Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Wednesday, May 9, 2018

Witch & Witchcraft Reading Challenge: Shadow of Night

“Witches see the truth plainly—even if their husbands are full of nonsense.” 
- Deborah Harkness, Shadow of Night

WARNING: SPOILERS AHEAD

I read Shadow of Night with a little more enthusiasm than I did for A Discovery of Witches.  Witch Diana Bishop and Vampire Matthew Clairmont were time walking to the court of Elizabeth I and all of Tudor England was open to them.  We were going to see Shakespeare and John Dee and Christopher Marlow.  I could ignore the fact that formerly super-independent Diana was now no better than Bella in Twilight. I mean this part of English history was Deborah Harkness's forte, her area of expertise.

Well...I was not disappointed in the historical bits.  I would have loved more Shakespeare and Dee and much less Marlow to be honest.  Other characters are introduced but never rise above caricature to be honest; Gallowglass, is that your name or your job?   Plus the rules of Time Travel are very weird. Clairmont is in his own body from then, but where is his consciousness?  How can he remember in his own future? Why does Diana have her own body?  To quote Ron Stoppable, "time travel it's a cornucopia of disturbing concepts." 
Of course, they keep looking for Ashmole 782 pages and come no closer to finding it. In truth I can't even recall if they did or not since the ending pissed me off so much.

Here are the spoilers.
Diana and Matthew get back only to discover that the witches that have been pursuing them killed Emily “Em” Mather, Sarah Bishop's (Diana's aunt and foster mothers) partner.  Fucking great. Another dead lesbian.  Killed "off-screen" no less.

Look. This might not be an issue for you, but I made promises to people. So I emailed Harkness's publicist to ask if this is "undone" somehow in the next book, "Book of Life". I was told no.

So do not expect a review for Book of Life here. Like I said, I made promises and stick to them.

You can find Deborah Harkness on the web at http://deborahharkness.com/.

2018 Witch & Witchcraft Reading Challenge

Books Read so far: 4
Level: Initiate
Witches in this book: Dozens, more implied.
Are they Good Witches or Bad Witches: Good for the most part, but some evil.
Best RPG to Emulate it: I get a World of Darkness vibe here, especially the old WoD, Mage: The Sorcerer's Crusade.
Material for WotWQ: The historical setting is so much fun. Too bad the characters in it are not more exciting.

Tuesday, May 8, 2018

Witch & Witchcraft Reading Challenge: A Discovery of Witches

“It begins with absence and desire.
It begins with blood and fear.
It begins with a discovery of witches.” 
- Deborah Harkness, A Discovery of Witches

I read Deborah Harkness' "A Discovery of Witches" a bit back.  I kept debating on whether or not to stop reading it many times.

Somethings about the book rubbed me wrong.  While I can appreciate the scholarship that went into this book there were some things that just bugged me.
Diana Bishop, our protagonist, is supposed to be a smart, independent woman.  She is a Ph.D. and overtly a feminist.  So why does she keep falling for the dry as old paint vampire?
The story has an interesting quest, the search for an alchemical text that might have something to do with all creatures (vampires and witches). They run all over the world and do a lot of research.
I stuck through it till the end, since I think there was an interesting mystery in there with some fairly unitesting characters in my mind.
In the end I wanted to like it more than I did, but I did read the next one in the series too.  More that one later.

You can find Deborah Harkness on the web at http://deborahharkness.com/.

2018 Witch & Witchcraft Reading Challenge

Books Read so far: 3
Level: Initiate
Witches in this book: Dozens, more implied
Are they Good Witches or Bad Witches: Good for the most part, but some evil.
Best RPG to Emulate it: I get a New World of Darkness vibe here. 

Tuesday, May 1, 2018

New Spells for the Deathwitch and Mara Witch Tradition

The Little Book of Adventuring Classes Vol. 1 was just released by Jason Paul McCartan.  It is for Swords & Wizardry but can be easily adapted to other games.  I will get a review out on it soon, but I want to wait on reading it since it has a class and race very similar to something my son and I have been working on and I don't want any undue influence.
(spoiler, what I have read is great and worth every penny!)

But the one class I did read was the Deathwitch. She also appears to be the cover girl of this book, so it has my attention. Also, the book was released on Walpurgis Night so many kudos to Jason for planning ahead.   

The deathwitch fills the same niche as my Mara witch Tradition.  They share enough similarities that ideas can used for one or the other almost equally, but both still retain their uniqueness. 

Both witches have very strong associations to death and the undead.  The deathwitch maybe a little more so.

I was already working on a big spell-related project and as it turns out necromancy spells really don't fit in well to it.   They do however fit in well here.

So here are some spells for both the Deathwitch and the Mara.  All are 100% open content.
(email me for a full section 15 if you want to reuse any.)

"Witch" refers to both the deathwitch, the Mara tradition of my witch class or a warlock
Note: Mara Witches, and other witches from The Witch, require material components. Deathwitch and warlocks do not.

Black Fire
Level: Witch 1
Range: 15’
Duration: 1 hour + 10 minutes per level
This spell allows the witch to create an immobile source of heat with black fire, emitting no light but providing warmth equivalent to a small campfire in a 10-ft. radius.  The fire is a diffuse source of heat that is not sufficiently focused to ignite combustible materials.  It can be used to slowly cook meals or boil water, although doing so always requires double the amount of time required with a normal campfire.  The flames are uncomfortable to the touch, but they will not cause any burn damage.  They can be extinguished in the same manner as a normal fire. 
Material Components: A piece of lampblack and a 1-lb lump of coal. 

Blight Growth
Level: Witch 1
Range: Touch
Duration: 1 week
This spell can be used in three ways.
Blight Garden - Growth is decreased by 20% during the duration of the spell When used on a natural garden, it will produce 20% less food.  This can be used to affect gardens up to 10 square feet per caster level. 
Blight Body - If cast on a living creature, they will recover one less hit point for each full night of rest.  
Blight Mother - This spell can also be used to decrease the chances of a woman getting pregnant, though it’s up to the GM to decide exactly how it’s affected.
Material Components: A drop of fetid water.

Bone Cage
Level: Witch 4
Range: Any 25' radius the witch can see and is within 100'
Duration: 1 round per level 
This spell is favored by evil witches, warlocks, and necromancers.  Upon uttering the command a cage of bones will erupt from the ground and trap up to 5 man-sized creatures in a 25’ radius.
The material component for this spell is a bone of a man that died in captivity.

