Monday, April 14, 2014

A to Z of Witches. L

L is for Lilith
Lilith by Isra2007

I have talked about Lilith. A lot actually.
Last year I talked about Lilith and her roll as the mother of the demons The Lilim.
http://timbrannan.blogspot.com/2013/04/l-is-for-lilith-and-lilim.html

I talked about her and her relationship to demons and Vampires a couple of times.
http://timbrannan.blogspot.com/2009/11/every-angel-is-terrifying.html
http://timbrannan.blogspot.com/2011/01/season-of-witch-episode-2.html

I made her the cover of my Eldritch Witchery book.  So yes. I am a fan.

Lilith has always been a part of my game worlds.  In some like Buffy and Ghosts of Albion she is a behind the scenes player dealing with "children" the vampires, demons, witches and the Slayer.
In my old school games she is the mother of demons, but also the first to rebel against the powers of good. She was a human but no longer. She has been raised to the power of a god because she knows so many magical secrets.

Here she is for the Pathfinder RPG and pretty much how I use her in other games too.

Lilith

Titles: The Mother of Demons, Witches, and Vampires
Alignment:  Chaotic Evil
Portfolio: Magic, Demons
Worshipers: Witches, Lilim, Vampires
Cleric Alignments
LG NG CG
LN N CN
LE NE CE
Domains: Evil, Magic, Knowledge/Secrets
Favored Weapon: Dagger

Lilith is considered to be the Mother of Demons, Vampires and Witches.

History
Lilith was the first human woman. She rebelled against the gods that created her and now controls armies of demons.  The gods won't work against her or strike her down because she knows all their True Names.

Relationships
Lilith has no true friends because most fear her.  She is known to ally herself with the Goddess Ereshkigal since both have similar portfolios and areas of concern.  Some even claim that Lilith spent some time as Ereshkigal's handmaiden.  Others claim she served Astártē or Ishtar.

Appearance and Emissaries
Lilith always appears as a young very attractive woman.  Most often with long flaming red hair.  It is claimed her true form is that of a ancient hag with long, but sparse wild black hair, talons, fangs and the feet of a predatory bird.  Either or neither could be her true form

Servants

Naamah - Known as the Daughter of Lilith Naamah is either a demon, a human or something else.  She is honored in her right as either the Patroness of Whores or the Patroness of Those Who Hunt the Night (slayers of the undead).  Her title as The Daughter of Lilith, as opposed to just a daughter of Lilith, is significant.  She may be her first true daughter or she may be her first human daughter.

Abyzou - Another daughter of Lilith. She is a powerful Lilitu Demon. She takes pleasure in possessing others and destroying them from the inside out.

Church of Lilith
Lilith has no formal religion outside that of her demons and witches. Even these do not worship her but instead regard her as their mother.
Through her daughter Lilith is also seen as the protector of harlots and whores.
There are those who also view Lilith as triumph of humankind, in particular womankind, over the tyranny of the gods.  She can in this aspect even have worshipers that are otherwise good in alignment.

Worshipers and Clergy
Lilith is worshiped primarily by witches but also by demonic clerics and wizards.

Temples and Shrines
Temples and shrines to Lilith are small affairs.  Usually a stone relief hidden away.  Since most gods of light and many other gods despise Lilith her shrines are destroyed by their followers.

Holy Texts
As witches the worshippers of Lilith hold their own Books of Shadows as their holy texts, but a few are are considered to be helpful to understanding Lilith.

The Splendor - The foundation text on which many of the Gods of Light have based their own holy texts.  The Splendor mentions Lilith as one of the first demon of darkness. For this reason many religions will see Lilith as threat to their religion.

The Enochian Tablets - More details on the life and rebirth of Lilith. Written in an ancient angelic script that is difficult for many sages to translate. Also discusses her relationship to the divine and the demonic.  It also details the origins of Those Who Hunt the Night.

Holidays

Witches of Lilith celebrate the phases of the moon, the new moon in particular.

ETA: Julia Mathews is doing Lilith today too. She also talks about the moon named Lilith.

More posts about Lilith here:
L is for Lilith and Lilim
Every Angel is Terrifying: The Secret and True Origins of the Slayer
Pseudo Slayers
Going Up to Hell: Cosmology
Sympathy for the Succubus
- Part 1, Part 2, Part 3
Let's Talk About Sex(y)
E is for Eodemon
The Dragon and the Phoenix: Episode 7
Season of the Witch: Episode 2



Supernatural AtoZ

Saturday, April 12, 2014

A to Z of Witches. K

K is for Kiki and Kikimora

Two related witches.

Kiki is from one of my favorite Studio Ghibli movies Kiki's Delivery Service.
Hayao Miyazaki is a master.  He not only knows his witches, but he also knows how to do an animated movie for children that can also appeal to adults.

Kiki is a 13 year old witch who is ready to do her year of training away from home.  Everyone knows witches are real and they are an accepted part of life.  Kiki's mom is the local potions mistress and her father seems to be a normal mundane human.
We got this movie back when my oldest son was still a baby and he loved it. But not at much as me I think.

Kiki's Delivery Service is not about being a witch though, it is about finding out your own strengths and finding out that what is inside you is everything you need to succeed.

I know there are debates between people that prefer one version or the other.  For myself I like the 1998 version with Phil Hartman as Jiji the cat.  Yeah he seems like he is from the same litter as Pokemon's Meowth and Salem from Sabrina the Teenage Witch.

There have been rumors of a live action Kiki for years.  I hear about them and then loose track.
Here is the trailer from the newest one.  I am not sure if we will see it in the States or not, but I easily recognize all the scenes.




One thing is sure. The actress playing Kiki looks spot on to me.  That nice mix of youthful excitement and cautious naïveté.

