

Appendix D: OGL Statement. This is our OGL statement.

These appendices (with the exception of D) are all new. 

There is also a great index.

So I will admit I was unsure about backing the 3rd Edition of HYPERBOREA.  I have the 1st and 2nd Editions and they have served me well over the last few years.  This edition brings enough new material to the table that it really is the definitive version of the game. 

The leatherette covers are really nice and I am happy I waited for it. Since the Player's and Ref's books are now separate, I could, if I wanted, pick up another Player's book.

The art is great. There are some reused pieces and still plenty of new ones. It uses the art well and helps set the tone of the game.

Leatherette covers


HYPERBOREA