Command Undead
Level: Witch Ritual 1, Deathwitch 2
Range: Undead within Sight
Duration: Instant
This spells summons the divine power of the Witch’s patron and gives her the ability to affect undead as if she were a cleric one level lower. This special ritual requires only one witch, but she must use a specially consecrated altar item such as her athamé or pentacle. 
If she is joined in the spell by another witch or a like-minded cleric then she can add one effective level for each additional participant.
Material Components: A concencrated athamé or pentacle.

Death Armor
Level:  Witch 2
Range: Self
Duration: 1 round per level
This spell causes the witch’s skin to become highly acidic.  Anyone touching the witch’s skin, via an unarmed attack or otherwise, receives 2d6 points of Acid damage (save for half).  The witch can make a touch attack with this spell.
Material Components: 100 gp worth of special creams, which must be rubbed over the witch’s arms.

Feel My Pain
Level: Witch 1
Range: 50’
Duration: Instantaneous
The witch transfers pain and damage to another target in line of sight.  She invokes the spell and either cuts herself or causes damage in some way, such as putting her hand in a torch fire.  She takes 1 hp of damage (regardless of how much would have been dealt normally) and she turns and magnifies that on her target causing 1d6 points of damage.
Material Components: The material components for this spell are the witch's boline or dagger or whatever she uses to cause herself pain.

Ghostly Slashing
Level: Witch 1
Range: 25’ + 5’ per 2 levels
Duration: Instantaneous
This spell creates what seems like a ghostly attacker that attacks the target.  In fact, the spell only causes an open wound on a person.  This spell deals 1d4 slashing damage +1 per level (max +20).  The placement of the wound is random.  This spell has no effect on the Undead or construct creatures like golems.
Material Components: A small flake of any kind of metal.

Hecate’s Spiritual Dog
Level: Witch 1
Range: 10’ per level
Duration: Special
This spell summons the spirit of a dead dog to act as the necromancer wishes for the duration of the spell.  The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.) to a maximum of 5 HD. 
A non-combative dog is useful mostly for warning and will vanish after one warning or 1d4 hours + 10 minutes per level, whichever comes first.  A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d4 rounds + 1 round per level.  Both have an Armor Class in inverse proportion to caster level up to level 10 (level 1, AC 9. level 2, AC 9, … level 10, AC 0).  Past level 10, the dogs have AC 0. 
Material Components: The witch’s Athamé, dog fur (for a non-combative dog) or a dog tooth (for a combative dog).

Mimic
Level: Witch 2
Range: the Witch herself
Duration: 1 hour
The witch uses this spell to mimic any voice she has heard.  She can’t use any of the languages spoken by the voice unless she knows them as well, but can mimic the voice perfectly.  A saving throw (modified by Wisdom bonus) allows a victim to notice the truth.
Material Components: The witch brings her hands to her mouth.

Shadow Monsters
Level: Witch 4
Range: 30’
Duration: 1 round/level
The witch may create phantasmal pseudo-real monsters in an area of 20’. The monster or monsters created cannot exceed the witch’s level in HD. Monsters created in this fashion must all be the same type. They have 2 HP per the creature’s normal HD. Victims are allowed a Wisdom check to realize the creatures are only partly real. The phantasmal monsters are able to attack and deal damage as per a normal creature of their type to any being that fails this check. If the check succeeds, the phantasmal monsters damage is halved. 
Material Components: The witch makes a shadow of a monster with her hands while casting the spell.

Skull Guard
Level: Witch 3
Range: One Skull
Duration: Until sunrise (8 hours)
The witch casts this spell on a normal skull and sets it out to guard at night. Any creature that approaches the skull causes it to glow. If a creature moves past it closer to the witch it will begin to cackle, howl or otherwise make a noise to awaken the witch.  The noise is magical and will always wake the witch. The witch can enchant one skull for every 2 levels.
Material Components: A skull, preferably of a hanged man.  If the witch plans on casting for multiple skulls then she will need those skulls as well.  The skulls are not consumed in the casting. 

Tears of the Banshee
Level: Witch 4
Range: 100’ + 10’ per level)
Duration: 1 minute + 1 minute per level
This spell calls a thick green mist to roll forth from the earth, completely obscuring darkvision/infravision and reducing regular vision up to 5 feet.  All those within the mist are shielded and are at a -5 to hit. Furthermore, those within the area of effect must make a saving throw (fear-based) or be scared by the eerie qualities of the fog, as strange sounds such as wailing, laughter and screaming persist for the duration of the spell.  Affected creatures suffer a –2 to all attacks and saves, but do not have to flee as if they were panicked.
Material Components: Water from a bog where a childless woman has killed herself.

Waves of Fatigue
Level: Witch 5
Range: 30’
Duration: Instantaneous
The witch sweeps her arms in a long arc and a wave of negative energy renders all living creatures in the spell’s area fatigued.  Fatigued characters can’t run and they take a -2 penalty on any Strength and Dexterity rolls (including attacks and damage).  Fatigued characters require 8 hours of rest.
This spell has no effect on a creature that is already fatigued. 

Monday, April 23, 2018

The Return of Nibiru

Nibiru, the Crossing Star, is back.  With the same results that we had back in September.

So in honor of this apocalyptic repeat here is the original article!

 If you are reading this then you know we survived.

Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu.  Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).



Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.

With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction.  Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.

Witches and warlocks can forge a pact with Nibiru for more magics.

Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away.   The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.

Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from the warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away.  Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock.  Missle weapons and spells are also ineffectual in area.  Such is the concentration required that the warlock cannot move during the duration of the spell.

Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock.  The creature is pulled and immobilized for 1 round.  After this it may attack normally.

Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock.  Magical weapons are also likewise deflected.

Tuesday, April 17, 2018

Tim Kask on Witches

Tim Kask, who goes back in TSR as long as there was such a thing has been online ruminating about the history of TSR, D&D, and related topics.

He has a YouTube channel, called appropriately enough, Curmudgeon in the Cellar.  Though I think he missed an opportunity to call it Curmudgeon in the Dungeon.

In this video, he talks about a lot of things going on in social media this week.  First is the issue of gatekeeping at GaryCon.  I didn't see or feel any myself so I am not sure where this is coming from.

The big one for me, of course, starts at 6:13, where Tim talks about why there was not a witch class in 1st Ed AD&D.  A lot of this we have heard before and tracks with the history of the game.  Here he is in his own words.


Frankly, I am glad they didn't include witches.  If they had I might not have ever made my own which led to my own publications and my current career/hobby.  I likely would have refocused back on writing vampire stuff.

