Showing posts with label other systems. Show all posts
Showing posts with label other systems. Show all posts

Friday, March 4, 2011

Review: Haunts and Horrors

Haunts and Horrors

I love horror games. I love reading new ones, trying new ones and each time I try to do or learn something new. So it was is with great interest that I got the new “Haunts and Horrors” RPG (H+H RPG).

H+H RPG is a 126 page book. The art is predominantly public domain with some other pieces that are newer, but all are black and white. I bring this up for two reasons, first off the art is sparse which gives the book a “less than polished look” but the art is also thematically appropriate for the tone of the game. While I like newer art in a game, I think this works well for this game. The layout looks like a simple affair with clip-art borders.

H+H RPG is a fairly typical RPG, it starts out with “What is an RPG?” to Character Creation. I like the starting age effects starting XP section. It is an interesting take on how to deal with starting at different ages.

Points are given to buy attributes, skills and edges and disadvantages dependent on starting age.

Attributes are mentioned (Strength, Size, Willpower…) and then abbreviations are used (STR, SIZ, WIP) but nothing connecting the two. Granted a semi-experienced gamer could figure it out, but a novice will be scratching their head for a second or two. There are some generated secondary attributes as well, including something called “Killing Power Adjustment” which seems a bit off in a horror game; not that things don’t kill things, but often killing is not the focus, but I am fine with it. There is a section of previous experience which is interesting.

Lots of disadvantages (not sure why hay fever is worth more than partially deaf or partially blind, or why it was not just folded into Allergy). Though it does a much better job with the mental drawbacks than most games (eg it makes Multiple Personality Disorder different from Schizophrenia, a pet peeve of mine). Disadvantages are bought with points, any extra disadvantage points have to be bought off with experience points. I like that to be honest. It casts disadvantages in a different light. Instead of using disadvantages as a means to gain extra points, but rather as something that must be bought off. For a horror game it is a good model.

The skill system reminds of me a bit of Chill. Some will find this refreshingly “old school” others might find it “old” or “out moded”. I think given the atmosphere the game is trying go with I am going with “Classically oriented” and think it works fine for this game. There are a lot of skills too, which is also very old school in feel as opposed to more “cinematic” games that try to get more done with less skills.

There is a good section on Weapons which deals with a lot of standard weapons (guns, sticks, and archaic stuff).

The next section is on Psychic abilities and mention they can be bought by anyone with a high Perception, so a little different than saying buying a “psychic edge” and then buying the abilities.
The psychic abilities seem work fine and feel right here. Again, I am feeling a bit of Chill here, though the magic and psychic powers are not the same as Chill’s magic, it’s the overall vibe; more magic than Call of Cthulhu, less than C.J. Carella’s WitchCraft.

Next up is magic.
(Speaking of magic, on page 41 the formatting shifts down by an inch or so for the rest of the magic secction. Nothing is unreadable, but looks odd.)

Magic is divided up into traditions (like that) and talks about what a tradition is and how they have access to some spells, but not all (like that too). Each tradition also has various mechanical things that can happen to them via their magic, so each one does feel different than the other.

Spells are supposedly bought like Psychic abilities, but I have not found a guide anywhere in my reading.

Combat is next (odd that it is not with Weapons) along with misadventures, healing and diseases.

The chapters on creatures and their powers are next and it is full of the horror show mainstays and a few new ones. I like that there are multiple types of vampires for example.

A section on curses is also provided which would be useful for any game with curses.

All in all there are some interesting things in this game, though nothing terribly unique. I like some of the character creation options. The magic system has some neat points but not quite unique in and of itself really. My biggest issue with the game is that I expected more, and the layout is far below what I would have expected from an established game company. There are also a number distracting typos, while I normally would ignore these, but some made it difficult to understand the text.

The game itself looks like it would fun with the right mindset. There is a darker tone to it that puts it somewhere between Chill and Call of Cthulhu. Though it lacks a bit of focus; is it Victorian, is it Modern? And what do characters do in the game? The motivations of the characters are unclear too. What do they do, why are they doing it? I think this needs to be better defined.
I would have liked to see some character write-ups so we could see how characters look when done.

Thursday, March 3, 2011

Review: Witch Hunter: the Invisible World

Witch Hunter: the Invisible World

I have a real love-hate relationship with this game. I played it right after it first came out at Gen Con and thought the game was great. The rule system was easy to pick up in game and I liked the dark history feel of it. It felt like one of the modern horror games that I loved to play set in the 17th century. I bought a copy then and there and took it home. Once I started reading through it all I was less enamored with it. The funky alt-history never worked for me, and as a player that likes to play witches in many games I disliked the vibe of the game that all witches were evil and had to be hunted.

Also on future playing I began to dislike the system. I sold the book to a friend about 6 months later. I wanted to give it another chance so I picked it up at DriveThruRPG about a year after I bought it in hardcover. I have given the game it's due attention (bought it twice in fact) and still could not make it work for me. To be 100% fair I think that has much more to do with me than this game.

I think there is a lot of really good material here. A lot of things I would love to use elsewhere, maybe running it under WitchCraft or True20. The book itself is well laid out and just a cool book to look at. The PDF here comes in both the full version and a printer friendly one. There is a vague World of Darkness feel about it and it does remind me a bit of Mage the Sorcerers Crusade. I do like the magic system here and I do keep coming back to the game wanting to do more with it.

Character creation is very good, I like the spells and the magic system. The overview of the world is very nice and I like the background information on the Orders of Solomon.

There is an odd mix of new and old thought in this book, some of them contradictory. Examples: The Sumerlands are mentioned (from Wicca) but witches are supposed to be all evil. Werewolves are shown with a pentagram etched into their hand/paw but that is something that only came out in the movies. The Aztecs are still around, even if other parts of history depicted here could not have happened unless the Spanish had had a firm hold on the New World.

The book has a ton of atmosphere, and you know right away what this game is all about.

A few things I like:
- Atmosphere. Like I said it has oodles and gobs of it. Solomon Kane left feeling "eh", but this one, you know right away what you are doing.
- Closest thing I get to a WoD-like game set in a period I really wanted to try.
- Support, the Paradigm Concepts website has tons of cool things, in fact seeing the website made want to seek this game out when it was first available at GenCon (2007 was it?) I bought a book there and then later bought the PDFs.
- Solomonic-based magic systems always rock.
- Beautiful book.
- The Orders, I can see why the exist, what they do in the world and why someone (the PC) would be part of one.

Things I didn't like, but could easily live with:
- Very WoD in feel and execution.
- Dice pools. Don't like them, but I can live wit them.
- Talents seem very "Feat" like. I like feats mind you, just not everywhere.
- would have liked more monsters.
- "Satanists". Too many modern conotations. I would have prefered to see "Diaboloists" (which the book does also use) or "Luciferians".

Things I didn't like:
- Some of the alt history doesn't make sense, even with magic. But that can be an opinion.
- I dislike the entire black & white-ness of the good and evil here. If it were just that I would say it is an artifact of the times they are trying to emulate and be fine with it. But I like to play "good" witches also and the rules (or my interpretation of them) didn't support that.
And by good witches I don't mean spiritualists or animists or alchemists. I mean witches. That practice witchcraft, worship the Goddess and all that. Granted that is MY bias and maybe this is not really the game for this.
- Along with good witches (and the spells for them). I'd would have liked to see evil members of the Church. Sure their are "foils" in the shape of the Jesuits. But I work for a couple of Jesuit universities, I was not buying it as a real attempt to make them evil. Rather just overly dogmatic in their views.

