Showing posts with label victorian. Show all posts
Showing posts with label victorian. Show all posts

Monday, October 3, 2016

Monstrous Mondays: Street Faeries for Victorious/Castles & Crusades

I am going to spend some quality time with Victorious over the next week or so as I continue with my work on Castles & Crusades and then move into Victorian-era games.

I thought it might be good to bring back this little dollymop.
You can see other Street Fae here:
Ghosts of Albion and Rippers/Savage Worlds,
Victoriana 2nd Ed,
Victoria and
Swords & Wizardry.

Michael Thomas, Victorian Gothic Fairy
Street Faerie

NO. ENCOUNTERED: 1-3
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 10
ATTACKS: Spark* (
SPECIAL: Spell-Like Abilities (glamour, blink),  Twilight Vision,  takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1
XP: 45+1

Sreet Faeries are fae that have chosen to live in the urban sprawl of large cities rather than the normal sylvan glades and woods that one typically associates with their kind.

A typical street faerie stands about 3' high, but can glamour themselves to be taller or shorter by 2' in either in direction.  They have peppered moth wings that they can hide when needed.  Many will live in cities and disguise themselves as children or young humans.

A Street faerie can also "Blink" as per a Blink Dog or a Dimension Door spell.

Their only attack is a Spark which is a spell-like attack (no save). They can cause a spark of electricity to shoot from their fingers causing 1d4 hp of damage.
A typical attack of a Street Fae will consist of a spark attack and then them blinking away.

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Friday, July 29, 2016

Kickstart Your Weekend: Gaslight 5e

Without realizing it I made this a 5e themed week.  Not just 5e, but unofficial add-ons to your 5e game.
So I'll end the week with a 5e-based Kickstarter for a setting/system I am very familiar with.

Gaslight has been out of 3.x based OGL and Savage Worlds.  Now there is a 5e version coming out and I am quite excited.


https://www.kickstarter.com/projects/battlefieldpress/gaslight-victorian-fantasy-for-5e-fantasy

Here is what I said of the 1st edition of the OGL and SW Gaslight RPG:

If you enjoyed the old Masque of the Red Death game, or just Victorian Gothic games in general then this is a great choice.  What is particularly nice about this nice about Gaslight is how much history is included in the book.  While that might be your thing, this is quite important for a Victorian game.  There is also a great overview of the whole world, not just England.  For these alone Gaslight is a worth the price as resources for any other Victorian game. Gaslight does give you more than that.  There are new races you can play, such as werewolf and vampire, which are found in many games. But also the more uncommon Beast Men (which I have only seen in one other game) and the unique (as far as I can tell) Wildlings; or unaging wild children.
There are plenty of new options for all sorts characters, of any race or background. Not to mention new magic, groups, and plenty of foes to face.
I compared this game to the old Masque of the Red Death. Well if MotRD is "Dracula" then Gaslight is "Varney the Vampire"; less familiar, but maybe a touch darker.
Personally I think this game will work much better under 5e than 3e.  So I am really looking forward to it.

Friday, June 10, 2016

Kickstart Your Weekend: Leagues of Gothic Horror: Shapeshifters & Vampires

Triple Ace is back with more books in their Leagues of Gothic Horror line.  This time featuring Shapeshifters & Vampires.



I rather enjoy the Ubiquity System. It scratches that itch for me that I think others get from Savage Worlds. Leagues of Adventure and Leagues of Gothic Horror also sit in that sweet spot between Victorian adventure, Steam-punk, near-Pulp action and Gothic horror.   Plus I like the rule system. It's like a mix of Savage Worlds and Unisystem in some respects.

I could really get into this game.

Tuesday, June 7, 2016

League of Extraordinary Ladies: The Huntress

Have not done one of these in a while.  So to celebrate the Kickstarter for Leagues of Gothic Horror: Shapeshifters & Vampires, here is a hunter...or rather a Huntress!
Plus I was reading through some of my Ubiquity books this morning and thought it would be nice to do this again.

The Huntress
Health: 8
Style: 2

Primary Attributes
Body 4
Dexterity 5
Strength 3
Charisma 3
Intelligence 5
Willpower 4

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

Skills (levels only)
Archery 6
Athletics 7
Drive 2
Firearms 6 (hand-held crossbow)
Investigation 6
Larceny 6
Linguistics 4 (English, Italian, French, Spanish)
Medicine 3
Melee 6
Performance 1
Ride 2
Stealth 7
Streetwise 7

Talents
Attractive
Danger Sense
Headstrong
Well Connected

Resources
Ally 3 (the Bat-Man)
Contacts (the Justice League) 3
Contacts (Criminal) 5
Wealth 5

Flaws
Obsession (prevent crime, hunt criminals)

This is Helena Bertinelli, not Wayne.  I have nothing against that version of the character, this is just Miss Bertinelli.  I set her Larceny, Streetwise, Contacts and Wealth accordingly.