Tim also goes into how he runs his games.

I like Tim, even when he is cantankerous (he is a self-professed curmudgeon after all) or maybe even more so.  He is also a fellow Saluki, so he always gets a pass in my book for that alone.

I am looking forward to watching some his other videos.  Should be fun.

Wednesday, April 4, 2018

Areelu Vorlesh, Witch Queen of the Worldwound

I picked up some Pathfinder minis a while back and this succubus in the mix that I did not recognize.  She also had a proper name, Areelu Vorlesh.  Imagine my joy when I discovered she was not only a succubus (well half succubus) but also a witch!

A trio of wicked witches, Iggwilv, Areelu, and Skylla
Turns out she is also a major NPC baddie in Pathfinder, the primary architect of the Worldwound in Golarion.  I am not sure what happens to her there, but she would really be a perfect addition to my War of the Witch Queens.  Plus I already have her mini!  Now I just need a Wayne Reynolds print on my wall.

Her Pathfinder stats are crazy. She is a 10th level witch, 10th level demoniac and an 8th level archmage.  Plus she has a lot of her half-succubus powers.  She has some truly outrageous stats too.

Areelu Vorlesh
The human that would become the witch Areelu Vorlesh has been lost to time. It was known that she was a witch in Deskari’s cult.  She was researching the nature of the separation of the worlds and planes (Plot hook!).  It was her success at opening the Worldwound that caused her Patron to transform her into a half-fiend.

Areelu Vorlesh (28th level witch)
The Witch

Strength: 14 Death Ray, Poison 3
Dexterity: 18 Magic Wands 4
Constitution: 18 Paralysis, Polymorph or Turn to Stone 3
Intelligence: 18 Dragon Breath 6
Wisdom: 18 Rods, Staffs, Spells 5
Charisma: 19

Hit Points: 73
Alignment: Chaotic (Evil)
AC: -2 (Bracers of Defense, +3 Amulet of Protection)

Occult Powers (Malefic Tradition)
Familiar: "Gimcrak" (Quasit, Enhanced)
7th level: Evil's Touch
13th level: Devil's Tongue
19th level: Curse
25th level: Polymorph Other

Succubus Powers
Fly (at normal movement rate).
Drain Constitution (1 point).
Immune to fire damage and poison.
Half damage from cold and electricity.
Takes double damage from "holy" items.

Spells
Cantrips (7): Arcane Mark, Detect Curse, Ghost Sound, Mend Minor Wounds, Message, Spark, Summon Vermin

First (8+3): Bewitch I, Cause Fear, Charm Person, Command, Increase Sex Appeal, Mend Light Wounds, Protect Familiar, Quicken Healing, Shattering the Hourglass, Silver Tongue, Spirit Dart

Second (8+2): Ecstasy, Enhanced Familiar, Enthrall, Evil Eye, Hold Person, Invisibility, Phantasmal Spirit, Rite of Remote Seeing, Scare, Twisting the Heartstrings II

Third (7+2): Bestow Curse, Clairaudience/Clairvoyance, Dispel Magic, Enlarge Familiar, Feral Spirit, Fly, Ghost Ward, Tongues, Witch Wail

Fourth (7+2): Abomination, Charm Monster, Confusion, Divine Power, Intangible Cloak of Shadows, Moonlit Way, Phantom Lacerations, Spiritual Dagger, Withering Touch

Fifth (6): Baleful Polymorph, Feeblemind, Greater Command, Nightmare, Teleport, Waves of Fatigue

Sixth (6): Bewitch VI, Break the Spirit, Geas, Mass Suggestion, Repulsion, True Seeing

Seventh (5): Draw Forth the Soul, Eternal Charm Monster, Maze, Binding Ritual (Ritual), Gate (Ritual)

Eighth (5): Bewitch VIII, Damming Stare, Destroy Life, Wail of the Banshee, Imprisonment (Ritual)

So this version of Areelu Vorlesh is pretty powerful, though still not as powerful as the Pathfinder version (551 hp!) but still a very formidable foe and a worthy Witch Queen.



Sunday, March 25, 2018

Arts and Crafts Weekend, Part 1

I am on Spring Break!  So we spent the first part of my vacation working on various arts and crafts.  My wife painted a bunch of minis. I'll share what I did in the next post.


First up is a little Piasa Bird.



She did a Tiefling Necromancer and a gold skinned demoness.


She also worked on my witch Larina!




She looks great with other versions of her!




Larina and her daughter Taryn.






She also did Iggwilv for me!



Art imitates art!

Been a great time.  Love these little witches!

Monday, March 12, 2018

Strange Brew: Skills & Feats

The next book in the Strange Brew series is now out.


Strange Brew: Skills & Feats is everything you need for your witch character in the Pathfinder game.

I will check with my editor, but I think this means the full book will be out soon.

Wednesday, March 7, 2018

Big News about the Next Version

Of course, I am talking about Charmed.

We have the final casting in place for the next Power of Three.
http://www.eonline.com/news/918622/charmed-reboot-finds-its-3-sisters


They are left to right, Sarah Jeffery (Madison), Melonie Diaz (Mel), and Madeleine Mantock (Macy).

I am 100% unapologetic about my love for Charmed. I was a fan early on and enjoyed all 8 seasons.  I think one of the reasons you have not seen me post the stats of the Charmed Ones here is because I don't think I could do them justice the way I want.  I did stats for the for Semi-Charmed Life, but I want to redo them.
Though one of my most favorite memories of Gen Con is playing Piper in this big Charmed/Buffy/Supernatural crossover.  It was so much fun.




The new show is being described as "fierce, funny, feminist," and that is rubbing some people the wrong way.
Not me.
I want it to be in your face feminism. I want them to vanquish demons and douchebags with equal gusto. I want to see alt-right bloggers and Fox News bobble-heads crying because this show is on the air.

Now I know a lot of old fans are also pretty up in arms about this. Not wanting a new series, or wanting a new series but only with the original cast (all four).  I get this.  But it is not going to happen.
I hate to be blunt but can Allysa Milano and Shannen Doherty even work together any more?  And not to be insensitive but Shannen is battling some pretty nasty cancer. She is, by all accounts, keeping her head up high and spirits strong, but could she take on the physical rigors of filming a series again?  Plus can Rose McGowan even be in the same room as any of the other three?  I follow them all on social media and they are great women and turning into some fierce fighters for rights, but maybe a silly little show about witches is not enough for them now.