In the end, I am going to give it 4 stars out of five. I think it does what it does well, even if it leaves me scratching my head at times. It is an attractive book and the online support and community for it is really top notch.  I would have given it 3, but everything I think is "Wrong" with it is really my own bias.

Wednesday, March 2, 2011

Justice is Blind, Issue 3: M&M3 / DCA

I have mentioned before about how pleased I have been that Mutants and Masterminds 3 and DC Adventures share the same system.  Here is one of those reasons.
My latest super-hero character Justice.

Justice, as she is known is a Paragon, of the likes not seen since Superman left he Earth and Wonder Woman retired.   Many know she is the newest force for Truth, Justice and the American Way, but not many know that she shares more with the those paragons of old than a costume design.
Justice is also Astra Kal-El, daughter of Superman (Kal-El) and Wonder Woman, Diana of Themyscira.

I have detailed Justice in previous posts.  Her introduction and Mutants and Masterminds 2nd Ed stats, and stats for the BASH! RPG.

I like her M&M 3.0 stats as well and think this is the best system for her.  Issue 3 of "Justice is Blind" would deal with her current troubles of establishing herself as her own hero with some flashbacks of her time on Themyscira.

Justice - PL 10
Strength 11, Stamina 10, Agility 4, Dexterity 2, Fighting 5, Intellect 3, Awareness 3, Presence 4


Advantages
All-out Attack, Attractive 2, Benefit, Alternate Identity (Astra Kal-el, Astra Kent), Benefit, Wealth (well-off), Connected (Bruce Wayne), Defensive Attack, Languages 1

Skills
Athletics 1 (+12), Close Combat (Grab) 2 (+7), Deception 2 (+6), Expertise (Law) 4 (+7), Insight 1 (+4), Investigation 4 (+7), Perception 3 (+6), Persuasion 2 (+6), Ranged Combat (Heat Vision: Blast 8) 3 (+5), Stealth 4 (+8)

Powers
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Heat Vision: Blast 8 (DC 23; Distracting)

Invulnerability
   Immunity: Immunity 10 (Life Support)
   Impervious Defense: Impervious Toughness 5
Super Senses: Senses 8 (Acute: Vision, Hearing, Distance Sense, Extended: Vision, Hearing 2 (x100), Penetrates Concealment: Vision; Limited (Lead))
Super Speed: Quickness 4 (Perform routine tasks in -4 time ranks)
Super Strength: Enhanced Strength 2 (+2 STR; Limited (Lifting only))

Offense
Initiative +4
Grab, +7 (DC Spec 21)
Heat Vision: Blast 8, +5 (DC 23)
Throw, +2 (DC 26)
Unarmed, +5 (DC 26)

Complications
Power Loss: Exposed to Kryptonite
Secret: Is the daughter of Wonder Woman and Superman. Raised by the Batman.
Secret: Secret ID, Astra Kal-El, aka Astra Kent.
Weakness: Magic

Languages
English, Greek

Defense
Dodge 4, Parry 5, Fortitude 10, Toughness 10, Will 3

Power Points
Abilities 80 + Powers 49 + Advantages 8 + Skills 13 (26 ranks) + Defenses 0 = 150

What I like about Justice is she has power, she has a pedigree even (daughter of Wonder Woman and Superman, trained by the Batman) but she is still young and she does not always know what she is doing or what she needs to do.  She only knows that she sees injustice and suffering in the world and she needs to do something about it. She is not an brooding, agnsty hero, but she is a dedicated one and maybe even a bit of a naïve one. She just knows she has to do something. No existential struggles with her, just action.

Now here is to seeing if my regular GM will let me use her in one of his adventures one day.

ETA: I updated her based on some conversations

Monday, December 6, 2010

Recycled Adventures

So it is well known that I love the old D&D adventures from the early 80's.  I think they are well done and a lot of fun to play.  I have been playing them with my kids but I have not been able to fit in all the ones I have wanted into our 3.x game.

But I have lots of games.

So here are some of the recycled adventures I have done using other systems and the classic adventures.

Ash vs The Keep on the Borderlands
System: Army of Darkness and Dungeons & Zombies
Module: B2 Keep on the Borderlands

The character get sent back in time to the Keep and need to clean out the Caves of Chaos with a shotgun.

I designed this as a way to play-test Dungeons & Zombies under the Cinematic Unisystem Rules.

Never got to play it all, but the bits I did were a blast.  Characters I created for the game were Xena and Gabrielle (seemed appropriate) and used a version of Indiana Jones I found online.

One day I should run this at a convention.  I think it will be a blast.

The Ghost Tower of Inverness, Illinois
Systems: Doctor Who and Angel.
Module: C2 The Ghost Tower of Inverness

From the intro:
"No one has ever asked why there is a lighthouse between Palatine and Inverness, Illinois.  The closest large body of water is Lake Michigan, over 20 miles away. But it has always been there, quiet.

Till the day the Time Beacon went crazy."

The Ghost Tower of Inverness, IL was an adventure that I had converted for my playtest of Doctor Who.  Outside my town there is a water tower that is painted like a light house.  I thought it would be cool if it were a real lighthouse, but not for ships at sea, but ships in the time stream.  On top was a beacon to warn passer-bys "warning, primitive culture ahead!" Well one day the time beacon goes nuts and start pulling in people from out of their times (an excuse to convert a bunch of Unisystem characters from Ghosts and Angel).  The characters have to go through the tower and shut down the beacon.  Each level of the tower is a different time stream, so I had dinos, Victorian, post-apocalyptic and all sorts of terrible things.  At the top was the control center and the time beacon.  So I converted the original Ghost Tower module and replace the Soul Gem with the Time Beacon.  Part Doctor Who, part Angel, part Ghosts of Albion, part D&D and a dash of Primeval and Torchwood.  It was going to be the first adventure in a new campaign, but I never got it going.  Too bad, really.

Why does Inverness need a light house?
Why does Inverness need a light house?



Ghosts of Albion: Ravenloft
System: Ghosts of Albion
Module: I6 Ravenloft

Ravenloft might be my favorite classic module ever.  Ghosts of Albion is of course my game.  It was natural to me to bring them together.  Ravenloft has that great Gothic feel.  Ghosts of Albion deals with all sorts of magical weirdness, and while it is hard for us today to really understand this, to the Victorians the world was a wild and scary unknown.  Unknown lands were meant to be explored and conquered.  What can be more unknown than Barovia?  Who is to say it is not on the map somewhere in 1840?  Plus you might have noticed that  Ghosts of Albion movies and books all have one word titles, "Legacy", "Astray", "Witchery" and my adventures have followed suit, "Obsession", "Blight", and "Synchronicity".  So "Ghosts of Albion: Ravenloft" also works.
The idea is simple.  The characters are travelling by rail to the east.  Their train suffers some malfunction, and I start the Ravenloft adventure by the book.  I include the mists and Madame Eva and everything.  And that map of Castle Ravenloft is still one of the coolest maps ever made.  One day I'll build a 1" = 5' miniature of it for play.  That would be very awesome.
For this I have bits I am using from the Ravenloft world, WitchCraft RPG and the Expedition to Castle Ravenloft module for 3.x.

I still have more games and more adventures.  I'd like to try some other pairing in the future.

Thursday, October 28, 2010

Maahes the Tainted Bast for the WitchCraft RPG

Maahes the Tainted Bast

When a Bast spirit is exposed to large amounts of taint they become Maahes. Their namesake was an outsider God absorbed into the Egyptian New Kingdom pantheon. Maahes had a lions head and was later interpreted to be the son of the Goddess Bast and the God Ptah. He was a god of war and called The Bringer of Destruction.

Maahes is considered to be in Bast (the race) mythology to be the first bringer of Taint to the Bast. Whether Maahes was a willing or unwilling carrier of taint is unknown and lost to time.