On the other side of the spectrum we have the Kikimora, a female house spirit from Slavic lore.  She looks like a small humanoid chicken (not the first female spirit to be connected to a bird) and will do house work if left alone.  If bothered she will break dishes and keep children up at night.
In other tales she is believed to be more witch like she is also the bringer of nightmares in children.

She shares many similarities with the brownie and leprechaun.

If I were to write this creature up for Pathfinder I would give her 2 or 3 HD and access to one Hex.

Kikimora
Armor Class: 6 [13]
Hit Dice: 2d8 (8 hp)**
No. of Attacks: 2 claws
Damage: 1d3, 1d3
Special: Spell-like abilities
Movement: 60’
No. Appearing: 1 per house
Saves As: Witch 3
Morale: 9
Treasure: None
Alignment: Neutral
XP: 25

The Kikimora is a house fae distantly related to brownies, sprites and, some say, hags.  The kikimora certainly looks like a small hag creature. It stands 1½' to 2' tall and dresses in the garb of a peasant woman. Her face is brown and wrinkled, giving the impression of actually being a shrunken apple.  Her nose is abnormally long and gives the appearance of a beak.  Her feet when visible are those of a chicken.  She carries a broom with her and sweeps where ever she goes.
The Kikimora is is naturally shy and prefers not to attack. She will attack animals if they bother her and humanoids if cornered.  If ignored she will perform small chores around the house. Sweeping, mending clothes and quieting crying babies at night so parents can sleep.  If a household suspects they have a kikimora they can appease it by leaving out a bowl of warm milk sweetened with honey.  Though other sages claim the best way to keep one is to also leave out strong spirits (such a vodka or brandy) and cigars out on holidays.  The kikimora will sleep in the next day (having drunk all the spirits) but this ensures the family protection and service till the next holiday.
If discovered and acknowledged with anything other than milk she will break dishes, pinch babies in the night and cause nightmares in children by whispering in their ears.
A kikimora will prevent a house from becoming the home to a brownie, boggart, poltergeist or a bloody bones.
A kikimora can also cast spells as if she were a 2nd level witch.



Supernatural AtoZ

Friday, April 11, 2014

Victorian Adventure Enthusiast interviews Timothy Brannan

Check out the interview I recent did with the Victorian Adventure Enthusiast.
They are revamping their site, so keep them in your RSS reader for more Victorian era gaming fun.

http://www.victorianadventureenthusiast.com/index/victorian-adventure-enthusiast-interviews-timothy-brannan/

And you can see me in my Victorian gentlemen's suit.

Interesting note. I was at the wedding of one of my oldest friends.  He was having a Civil War reenactment wedding.  All of the guys and the groom were in uniform. I was standing with him on stage as a groomsman but I didn't feel right wearing a uniform.  I am not a reenacter and unlike many of the other guys I also was not in the military.  So I wore this instead, knowing I can get more miles out of it later.

The guy getting married, Jon, was my DM in Jr. High.  In the picture I am standing next to the guy who was my DM in High School. He is cropped out of this version.

I thought it was going to be a lame wedding but I am happy to admit I was wrong and it was an absolute blast.

Pop by and read about how I wrote the Ghosts of Albion RPG.

ETA: If I look like I am sweating. I am. It was late June in Central Illinois, 95 degrees on it's way to 100 and I am wearing black wool.

A to Z of Witches. J

J is for Ju-ju

Juju has some similar origins as does Voodoo.  Both are west African in origin and both have similar linguistic roots, but the two are not related.

In modern language Juju has also come to mean Magic or magical like properties. Similar to the way Hex has been used.  Though today one can talk about "Bad" and "Good" Juju.

In the Monster Manual II we were introduced to a new zombie type, the Ju-ju zombie.
It was stronger, faster and more powerful than the standard walking dead.  Ir was the result of a character being killed by a "Drain Energy" spell.

I like the idea of Juju Zombies actually being a creation of witchcraft.  Maybe it is because I have been rereading the Anita Blake books, but I like the idea of a more powerful zombie being raised by a witch or a necromancer. Above and beyond what a wizard could do.

A juju Zombie is created by the 5th Level Witch Spell Animate Dead.  Even though it has no true intelligence  it can "remember" what it once was and act accordingly.  The Juju Zombie has more HD than a regular zombie. On average I like to say 3 or 4.  Makes them tough for low level characters.

Zombie, Ju-ju
Armor Class: 7 [12]
Hit Dice: 3d8+9** (23 hp)
No. of Attacks: 2 claws, 1bite
Damage: 1d6+3, 1d6+3 / 1d4+2
Special: undead
Movement: 30’
No. Appearing: 1-3
Saves As: Fighter 5
Morale: 12
Treasure: None
Alignment: Chaotic
XP: 500

The Ju-ju zombie is a stronger, faster version of the zombie.  While zombies are mindless, slow moving corpses, the ju-ju is strong, fast and retains a bit of the intelligence of it's original life.
The ju-ju can be created by a witch or necromancer using the Animate Dead spell and the body of a fighter of at least 3rd level.  Normal, non-necromancer, wizards can only raise a regular zombie.
Like a normal zombie this type can be given instructions, but they can be longer and bit more complicated.  On the average they would have an intelligence of about 3-4 (regular zombies would be at 1).
The ju-ju zombie is turned as if it were a wight.





Supernatural AtoZ

Thursday, April 10, 2014

This is not the greatest song in the world.

This is just a tribute to the greatest song in the world.


We'er off to the witch. We may never never never come home.
But the magic that we feel is worth a lifetime.

Sorry. But Dio (and Iron Maiden and Black Sabbath) are so much a part of my gaming history I figure a Dio Retro Clone would be appropriate.