So here is to the new cast. I hope they get picked up for the 1st Season and many more after that.
I hope that Macy, Mel, and Madison will soon be as important names to me a Prue, Piper, Phoebe, and Paige.

Oh and in other news Pathfinder is going to go into a 2nd Edtion. You can find Playtest information and a FAQ on their site.

Tuesday, February 27, 2018

Skylla: The Arcanum

The Arcanum was always one of "those books".  You know what I mean. The ones where you tried to convince your non-D&D playing friends that D&D was not evil and then they point to the black book with the red pentagram on it.  Ah well.

The Arcanum is the follow up to one of my favorite series of books, The Compleat Spellcaster, Compleat Alchemist and Compleat Adventurer.  I have discussed my love of the Compleat Spellcaster many times in the past.

Of course the class I enjoyed the most was the Witch.

All the spellcasting classes were interesting since they could choose from different lists of spells.  So there was Elementalism, Black Magic, Mysticism, and Sorcery for example.    Witches could choose Elemental and Enchantment is they are good or Elemental and Black Magic if evil.
I liked that it made for some really unique spellcasters.

Great to try on Skylla.
Since the Arcanum was a supplement, what better core rules than some D&D Rules Cyclopedia.

Skylla, 7th Level Witch
Chaotic Evil

Skylla by Neothera
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 14
Wisdom: 13
Charisma: 12

Breath Weapon: 14
Poison & Deathray 11
Paralysis & Turn to Stone: 11
Magic Wands: 12
Rod, Staff, Spells: 12

Hit Points:  25
AC: 4 (Ring of Protection AC 4)

Skills
1st level: Weapon (Dagger), Herb Lore, Herbal Remedies
3rd level: Herbal Elixers
5th level: Venoms and Poisons, Philtres
7th level: Potions

Spells
1st level: Arcane Bolt, Curse, Detect Magic,
2nd level: Control, Pain
3rd level: Malediction, Summon Lesser Semon
4th level: Ring of Fire

So a very different selection of spells.  A bit different than the ones from the Compleat Spellcaster.
I would want to play with some different witch types in this to get a feel for all the black magic spells.
This Skylla, while she has some skills, is overall less powerful than others.

Monday, February 26, 2018

Monster Monday: Eretica

Been a while since I have done one of these.  Here is a rare type of vampire that was a witch in her former life. For Basic-Era games.


Eretica*

Armor Class: 3
Hit Dice: 7** (M)
Move: 120' (40')
 Flying: 180' (60')
Attacks: 1 touch or special
Damage: ld10 + double Con drain or special
No. Appearing: 1d3 (1d6)
Save As: W7
Morale: 10
Treasure Type: F
Intelligence: 12
Alignment: Chaotic
XP Value: 1,750
Monster Type: Undead, Enchanted (Very Rare)

Vampires are among the most feared of the undead.  Eretica are witches that have returned from the dead as a horrible vampire.  Believed to be the followers of Hecate the eretica are also created when witches denounce the predominant religion of the area and are cursed by a local cleric.
The eretica can appear as attractive young women, but their true form is that of an ancient hag in rags.

Abilities: All eretica are unaffected by sleep, charm, and hold spells, and can only be hit with magical weapons. An eretica may take the form of a human, a dire wolf, a giant bat, or as a mote of moonlight at will. Each change takes 1 round.

Whatever its form, an eretica regenerates 3 hit points per round, starting as soon as it is damaged. Like the vampire, if the eretica is reduced to 0 hit points it does not regenerate, but becomes moonlight and flees to its coffin.

In dire wolf or giant bat form, the eretica's move, attacks, and damage are those of the animal.
The eretica's AC, Hit Dice, morale, and saving throws remain unchanged. In moonlight form, an eretica cannot attack but can fly at the speed given above and is immune to all weapon attacks.

In human form, an eretica can attack by gaze or touch or can summon other creatures. The touch of an eretica inflicts a double energy drain (removing 2 points of Constitution) in addition to damage. The creature's gaze can charm. Any victim who meets the gaze may make a saving throw vs. spells to avoid the charm, but with a - 2 penalty to the roll. To the charmed victim the eretica appears to be a beautiful young woman. To others she is still a monstrous hag.

The eretica may summon any one of the following creatures, which will come to its aid if they are within 300 feet (300 yards outdoors):

Rats 6-60 Giant rats 4-16
Bats 8-80 Giant bats 3-18
Wolves 3-18 Dire wolves 2-8

Any character slain by an eretica will return from death in three days, as a wraith under the control of the eretica who slayed them.   Only witches killed by an eretica can become eretica in death this way.

Since eretica were witches in life they still can cast witch spells.  They are treated as 7th level witches, but they do not have any Occult Powers.

Weaknesses of the eretica: The eretica shares the same weaknesses and vulnerabilities of the vampire. A eretica cannot come within 10 feet of a strongly presented holy symbol, although it can move to attack from another direction. The odor of garlic repels an eretica; the creature must make a successful saving throw vs. poison or stay at least 10 feet away from the garlic during that round.

The eretica cannot cross running water, either on foot or flying, except at bridges or while in their coffins. During the day, an eretica usually rests in its coffin; failure to do so results in the loss of 2d6 hit points per day. These hit points are not regenerated until the eretica has rested in its coffin for a full day. An eretica casts no reflection and avoids mirrors.

The only way to truly destroy an eretica is burn the body at the stake or to stake her in the heart with a stake of aspen.

The eretica are Turned as Vampires.

Wednesday, February 14, 2018

New Witch Tradition: The Sisters of the Chalice and the Moon


In Wormskin 8  +Gavin Norman details the Witches of the Dolmenwood (introduced in Wormskin #7). They are the inheritors of a strange magic that goes to the very essence of the Wood’s history and creation.

Sounds like my kind of witch!

In these 12 pages, he details this new witch tradition and their patron Gods, The Gwyrigon.
A lot of what he has here can be mapped on to my witch class with little to no effort.  No surprise I think since we are looking at similar source materials for our witches.

New Witch Tradition 
The Gwyrigon Tradition of Dolmenwood.
AKA Witches of the Wood, The Sisters of the Chalice and the Moon.
These witches and this tradition are detailed in Wormskin #8.

Occult Powers
Least (1st level) Familiar: These witches gain a familiar in the form of hare or rabbit.  These rabbits are long lived, intelligent and can speak to any witch. While a rabbit may seem like an odd choice for a wood as dangerous as Dolmenwood but it actually a testament to the powers of the Gwyrigon that their chosen messengers seem so weak but can pass unmolested in these woods.