When a Bast spirit is exposed to Taint it is compelled to enter a body (if not already in a cat body). Sometimes they discover a human, living or dead, and use it for their purposes. Whatever body the tainted Bast enters they become anchored to it forever. The new creature is called a Maahes (singular and plural forms are the same). Regardless of the source of the body or its nature it transforms due to the taint. The Maahes is effectively immortal since it can regenerate loss of life points at the rate of CON per hour. They no longer age and even disease and poisons are no longer effective. Only attacks of a magical nature or ones that drain Essence or Taint have any effect. To destroy a Maahes one must reduce its Essence or Taint to zero.

The appearance of a Maahes differs wildly. Former High Bast Maahes are often stuck between human and Bast forms, usually a human body with a cats head or sometimes cats paws and claws. High and Low Bast Maahes can also appear to be as sickly, even feral, cats. Sometimes it is even difficult to tell what sort of creature the Maahes original was, all that is evident in its twisted form is some reminder of catlike traits. In all cases and whatever the form they carry about them the same aura of corruption that tainted humans and spirits do. Of course to the Bast they are even more repugnant.

Bast relate to Maahes the same way that humans deal with other tainted humans; extreme revulsion and avoidance. What horrifies Bast the most about the Maahes is not just the taint, but the fact that Maahes can no longer reincarnate. The taint that twists their bodies also twist their spirits and minds. Even their telepathic speech is distorted to other Bast.

Maahes can have Gifted or Taint powers as do humans. Some can even develop disciplines of the flesh as do Mockers, but nothing can change their forms back to pure cat.
There are no Maahes known amongst the Mockers.

Maahes

Strength: 2-5             Intelligence: 3-6
Dexterity: 4-7            Perception: 2-6
Constitution: 4-6        Willpower: 4-7

Life Points: 40-60
Essence Pool: 30-50        Taint: 60-100
                                       Madness: 3-5

Skills: any appropriate for Bast
Powers: Immortality, Increased Life Points, Increased Taint Pool, Regeneration, Taint, Taint Powers,

Maahes have a host of mental derangements. Cruelty is high on list given their cat-natures, but because this is taint with no logic based in our universe there are as many recorded passive Maahes. Eventually, long lasting Maahes have nearly sort of mental imbalance known to man, and some that are not.

Interactions with Maahes
Most covenants know very little about Maahes. While most theorize they are possible, very, very few have actually seen one. Some early reports coming from the Sentinels confused Bast and Maahes and considered them to be the same, evil, creature.
The Wicce, whom the Bast have the best relations with, are mostly in the dark over the nature and even existence of Maahes. It could be that this is by design on part of the Bast. Only the Wicce coven The Daughters of the Flame, acknowledge that they exist and even have records of their existence dating back to their earliest days as a coven (150 CE). They speculate that the Irish Ciat Sith or Cat headed demon (more properly, faerie cat) were in fact Maahes. This could also be the reason why the Daughters have had a falling out with many of the larger Bast covens.
There are rumors that the Rosicrucians have been researching and working on a means to remove the taint fully from Maahes and return them to normal Bast. As with all secrets of the Brotherhood of the Rosy Cross, they are not too forthcoming with the information.

Maahes in Armageddon
Most Maahes flocked to Leviathan as their savoir, equating him with the snakes that the Goddess Bast was presumed to have destroyed. Of course once the disaster in Munich struck many were destroyed outright due to overexposure to taint. While not members in any standing with CoR or AoR, Maahes work to achieve Leviathans will as they perceive it.

Roleplaying Maahes
As creatures of Taint, Maahes are most often to be pitied. Removed from the world of the Bast, death is often their only, if final, solution. Only the strongest willed Maahes survive long enough to actually enter into the Casts lives, let alone be a threat. The ones that do survive represent not only a powerful enemy (only the powerful ones survive), but one that can infect with taint in addition to whatever powers and skills it had before.

Adventure Hooks
A Low Bast has become a tainted Maahes and has sought the aid of the Cast to help it return to normal. The Cast must choose whether to aid or kill the infected creature.

A former High Bast Maahes and powerful sorcerer has decided that the future evolution of the Bast species is integration with Maahes. His plan, as much of it that can make logical sense, is to kill off as many Gifted humans as he can, infect as many Bast as he can, and then with his army of Maahes, take over the world. Of course his plan is grandiose, but he is still powerful enough to do a lot of damage to the Gifted and Bast in the mean time.

Tuesday, October 26, 2010

Druthers for Ghosts of Albion, Witch Girls Adventures and d20

Druthers


For Ghosts of Albion, d20 (3.x) and Witch Girls Adventures.

Druthers are special sort of magical construct often associated with witches and witchcraft. Their kind has not been seen on Albion's shores in many centuries, but they were known to have existed and are referenced in many rarer occult tomes. It is believed that the secret is still known to some witches and to encounter one is a sure sign of witchcraft.

The name comes from an old piece of doggerel scribbled inside a witch's Book of Shadows

"If I really had my druthers,
I'd have my wooden druthers too."


A wooden druther is a corrupt form of "wouldn't I'd rathers", or something the witch doesn't want. So the wooden druther performs tasks that the witch would rather not do herself. The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won't do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees, requiring a Perception + Notice check of 3 or SL to detect.
A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks.
Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.

For Ghosts of Albion
Druther
Motivation: To follow orders
Creature Type: Magical Construct
Attributes: Strength 7, Dexterity 2, Constitution 6, Intelligence 1, Perception 1, Willpower 1
Ability Scores: Muscle 20, Combat 7, Brains 2
Life Points: 67
Drama Points: 1
Armor Value: 4
Powers: Hard to Kill 3, Immune to cold, fear, poisons, sleep, water, and any mind effecting spell, Natural Toughness, Vulnerability to fire.

Manoeuvres
Name Score Damage Notes
Punch 7 14 Bash
Slam tackle 7 14 Bash
Stake 8 14 If equipped with stakes
Takedown 12 7
Dodge 7 Defence action
Grapple 9 Resisted by Dodge

Combat
A druther is mindless in combat. It instinctively strikes with its wooden fists with almost no regard to what else is going on. One thing druthers excel at is killing vampires. The druther is equipped with built in stakes in the form of fingers if the witch so chooses. The druthers biggest weakness is fire, something a vampire is not likely to use and they have no blood to drink.
Immunities: A druther is immune to cold and water. Stabing weapons only do 1 point of damage per hit. Fire damage against a druther is treated the same as against a vampire.

Some magicians value the wood from an inanimate druther to use to make magical fires.


Animating a Druther
The only know spell came from an ancient tome called the Manual of Druthers. The spell has been copied, but it is still very rare to find. Only an Occult Library of Amazing has a chance of having the spell and even then it must specialize in the tomes of Witchcraft. It is also known to be used very rarely among Shamans, but since Shamans do not write their spells down the chances of acquiring that version is even rarer still.

Construction
Witches can construct a druther if she can learn how.
The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather and form these pieces herself. The witch will need her consecrated witch tools, special oils and fine incense. After creating the body for the druther, the witch will have to cast the animating spell, then sprinkle the ashes from the burned incense on the wood.

Animate Druther (Ghosts of Albion)
Quick Cast: No
Power Level: 3
Philosophy: Witchcraft, Shamanism
Requirements: The manual creation of a druthers body and an hour long ritual in which the spell components are burned and poured over the druther.
Components: Rare oils rubbed into the wood of the druther, incense to be burned. Price at least £100.
Effect: The witch must prepare the druthers body out of wood and/or sticks. This should take at least a day to gather materials and make the body. Longer times are needed for more complex druthers. The oil is then rubbed into the wood while muttering the spell. Incense is burned and the ashes are sprinkled on to the druthers body. Successful casting means the druther is animated and will respond to the witchs commands.
Spell failure results in a druther that can never be animated. The witch will need to burn the wood and start over. Spell Backfire can result in a Rogue Druther.
Creation: Alteration (+5), Casting Time (-2), Touch (-1), Permanent (+6), Unusual materials (-2), Philosophy ().

