Wednesday, November 18, 2015

Class Struggles: Mara Witch Tradition

Witch by ivangod
Today's Class Struggles is going to be a total cheat.  After two weeks of psychic classes, I have read a bunch of psychic and occult material which, of course, gets me thinking about witches.  Since I spent a lot of time yesterday with Wee Jas and to a much smaller degree Hecate, I wanted to talk about the witches of Wee Jas as influenced by the witches of Hecate I have used in the past.

The Mara Witch Tradition

The Mara is a witch tradition that is very, very old.  They share more than just a little relationship with Night Hags, which some scholars believe may have been some of the first Mara Witches.
The Mara understand, maybe more so than most, the life is a constant struggle not against death, but towards it.  This struggle of competing forces is what the Mara seek out. Life and Death in a constant struggle to the inevitable end.

Role: These witches most often serve gods or goddesses of Death, Transition, Change or even Destruction.  There tend to be two basic archetypes of Mara detailed below, the chaotic Mara and the lawful Mara.

Joining this Tradition: To join this tradition the witch must realize that life if nothing but a transitory period between oblivions.  Even if there is life after death in the form of reincarnation the witch is not aware of it on this plane now.So the witch chooses not to be apart of this charade anymore and embrace the death in all of us.

Leaving this Tradition: Typically the witch has such conviction that the only way out is her death.

Occult Powers: The occult powers of the Mara are derived by the struggle of life and death.  There is magic in both life and in death.  There is magic and power in the transition.  While evil Mara are often accused (and rightly so) of killing newborn babies, good Mara also are there to wish children pleasant dreams and act as guardians.

Least, 1st Level: Familiar. The Mara witch gains a familiar.  The familiar is often a floating skull, a ghost or some other omen of death made real (a banshee, a barghest, a black dog). The witch can communicate with this familiar regardless of the form it takes.

Lesser, 7th Level: Dream Invasion. Once per day, the Mara Witch can invade the dreams, the so-called deaths of every day, of others.  She can use this invasion to gather information, learn about various targets or even drain the victim's on life force for herself.  She can drain a total of 1 point of Constitution per night for three nights (3 points total).  This draining she can add to her own pool of hitpoints. Each point of Constitution grants her 3 hp over and above what she normally has.  After the third day, she forfeits her ill-gained health and her victim will recover at the rate of 1 con point per week.

Minor, 13th Level: Nightmare Shape. Once per day, the Mara witch can polymorph herself into any type of undead creature and back. The creature in question must be of comparable size. The witch gains the powers of the creature and retains her ability to cast spells, but she also suffers from that creature’s associated weaknesses. She retains her own hit points and level.  If she is "turned" by a cleric then she is forced back into her "human" form and can not switch back till the next new moon.

Once the mara witch reaches this level, she gains the undead's intolerance of silver. Any silvered weapon will do an additional 1d6 points of damage to the witch if touched, similar in the way Holy Water damages undead. Unless a weapon is specifically listed as being silvered iron, then assume it is not.  The witch is vulnerable to silver in any form she takes.

Greater, 19th Level: Witch’s Curse. The witch can place a powerful Curse on one creature once per day. The curse can be of any sort, but will usually bestow a -4 to all to hit rolls and -2 to any saving throw rolls. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major, 25th Level: Dead Zone Mind. The mara witch has become so accustomed to turning into a nearly undead creature and moving closer and closer to death herself that her mind is no longer that of a living breathing person.  She becomes immune to charm and hold spells. Her mind can't not be probed or read via telepathy, ESP or similar powers.

Superior, 31th Level: Kiss of Death. The witch gains a Kiss of Death. When the witch wishes, she
can give a target a Kiss of Death. If the person has 9 or fewer hit die he dies, if he is over 9 hit die he must save vs. death or die. This may not be used in battle, only in a non-combat situations.

Special Benefits and Restrictions: Mara witches can use spells normally reserved for necromancers.  They are though barred from using any spell that could return a person back to life such as Raise Dead, Resurrection or Reincarnate.

Equipment:  Nothing special.

Preferred/Barred Covens: Typically evil covens.  There are usually a Night Hag or two present in their covens as well.

Relationship to the Patron: For chaotic Mara the Patron is usually the Bringer of Death. This is usually a bloodthirsty god or goddess that revels in death and destruction.  Lawful Mara have a Patron that is the Protector or Steward of the Dead.
The greatest Patron of the Mara is an ancient Hag named  Marzanna (in Polish), MorÄ— (in Lithuanian), Morana (in Czech and Slovene), or Morena (in Slovak and Russian). She is an ancient creature associated with Winter and Death, but also the rebirth of the seasons.  Other Mara patrons include Hecate, Lilith, and Wee Jas.  The Aztec Goddess of vice, Tlazolteol, also has many Mara followers.