Lesser (7th level) Magic of the Wood: The witch can cast the following spells once per day without need of preparation, charm person, augury, remove curse.

Minor (13th level) One with Wood: When the witch pledges herself to a particular Wood God she gains a greater measure of their power now.  The powers of  Errta, Hasturiel, and Limwdd are detailed in Wormskin #7 (p. 62).

Medial (19th level) Commune with the Wood: The witch can enter into a trance to commune with the spirits of the wood; the gwyrigon, though others can be communed with. This divination allows the witch to learn anything (GM’s discretions) that happens in the Dolmenwood.  This even alerts the witch to malign creatures in the wood such as undead and beings from outside of reality.

Major (25th level) Remove Malign Influences. The witch can place on one subject (or herself) the combined effects of Aid (2nd Level Cleric spell), Remove Curse (3rd Level Cleric spell) and Healing Circle (5th Level Cleric spell, target only). The total benefits are +4 to attack, +4 to saves involving fear, +6 to any ability, 19+1d6 additional temporary hit points and heals the character for all but 1d8 hit points. This lasts a number of hours equal to the witch’s level.

Superior (31st level) Timeless Body: The witch appears to stop aging and her effective lifespan is doubled. She also can’t be magically aged. Any penalties she may have already incurred remain in place. The witch still dies of old age when her time, doubled as it is, is up.

Witches and the Drune 
In the rare cases when witches and Drune (Wormskin #5) work together they form a Grand Coven as per the rules in The Green Witch

New Spells

Create Corn Dolly
Level: Witch 1
Range: One crafted Corn Dolly
Duration: 1 day per level
During the harvest festivals, the witch will gather rushes and other bits of discarded plant life from corn, wheat, and barley.  What many do not know, but the witches know all too well, that the spirits of the harvest remain in these discards.
With a ritual and a repeated rhyme, the witch can fashion a rough poppet that the witch can then animate. This corn dolly can then be sent out to spy for the witch.  With concentration, the witch can hear through this dolly. The range is limited to 100 yards + 10 yards per level of the witch.
The dolly can’t move, it has to be placed by the witch.  The dolly has 2 hitpoints and takes double damage from fire.
Material Components: Rushes from the previous harvest festival. Material older than a year will not work.

Summon Woodgrue
Level: Witch 2
Range: 10’ per level
Duration: Special
The witch can summon a special demi-fey, a Woodgrue, (see Wormskin #7).  At the end of the casting, the Woodgrue appears at the location of the witch where she must gift it a cup of single malt whiskey. Once that is done the witch can compel the bat-faced fey to perform one task for her. The task must be something the woodgrue can complete but not something that will result in his or another’s death.  Such tasks would be “return to me the coin I lost in the wood this past fortnight” or “harass Goodwoman Kolya for the next week for treating me rudely in the market.”
Once complete the Woodgrue is freed to return to where he likes.  The witch can only summon one woodgrue at a time.  Continual repeated summoning of woodgrue may be looked down upon by the Gwyrigon (ie. the Game Master) and be denied.
Material Components: A cup of single malt whiskey.



Wednesday, January 31, 2018

Witch & Witchcraft Reading Challenge: The Simbul's Gift

I am doing the Witch & Witchcraft Reading Challenge again this year, hosted by Melissa’s Eclectic Bookshelf.  This year I also want to focus on the Forgotten Realms, so I am going to combine my reading as much as possible.

So the obvious place (to me) to start is a book about The Simbul, the Witch Queen of Aglarond.  Is that what I got?   Well...

I had been warned previously that this was not a great book, and it isn't, but it is nowhere near as bad as I was lead to believe.  The author, Lynn Abbey, has a solid reputation in fantasy novels. Her work on the Thieves' World novels alone secures her place as one of fantasy's great authors. 

So I guess I was suspecting more in this one.

We get a lot about the Simbul.  She is somewhat vain (ok a lot) and capricious, but she also has plans.  She wants to get her sometime paramour Elminster a gift. She scrys and sees the perfect gift, a horse named Zandilar's Dancer. Trouble is it belongs to a half-elf lad.  Her machinations over the horse get her and the owner Ebroin into all sorts of trouble, even drawing the attention of the Red Wizards of Thay.

While I loved the background on the Simbul and like the information on Thay and the Red Wizards I felt this was really three stories crammed into one. Watching her interact with Ebroin, either as herself or in disguise, and watching her interact with a couple of Red Wizards made me realize that the Simbul has a lot of acquaintances, a lot of enemies, but no close friends. Even her people fear her more often than not.  While she is not presented in the most favorable of lights here I could not help but really like her.  I could see how she got where she was and how disconnected she must feel from everything and everyone except Elminster (who is not really in this book at all).  I wonder if she actually loves him or feels she does since he is the only other person that could possibly relate to her.  There is affection for her sisters, but even the seem aloof to her.

In the end of the tale the horse is all but forgotten and even the reasons for stealing him or not stealing him seem moot.

The Simbul is a like a storm. She comes, she goes, and she can leave destruction in her wake. Despite (or because of) that she is still a fascinating character and one I would love to read more about.

You can find Lynn Abbey on the web here: http://www.lynnabbey.com

2018 Witch & Witchcraft Reading Challenge

Books Read so far: 1
Level: Initiate
Witches in this book: The Simbul, aka Alassra Shentrantra Silverhand.
Are they Good Witches or Bad Witches:
Best RPG to Emulate it: This book screams AD&D 2nd Edition.
Use in WotWQ: Yes.  The Simbul might end up being one of my central Witch Queens.

Forgotten Realms Date: 1368 DR

Wednesday, January 10, 2018

Circe for Basic-era Games

Circe by Boris Vallejo
Getting ready for tomorrow's This Old Dragon and boy is it ever a fun one.  No spoilers, but I wanted to do something above and beyond the normal offering.

The issue has articles about the Holmes and Moldvay versions of the Basic Set.
Boris Vallejo is on the cover and the subject of an article.
And Giants of the Earth deal with some Magic-users.  Including one of my all-time favorites.

Circe

I spent my childhood reading the myths of ancient Greece.  One of my favorite characters was Circe.
So when I got my first copy of Deities & Demigods I went first to the Greek Mythos.
I was not overly thrilled with how they depicted Circe, a Chaotic Evil "Black Sorceress", but I also was not surprised.
In college, I reread the Odyssey and I found Circe was much more of a complex character than most people gave credit to.  Yes, she is not good and certainly selfish.  But I like to think there is more to her than that.
The Katerine Kerr penned article in Dragon #52 is a vast improvement over the DDG version.  Given all the subjects of the magazine, I wanted to present Circe as a Basic-era Witch.