Drudges
Sometimes druthers are referred to as "Drudges", mostly due to their ability to menial work, usually around the home. While a druther may be used to do the witch's dirty work, a drudge will do the witch's dirty laundry. Adventurers have reported of a witch with intricately carved wood drudges as her household staff. A drudge butler was so well made that they could not tell it was a magical construct at all.

Rogue Druthers
The druther has a strong tie to its animating elemental force. Sometimes though, a druther will break free of the witch's control, but not of its wooden body. These druthers are known as rogues and take out their frustration the only way know, to throw themselves into any combative situation it can.
A rogue druther will enter into any situation where its goal is to get itself destroyed, preferably by fire, to free its spirit.

For d20

Druther

Medium Construct
Hit Dice: 9d10+20 (69 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +6/+11
Attack: Slam +11 melee (2d6+5)
Full Attack: 2 slams +11 melee (2d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision, immunities, fire vulnerability
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 20, Dex 9, Con , Int , Wis 11, Cha 3
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-15 (Large); 15-20 (Huge)
Level Advancement: None


The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won't do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees, requiring a DC 25 Spot check to notice.
A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks.


Combat
A druther is mindless in combat. It instinctively strikes with its wooden fists with almost no regard to what else is going on.
Immunities: A druther is immune to cold and water. Piercing weapons only do 1 point of damage per hit.

Construction
Witches can construct a druther. If the witch has access to a manual of druthers, then she can create a druther from that work. Otherwise a witch may opt to create one from scratch. The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather these herself. The witch will need her consecrated witch tools and fine incense. After creating the body for the druther, the witch will have to cast spells, then sprinkle the ashes from the burned incense on the wood.
CL 10th; Craft Construct, air walk, bless growth, feral spirit, lesser strengthening rite, minor creation, caster must be at least 10th level; Price 3,600 gp; Cost 2,000 gp + 1,000 XP.


Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.

Treants, dryads, and wood nymphs view a druther in the same manner a human views the undead or a flesh golem. Most will attempt to destroy them when they can. Some witches and wizards value the wood from an inanimate druther to use to make magical fires.

For Witch Girls Adventures
Druthers

In the world of Witch Girls, Druthers are a fairly common sight.  Often charged with doing all sorts of repetitive minimal tasks, in fact self respecting witch family would do without a couple in their homes.   While such tasks as making diners is beyond them, setting tables or doing dishes are common enough tasks.

Rank 1 Monster
Druther
Body: D8 Mind: D2 Senses: D2
Will: D4 Social: D2 Magic: D2
Life Points 16
Skills: Fighting +1

Magic: Druthers are immune to many magical effects especially ones that affect the mind.  They do however take double damage from any fire based attack.

Cryptozoology fact: Druthers (and Drudges) are near mindless constructs made of wood.
Cryptozoology fact: Druthers take extra damage from fire.

Animate Druther
Elementalism Rank 4
The Witch can bind an elemental spirit to the form of a Druther she has built.   Often it is customary to only compel the elemental spirit to service for a year and a day then the Druther falls apart.  

Monday, October 25, 2010

Ailuromancy: Metaphysics of the Bast for WitchCraft

What is Halloween without witches and black cats?  How about cats that are witches?


Ailuromancy: Metaphysics of the Bast

Similar to invocations, Ailuromancy is the metaphysical philosophy of the Bast. They have remained undiscovered because the Bast do not write down their formulae or teachings, nor do they share these with humans except under the rarest of circumstances. These can only be learned from master to student and are almost all exclusive to the Bast.

Casting Ailuromancy is the same as an invocation. Bast can gather in groups for group castings, they can use places and times of power, use rituals to tap ambient essence and are subject to crowd effects.
Where humans typically need hands free or be able to speak, the Bast must be able to see or otherwise sense what is around them. For example to Steal Breath, the Bast must be able to see the creature they are stealing from. They must also have their tails free. In some Ailuromancy intricate tail movements replace human hand gestures.

Number 9
For Bast nine, not seven, is the more potent magical number. So Bast covens and group castings are some multiple of nine, or at least three. Three groups of three is a very powerful magical grouping. Treat nine Bast as seven in castings. Seven is still powerful, but not as much as it is to humans.

Group Magic Essence Table: Bast
Size of Group Increased Essence
3 54
5 50
6 81
7 70
9 135
11 110
13 132

If Bast are in a group of humans then the standard rules apply. These are only for Bast casting Ailuromancy.

Names
Very important to Ailuromancy are the names (plural) of the Bast using it. While not related to Ailuromancy itself (other than both being unique to the Bast), the importance of names is in the casting.
All Bast have three names. First is his human or common name, the one that he usually goes by and will answer to from anyone. There is his Bast name, the name he is given by his family or ancestors. Even Bast born and removed from their family at a very young age will still always know his Bast name. These names are often unique since they include a personal identifier and a family name. They can be one used in by another Bast in the same family, but the other family member must have died years ago before that name can be used again.
Lastly, and most important to the topic at hand, is his magical name, his very personal name that he shares with no one. Each name is unique and is passed down throughout the Basts multiple lives. The Bast must sit in deep, deep concentration in order to retrieve his own name. Once this is done then the Bast may use Ailuromancy.

The Essence imprints of Ailuromancy have a particular smell to Bast. Humans must always pass a Difficult Perception test in order to detect it, even if they have experienced it before. While they never share this information with others, the Essence pattern is like a signature of their one true personal name.

The Invocations
Ailuromancy has three basic powers.

Spiritual
The spiritual ailuromancy are ones that effects spirits or essence patterns. Unlike humans, Bast have spirits and not souls. This gives them a different outlook on how essence is used and manipulated.

Bad Luck
2 Essence Points per -1 penalty given (up to -5 max)
One of the most classic ailuromancies used. The Bast must actually cross the path of the victim to impose a -1 penalty to any one task or test per 2 Essence points spent. Gifted can easily notice this sort of ailuromancy, given its similarity to Good Luck. So only a simple Perception task is required. Many Bast are unwilling to use this for that very reason; it instantly brings attention to themselves.

Whisker Bane
Same as Warding WC p. 224

Caterwaul
2 Essence Points
The Bast lets out a discordant wail that can cause irritation or damage depending on their mood.
At level 1 the Caterwaul is merely annoying. It causes no damage.
At level 2-3 the Caterwaul cause d4(2) points per level of LP damage to any that can hear it.
At levels 4-5 the Caterwaul can do d6(3) points per level of LP and causes a Fear reaction to anyone that fails a Willpower (doubled) roll.

Steal Breath
5 Essence Points
A Bast can come close to a person a literally steal their life force away. By inhaling the victims breath (and thus being in close proximity to do so) and spending five (5) Essence points the Bast causes the victims life foce to leave their body for the duration of the breath. This inflicts D6(3) Life Points of damage (undead are not affected) and D6(3) Essence and Endurance loss. The victim also needs to make a Constitution check (doubled) or be rendered unconscious for the next 1 to 4 turns. Sleeping victims do not wake up till this is over.
The Bast must be close enough to be able to steal the victims breath so this is most often done while the victim is prone or asleep.
The Essence stolen is actually lost. Bast can only perform this three times per victim or they themselves also begin to lose life points and essence equal to what is stolen.