A to Z of Witches. I

I is for Incantatrix and Imbolc Mage

The Incantatrix is an interesting character class in the D&D game.  She began her life in the pages of Dragon Magazine (issue #90) as something akin to a "spell thief" or a magic-user that could steal spells out of the minds of other spellcasters.  When the game was updated to 3rd Edition another Incantatrix appeared.  This one, in the lands of Faerûn, became a mistress of meta-magical skills.

We even got an "OSR" version for Swords & Wizardry.

For me these are all interesting, but not what I had in mind as an Incantatrix.

Incantatrix comes from the Latin meaning "witch" or "enchantress".  Now games (and books and movies) have played pretty fast and loose with names in the past, but lets use this one to our advantage.

If the name is related to Enchantress then I would expect them to be able to cast, if not master, enchantment spells.  In Pathfinder (and most versions of D&D prior to that) have had schools of magic.  Enchantment is one of those schools.  The Incantatrix then specializes in magic from this school, more so than an Enchantress type Wizard and more so than a Witch.  Also I think I would want to throw in some Abjuration type spells as well.

I did a quick check with my spell spreadsheets and Enchantment and Abjuration spells are about 20% of all spells, 20% of witch and 20% of wizard spells too.  There are also a lot of Enchantment spells that are not Witch or Wizard. A lot of Bard ones for example.
So I am getting an idea here.

So for me an Incantatrix would need to be focused on her Enchantment and Abjuration spells, almost to the inclusion of all else.

Like the Imbolc Mage I did a while back, the Incantatrix would be a spellcasting Prestige Class.
For those not in the know, that is like Grad School.  You focus on something to the exclusion of all else.

Witch by Bloodyman88
Incantatrix

Hit Dice: d6

Requirements
To qualify as an Icantatrix, a character must fulfill all of the following criteria.

Ability: Charisma score of 16 or better.
Feat: any metamagic feat
Knowledge (arcana): 10 Ranks
Spell casting: Ability to cast 3rd level Enchantment spells; Arcane Spellcaster

Class Skills
The Incantatrix's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magical Device (Cha)

Skill points at Each Level: 4 + Int modifier

Incantatrix Progression
Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +0 +2 Charm Resistance +1 level of existing class
2nd +1 +1 +0+3 xxx +1 level of existing class
3rd +2 +1 +1 +3 xxx +1 level of existing class
4th +2 +1 +1 +4 xxx +1 level of existing class
5th +3 +2 +1 +4 xxx +1 level of existing class
6th +3 +2 +2+5 xxx +1 level of existing class
7th +4 +2 +2 +5 xxx +1 level of existing class
8th+4 +3 +2 +6 xxx +1 level of existing class
9th +5 +3+3 +6 xxx +1 level of existing class
10th+5 +3 +3 +7 xxx +1 level of existing class

Class Features
All of the following are class features of the incantatrix prestige class.

Weapon & Armor Proficiency: The incantatrix only learns to use simple martial weapons. They gain no additional proficiency in armor.

Special: The Incantatrix gains special powers at each level of her progression.

Spell Use: The incantatrix continues to gain spell levels in her arcane spell class. If she has more than one arcane spell casting class then she chooses one to advance in.  The Incantatrix only gains spells, she doesn't gain extra abilities as if leveling up in that class, such as Witches' Hexes.

Charm Resistance (Su):  The incantatrix is extra resistant to the tools of her own trade.  She gains an additional bonus equal to her CHA + 1/2 her Incantatrix level bonus to saving throws against Enchantment, Charm and Compulsion magic.

xxx: Still working these out. ;)  There are some good powers for the Icantatrix, but I have not worked them all out.




Supernatural AtoZ

Wednesday, April 9, 2014

A to Z of Witches. H

H is for Hexes, Hex and Hex Girls

The word "Hex" gets thrown around a lot when dealing with witches.
A simple search shows it gets thrown around a lot here too.
I have talked about the SkyOne TV show HEX, the Skylander's character Hex, as well as The Hex Girls from Scooby Doo.  Plus there is one of my favorite movies on Witchcraft, Häxan or Witchcraft Through the Ages.

But what exactly is a Hex?

A Hex is a minor, usually malevolent spell.
In my d20 book Liber Mysterium a Hex was a witch cantrip, much the same way an Orison was was cleric cantrip.

In Pathfinder though a Hex has taken on a whole new meaning.  It is a spell like ability of a witch.
I also have used spell like abilities for witches in a number of my books, but I usually call them Occult Powers.

When working on Strange Brew I had to figure out a way to get Hexes and Occult Powers to play nice with each other.  Not always an easy task to be honest.
Fortunately there is a lot of parity between the Hexes and Occult Powers.  Regular, Grand and Major Hexes line up nicely to Minor, Medial and Greater Occult Powers.

Here are a couple that I have translated over.
All of these are presented as 100% OGC for terms of the Open Gaming License.
Section 15: "Witch Hexes", Copyright 2014 Timothy S. Brannan

Hex

Immune to Fear (Su)
The witch becomes so focused in purpose and drive that she becomes immune to the effects of mundane and natural fear.  She also gains +1 per her witch level to any checks versus magically induced fear.

Major Hex

Undetectable Presence (Su)
The witch gains the ability to pass through any terrain undetected. This extends to her party, up to 2 members plus her level. This functions as the druid spell Pass without a Trace. 

Grand Hex

Charge of the Goddess (Su)
The witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself.  The witch radiates an aura of Fear at 15’ to all her enemies.  She gains a bonus of +3 to all her saves and AC.  She also gains +2 to all offensive attack forms, spells or weapons.  This charge lasts for a number of rounds equal to the witch’s Charisma score.  It may be performed once per day and takes one full action to perform.

They worked great as Occult Powers, lets see how they work as Hexes.