Circe has always been the poster-girl for what I call the Classical Tradition of Witchcraft.  These are the witches of myth and legend, but not the ones of faerie tales.

Circe
Witch Queen of Aeaea
Witch (Classical Tradition) 19th level

Strength: 11 Death Ray, Poison 7
Dexterity: 13 Magic Wands 8
Constitution: 10 Paralysis, Polymorph or Turn to Stone 7
Intelligence: 12 Dragon Breath 10
Wisdom: 14 Rods, Staffs, Spells 9
Charisma: 18

Hit Points: 39
Alignment: Chaotic (Neutral)
AC: 7 (Cord of Protection, AC 7)

Occult Powers
Familiar: Sow (Autolycus)
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing

Spells
Cantrips (6): Alarm Ward, Black Flame, Daze, Mend, Object Reading, Quick Sleeping
First (6+2): Bewitch I, Charm Person, Comprehend Languages, Detect Invisible, Glamour, Silver Tongue, Sleep,  Consecration Ritual (Ritual)
Second (5+2): Alter Self, Enthrall, ESP, Hold Person, Mind Obscure, Nausea, Suggestion
Third (5+2): Bestow Curse, Dispel Magic, Fly, Hesitate, Lethe' Curse, Mind Rash, Toad Mind
Fourth (4+1): Animal Growth, Charm Monster, Confusion, Polymorph, Slow
Fifth (4): Bewitch V, Feeblemind, Greater Command, Hold Monster
Sixth (3): Control Weather, Geas, Legend Lore (Ritual)
Seventh (3):  Eternal Charm Monster, Massmorph, Veneration
Eighth (2):  Polymorph Any Object, Imprisonment (Ritual)

Compared to the stats in the article I am very pleased with this.  The Witch Circe's occult powers more than makeup for the Magic-User Circe's psionic powers.  Granted not a one-for-one, usually with a spell swapped here an there. 

Rereading my own writing here I think that the "Witch's Blessing" occult power was very much modeled after Circe and a gift she gave Odysseus in one of the myths I read.

See you all tomorrow!

Friday, December 29, 2017

Witch & Witchcraft Reading Challenge: Mistress of Ambiguities (Silverglass #4)

“But I-But you-Do you mean to say that you’re the Witch of Rhostshyl?”
“It’s not a title to which I lay formal claim,” said Nyctasia, smiling, “but, yes, I’m called that.

Here we are with the last of the Silverglass books. It is our time to bid witch Nyctasia r'n Edonaris brenn Rhostshyl and mercenary Corson brenn Torisk, Sorry, Lady Corson goodbye.

Nyctasia is finding her home as ruler of Rhostshyl while Corson...well she is back at the Hare getting drunk and looking for fights to pick.  In the meantime men from their pasts have come back.  For Corson it is scholar from her past that taught her how to read, amonge other things, and is now looking for work.  For Nyctasia her former lover Ben is back.  Trouble is Ben was supposedly killed in the Yth Wood back in Book 1.
Now it would be great if all these plots all came together to a satisfaying ending, but they don't. Not Really.  Ben never really lives up to his former glory or threat. The scholar thread went no where and even the drama of Nyctasia rulership of Rhostshyl was anti-climatic.
I got the feeling that the authors had a bunch of ideas and notes and a 4 book deal.

Still though, it was a fun read and I am going miss these two.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 22
Level: Crone
Witches in this book: Nyctasia, even if she denies her own power.
Are they Good Witches or Bad Witches: Nycatasia
Best RPG to Emulate it: Nearly any D&D game would work great. Tying D&D 5 for this one.
Use in WotWQ: Yes.  I absolutely need to include these two in my War of the Witch Queens.

I could not let the year go out and not try these two out under D&D5.
Corson is remarkablly easy.  She is a fighter with military training and she likes to get into fights.
For Nyctasia I first tried her out a sorcerer and even considered a druid for about 30 seconds. In the end I went with one of the new Warlocks with a Celestial Pact.  It seemed to be the right choice for the Vahnite religion and her ability to heal others.  I gave her Pact of the Tome to cover her scholar background since made D&D5 Background as a Noble.

Corson brenn Torisk, D&D 5th Edition (PDF)

Nyctasia r'n Edonaris brenn Rhostshyl, D&D 5th Edition (PDF)

Book 1: Silverglass
Book 2: Web of Wind
Book 3: Witch of Rhostshyl

And with that my 2017 Witches & Witchcraft Reading Challenge is at an end.  Looking forward to 2018!


Tuesday, December 19, 2017

Iggwilv, Witch-Queen of Perrenland: Pathfinder Stats

It might feel like I am phoning this one in...and I am!  But seriously, work is crazy busy right now and to be honest these stats are top notch.

Over on the Sages of Oerth-Greyhawk page on Facebook, Randy Davis is doing a hell of a job of stating up some of the "big names" in Greyhawk.  I noticed his Zuggtmoy write-up a couple of days ago and thought it was great.  I did some digging and found his takes on GwynharwyfJuiblexFraz-Urb’luuYeenoghuGraz’ztOrcus, and Demogorgon.  I then found his take on Iggwilv and saw he used a lot of the same pictures I did.  So I immediately liked it (and "Liked" it).

Here is his take on Iggwilv. You can see it on Facebook and it is reposted with his permission below.
If you like his work, pop on over the Facebook page(s) to let him know.  He put a lot of work into these.