Source/Views of Magic: Magic comes from the struggle of Life against Death. People live and they die and this creates powerful magic in the world.  While the chaotic Mara might focus on just the death magic, the lawful Mara also know there is magic in life and in the celebration of life.  Especially the celebration of life in the face of certain death.

Archetypes: There are two basic archetypes of Mara.  The "evil" Chaotic Mara. These witches revel in death and destruction.  The more death they are around, whether they cause it or not, grants them power.  The Lawful Mara could be considered "good", but in truth they also see the need for death.  Everything must die to allow new things to live and grow which in turn must die. Neutral Mara, generally speaking, do not exist as there is no middle ground between life and death.

The Mara for Other Witches

For Adventurer Conquer King's Player Companion from +Alexander Macris and +Tavis Allison the witch is limited to 14th level.  The 6 occult powers can be spread out over these levels.  I would remove the Witch's Curse and then evenly spread out the remaining five.

Similar plan for +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea's witch.  Though in this case I would also remove the option for "Lawful" Mara.  Mara in this world setting are nothing but evil.

For +Joseph Bloch's Adventures Dark & Deep, The Witch the BEST thing is adding spells from his Necromancer class.  Spread out the powers, replacing the ones listed for the Witch.

+Jonathan Becker's Complete B/X Adventurer also has a witch class. His witch lacks outright powers, but has plenty of spells.   So if you want to convert ANY of my witches to one of his make the Occult Powers into Witch Spells only that kind of witch can use.  Here is a quick anf dirty guide.

Basic Witch Occult Power B/X Witch Spell Level
Least, 1st Level 1st level Witch Spell, 1st level witch
Lesser, 7th Level 3rd level Witch Spell, 6th level witch
Minor, 13th Level 5th level Witch Spell, 12th level witch
Greater, 19th Level 7th level Witch Spell, 21st level witch
Major, 25th Level 8th level Witch Spell, 25th level witch
Superior, 31th Level 9th level Witch Spell, 30th level witch

For his 10th level spells you would have to come up with something appropriately cool.
Heck I might grab his 10th level spells for my own witch games!

Becker also spends some time with a Holmes-style witch, but I am not sure these sorts of powers would work for that.

So now regardless of what OSR Witch you use noe you can unleash the Mara on your players!

Tuesday, November 17, 2015

Wee Jas

Wee Jas, The Suel Goddess of Magic, Death, Law and...a bunch of stuff really.
Could she be more 80s chic?

Been thinking a lot about Wee Jas lately.
Ever since I first "discovered" her in the pages of Dragon magazine #88 I was enthralled with her.

She first appeared (I learned almost right after) in the World of Greyhawk boxed set.  All we knew about her then was she was a greater Suel goddess of magic and death.

Lenard Lakofka's article though gave us the most detail really.  That is where the picture on the right is from.
What do we learn about her?  Well at this point she is still a greater goddess of magic and death.  She knows every magic-user spell and all other spells to 5th level (why only 5th??).  She can cast up to 9 spell levels worth of spells each round; so 1 9th level spell or 9 1st level or any combination.  She has 90% magic resistance and a globe of invulnerability that floats around her.

She is attractive (Charisma 20) and always appears so.
If she is anything she is very lawful.  To the point where good and evil are mostly meaningless to her just as long as you are not chaotic.  In fact she pretty much hates anything chaotic except for the chaotic neutral god Norebo; who is her brother (or half-brother) and occasional lover.  Gods. Go figure.
In the letters section in a couple Dragons later it is mentioned that Norebo's entry mentions Wee Jas, but Wee Jas' doesn't.  The editors reply that it is because Wee Jas is loathe to admit it and Norebo could also be bragging.

By this point, this was all I knew about her. She was not yet known as "The Witch Goddess" but that is what I used her for.  Besides, take a look at her name.
Wee (We) and Jas (Ja), we ja or "we ya".  Or to spell it differently Ouija.  Her name certainly comes from Oui Ja, the French and German words for "Yes" and the basis of the name of the Ouija board. Plus magic and death.  Seems a dead give away.

After this Wee Jas' story gets weirder.  She is demoted, promoted, gains and loses domains.  Gets more evil, less evil. Picks up the title of Witch Queen somewhere along the way as well.  Canonfire, the great Greyhawk website, has spilled a lot of bits and bytes on this.