Supernatural AtoZ

Tuesday, April 8, 2014

A to Z of Witches. G

G is for Gris-gris

A Gris-gris, or grigri, is a talisman found in voudun or voodoo practices.

For my games a talisman is the simplest magic item a witch can create.  A Gris Gris is the same for a Voodoo witch.  Now I have not exactly decided yet what a voodoo witch is for Strange Brew.
It could be a witch archetype, a multiclass path of a witch and shaman or witch and cleric. Or something new.

What ever a voodoo witch is or will be the Gris-gris is more or less set in my mind.
It is always made of natural materials, something the witch could make on her own without the need of another craftsman.  So cloth or leather pouch that she wove or tanned herself.  To me that is the important part.  While some magic items focus on the quality or even the masterwork of the item (like a wand, staff or sword) the gris-gris needs to be personal.  In fact the exact ingredients in the gris-gris should be different from witch to witch.

my new dice bag from Blessed be Garden (sadly closed)

While Pathfinder/d20 has pretty good rules about magic item creations in terms of what needs to go into it, the gris-gris runs counter to all that.  So for a witch a gris-gris of protection could include a bit of cloth that was cut from her mother's dress and bit of wood from the house she grew up in.  While another might include the key to a locked door.

For Pathfinder,

Create Talisman [Item Creation, Witch]
With Create Talisman you can create the weakest of all magical items, a talisman.
Prerequisite: Membership of a witch tradition. Each tradition has slightly different means
You may create the simplest of all magical items, a Talisman. A Talisman can hold only one spell (or cantrip, charm or hex) of a maximum of 3rd level. The talisman can be made of stone, paper, clay or any object that can be written upon. The object must be used for this purpose only. Talismans can only be used once. After use the medium that was written on become unusable for other talismans. Spells that may be used for talismans are indicated in the Witch Spell Lists. This is an item creation feat that all witches gain for free.
The base price of this feat is 10 gp multiplied by the spell level (not the price for a similar item in the Core Rulebook II). The XP cost is 1/25 of this base cost (rounded up). The material component cost is half of the base cost. The witch or any other person regardless of class or alignment may use a talisman.
For example: a 1st level witch creates a talisman of Charm Person (1st level), she chooses to inscribe a flat piece of clay with a charm symbol. The base cost for this item is 10 gp, then the XP cost is 10/25 or 0.4 XP (rounded to 1 XP) and the material costs (clay, special incense, a special stylus) is 5 gp. So the witch will spend 5 gold pieces and 0.4 xp

I have extended this feat to Druids as well.  We called the gris-gris of a druid "mojo bags".  Maybe not the most celtic of names, but it has stuck.  Maybe something like "mála draíochta"  would be better.



Supernatural AtoZ

Monday, April 7, 2014

A to Z of Witches. F

F is for Familiar

Deu 18:10 There shall not be found among you [any one] that maketh his son or his daughter to pass through the fire, [or] that useth divination, [or] an observer of times, or an enchanter, or a witch, 

Deu 18:11 Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer.

One of the easiest ways to be labeled a witch during the European Witch hunts was to be an older woman with a lot of animals.  Today you are more likely to be labeled as a "Cat Lady" or worse "Crazy Cat Lady".

I talked about Familiars in my very first A to Z blog challenge.
For me familiars are what really set witches apart from Wizards.  While wizards can certainly use them, witches HAVE to use them.

In my 2011 post I was focused on my then WIP The Witch.  Today I am thinking more along the lines of Pathfinder.  The Pathfinder witch needs her familiar to learn her spells. The familiar is not a pet but the conduit to her Patron.

While most religious texts and witch hunting manuals refer to familiar spirits as being evil in the game they can be of any alignment (good or evil) and most often reflect the will, or at least the whim, of the Witch's Patron.

Pathfinder Witch Familiars are a little different. The witch familiar in Pathfinder is in fact the source of the witch's magical knowledge.   With a bit of re-skinning you could have a familiar like Bob the Skull from the Dresden Files or even the Book of Shadows from Charmed.
Obviously things like "Speak with other animals of it's kind" and the familiar special ability would need to be seriously retooled.

For a "Book of Shadows" familiar (that is where is book is a semi-aware artifact) I would give a +3 check on Use Magic Device or even a +3 Knowledge (Arcana).  I like that one.  Same with the Floating/Semi-aware Skull.

The speak with others is trickier.  Maybe with a Book of Shadow Familiar the witch gains the ability to read other languages, though in a modified way.  I think a certain limited number of languages would need to be decided on in the beginning of the witch's play and then only those languages could be used.  Sure a cat and only speak to other cats, but that is speech and easier.  A written language would be different and you could say that the book needs to have been written in one of those languages.  The witch can read it in her Book of Shadows right away, but not when she sees it elsewhere, at least not till 7th level.  I would rule 1 common (ei it appears on the list in most books) and 2 rare languages.

Here are the others.

Natural Armor Adj.
A Book of Shadows or Floating Skull gets this as well.

Alertness (Ex)
Same with both the BoS and FS.

Empathic Link (Su)
This works differently for the BoS.  Since the BoS acts like something akin to the Akashic Records maybe replace this with a feat like Skill Focus (Knowledge).
Actually I rather like the idea of the Akashic Record being the source/familiar and the Book of Shadow being the physical manifestation.  After all, familiars can get killed in the game but brought back.  A book can be burned and brought back via the copy in the Akashic record.

Improved Evasion (Ex)
Feats like improved evasion are still good for a Floating Skull, but for a book maybe Improved Fortitude for spells or situations that might set it a flame. (See there is a reason witches are burned, destroy their spellbooks too).

Share Spells
Same

Store Spells
same

Deliver Touch Spells (Su)
This one is different.  It would be fine for a floating skull, but not so much a Book.  Gotta replace this one with something similar.

Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex)
Mentioned above. For a Floating Skull I would say Speak to the Dead.

Spell Resistance (Ex)
Same.

Scry on Familiar (Sp)
Another tricky one.  If the book or skull are left in a covenstead (a place where the coven meets) then it works. Carried with the witch it is a little harder.

Those are the ideas I have had brewing now for a bit.

Yeah I know I sometimes get grief for my love of Charmed. Too bad. My blog.


Supernatural AtoZ

Sunday, April 6, 2014

zatannurday: Sunday Special Joe Quinones Sneak Peaks

This Zatannur--er--sunday.

With the April A to Z going on every day I thought I could let Zatanna have the day on Sunday.

Joe Quinones has been posting some sneak peaks of the Zatanna/Black Canary crossover "Bloodspell" over at his blog, http://joequinones.blogspot.com/






Really looking forward to this.

Saturday, April 5, 2014

A to Z of Witches. E

E is for Enchantment

An enchantment is a type of spell.  Defined as something to charm or bewitch.
In this context it sounds custom made for witches.

Enchantment is also in the D&D family of RPGs a School of Magic.
According to Wikipedia:
Enchantment or Enchantment/Charm
This school, known as Enchantment/Charm prior to 3rd edition and Enchantment in 3rd and 3.5 editions, changed dramatically in 3rd edition, when all non-mind-affecting spells were removed from the school and many were moved to Transmutation. In 3rd and 3.5 editions, all Enchantment spells are mind-affecting and Enchantment is divided into two subschools: compulsion and charm. Charm spells, such as Charm Person or Symbol of Persuasion, affect the targets' attitudes, usually making them act more favorably toward the caster. Compulsion spells such as Confusion, Dominate Monster, Feeblemind, Sleep, Suggestion or Zone of Truth, can force the targets' to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways. The Compulsion subschool also includes buffs, such as Aid and Heroism. Wizards who specialize in this school are known as Enchanters.
When I was first working on my witch class I went through the books and thought about which spells would be good for the witch.  Enchantment spells came over whole cloth.
Later when I updated it for my 3.0 book Liber Mysterium and my Basic Era The Witch I focused solely on spells from the d20 SRD.

I added all the spells to a giant Excel worksheet and then went down the list and compared it to a list I had created over the years of spells I felt were ones good for witches.  Where they intersected was my list of spells.

This served me well since these were spells that people knew and they were also ones I felt were good for a witch to use.

I like the idea that witches have a wide choice of spells within the confines of specialties.   They might not have the flexibility of a wizard for example, but within their own specialties they have a large number of choices.




Supernatural AtoZ

Friday, April 4, 2014

Kickstart Your Weekend: Shadows of Esteren

Is this is a thing now?  I have been doing these on Fridays for a while so I guess so.

Today I would like to draw your attention to Shadows of Esteren - A Medieval Horror RPG  "The Monastery of Tuath".
https://www.kickstarter.com/projects/1176616619/shadows-of-esteren-a-medieval-horror-rpg-tuath

This one hits all my buttons; Medieval, Horror, has fantastic design and art.  Really what is not to love.



Check it out their Kickstarter or their website, http://www.esteren.org/shadows_of_esteren/
or blog, http://shadowsofesteren.blogspot.fr/
or facebook,  https://www.facebook.com/ShadowsOfEsteren

Or just have a look at what they have already done or at DriveThruRPG for free.
http://rpg.drivethrustuff.com/product/109112/Shadows-of-Esteren---Book-0-Prologue?affiliate_id=10748

Honestly it looks really cool.
There is a melancholia about the art that I find very pleasing.  It's very, very good but also conveys a little sadness to it.  This is not a happy world, it's dark and that darkness weighs down on the characters.
These are not "murder-hobos" these are flawed but courageous people in this game.  I like that.

So through them funds if you can. As of right now they have a little more than 48 hours left.

A to Z of Witches. D

D is for Diana

Diana or the goddess of the hunt has an interesting connection to witches.
Like I mentioned yesterday I grew up reading Greek myths. I knew of Diana/Artemis as the virgin goddess of the hunt and twin sister to Apollo. I never gave it much thought after that.

But to the Romans, Diana also meant "Divine". She was also the goddess of the moon and childbirth and then later the female principle.  Diana's cult had a long history in the city of Rome and then throughout the Roman Empire.  She became mixed in with other local Goddesses/personalities (such as Luna and Scáthach) and her influence grew.

It was Diana that Margaret Murray claimed the witches in early Europe worshipped in an unbroken line to the modern times.  While we know this is not the case a number of modern day Wicca Traditions still use her work and belong to a "Dianaic Tradition".  

While Murray's research is suspect there are plenty of good reasons to tie the mythical Diana to witches.   In many respects she represents the Maiden aspect of the Witch's Goddess.  There is also the connection to the moon, the female wild hunt and childbirth.

For my games Diana is one of the Goddesses of Witchcraft, but not necessarily of magic. She is also the Goddess of the Moon and in many of my games the Patron of the Amazon Witches.
While she is typically seen as a virginal Goddess, this is changed in the Aradia story that has her as the mother of Aradia by Lucifer.  Other traditions see the father as The Horned God.

Here she is for the Pathfinder RPG.

Diana

Titles: The Goddess of Witches, Goddess of the Hunt
Alignment:  Neutral
Portfolio: Moon, Witches, Women
Worshipers: Witches, pagans, nymphs, Amazons
Cleric Alignments
LG NG CG
LN N CN
LE NE CE
Domains: Moon, Knowledge, Protection
Favored Weapon: Bow

Diana is the goddess of witches, witchcraft, the moon and the hunt.  She is revered by witches, clerics that meet in secret in woodland groves and druids.