Iggwilv, the Witch-Queen of Perrenland
CR 31 / XP 13,107,200
Medium human CE female archwizard 10 / wizard (arcane crafter) 20
Init +8; Senses arcane sight, darkvision 60’, see invisibility; Perception +31

DEFENSE 
AC 33, touch 24, flat-footed 27 (armor +4, deflection +5, dex +6, insight +1, luck +2, natural +5)
hp 346 (30d6+210+31)
Fort +23, Ref +22, Will +25; evasion
DR 15/cold iron and good, Immune all devices and spells that gather information (detect, scry, etc.), electricity, movement-impeding effects, poison, Resist acid 10, cold 10, fire 10, SR 36

OFFENSE 
Speed 60 ft., fly 80 ft.
Melee staff of power +22/+17/+12 (1d6+8)
Ranged touch +21
Special Attacks: Archwizardry 5/day, Bypass Spell Resistance, Spell Echo 5/day

Wizard Spells Prepared (CL 30, Concentration +44)
9th gate, imprisonment (DC 33), quickened maze, extended shapechange, extended time stop, wish
8th extended greater planer binding (DC 32), extended dimensional lock, quickened forcecage (DC 32), maximized horrid wilting (DC 34), extended mind blank, trap the soul (DC 34)
7th banishment (DC 31), quickened flesh to stone (DC 31), quickened greater dispel magic (2), extended project image, soul transfer
6th maximized chain lightning (DC 30), maximized disintegrate (DC 30), extended mislead, extended planer binding (2), extended repulsion (DC 30), maximized and quickened scorching ray, extended true seeing, maximized undeath to death, quickened wall of force (2)
5th maximized acidic spray (DC 31), maximized cone of cold (DC 29), dismissal (DC 29), maximized and quickened magic missile, extended overland flight, sending, extended telekinesis (DC 29)
4th extended charm monster (DC 28), extended dimensional anchor (DC 28), quickened final sacrifice, extended greater false life, extended greater invisibility, quickened magic circle against chaos, extended sacrifice
3rd extended create soul gem (DC 29), extended displacement, extended fly, extended greater magic weapon, extended protection from energy, quickened resist energy (2)
2nd blindness/deafness (DC 28), extended glitterdust (DC 28, 2), extended hideous laughter (DC 26), extended invisibility, extended mirror image (2), quickened true strike, extended web
1st maximized chill touch, extended grease (DC 27), extended mage armor, maximized magic missile (2), extended protection from evil, extended protection from good, extended shield
0 light, mage hand, open/close, prestidigitation

STATISTICS 
Str 15, Dex 23, Con 24, Int 38, Wis 13, Cha 29
Base Attack +15; CMB +17; CMD 61

Feats: Augment Summoning, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Demon Mastery, Extend Spell, Ironclad Logic, Greater Spell Focus (Conjuration, Necromancy), Greater Spell Penetration, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge – Arcana), Skill Focus (Spellcraft), Soul-Powered Magic, Spell Focus (Conjuration, Necromancy), Spell Penetration, Superior Summoning

Skills: Acrobatics +56, Diplomacy +47, Escape Artist +36, Intimidate +39, Knowledge (arcana) +55, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (nature) +44, Knowledge (nobility) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Perception +31, Sense Motive +31, Spellcraft +55, Use Magic Device +44

Languages: Abyssal, Common, Celestial, Draconic, and Infernal
SQ Arcane Servant, Metamagic Enhancement, Selective Targets, Shaped Area
Each day Iggwilv casts extended greater false life, extended mage armor, extended greater magic weapon, extended mind blank and extended overland flight.

Contingency: If Iggwilv is ever petrified, a stone to flesh spell affects her.
Demon Mastery (feat): When summoning demons Iggwilv gains a +2 on Charisma checks made to resolve the effects of planer binding and similar spells. Additionally, whenever she uses a spell to call or summon a demon her effective caster level is +1 for resolving its effects.

Permanent Spells: Iggwilv has used permanency to make the following spells permanent upon her: arcane sight, darkvision, read magic, see invisibility, and tongues.
Inherent Bonuses: Through a combination of books from Xagyg’s library, her own levels and wish spells, Iggwilv has a +5 inherent bonus to all six of her abilities.

Lilitu’s Kiss: Iggwilv has secured the cooperation of a lilitu demon named Tsatchti, and bears her name as a tattoo-like mark on her right shoulder. This gift grants Iggwilv a +2 profane bonus to her Charisma and saving throws. Iggwilv’s weapons are also treated as being chaotic for the purpose of bypassing damage reduction. The mark can be removed by a dispel chaos spell.

Combat Gear: scroll of limited wish (2), scrolls of monster summoning VII (4), VIII (3), IX (2), amulet of natural armor +5, belt of battle, Boots of Swiftness, bracers of mighty constitution +6, Cloak of the Witch Queen, dusty rose ioun stone, gloves of storing, headband of protection +5, ring of free action, Ring of Epic Wizardry VI, staff of power (16), Robe of the Abyss, rod of greater quicken metamagic, 25,000gp in diamond dust for wish, true seeing ointment (4), 10,000 gp in rare incense and offerings for gate, 3000 gp in ruby dust for forcecage, star sapphire worth 22,000gp for trap the soul

Belt of Battle: This belt grants a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the belt’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action. Caster Level 13

Boots of Swiftness (minor artifact): These soft-soled leather shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by her height. The wearer gains a +20 competence bonus to her CMD, and on her Acrobatics and Climb checks. Three times per day, the wearer can utter a command word to activate haste as a swift action. Caster Level 25

Cloak of the Witch Queen (major artifact): Wearing this cloak grants the wearer a +8 enhancement to Intelligence, a +6 enhancement to Charisma, SR 36 and +5 resistance on all saving throws. The wearer can plane shift at will (as per amulet of the planes). Caster Level 30

Robe of the Abyss (minor artifact): The wearer of this robe enjoys DR 15/cold iron and good, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10. Caster Level 25
(converted from Savage Tide epic 3.5 to Pathfinder)

Friday, December 8, 2017

Willow & Tara: Mighty Protectors

Willow and Tara are a couple of serious powerhouses in my games.  If you look at the most recent "canonical" versions of them from Armageddon they can do some serious supernatural smacking down.
For their Mighty Protector's versions I toned it down a bit, but still set them at over 200 CP.  These are very similar to their Villains & Vigilantes 2.1 counterparts which I have put at around 12-13th level.



Now I can easily dump more CPs into powers and "spells".  I truthfully want to tweak them both a bit to see how well my magic rules work.  That is the real test of any character I would normally want to play.

Willow Rosenberg
Willow has a lot of spells and I can swap them out as needed. Willow and Tara share a psychic bond to allow them to communicate with each other regardless of distance. Willow also has increased wealth due to selling off her software firm.



Tara Maclay
Tara retains her ability to heal that she gained as an ascended witch.  She shares Willow's psychic bond.  I likely could have dropped the CP cost for both since it would work fine if only one had it.