Favor of Ra
Same as Essence Shield

Physical (effects the body)
The physical powers maybe purchased in levels where every level usually confers extra time or amount the power may be used. For example a Bast with Monkey Hands level 5 can use the power for 5 minutes for each Essence point spent.

Monkey Hands
1 Essence Point per minute per level
This invocation allows the Bast to manipulate objects while in Bast form that normally would be restricted to humans. Their dexterity does not change as this is a mild and directed form of Telekinesis.

Got Your Tongue
1 Essence Point per minute per level
The Bast can speak like a human while in cat form. This is useful on occasions where telepathic conversation is not desired or possible. In order to this the Bast must borrow a voice. They target a nearby human and use their voice. Once the initial contact is made (the Bast must be able to see the human) then the human can not speak for a matter of seconds. The voice the Bast uses is not exactly like the humans voice, it is often higher pitched and cannot be used to fool friends or voice recognition software.

Lick Wounds (Pashts Cure)
10 Essence Point per 10 LP per level healed
Similar to the Healing invocations the Bast can lick a wound to heal life point damage or remove poisons and toxins (at levels greater than 3), or cure disease (at levels greater than 5). The Bast must state what sort of cure it is performing, damage, removing poisons or curing disease.

Claws of Sekhmet
1 Essence Point per combat turn
The Bast invokes the name of Ras protector Sekhmet to lengthen and strengthen their own claws. Damage then becomes d6(3) x Strength+1 LP of damage.

Cait Sidhe
5 Essence Points per 5 minutes per level
The Bast can increase in size to about the size of a mountain lion. Strength and Constitution increase by 2 each, with Dexterity decreasing by 1. One level of Hard to kill is also added. Life Points are increased accordingly.
A Bast with Cait Sidhe at level 4 can spend 5 Essence points to remain this size for upto 20 minutes. The Bast may switch back at any time but to use this power again will cost another 5 Essence points.

Travel/Time
Cats and Bast are not bound by the same laws of time and space. They are believed to be able to enter dreams, travel to far away planets or simply be right underfoot when it is most inconvenient for them to do so.

Level 1: Disappear / Reappear
1 Essence Point
By spending a single point of Essence a Bast can seemingly disappear or reappear in any spot within eyesight. This is most often used for short hops of less than 10 feet. To use this Ailuromancy the bast must concentrate on the spot they are traveling too. This makes ill-suited for combat applications since the Bast would spend their attack moving; it is useful to avoid being hit.

Level 2: Return
3 Essence Points
This power allows the Bast to return to any spot she once visited. The spot is marked by the Bast in their minds. The travel to this spot can mundane or magical, but regardless of the spot, the time past, or reincarnation, the Bast can return to it.

Level 3: Moonjump
7 Essence points per 10 yards
The relationship between cats and the moon is a long standing one. With this power the Bast can move great physical distances during the light of the moon. Typically it can used from moving from roof top to roof top, or cross great physical distances. A Bast could also use this power to prevent damage from a great fall by simply moonjumping to a lower point in the fall. For example, someone pushes poor Mojo off of a 95 ft. tower. By spending 15 Essence points he moonjumps 90 ft (30 yards) and only falls 5 ft, something any Bast can survive.

Level 4: Dream Dance
14 Essence Points for 10 minutes
Bast are natural, but untrained Dreamers. Bu means of this Ailuromancy and 10 Essence points the Bast may enter the Dreamscape of a sleeper. The Bast can read the dream (understanding requires a Intelligence doubled roll) or very subtly influence it (Willpower doubled roll to plant a small, 10 words or less, suggestion). The Bast can attack other creatures sharing the Dreamscape (Mara, Vampires using Nightmare) but can not harm the dreamer himself.
(See WitchCraft: Book of Hod, Mindream)

Level 5: Greymalkin
21 Essence Points
The Bast can move from one place of Power to any Place power by walking through them as if they were a gate. Unlike Return, the Bast need not have been to their destination before, simply knows that it exists. To the Bast, different places of Power exist in addition to ones known. Nearly any Bast coven is built on a place of power, or as near as they can be. Most cities have a place or two hiding away.

Thursday, September 16, 2010

Chaos Magick for the WitchCraft RPG

More stuff for the WitchCraft RPG, still my most favorite game that I didn't write myself. ;)


Chaos Magick for the WitchCraft RPG

“Nothing is True and Everything is Permitted”
- Traditional saying of Chaos Mages

Chaos Magick (with a ‘k’) is a new sub-tradition that at first seems to be a parody or even a mockery of the traditions that came before it. While this may in fact have some truth in it, what can’t be denied is there is a fascination for what they do and are (or what is commonly believed they are) and it may be one of the fastest growing traditions. The other truth that cannot be denied is that Chaos Magick, for all its seeming self-contradictions, does actually work.
Practitioners are called Chaos Mages or Chaos Witches by outsiders, but they prefer the term Chaote or at worse Chaos Magicians. The tradition is loosely formed and very disorganized. To refer to them as “chaotic” is not just a play on words, but a very adequate description.

History
Chaos Magick Grew out of the merging of various traditions of the 1960s it was not formalized till 1976-8. Some claim its birth was more properly placed in the 1890s during the Victorian Occult revival. It gained more ground after that with Austin Osman Spare, one of Crowley’s contemporaries. His philosophies of magic embraced many various traditions, but not a part of any of them. It blended with the ideas of both Wicca (it’s positive influence) and Discordianism (it’s more ‘negative’ side). It had rapid growth in the 1990s due to the popularizing of various chaos math theories, end of the millennia hysteria and the ability to connect and exchange ideas via the Internet. It has its obvious roots in the various solitary practices that began near the end of the millennium, but it also has influences as diverse as the Wicce traditions of the 1960’s and the Rosicrucians of the 1890’s.
One should not underestimate the power that technology has had in the formation of this tradition. What might have been separate, disparate ideas from isolated groups found interconnections and intraconnections thanks to the rapid communication features of the nascent World Wide Web. Practitioners naturally claim this is the very nature of Chaos Magick; the elements were all in place to provide a spontaneous generation of the Tradition itself. Many believe that if occultist had embraced the telegraph they way that they embraced the Internet, Chaos Magick would have be created 100 years prior.

Beliefs
First, it is difficult to make claims about the “average” Chaote. Indeed, no such thing exists. Despite this certain assumptions can be made about the common threads that hold all Chaote together.
The Chaote believe that there is no such thing as an objective truth. That everything is determined by a point of view. For this reason the Chaote embrace such disparate fields of science and philosophy such as Taoism, quantum physics, and Jungian psychoanalysis. Of course chaos math is another prime field of study for the chaote. Many in fact derive their incantations and magical effects from such works.
Chaos magic tries to avoid the things that define the other Traditions or philosophies, or a least using them the exact same way. Athames could be sharp for example, to the horror of most traditional Wicce, or using “made up” gods and rituals. To the Chaote, Cthulhu is just as real as Yaweh or the Flying Spaghetti Monster.
The Chaote believes that their magic should work and therefore it does. An interesting side effect of this is that chaos magic is less effected by the crowd effect if there is a suitable and logical explanation can be offered. An elemental fire display is explained away by a ruptured gas line. If someone sees a “demon” then they are sure that they heard about someone filming a horror movie on the radio. Another effect is that people will tend to believe the Chaote is nothing more than a “street magician” or some sort of illusionist ala David Blaine. Effects will be explained away as slight of hand, or a trick with mirrors.
The Chronicler should decide whether or not the crowd effect is negated (can it be explained away) or do they not lose as much Essence.