History
Diana is an old Goddess. She has been worshiped by many different peoples and has been a member of a number of different Pantheons.

Relationships
Diana is often considered an outsider god in the pantheons she is in.  While some may claim that she was born into the family of gods of the pantheon, she will make her own way. Indeed, her creed is one of personal freedom.

Appearance and Emissaries
Diana appears as a young woman in simple hunting garb. She always appears as a beautiful young woman.  She will appear more athletic and physically strong than a human girl of the same apparent age.  In any guise she will appear with a crescent moon on her brow or as part of a crown.

Servants

Egeria - The Goddess of nymphs and childbirth.  She is Diana's most trusted advisor and sage.

Virbius - the God of Chastity till Marriage.  He protects maiden girls until they are married.

Church of Diana
Diana's church, known more properly as the Cult of Diana, is spread far and wide.

Worshipers and Clergy
Diana is worshiped primarily by witches but also by like minded clerics and drudis.  A number of folk magic practitioners also also count themselves among her worshipers.

Temples and Shrines
Temples of Diana are usually on the outskirts of populated areas.  Shrines can be set up in any natural setting.

Holy Texts
As witches the worshipers of Diana hold their own Books of Shadows as their holy texts.

Holidays
Diana's traditional holiday is held on August 13. Temples to Diana are normally dedicated on this day.




Supernatural AtoZ

Thursday, April 3, 2014

A to Z of Witches. C

C is for Coven and Circe

There have been a number of witches and witch-like classes to appear in the pages of various RPGs.  But the one thing that they all almost always forget to detail are covens.
Sure we have seen plenty of witches in movies, tv and books that don't have covens. But for me these are always the exception, not the rule.

Look back to what Tom Moldvay, author of the Basic D&D rules, says on witches.  He gave a list of 6 things a witch needs to have or be.  I added Covens and Ritual Magic to his list.

Some images are just hard to loose.  The Three Witches in Macbeth are maybe the most famous example of a coven of witches, but are by no means the only one.  Covens, and their reputed practices, are often found in the pages of witch hunter manuals though not always by that name.
The generally accepted first use of the word comes to us from Margaret Murray and her The Witch Cult in Western Europe.  Since then the name and the idea has stuck.

In RPGs this gives us plenty role-playing opportunity.  A coven sets the witch apart from your garden variety wizard or magic-user.  In many ways a coven can be more of a driving force behind the witches actions than alignment or even her patron/god.  For witches without a coven this is also a source of role-playing. How does the witch feel about her status as a solitary? Does she wish for a coven, does she fear other covened witches?

I played one witch a while back who had been part of a family tradition so all the witches in her coven were members of her family.  While she was starting her adventuring career a fire destroyed her home and killed her family, and coven.  She was forced into being a solitary witch. I wanted to roleplay that loneliness with her. The idea was that she would one day rise in power and recreate her own coven.  I was able to do that and the effects were very satisfying.

So one of the ways I judge any RPG witch book or class is whether or not covens are part of the class features.

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 felt Circe was much more of a complex character than most people gave credit.  Yes, she is not good and certainly selfish.  But I like to think there is more to her than that.

Here she is for Pathfinder.
She is a half-Celestial to reflect her demigod status.

Circe
Female Half-Celestial Human Witch 10
CN Medium outsider (humanoid, human, native)
Init +3; Senses darkvision 60 ft.; Perception +10

Defense

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 76 (10d6+40)
Fort +7 (+4 bonus vs. poison effects), Ref +6, Will +12
DR 5/magic; Immune disease; Resist acid 10, cold 10, electricity 10; SR 22

Offense

Speed 30 ft., fly 60 ft. (good)
Special Attacks smite law*
Spell-Like Abilities (CL 10th; concentration +14)
   3/day—protection from law
   1/day—aid, bless, cure serious wounds, detect evil, dispel law*, holy smite, neutralize poison, remove disease
Witch Spells Prepared (CL 10th; concentration +16):
5th—animal growth (DC 21), baleful polymorph (DC 21), major creation
4th—charm monster (DC 20), divination, lesser geas (DC 20), locate creature
3rd—dominate animal (DC 19), locate object, lover's vengeance, nature's exile (DC 19)
2nd—alter self, enthrall (DC 18), gentle repose (DC 18), hold person (DC 18), speak with animals, summon monster ii
1st—beguiling gift (DC 17), cause fear (DC 17), charm animal (DC 17), hypnotism (DC 17), summon monster i, unseen servant
0 (at will)—daze (DC 16), detect magic, detect poison, read magic

Statistics

Str 12, Dex 16, Con 18, Int 22, Wis 16, Cha 18
Base Atk +5; CMB +6; CMD 19
Feats Alertness, Animal Affinity, Brew Potion, Craft Rod, Craft Wand, Iron Will, Maximize Spell
Traits charming, classically schooled
Skills Acrobatics +4, Appraise +7, Bluff +10 (+11 vs. characters who could be attracted to you), Craft (alchemy) +20, Craft (cloth) +15, Diplomacy +5 (+6 vs. characters who could be attracted to you), Disguise +5, Escape Artist +5, Fly +11, Handle Animal +15, Heal +10, Intimidate +15, Knowledge (history) +15, Knowledge (local) +10, Knowledge (nature) +15, Perception +10, Ride +5, Sense Motive +5, Spellcraft +20, Stealth +5, Survival +10, Swim +5, Use Magic Device +16
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Giant, Infernal
SQ +4 to fortitude saves vs poison, hexes (cackle, cauldron, charm, fortune, slumber, tongues), patron spells (animals)
Other Gear 150 gp