Both have TK, a holdover from the Buffy RPG rules and both magical senses, aka "Lesser Sensing" from Ghosts of Albion.  The real tweaks for these two characters would be their magic and spells.  Given that I have them in semi-retirement I would not expect some of their powers, and certainly not their Basic Characteristics, to get better. Though one could argue that Willow's IN could be higher.
Also I could raise their Energy by a lot really.  Somewhere in the MP book it mentions the amount of CP/XP I can expect and I have seen online a rough V&V Level to MP CP conversion.  So if I come back to these two I can dump those extra points somewhere.

But all in all I am pretty happy with these builds.

Tuesday, December 5, 2017

Mighty Protectors: Converting* Villains & Vigilantes

Mighty Protectors is billed as Villains & Vigilantes 3.0. For the most part, I am completely fine with that.  The game feels the same and mostly plays the same.  There are differences though.  The differences feel about the same as those say between AD&D 1st Ed and D&D 3.0.
The numbers don't always line up in terms of CPs or BCs, but close enough that you can do what I call "concept-driven conversion".


Concept Driven conversion (for me) is a matter of reading over the character (monster, spell, adventure) and re-casting it in the new rules.  This is different than what I call Numerical Conversion where I can lump the numbers into an Excel sheet and get the proper conversion.

I tried both ways on characters I had been using for Villains & Vigilantes 2.x; Justice and Tarot.
I do want to point out that neither of these characters can be considered "mine".
Justice is derived directly from Superman and Wonder Woman, both owned by DC comics.
Tarot is owned by Jim Balent and Holly Golightly and she is very near and dear to them.

Justice (aka "Justice is Blind Issue 8: Mighty Protectors")
In the case of Justice I went with concept driven conversion since I knew I wanted to recraft her from the ground up as a 200 CP character.
To recap, Justice is also known as Astra Kal'El or Astra Kent.  She is the daughter of Superman and Wonder Woman in the future.  I have toyed with the idea of having her go back in time to stop the death of Lois Lane but that would also erase her conception..so problems there, but none that I can't solve really.  I like the idea of a young Kryptonian/Amazon.  True, I get a lot of my Justice fill lately from the Supergirl TV series, but this is still a fun character.


This Mighty Protectors version of her is not as powerful as the Villains & Vigilantes version I made a few years back, but I am much happier with it. She is powerful but still just starting out.

Tarot, Witch of the Black Rose
For Tarot, I wanted to do a more numerical conversion.  She was one of the last characters I stated up for V&V 2.1 and thought she would make a good first character for Mighty Protectors.
Trouble is I didn't like the conversion I came up with.  So I smoothed out some of the edges with some concept-driven ideas and good old-fashioned number juggling.  Comparatively the MP and V&V 2.1 versions are much closer aligned. Well...in truth the paper sheet I have is much closer. The Excel sheet shows more of the "smoothing".


From a 13th level character to a 200 point build.  Again I am pretty satisfied with this one but the 2.1 version is just as good to me.  Besides.  Tarot is way too fun NOT to have in a game.

Tuesday, November 28, 2017

Mighty Protectors: We Can Be Heroes

There are two central features of Villains & Vigilantes and Mighty Protectors that I have always enjoyed.  First, the conceit that you play yourself with superpowers in the game. And secondly, that characters of all sorts of power level can play next to each other in the same adventure.


Back in the day though that is not exactly what we did.

In the early 80s I went over to my buddy Jon Cook's house to play some Basic-era D&D.  We stopped by one of other friends, Dave, who was younger but had been playing longer than I had.  He had, at the advanced age of 10-11, already moved on from D&D and was playing V&V.  It had only been out for a while but he loved it.  I really wanted to play some D&D though, so we compromised.  I used my D&D character.  Dave did all the behind the scenes rolls and math, or he just made stuff up I don't really know or cared at the time.  But back then this was something you could do with D&D and V&V pretty easy.  I took a healing power and the ability to turn undead; one of the reasons I was playing a cleric in the first place. And we had a great time.  I know while I was doing it I was struggling with the rules, but I had fun.

So when I got my nice new copy of Mighty Protectors one of the first things I did was try to convert some "D&D" style characters.   I wanted to do this for nostalgia reasons but also to try out some different levels of play that correspond to Standard (150 CP), High (200 CP), and Low (100 CP).

For my choices, I went with my iconic witch Larina ("Witch Queen"), an amalgam of many of the clerics, paladins and cavaliers I have played ("Paladin"), and a new character that has seen play in Pathfinder, D&D 5, M&M, Superbabes and Marvel Super Heroes ("Teen Witch").

For these, and most of the characters I'll be posting, I did all the character generation by hand and checked that against the Excel Character sheet pack.  Click on images for full res PDFs.

Paladin
Standard 150 CP Build

Paladin is based on a number of paladins, clerics, and cavaliers I have played over the years. He is also based on the first character I played in D&D and then took over to V&V.  I used the standard array of BCs and picked powers as they worked with an eye to keep my number right around 150 CPs.


I like it. I gave him the ability to turn undead with the repulsion blast.  My thought is that he goes out to hunt undead and demons with the magical sword Demonbane.  Given the tenor of most of my supers games he will have a lot of work to do!

Teen Witch
Low 100 CP Build

Teen Witch, aka Taryn Nichols is the daughter of my iconic witch Larina.  In D&D she is half-elf but I say she is more half faerie since her birth was during a time my witch was in the D&D 3.5 Feywild.  She was a Pathfinder witch and a D&D 4 Warlock.  I played a game of Marvel Super Heroes with her powers were manifested while she was in school. Here first power was flight.


The goal here was to keep her under 100 CPs and I did...with some weaknesses.  But that is fine really, they are also part of her backstory.  Basically, Larina was pregnant and trapped in the world of the Faerie.  In order to leave she had to give up her daughter.  Long story short, she found a way to keep Taryn and leave, but Taryn is indebted to her Elven father.  I did not put that on yet since this is starting Taryn. That drama comes up later! ;)


Witch Queen
High 200 CP

Witch Queen is, of course, my iconic witch Larina. I have played this character in nearly every game I have ever played. So I know her well.  Which was the point of all of this really, to take characters I know well and convert them easily.  Larina is also always my experimental character.  Here I am experimenting with the Arsenal Ability (think Batman's utility belt or Green Arrow's arrows) to build a spell book.  I REALLY like it worked out.   I also used the Inventing Ability to simulate Ritual Spells. Ones that take longer but have a bigger effect.  I will explore this concept some more in other builds.


There she is. My girl.  Now there are hundreds of ways I could do magic powers and spells, but this is an experiment.  So I can move numbers around later.

I like how all of these worked out to be honest.

Related Posts Plugin for WordPress, Blogger...