Ritual, Essence and Chaos
The Chaote is typically fond, or even required, to use rituals and traditions mixed together. So a traditional rite is often followed by a “spell” found in a science book, and ending in a Gnostic or Taoist (maybe both) rite while invoking a fantasy god. The Chaote believes that they work and therefore it does.
They believe Essence comes from within and ritual is only used to focus the mind, there is no inherent energies within the ritual itself. The ultimate goal of the Chaote is to produce magical effects without the need of any rituals. A state they describe as maximum entropy. It is by returning to this primordial chaos that they are able to obtain the peak of the their spiritual and magical evolution.

Spirits and Gods
The individual Chaote may believe in many gods, goddess, spirits or what have you, or even none at all. No particular gods or goddesses though are unique to them. They have adopted various deities, notably various ones of litature and science fiction. The works of H.P. Lovecraft and Micheal Moorcock are among the favorite. Many Chaote have even adopted Moorcock’s “chaos wheel” or “chaos star” as part of their personal symbol.
They do share the belief in Cardea as Goddess of the Internet with the Wicce TechnoPagans. They will even sometimes share a belief in the modern parody religions, such as Church of the Sub-Genius or the Pastafarians.
Despite this nature of chaos, the Chaote is no more prone to worship a Mad God than any other person and they are no more or no less susceptible to taint.

The Number 8
For the Chaote, the number eight, the Octarine, is the most magical number, not seven. Of course eight is the number of arrows of the chaos star it is also represents the number of “magical colors” the Chaote believes in. The Chaote will use these colors to focus their magic workings. They believe that eight is the true number of raw pure magic. There is of course a certain level of arrogance in this. While everyone else believes the proper number is seven the Chaote believes that it is actually one more than that. For this reason the extra essence normally reserved for 7 casters needs to have 8 Chaote casters. Seven chaote casters only produce 90 points of extra essence, but 8 will produce 115 points. Chaote casters with other traditions can not contribute extra essence when there are only seven casters due to their beliefs. Other numbers of casters are unaffected.
Colors: Black – death magic, necromancy. Blue – controlling people. Red – war and combat. Yellow – Ego magic or magic associated with the self. Green – love. Orange – mental magic and thoughts. Purple – sex magic.

Characters
Attributes, Qualities, Drawbacks and Skills: Chaote come from a variety of backgrounds and points of view but a few things are common. Nearly all are college educated and many come from middle-class backgrounds. Their natures tend to lend them to more “free spirited” professions; artists, authors, graphic designers, musicians, actors, and so on. Again, saying something is “typical” for a Chaote is problematic at best; dangerous at worse.

Metaphysics: The Chaote considers all magic worth learning. Magic then becomes their personal philosophy of how they relate to the universe. Invocations then are most used. Seer Powers and Necromancy are also learned, but these usually require prescribed skills that the Chaote may not have or see the value of. Divine Powers are, unless deemed necessary by the Chronicler, off limits. Again, exceptions are the rule.
Chroniclers may want to impose an added cost of 1-2 extra metaphysics points per level of some types of metaphysics. This offsets the access the Chaote has, but represents their different paradigm of learning.

Special Abilities: Chaote, also due to their nature gain a +1 to any one knowledge based skill of their choice, expect for Occult Knowledge. Common examples would be a bonus in artistic skills, or math. Typically this relates to how they came to their own specific points of view of their Chaos Magic.

Other Associations
Most associations believe the Chaote to some new sort of Solitary (partially true) or one of the Wicce bastard children (also partially true). Most of the attitudes are predictable. The Wicce tend to have the most positive point on view with regards to the Chaote, though they disagree with way they interpret philosophy, not the philosophy themselves. Rosicrucians look down on the Chatoe as amateurs, often referring to them as “Wikipedia Witches” due their connections with the internet and their habit of throwing everything together. They are interested in their methods though. Their seemingly random, and “unskilled” approaches to arcane research and to their use of Invocations baffles the Brotherhood. Confusion and ignorance are not things the Brotherhood of the Rosy Cross enjoys. Sentinels have the widest variation of attitudes. Most think they are children playing at miracles and are at best annoying or at worse troublesome. Others see them as deluded souls taping the power of a great primordial evil.
What the Templars think about this group is at present, unknown. Most of the other associations (the Storm Dragons, the Mockers) are only peripherally aware of the Chaos Mages. Some have tried to study with the Storm Dragons, but ones to date have not had the attention span to complete their training (from the point of view of the Storm Dragons).

Chaos Magick - Invocations
To date most Chaote have only been able to replicate other invocations and some necromancy. Though constant debate and discussion on whether or not they will be able to create their own forms of invocations. In theory they should be able to re-create any magical effect and more.

Tuesday, September 7, 2010

I need a Dracula Chess set

“So be it that he has gone elsewhere. Good! It has given us opportunity to cry `check' in some ways in this chess game, which we play for the stake of human souls.”
 -Van Helsing in Bram Stoker’s Dracula

So I have started to re-read Dracula again.  Something I like to do every so often. Inevitably I get back to something I have always wanted, a Dracula themed chess set.
What I want is the Franklin Mint to come out with one so I can agonize about it for years and finally find one on eBay.  But to my knowledge they never have made one.  The closest I have seen is a Scooby-Doo chess set.  So I want something nice, a show-off piece.

So far it doesn't look like anything like this exists.  I have found one ancient blog posting about it, but that is it.
Plus, when it comes right down to it, I am not a chess junkie.  I enjoy the game. I know it's importance in the communities I frequent (education, psychology and gamers), but I don't play very often and when I do play I do it only causally.

But this is something I'd still like to have.
I would make it a traditional chess set (no alternate rules) and I have had the pieces in mind for years.
Black
King - Dracula (obviously)
Queen - Lucy in her vampire or "Bloufer lady" form.
Bishops - Dracula's other brides (yeah missing one)
Knights - his gypsy henchmen
Rooks - Castle Dracula
Pawns - Wolves (with bats maybe)

White
King - Van Helsing (again an obvious choice)
Queen  - Mina Harker
Queen's Bishop - Jonathan Harker
Kin's Bishop - Dr. Seward
Knights -  Quincey Morris and Arthur Holmwood
Rooks - Seward's Sanitarium
Pawns - Holmwood's dogs.

I like how these fill out honestly.  Though I do need a place for Reinfield.  Maybe as one of the black Knights

I might have enough D&D minis to do this with, at least on Dracula's side of things, but not really for Van Helsing's side.

I guess my search goes on.

.

Tuesday, August 31, 2010

Superheroes

I am planning on doing a series of posts next on Superhero RPGs, focusing on some new ones I have picked up with some retrospective of some older ones.

I have spoken at length about Mutants & Masterminds, my "go to" Supers game, but I have also talked a bit out Silver Age Sentinels and Smallville.   Games I want to cover are the DC Adventures, Icons, BASH and Villains & Vigilantes 2.1.

Obviously one of the things I like to look in any system are the magic rules.  I like to think that Supers and Horror games are reflections of each other.  They share a lot of the same tropes and even plot designs.  Supers are obviously the "light" world and Horror is the darker reflection.  The core philosophies are are also very different.  I think two quotes sum this up perfectly by two of the "kings" of their respective genres.
"We believe in heroes because, ultimately. we believe in ourselves." -Jack "King" Kirby
"We make up horrors to help us cope with the real ones." - Stephen King
Horror helps us deal with how the world is.  Superheroes help us by showing us what the world could be.