Special Abilities

+4 to Fortitude saves vs Poison You get +4 to Fortitude saves against Poison effects.
Aid (1/day) (Sp) Granted by Half-Celestial heritage. +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bless (1/day) (Sp) Granted by Half-Celestial heritage. Allies gain +1 on attack rolls and +1 on saves against fear.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Charm +2 (6 round(s)) (DC 21) (Su) Improve attitude of humanoid or animal in 30 ft by 2 step(s).
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cure Serious Wounds (1/day) (Sp) Granted by Half-Celestial heritage. Cures 3d8 damage +1/level (max +15).
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Evil (1/day) (Sp) Granted by Half-Celestial heritage. Reveals creatures, spells, or objects of selected alignment.
Dispel Evil (1/day) (Sp) Granted by Half-Celestial heritage. +4 bonus against attacks by evil creatures.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Flight (60 feet, Good) You can fly!
Fortune (2 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Holy Smite (1/day) (Sp) Granted by Half-Celestial heritage. Damages and blinds evil creatures.
Immunity to Disease You are immune to diseases.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Neutralize Poison (1/day) (Sp) Granted by Half-Celestial heritage. Immunizes subject against poison, detoxifies venom in or on subject.
Protection From Evil (3/day) (Sp) Granted by Half-Celestial heritage. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Disease (1/day) (Sp) Granted by Half-Celestial heritage. Cures all diseases affecting subject.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (10 rds) (DC 21) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Smite Evil (1/day) (Su) +4 to hit, +10 to damage, +4 deflection bonus to AC when used.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (22) You have Spell Resistance.
Tongues (10 minutes/day) (Su) Understand spoken and speak any language, as tongues.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Interestingly enough Circe has no coven.




Supernatural AtoZ

Wednesday, April 2, 2014

British Invasion: Softcover Edition

I am not an obsessive collector compared to some out there.  I have things I like and things I want and I am pretty happy with that.

But something has always been on my list. Something I thought might be too rare to get.  That is till I saw it on eBay a week ago.   I put down my money and I got it.


I finally got a copy of the softcover Monster Manual printed in England.



There really is no difference between this and my hardcover Monster Manual.  Save for the fact I ahve always wanted this one.

That is not all!  In the process I discovered there was also an England only version of Mentzer Basic in a single volume format.



It is heavy on the text and really, really sparse on the art.  No Elmore art at all save for the cover.


Sorry for the blurriness, trying out my new phone.


All in all I am very happy with these!

A to Z of Witches. B

B is for Baba Yaga


And Father Nyaga!

So I have talked about Baba Yaga, her infamous hut and her less infamous mortar and pestle in the past.
In fact one post on her, was later mis-translated into "Father Nyaga".  Later I had the thought that was an old wizard and more or less counterpart to Baba Yaga.

Baba Yaga has had a long career in RPGs.  Baba Yaga's hut has appeared in every version of the D&D game since the beginning.  Baba Yaga herself is said to be the adopted mother of the witch Tasha who would later become Iggwilv.  She has even appeared in other RPGs like the World of Darkness line.

Baba Yaga is a tricky one to capture properly in stats.  She is more plot point than character the characters in a game can confront.  She always has more spells and more ways of getting out of situations that should be allowed a non-player character.   She is old and powerful and stats would never do her justice.

In my games where she has needed to turn up I usually make her into a Makava or a Wood Hag.  I typically increase her ability to that of a 30th level witch (regardless of system).

Father Nyaga
I took Väinämöinen to be the model for Father Nyaga. Basically he is Väinämöinen to Baba Yaga's Louhi.
This isn't much of stretch since Louhi in the D&D game is believed to be another form of Iggwilv and Väinämöinen was one of the models for Mordenkainen.

I have to admit that a lot of my inspiration for this character comes from the old Time-Life books, The Enchanted World, esp. the one on Wizards and Witches.  The wizard on the cover has been staring at me for 30+ years and he has needed representation in my games.

Like Baba Yaga, Father Nyaga works best as plot device.  Think about Merlin or Gandalf.  Do you really care what their spells are just as long as you know they are powerful wizards?  Not really.  Father Nyaga works in the same way, only his main "plot point" is aid those that run afoul of Baba Yaga.  I see him with a staff and owl and of course the long, long white beard.  I also have had it my mind that he has darker skin. Either Indian, African or deeply tanned.  I like the contrast of darker skin and snow white beard. I think it would give him a different look that most of the wizards we see, which tend to be very Eurocentric.

ETA:  Anna Tan is also doing Baba Yaga today.  Check out her post.
http://blog.annatsp.com/2014/04/atozchallenge-baba-yaga.html


Supernatural AtoZ

Tuesday, April 1, 2014

A to Z of Witches. A

A is for Aradia

You can't study witches and witch lore without running into Aradia.
Conceived or discovered by (depending on your point of view) Charles Godfrey Leland, Aradia is something of a witch Messiah.  A promised one to lead witches (and pagans in the old sense of the word) to understanding.  Her coming was detailed in Aradia or the Gospel of the Witches, which you can read as a scanned image or as HTML text.

Aradia is a wholly interesting figure. The daughter (reportedly) of Lucifer and the goddess Diana she was raised as human, was the first witch who taught others the secrets of witchcraft. She rose to be the Queen of Witches and then went on to become something akin to a Goddess herself.

Various Witchcraft Traditions even use Aradia as the name for their Goddess or even as the Moon Goddess.

When I began my own research back in the 80s the discovery of Aradia was very interesting to me.  It seemed like there was some sort of link between pagan practices of the modern times (including the sensationalism of the 70s occult revival) and ancient times.  But it didn't take me too long to start picking apart the arguments and see that the scholarship here is not really up to scrutiny.

But that doesn't mean I can't use it for my own worlds!

Here she is for the Pathfinder RPG.