The Wee Jas Resurrected article is insteresting because it attempts to bring in a lot of these inconsistences and bring together to a complete and understandable whole.  For me the the bits on the rivalry of Wee Jas and Iggwilv were very interesting as well as making her one of the Suel gods/goddesses of Sex. Totally make sense really.  She even gains a "reformed" succubus, Zem'Jil, as a servant.

In truth the model for Wee Jas from our own world is Hecate, the Goddess of Magic, Witches, Ghosts, Necromancy and the Crossroads.   It is said that Wee Jas gaurds the doorways to the dead and the same is true for Hecate.  In fact I have used them rather interchangeblly for years.

I think for my own version of Wee Jas, I would start with the Dragon 88 version, add a little bit of what we saw in D&D 3.x, and then change her "Death" portfolio to "Spirits".  She can summon undead, and her priests may do so as well, but no raise dead spells.  I rather liked the Raven Queen from D&D4, so pass of Wee Jas' control of Death (save for spirits) to the Raven Queen.  Since the Raven Queen is described as a young or new Godess, it could even be that she is the daughter of Wee Jas.  Have to investigate this line further.

I would also change her Globe of Invulnerability into a ruby skull that floats and protectors her.  Maybe a former lover.  Keep Zem'Jil because that is just cool to have a succubus ally.  Give Zem'Jil some levels in witch too, since Wee Jas would be her patron.

Certainly would have to have her in my War of the Witch Queens adventure.

Monday, November 16, 2015

Kid's Games

I totally missed Friday Night Videos the other night.  Sorry. Insane day at work. I didn't even know about Paris till I got home Friday night.

OneBookshelf is running their annual "Teach your Kids to Game Week" with lots of sales on introductory material for kids.


While I totally applaud such efforts, I think back to how I learned and how I taught my own kids and we all started with D&D.

In fact my oldest son has been playing for close to 11 years now.  He is still playing his first character in our Dragonslayers game.  We began the game in early 2005 with "The Cave of the Stinky Goblin" and now have a host of epic-level bad asses.

This weekend we even took some time to play the children of the Dragonslayers, the Order of the Platinum Dragon in the next part of the Slaver's series.  The big "reveal" is coming soon and I can't wait to spring it on my players.

Saturday, November 14, 2015

Zatannurday: Featuring the Enchantress


The December 2015 issue of Empire is coming out and the covers feature characters from the upcoming Suicide Squad movie, including Carla Delevingne as the Enchantress.


Enchantress, aka June Moone, is also one of the magical using types in Justice League Dark.   From the brief interviews it sounds like we are going to see a bit of June before she becomes (or is taken over by) the Enchantress.







Let's not forget that Marvel also has an Enchantress. She likes wearing green too.



https://en.wikipedia.org/wiki/Enchantress_(DC_Comics)
http://dc.wikia.com/wiki/Enchantress

Friday, November 13, 2015

Kickstart Your Weekend: Bring Back MST3K

Not a gaming Kickstarter...unless you happen to be me.

I have said it before. My Appendix N is full of cheesy sci-fi, horror and fantasy movies.  The only people that loved these movies more than me were the Best Brain behind Mystery Science Theatre 3000.    In the 90s, this was my show. The one I tapped and never missed.  Still have 18 or so 6-hour tapes full of episodes.  To bad I have no idea where a work VCR is.

But no fear because MST3k is coming back through the magic of Kickstarter and fans like us.

Bring Back MYSTERY SCIENCE THEATER 3000
https://www.kickstarter.com/projects/mst3k/bringbackmst3k/

In truth they don't need my help to publicize this, but they are getting it anyway.
Heck they made $1 Million in their first 24 hours.

Really looking forward to this one!

Thursday, November 12, 2015

Blustery Day

So no post today.  I have been writing my posts at night or very early in the morning to post later in day lately.  Last night I could not work on anything because I was too busy working on the Chili for my work's annual Chili Cookoff.




I do a different recipe every year.  This year I went with one my son and I called "The Mississippi Queen".




Well it paid off.  I got 1st Place!

My winning ingredients?  Bacon grease (not so secret) and Ghost Peppers fresh from the garden.

Regular blogging tomorrow.

Wednesday, November 11, 2015

Class Struggles: Psionics, Part 2

Psionics
Last week I went over the various Psionic systems that have appeared in print or digital for the D&D game.  This week I want to look at the classes.

One thing that you first discover that psionics were always something that was added on to the game later.  Often there are powers, but no classes to speak of really.  This is certainly true for AD&D1st ed and OD&D.  Interestingly enough (compared to my discussion last week) that in Eldritch Wizardry it is stated rather plainly that Monks (and Druids) can not be psychic.