Again with these I am not sweating the points. I want them to feel like their comic book counterparts.

Monday, May 23, 2016

Monstrous Mondays: Street Faerie

For today I want to post something I was working on over the weekend for a possible Swords & Wizardry game I have coming up.

Plus I thought it also might be nice to revisit a classic monster. Well...one of my classics.
You can see other Street Fae here and here.

Michael Thomas, Victorian Gothic Fairy
Street Faerie
Armor Class: 9 [10]
Hit Dice: 2
Attacks: Spark* (1d4)
Special: Blink, Glamour
Move: 12
HDE/XP: 3/60

Sreet Faeries are fae that have chosen to live in the urban sprawl of large cities rather than the normal sylvan glades and woods that one typically associates with their kind.
A typical street faerie stands about 3' high, but can glamour themselves to be taller or shorter by 2' in either in direction.  They have peppered moth wings that they can hide when needed.  Many will live in cities and disguise themselves as children or young humans.
A Street faerie can also "Blink" as per a Blink Dog or a Dimension Door spell.
Their only attack is a Spark which is a spell like attack (no save). They can cause a spark of electricity to shoot from their fingers causing 1d4 hp of damage.
A typical attack of a Street Fae will consist of a spark attack and then them blinking away.

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!


Friday, March 18, 2016

Kickstart Your Weekend: Five for Friday

Lots to talk about today, so without further ado.

Classic Edition GM Screen
from +Richard LeBlanc and  New Big Dragon Games Unlimited.


I have been waiting for this one for some time now ever since Richard first teased it.


Sherwood: The Legend of Robin Hood
from +Jonathan Thompson and Battlefield Press


This one looks interesting. I enjoy the Robin Hood legends and this is multi-stated for 5th Ed, S&W and Pathfinder.


Baker Street RPG: Jack the Ripper and Missions from Mycroft
from +Bryce Whitacre


I played Baker Street at Gen Con and it was a fun time.  This looks like an excellent addition to the game.  Honestly with the way Baker Street works this could be an excellent addition to ANY Victorian-era game.


Sandy Petersen's Cthulhu Mythos for Pathfinder


Sandy Petersen knows Lovecraft.  To see this for Pathfinder is a real treat!  And this one looks so good.


Hollow Earth Expeditions: Perils of Mars
by +Jeff Combos


I enjoy the heck out of the HEX books.  This one looks like a ton of fun too!



Thursday, September 17, 2015

Willow & Tara: Castle Falkenstein

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

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

So thank you Ronnie! Here are his stats.

Willow & Tara for Castle Falkenstein

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

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

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

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

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

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

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

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

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

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

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

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

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

--

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

Friday, August 28, 2015

Thursday, August 20, 2015

RPG a Day 2015, Day 20

Day 20: Favorite Horror RPG

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

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

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

Ghosts of Albion!



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

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


Tuesday, August 4, 2015

RPG a Day 2015, Days 1-4

Well. I am bit slow on this and wasn't going to do this, but the questions intrigued me.
Once again +Dave Chapman of Doctor Who and Conspiracy X fame presents his RPG a Day for 2015.
You can find him and more information on #RPGaDay2015 here:
http://www.autocratik.com/
http://autocratik.blogspot.com/
https://www.facebook.com/RPGaDAY
https://twitter.com/hashtag/RPGaDay2015?src=hash


So here we go!

Day 1: Forthcoming Game I am Most Looking Forward to
That is an interesting one.  I just got off of Gen Con so most of the "new" stuff is now out.   But I would have to say Leagues of Gothic Horror by Triple Ace Games.

Day 2: Kickstarted Game I am Most Pleased I Backed
Most recently, Baker Street.  But anything I have ever gotten from +Joseph Bloch's BRW Games has been on time (when not early) and exactly what I ordered.

Day 3: Favorite New Game of the Last 12 months.
It might be a little bit more than 12 months, but D&D 5th edition.  It has been a great game and my family loves it.

Day 4: Most Surprising Game
I think I am going to have to go with Baker Street again.  My expectations were low because there was no magic and I love magic in my Victorian games.  But this one was a total surprise because of how fun it was and how well everything worked.  +Bryce Whitacre did a bang up job on this one and I am really, really pleased to own it.