Of course I see this link since I was re-introduced to horror from comics.  "The Tomb of Dracula" took me from Marvel (which took me from DC) into the world of Horror, Occult and all sorts of things that go bump in the night.  It should also be no surprise that my favorite parts of AD&D were the horror-themed elements; the gothic tradition and the weird horror of Lovecraft and Clark Ashton Smith.  Supers comics even got into the game, alot, and not just Dracula. Read a copy of Dr. Strange, or anything with John Constantine in it; monsters abound.  Twilight is less about vampires than it is about super-powered humans.  So yeah there is a lot crossover.

So as I review these games this is something I want to keep in mind.

Thursday, August 26, 2010

LEGO Minotarus

I don't talk much about board games here.  Nothing against them, they are just not something I talk a lot about, but I would hazard a guess and say that a full half of my game room shelf space is devoted to board games.  My kids and wife love them and it is something we can all do together.

So if you were at Gen Con this year you saw the LEGO booth.  And if you saw it then like me I am sure you looked at their new board games, Minotaurus, Rames Pyramid, and Lava Dragon.  I am sure that LEGO is still kicking themselves for not bringing product to sell, because they would have raked in the bucks.

We went to our local LEGO store and picked up Lava Dragon and Minotaurus.  The salesman mentioned that they had been selling out of them over the last three weeks and couldn't keep them in stock.


Well I can see why.

We got the games home and my LEGO loving son wanted to build them right away.   That is part of the appeal of these games over say most board games.  You have to build everything first.
It was easy for him (he regularly builds the big Star Wars LEGO sets, so something under a 100 pieces is nothing) and we all sat down.

The rules are simple.  Roll a die, move your pawns.  Try to get to the center of the maze and don't get hit by the Minotaur.  Oh, and you have to build the die too.  On some rolls you can move the Minotaur to send a pawn back to "home" or move a wall to block an opponent.  The game move quick and I can see how it will be a little different each time.  The rule book also comes with some suggested "house rules" like more or less powerful Minotaurs, the ability to jump over some walls and how many pawns you need to get in to win.

In truth this game reminded me of the old Mattel "Electronic Dungeons & Dragons" game from the dawn of the D&D age.

If LEGO is moving into the board game world then I think they are going to do very, very well.  For the RPG crowd this game is nice little diversion and I am sure it will not be long before there are house rules about how the pawns can attack the Minotaur and even rules separating the three pawns each into "classes".  Maybe that is too much, but I can see ways to do it now and certainly someone else will too.

Anyway, see more here.  http://shop.lego.com/ByTheme/Product.aspx?p=3841&cn=595&d=70

Tuesday, August 24, 2010

Cortex, Part 6 - Final Thoughts

I have spent some time with Cortex and Cortex Plus.  I like the games, they are a nice mix of elements I enjoy in games.  Cortex does not give me anything new, say over Unisystem or Savage Worlds, but it is a nice presentation of ideas in a different way.  Cortex Plus is new and has a very interesting element to it.  Character creation though takes a long time and is typically only suited for groups who know who and what their characters are about already.  Sometimes you want to discover these things in game.

I will discussing Cortex Plus more as I move over to super-hero games.

Thursday, August 19, 2010

Cortex, Part 4 - Building your Cast

The Smallville version of Cortex Plus has an excellently detailed character creation method.  If you , like me, love to develop characters  for a game then this a very cool thing.  The trouble is though you really need a good idea who your characters are, what the game is going to be and how the Players will work together.  This is great for 99% of the groups out there, but for me, trying this out by myself, it will take some more work.
So I have to play the part of both player and GM for this.  Come up with the world, the setting and the characters.

I am going to have to cheat then.

I need a world and a cast.  I want to use five characters since I like the way dynamic would work, and I like the visual appeal for the diagrams.  Here is the diagram I am going to use.



So here are my choices.

"Sunnydale"
A Season 5 game set in a similar, but not quite the same, cast in a similar town.
Characters would be Willow, Tara, Buffy, Xander and Anya.  Focus on the relationships.  Maybe even have Xander sleep with Buffy once just stir the shit a bit.

"The Hallows"
Using the characters from Kim Harrison's Hallows/Rachel Morgan series. I would pretty much run it as is.  This one actually has a lot of potential.  The main cast has five characters, and all have very complicated relationships that range from utter loathing to love to love/hate.  So I would include Rachel, Ivy, Jenks, Trent and Algaliarept.

Yeah I like that.  I think I'll use The Hallows characters.  Plus it gives me a nice collection of supernaturals to deal with: a witch, a vampire, a pixie, an elf and a demon.  Sounds like fun.  Here is my new chart then.


Not all the details are there yet.  Obviously I want to detail the relationships more.
So obvious ones first, Ivy LOVES Rachel, but Rachel doesn't feel the same way.  Jenks is the business partner of Ivy and Rachel, and is Rachel's best friend.  Algaliarept has alternately wanted to kill, bed, kill and now teach Rachel.  He has also bent sent to kill Trent and Trent and Rachel both thought the other summoned him.  Al has a lot of Power, Trent does too.  Rachel finds often that Power gets her into trouble.

I'll need to get into more detail of course.

More later.

Wednesday, August 18, 2010

Cortex, Part 3 - Cortex Plus


So everything I have told you is wrong. Or rather, everything I have told so far about Cortex is fine, but it does not cover what is going on in the newest Cortex game, Smallville.




Now a few things to get out of the way first and foremost. I have never watched Smallville really. I saw an episode way back when because it had some witches in it and it was when Clark learned he was vulnerable to magic, and I tried to catch the Zatanna episode, but my DVR took a nap and it didn't happen. So I can't judge this game on the merits of how well or not it emulates its source. What I can so though is judge it on how well it emulates young adult drama, with a supernatural/paranormal/super twist. In that case we could be talking about almost any show on WB/UPN/CW, and many of the ones on Fox too.

So what is the deal with Smallville anyway?

Well the biggest thing is the character development which according to the book will take your first session. Now let me pause here a bit. I loves me some character creation. I have pages of character notes on D&D characters and that is not counting what I have on characters for other systems. So I can dig this sort of interactive character development, but will everyone else? This feels rather indie for a mainstream license. I am going to roll with it all the same and see what it does for me. Granted my doing it will be a tad artificial since it will be just me at the moment.

Now this new interactive character development does pose one issue; you need to have a really good idea of what you want your series to do and who is going to be in it. This is the same issue that Cartoon Action Hour has; it might make a pick-up game a bit harder to do.

So how is it different? Well. There are no abilities or skills. How much stronger is Clark than Chloe? Don't know. Is Lex smarter than Brainiac? No idea. But it doesn't matter either. Clark and Chloe are not going to be arm wrestling and Lex and Brainiac are not going to be playing Trivial Pursuit against each other. But what we do have is how do Clark's actions affect Chloe, or Lois, or Lex. How can he do what he feels is right. So instead of Attribute + Skill +/- Assets we have Drives (Values + Relationships) + Assets. You are still using the Step Die methods from the previous version of Cortex, just in a new way.

So what are these? Well Drives are what motivate you or your character. The first set are called Values. Thes are Duty, Glory, Justice, Love, Power and Truth. Each of these gets a die and a defining statement. If we go with the idea of setting a game in a theoretical "Season 5" (the default power level) then we can provide some examples. So I could look at my witches in a theoretical show called "Sunnydale" and it's Season 5. Willow would have Power at d12 with the text, "I need to be able to control the chaos around me." Tara would have Power say at d6 or d8 with the text "Power is a responsibility and one that can't be ignored." It's kind of a neat way of looking at your characters really. These Values then tell you why you are motivated to do what you do. So Willow would seek out a dangerous occult text, but Tara would caution against it.