1991 was a good year for psionics.  We saw the release of the official Complete Psionics Handbook from TSR for 2nd ed and the unofficial Psionics from Mayfair Games Role Aids line.
Both books changed psionics from it's added on system and made something that seemed to fit into the game a little better.  They sacrificed a little of what made the psionics system so alien and different for playability.
The Complete Psionics Handbook introduces the Psionist class.  This class has access to all the powers in the book.  Psionic powers are divided into six groups with major powers, called sciences, and minor powers, called devotions.  Just like AD&D1, but now they are sorted and there are more powers.   The attack and defense powers, for example, are now part of Telepathy.  The system works well and while the psionists has less overall powers than say a wizard has spells the psionist is not limited to how many times they can use their powers, save by PSPs.

Mayfair's Psionics takes a slightly different approach.  In this there is a Psionist class with five different traditions or schools of psionics, Sonimancers, Telepaths, Telekineticists, Pyromancers, and Empaths. So...every Stephen King psychic ever. The psionist usually stays in that tradition.  Powers are categorized by school and then divided by power level, similar to spell level. There are six levels of powers.  Largely it plays the same as the TSR book, but this one feels more like a spell system.  Getting these two books to work together would be a feat to be honest.  There are so many differences between the levels of the powers, the assumptions of the psionist class and even the PSP vs MP power point costs.  Best to choose one system and adapt the other as needed.

I want to give brief mention to the Deryni in Mayfair's Witch book.  While presented as a witch class the are obviously better suited for Psionic use.  Converting them to Mayfair's psionic system would be easier than converting TSR Psionic to Mayfair's.

3e and the OGL comes around and we get a ton of new psionics options including three new classes (and a spell like system).  This in turn gives birth to Pathfinder and the OSR.  One of the first 3rd party books to support psionics was The Quintessential Psychic Warrior from Mongoose. But like most of Mongoose's products from this time it's not very good.
Pretty much everything for 3.x era psionics can be found in the d20 SRD.  Pathfinder, as a system, had not used psionics or psychic powers till this year with the release of the Occult Adventures book.  I am still going throuhg my copy from Gen Con.  Other companies though built off of the SRD and came up with their own books.
Ultimate Psionics is by far the largest at 450+ pages.  This takes the three basic psionic classes from the SRD and expands it to 10 (7 new).  Not to mention pages and pages of powers. I am hard pressed to think of a more complete book.

But sometimes you don't want a 500 page tome.  Sometimes you just want a couple of pages.  Well if the OSR is about nothing else it is about "less is more".  These books are designed for your old school games and are much smaller.

If you are playing Castles & Crusades then the Mentalist class from Amazing Adventures! would port over with hardly an issue at all.  In fact I have done it before and it works so good that Troll Lords should really consider doing it offically.

White Box Options: Psychic Talents [Swords & Wizardry]
At 10 pages this book really exemplifies what people love about S&W.  Quick and easy rules that slot in nicely with the game they are playing.  This is more of a psychic wild talent add on. Feels similar to the wild talent powers in AD&D1 or even OD&D.  Random table of powers and descriptions of all the powers. Not a bad deal for just under 2 bucks.

Old-School Psionics
Designed to be a new psionics system for OSRIC this book introduces the Mentalist class.  Powers are divided out among disciplines going to 7th level.  Powers are treated mostly like spells, but that works well for adding into OSRIC.  Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster.  22 pages including cover and OGL.  Very nicely done.

OSRIC Psionic Combat
This book has a lot of charm. A quick look at the author, artist and contributors leads me to believe this was something a whole family put together and then played.  I can relate and honestly the book gets an extra star just for that.  The books covers a very simple psionic combat system and a psionist class.  Nothing more really.  But that is all it set out to do, so great.  I might not play as written, but the detail here is great and would convert nicely to any of the other systems I have used.

Crypts & Creatures Psionics Handbook
At 12 pages for 50 cents this looks like a deal.  But what we have here is a stripped down version of the psionic classes from the d20 SRD for the OSR crowd.  I would have liked to see some more to be honest.  There are classes and powers listed, but not really detailed.  Now for someone this will be just perfect, but most people I think will want some more.

Psionics
This book is designed for the White Star game.Though it can be ported over to Swords & Wizardry with no issues. The psionist is introduced and powers are detailed.  The psionist chooses a focus power area and sticks with that in the game. A nice, simple system with some useful powers.  11 pages with cover and OGL.

There is a psionic system in Realms of Crawling Chaos as well, but I well detail that one on a later date.

And of course the Basic Psionics Handbook.

So if you love psionics and psionic classes there are plenty of choices out there.