More posting tomorrow!

Monday, August 3, 2015

Gen Con Haul

The BEST thing about taking my wife and kids with me to Gen Con other than having their company and dedicated gaming time is that I pretty much get to buy what I want under the guise of "it's for the family gaming nights!"  Well. It also happens to be true.

So here is this year's haul.



This is a cheat since I had already backed the Kickstarter.  But I got my book, dice and Martian princess figure.


Got these half-off because a Beyond the Supernatural game I was in was cancled.


My BIG buys.  Notice a theme?  Occult Adventures looks fun. Victoriana 3rd Edition is one I have been wanting for a while.  But the big win?  CHILL 3.0!!  OMG people this is such a cool book.



Mayfair D&D.  All of this for about 10 bucks.


Still loving Castles & Crusades.


AND an autographed print from Jacob Blackmon of my iconic witch Larina for "Strange Brew".

And last, but not least...although I didn't buy it at Gen Con, it came in the mail today.

My "Death Wand" from Magical Miscellany.  The newest endeavour by my friend Kim Pauley.
http://www.kimberlypauley.com/etsy-creations/




It is a real work of art!  I am going to need to stat this up!

Back From Gen Con!

Well another Gen Con has come and gone.
I had a great time.  I got to meet up with some old friends, met some new friends and "met" people in person that I have only talked to on social media.

Wednesday night we played Baker Street with author and designer +Bryce Whitacre.  It was so much fun.  My kids had a blast with it. Expect a full review soon.

Every night we played Ravenloft, the classic I6 module.  I used the fifth edition conversion I found, but I am suspecting now after playing 5e for a bit that 5e characters and bit stronger than their 1e counterparts.

The entry hall of Castle Ravenloft

Strahd's crypt, Saturday night.
We managed to get through the entire adventure over the course of Gen Con which was perfect really.

I even got my original module from 1983 signed by Tracy Hickman.



We got in an RPGA/DDI game as well and a few others.  Most were good, but we also had two clunkers.   ProTip: When you are demoing a game and the one image looks like another, but different meaning image, don't throw your graphic designer under the bus. It makes YOU look bad.

I also got to meet in person John and Matt of ODAM Publishing. I didn't hit their booth in time to grab a book, but the copy they had left looked fantastic.

More on what I did pick up later.

Thursday, July 30, 2015

League of Extraordinary Ladies: Red Sonja

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

Red Sonja
Archetype: Warrior
Motivation:

Health: 6
Style: 2

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

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

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

Talents
Alertness
Attractive
Danger Sense
Keen Senses

Resources
Contacts (the Justice League) 3

Flaws
Obsession (to defeat any man in battle)

Wednesday, July 29, 2015

League of Extraordinary Ladies: Wonder Woman Wednesday

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

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

Wonder Woman

Archetype: Warrior
Motivation: Justice

Health: 20
Style: 2

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

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

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

Talents
Agile
Attractive
Danger Sense
Keen Senses
Strong

Resources
Contacts (the Justice League) 5

Flaws
Obsession (justice)

Tuesday, July 28, 2015

League of Extraordinary Ladies: Hawkgirl

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

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

Hawkgirl

Health: 5
Style: 2

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

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

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

Talents
Attractive
Danger Sense
Keen Senses

Resources
Contacts (the Justice League) 3

Flaws
Obsession (find her soul mate)

Monday, July 27, 2015

League of Extraordinary Ladies: Cat Women

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

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

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

Motivation: Escape/Revenge
Health: 7
Style: 2

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

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

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

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

Talents
Agile
Attractive
Blind Fight
Danger Sense
Headstrong
Keen Sense
Lucky

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

Flaws
Obsession (protect Spider-man)



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

Motivation: Greed/Duty
Health: 8
Style: 2

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

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

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

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

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

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

Friday, July 24, 2015

Kickstart Your Weekend: Round-up Edition

Nothing special to share with you today, just some repeats that I really enjoy and a couple of new ones with familiar names.  Getting ready for Gen Con.

Reaper Miniatures Bones 3: The Search for Mr. Bones!
https://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-3-the-search-for-mr-bones
Man I wish I could paint minis.  But I am really, really terrible at it.  I can't see the detail and my hand shakes too much thanks to all the caffeine I drink.  Still this looks awesome.

Leagues of Gothic Horror
https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror
I mentioned this one before, but it looks really, really fun.   I am really looking forward to it.