We have Drives in Values and they affect your Relationships. The player characters are called Leads and the NPCs are "features" (though I like Guest Stars better) and how they relate to each other, friend, enemy and lover alike, are called Relationships. These are mutable obviously. These are also ranked with a die and description. So between Willow and Tara we can write "in love with". So on Willow's sheet I write under Relationships "d12 TARA is my soulmate." and similarly on Tara's "D12 WILLOW is my soulmate". Since it is Season 5 I could even write on Willow's sheet, "d8 XANDER is my best friend" or "d4 I don't like ANYA". It is bit freeform at this point since it is just me. Relationships work out best when discussed with the other players. It looks like the die value's don't have to be equal, so Clark has a d10 listed for Chloe in the book, but Chloe has a d12 for Clark. This matches reality really; not all relationships are equal.

Relationships can be with other Leads or Features (PCs and NPCs). You also can have Resources, people or things you can call on to do things.

Assets are the closest to what you could describe as "Powers" or "Qualities". In my quick read over of the rules these seemed to be the most similar to Classic Cortex. Clark has things like Super-Strength and the like. But these again are more descriptive and are not a measure of his strength per se but rather a measurement of what using his Super-Strength means to the show and to the characters around him. If an asset is not here then adding one is not too difficult really. I could see an asset like Megan Maclay's Spellbook (Magical Artifact), with the text "add d8 to Trouble to use a new spell" or bit of occult knowledge as the case may be.

All of this though is designed around the interpersonal relationships the character have with each other. It is an interesting focus for a game to be honest, and one that leads itself to certain level of tinkering. Think about it for a bit, you could take any group of characters and provide a "Cortex Plus" sheet for them as well. They would have their powers, skills and other details in Assets and then you focus on the interpersonal dynamics.

I think I should try this out. Plus a game like this needs to be tried in order to get the proper feel.

Monday, August 16, 2010

Cortex, Part 1

I think it is high time I devoted some photons to Cortex.  In truth I already have with these posts:
http://timbrannan.blogspot.com/2009/06/supernatural-rpg.html
http://timbrannan.blogspot.com/2010/02/cortex-and-unisystem.html
http://timbrannan.blogspot.com/2010/02/magic-in-cortex-savage-worlds-and-witch.html
http://timbrannan.blogspot.com/2010/03/sympathy-for-succubus-part-2.html
http://timbrannan.blogspot.com/2010/07/savage-worlds.html (a little)
http://timbrannan.blogspot.com/2010/07/tale-of-two-supermen.html

I am going to talk about Cortex, or I guess what could now be described as "Classic Cortex".  The Cortex in Smallville and Leverage is something called "Cortex Plus".  There are more differences between Classic and Plus than there are between Classic Unisystem and Cinematic Unisystem or even between D&D 3.0 and 3.5. Enough that I want to detail them as separate systems.

Cortex has a generic book (pictured above) which is the core of the Cortex System. There are many licensed products that Margaret Weis Productions makes.  These include Supernatural, Serenity, Battlestar Galactica, and Demon Hunters. Smallville and Leverage use the new Cortex Plus system.

So what is Cortex?  Other than a system that seems to be doing a lot of TV shows?  Well I have described Cortex in the past as the love child of Unisystem and Savage Worlds.  The system is closer in feel to Unisystem and is a step-die system like Savage Worlds.

So unlike other reviews I want to hit some very specific things with Cortex.  These might sound a tad negative, but they are not really. I am just focusing on a few things here.  I do want to spend some time still talking about why I like this system.

Magic -  I have gone on about how Cortex needs a better magic system, and it does, but to be fair none of the licenses the Cortex currently has does anything near the magic you see in Buffy or Ghosts of Albion.  Supernatural and Demon Hunters, while they do have magic, are also not at that level.   I have toyed around with converting the magic system from Ghosts and even using the one from Witch Girls Adventures. While these are passable, I really think something new and excited is needed here.  For starters I would take what I learned for Ghosts and keep it simple.  I'd also want to split magic up into different types of magic.  Say like "Earth Magic" and "Diabolic", not just the descriptors I used in Ghosts, but separate "Skills", this would control the power levels some and keep things at that "human" power level that Cortex works well at.

What Book Do I Buy? - Interesting thing about Cortex.  I have never watched any of the shows they have games for.  BSG was good, but I lost interest.  Never watched Firefly (and no plans to start really).  I watched Supernatural and I loved it, but could never find the time in my days to watch the episodes I had recorded.  Same with Smallville and Leverage.  So I can't judge the books on how well they emulate their respective universes.  My gut feeling is that Supernatural is really, really damn close and so is Smallville.  But say you are new to Cortex, what should you buy?  Well...I guess I would start with, what show are you wanting to emulate?  I knew nothing of "Demon Hunters" till I signed up for it one Gen Con.  Cam Banks ran it and it was a blast!  The background is bit more silly that I normally take my modern/horror, but there is no reason at all you could not play it straight.  Supernatural is one of my favorite games presently as well.  It is a great game if you want to play normal human versus things that go bump in the night kind of game.  Actually, Supernatural is a GREAT game if you loved Chill.  If you want to play in outer space, well they have two games for that too.
Smallville, and from what I can tell Leverage, are different.  These games are for interpersonal relationships and drama, regardless of background.  Sure Clark can leap tall buildings in a single bound, but how is going to do if Lois starts filtering with him?  Some people don't like this kind of game, but personally (as a gamer and a designer) I find it fascinating! But I am getting ahead of myself...

Why do I need this if I have this? And this is a good question to ask.  Why would I play Cortex if I have Unisystem or Savage Worlds or True 20 or GURPS?   I think the answer here is people will play it because of the licenses.  This certainly worked great for  Buffy and Unisystem and it seems to working great for Cortex so far.  I think to get them to the next step is to have more products out for the "generic" rules that can be used with any book they sell.  Cortex Plus expands this and the system itself now becomes something of an interest above and beyond the license itself.  So say you are like me and you have Buffy, Chill, Ghosts of Albion, World of Darkness, Call of Cthulhu and Ghostbusters; what does Supernatural give you?  Well I guess that depends.  If you are a fan of the show then you have that.  The book is one of the nicest looking RPGs I have seen in a long time. Beyond that Supernatural is about normal people.  Characters in Ghosts of Albion are not normal.  Same is true for Buffy, CoC and World of Darkness.  Chill, like I mentioned, comes the closest, but Chill is a very old system now and there are parts that are showing that age.  Supernatural + the Cortex Core Rules gives you plenty on doing a "hunter" game or even a "survivor" game.

Why I Like Cortex
I will be honest, I like Cortex.  The math geek in me loves the step die progression and the fact that you have die + die/dice to get to a success.  While my love for Unisystem know no bounds, the d10 + numbers is a bit of flat outcome. I have talked about my fondness for Supernatural already and even in re-reads I still think it holds on well.  Here is how I feel about Cortex in general.
- The system is easy to learn.  Look, I have done my tenure with tables, insane formulas and dozens of subsystems.  I don't have to do that anymore.  If game wants my attention then it needs to be simple or have a good reason for the complexity.
- The game is improving. You can track Cortex's development through it's licensed games.  Yes there were some issues with earlier games, but now I feel they have a good handle on what they want to do and how to do it.
- Cortex has some great looking books.  I know that is not the end all be all, but a lot of work, care and effort goes into producing these books.  Supernatural and Smallville in particular are two of the best looking games I have seen in a while.  Minor quibble, not enough pictures of Lenore and Zatana respectively.
- Most importantly I feel it is a system that can do more than it currently has.  The core book is presented in a very "tool box" way and I'd like to try to build something with that.

I will do some Unisystem/Cortex conversions next and talk about magic and what Cortex Plus adds to the mix.

Links
http://www.margaretweis.com/
http://cortexsystemrpg.org/