Castles & Crusades Mythos
https://www.kickstarter.com/projects/676918054/castles-and-crusades-mythos
Not one, but three new book from Brian N. Young who brought us the Codex Celtarum and the Codex Nordica.   This time we have books for German, Slavic and Classical Greek myths.  Sure to be excellent.

Star Trek: Axanar
https://www.indiegogo.com/projects/star-trek-axanar#/story
I LOVE Star Trek and this to me is "real" Star Trek.  It just looks so good. There is so much love, care and attention put into this I can't wait to see it.   Plus pledging for the blu-ray is still cheaper than a night out at the movies with the kids.


Wednesday, July 15, 2015

Review: Space 1889 - Red Sands (Savage Worlds)

Another very quick side-step from Ubiquity to look at another version of Space: 1889.

Space 1889: Red Sands

This is the Savage Worlds update to the classic Space 1899. Like it's fore-bearer this is a game where brave men and women from Earth brave the Ether to travel to a dying Mars or a Venus covered in lush jungles and dinosaurs. Loosely based on the works of Burroughs and Verne this is a space travel game with a twist. There is plenty of room for adventure and the opportunity to plant the flag of the British Empire on a new world or even find adventure of your own.

It is the Savage World rules and you need the core rules to play this. It is great fun and it is to date the best reason given to me to play Savage Worlds.
The only downside to this is that there is no conversion notes from the old Space 1899 to the new system. But that is minor compared to all the material you get here.

The book itself is 193 full color pages.
The "value add" for this book is that it focuses completely on the Space: 1889 universe.  The character creation rules, combat and the rest are all in the main Savage Worlds book.
This leaves room for the "Savage Tales" chapter which is full of adventure hook, ideas and mini-scenarios. Note: There is nothing stopping you from using these with any other edition of Space: 1889 you might own.

This is also a time to address the Pachycephalosaurus in the room.  Why choose Ubiquity over Savage Worlds?

Ubiquity vs. Savage Worlds

Both systems are designed to "generic" systems.  I also associate both system with Pulp-era action.  In fact I might have even said here at some point in the past that Savage Worlds was my "go to" system for Pulp Era Action, but I think I have to give that nod to Ubiquity now.

Though both seem, on paper anyway, of handling the the type of adventure found in Space: 1889.  The Space: 1889 - The Strange Land adventure even comes in both flavors, Ubiquity and Savage Worlds.
I suppose then it is a matter of taste.  Savage Worlds gives you access to things like Rippers and Gaslight.  But Ubiquity gives you access to things like Hollow Earth Expedition.

Tuesday, July 14, 2015

Review: Space 1889 - GDW Edition

Not taking a break from Ubiquity month here, but I am taking a side step.  I want to look at the the other version of Space: 1889 and talk about their utility with the new Ubiquity version.  Plus there is a lot of material out there that can be found in book stores and at DriveThruRPG for the original version that can, with some tweaking, be used with the new version.

So like the song says, let's start at the very beginning.

Space: 1889 was originally released in 1988 by Game Designer's Workshop.  I am reviewing my old GDW hardcover from the time and the new PDF by Heliograph, Inc..  The are identical in most respects, save for copyright information.
The book is 225 pages with covers, ads and maps.  The maps are also really nice featuring the three faces of Mars and of Venus.

The book lacks proper chapter numbers, but instead goes with titles.
The Introduction covers the basics of what Space: 1889 is all about.  This includes a brief history of the last few years and some of the events of the modern day of 1889.
Characters covers basic character creation.  Today a point-buy system is the defacto means of character generation for most games, but in 1988 it was a new-ish idea.  Characters have six attributes, Physical attributes of Strength (Str), Agility (Agl), and Endurance (End). Psychological attributes are Intellect (Int), Charisma (Chr), and Social Level (Soc).  Like Ubiquity and Unisystem these are ranked 1 to 6.  Characters are given a total of 21 points to distribute among these attributes.
Characters also have 24 skills they can train in either via Careers or training aka purchasing extra skills.    Also detailed is Wealth, which is a function of Social level and what career you may or may not have.
A few guideline careers are offered with suggestions on what attributes they should have.

Up next is the Victorian Age.  While I didn't get to play this game much back in the day, I devoured this chapter. It is the Victorian age, but not exactly like the one we know from history.  Afterall the British were not fighting on Mars back then.
The chapter is largely Anglocentric, which is to be expected really.  There is not a lot here we have not seen before...except that this is one of the first Victorian Sci-Fantasy games on the market.  Even Masque of the Red Death would be another year off and Cthulhu by Gaslight was still not everywhere yet.
Note: Those three games, Masque, Cthulhu by Gaslight, and Space: 1889 made up a sort of holy trinity for me back in the late 80s and early 90s.  So much I wanted to do with them all as one campaign.  College though got in the way...

The Referee section covers basic rules, NPCs, adventures and experience.  The system is largely a Attribute/Skill Dice pool vs a Target Number.  Not too difficult really, and in fact still playable by today's standards.

Equipment is predictably a large chapter.  More so than the Characters and Referee chapters combined. But it also has nice illustrations of various equipment including weapons.  Heck it is worth looking just for the picture of the rail gun! This is also one of the chapters that has utility for other games.  I have not compared the prices or other stats of the weapons with other versions of the game, but they seem consistent.  Indeed, the prices and stats (range, rate of fire) are useful for plenty of other games too.   I have not run down the lists in all the games, but it looks like there are more weapons in this version.  The PDF and the hardcover includes the original color inserts.   I love the designs of the Martian ships. Wery cool.

The follows right into the Science chapter.  This one is of course just fun.  Flying through the ether and other weird science.  This covers building your own equipment and inventions.

Combat covers... well combat.  All sorts of conditions are covered, ground, aerial, missile, melee, and heavy weapons.   There are even sections on explosives and animal combat.  Color inserts here too.

The next two chapters cover Travel.  The first is Travel and Exploration and Space Travel.  Personally the meat of these two chapters is the Space Travel.  Several points of interest in the Solar System are discussed, mostly the inner planets and the asteroid belt.

The next chapters cover the various locations in the Solar System. Luna, Mars and Venus. Each deals with the unique flora and fauna of the planets. The most detail goes to Mars of course.

We end with some useful charts.

The art throughout the book is a mixed lot.  Very much a part of the times of the late 1980s.  Though I noticed some good Jim Holloway and Jeff Dee illustrations.  Judging it by today's standards though isn't really fair.

The game is still surprisingly playable today.  Though in my heart the newer Ubiquity version has eclipsed it.

I have not come up with a conversion between this and the Ubiquity one yet, but it looks like it would be pretty easy to be honest.  They are roughly scaled the same, skills might be a problem but for the most part it seems pretty easy.  The nice thing is reading this version (again) I can take adventures and supplements designed for it and use them with Ubiquity easy...or rather, easier.

Saturday, July 11, 2015

Zatannurday: League of Extraordinary Ladies

Introducing the League of Extraordinary Ladies!

I have posted some of these pics in the past, but really it is time for me to pull them all together.

If you can, please stop by Michael Dooney's Deviant Art page for more.
http://michaeldooney.deviantart.com/gallery/33431300

The premise is the same as that other League, only gathered this time are powerful women. I am going to alter backgrounds a bit to better suit the time and the place.

Overtly these are for Leagues of Adventure, but I think I can safely mix in some Space: 1889 as well.  I am also using the magic systems found in Secrets of the Surface World and Mysteries of the Hollow Earth.

In this case I am doing a more straightforward conversion of my Cinematic Unisystem version of Zatanna.

Zatanna Zatara

Archetype: Occultist
Motivation: Justice/To help others


Health 9
Style 5

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

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

Skills (levels only)
Academics, Philosophy 7
Academics, Religion 7
Animal Handling 5
Archery 3
Athletics 2
Con 6
Drive 2
Firearms 3
Investigation 5
Larceny 6
Linguistics 8 (English, Italian, Latin, Greek, Egyptian, Backwards talk)
Medicine 2
Melee 2
Performance 6
Ride 2
Stealth 4
Streetwise 4
Sorcery (Homo magi) 9 (Willpower based)*

Talents
Attractive
Danger Sense
Headstrong
Magical Aptitude (Homo Magi race)
Psychic Ability (ESP, precognition, TK)
Well Connected

Resources
Ally 3 (John Constantine)
Contacts (the Justice League) 4
Contacts (Supernatural) 5
Fame 4 (well known Stage Magician)
Wealth 4

Flaws
Mental (Fear of Commitment)
Obsession (protect others)
Weirdness Magnet

* While Sorcery is Charisma based in Secrets of the Surface World, I am going with Willpower Based here since this is a straighter point-for-point conversion.  I want to play around with different bases for Sorcery.
I might make Witchcraft Charisma based and High Magic Intelligence based.
Zatanna can choose any spell, but she must be able to speak backwards.