Aradia

Titles: The Goddess of Witches, The Queen of Witches
Alignment:  Neutral
Portfolio: Magic, Women
Worshipers: Witches, pagans
Cleric Alignments
LG NG CG
LN N CN
LE NE CE
Domains: Magic, Knowledge, Protection, Moon
Favored Weapon: Quarterstaff

Aradia is the goddess of witches, witchcraft, the moon and magic.  To a lesser degree she is also the godess of hags, fae and other supernatural creatures.

History
Aradia is believed to be the daughter of the Goddess of the Hunt and Moon and the Prince of Devils. She lived, not as a Goddess, but as a human for her life and was a teacher to the first witches. She later became the first Queen of Witches and held the first witch courts.

Relationships
Aradia is often considered to be a pretender god or worse a false goddess.  Her time spent on among humans has given her a "taint" among the other gods.  She gets along favorably enough other gods of magic but her best relationships are with gods and goddesses of the harvest, growing and natural cycles. She is also on very friendly terms with gods and goddesses of the moon.

Her dogma also makes her appear less in the eyes of the other gods. She focuses primarily on her witches and any that reach to her.  She is disliked by any god or goddess with very strong ethos (LG, CG, LE, CE).  Gods of Sun, Law, Justice also tend to dislike Aradia.

Appearance and Emissaries
Aradia appears as a peasant woman in simple garb. Her facial appearance fluctuates so one is never sure if she is a young or old woman.  In all of her forms Aradia appears wearing a crown with a crescent moon horns turned upward.

Servants

Herodias - a human servant of Aradia.  She was Aradia's first student and some claim she could even be her own daughter. The number of stories of the two are so confounded that one is often mistaken for the other.

Holda/Huldra/Frau Holt - Holda is a the Patron of all Hags. She is less their Goddess and more the most powerful representative of their race.  She appears as a frightening woman or hag, nude and riding a giant goose.

Nicnevin - Queen of the Faerie Witches. She appears as a stately Elven woman in regal dress bearing a crown. She is the patron of Elvish Witches (Kuruni), faeries and nymphs.

Church of Aradia
Aradia has no formal religion outside that of her witches.

Worshipers and Clergy
Aradia is worshiped primarily by witches but also by like minded clerics and wizards.  A number of folk magic practitioners also also count themselves among her worshippers.

Temples and Shrines
Temples of Aradia are commonly known as "Sky-thatched temples" in that they are held outside under the sky in natural settings. Worshippers congregate "skyclad" or while nude.

Holy Texts
As witches the worshippers of Aradia hold their own Books of Shadows as their holy texts, but a few are are considered to be great scholarly works of Aradia.

The Gospel of the Witches - The primary text of stories and practices of Aradia.  This book is 1/3 historical prose and 2/3 spell book.  The book is a collection of the writings of a number of different authors handed down through the years, presumably starting with Aradia herself.

The Vangelo - Possibly an older version of The Gospel of the Witches, the Vangelo (the Gospels) are more liturgical in nature. The differences in these books are minor, save for age, but are points of contention among the different sects.

Holidays

As witches the followers of Aradia celebrate on the 8 Sabbat days of the year; the 4 seasonal days (Autumn Equinox, Winter Solstice, Spring Equinox, Summer Solstice) and the 4 cross-quarter days (Samhain, Imbolc, Beltane, Lammas).

Witches of Aradia also celebrate the phases of the moon, the crescent moon in particular and the crescent moon just before dawn and just after sunset most of all.

A to Z Challenge 2014

Monday, March 31, 2014

April A to Z Challenge Starts Tomorrow

Tomorrow is April 1st.  To many that mean jokes, pranks or the sobering reminder that taxes are due in two week.

For me and many others (at least 2000) it means the start of the April A to Z Blogging Challenge.


This next month I am going to posting the A to Z of Witches.  Not a stretch for me I know, but I am planning on making it special really. I am going to go deeper into the subjects I normally talk about here.

So please join me tomorrow for the A to Z Challenge.

http://www.a-to-zchallenge.com/
https://www.facebook.com/atozchallenge



New Blog on the Block: Traveling Spellbook

James Michael Spahn is not a new name to the OSR scene.  His company Barrel Rider Games has been producing material for Labyrinth Lord now for a couple of years.

Well he is entering the blog arena now with Traveling Spellbook and he is doing some reviews of his favorite Labyrinth Lord/Basic Era compatible products.

http://travelingspellbook.blogspot.com/

In fact one of his first reviews is on my Witch book!
http://travelingspellbook.blogspot.com/2014/03/review-witch.html

James is huge Tolkien fan so I am hoping to see some posts on that as well.

So go to his blog, add it to your RSS reader or watch list.
I am expecting some really great things from him.

Saturday, March 29, 2014

David Trampier

Many of you by now have heard about Dave Trampier's death.

I am really at a loss of what to say here.

So I guess instead I will leave this here as my testament to a person I never knew, but whose art had a profound impact on my life.

Friday, March 28, 2014

Kickstart Your Weekend!

So next week I am getting my Kickstarter for Strange Brew: The Ultimate Witch and Warlock up and running again.




But there are couple of other Kickstarters I'd like to draw your attention to first.

City State of the Invincible Overlord
https://www.kickstarter.com/projects/judgesguild/city-state-of-the-invincible-overlord?ref=card

Judges Guild is back with the book that made them the most famous.  Ah the times I spent adventuring here in the early 80s.  It also became "the evil empire" in my AD&D games.  So looking forward to seeing this one hit the shelves.

Crone: A Tabletop Roleplaying Card Game
https://www.kickstarter.com/projects/erikthebearik/crone-a-tabletop-roleplaying-card-game

A new one from +Erik Bernhardt and it looks great. I mean serious how could I not love this?
There is a lot going on in this game and I really want to try it out.

Is it a bad idea to promote other people's Kickstarters and potentially take away bakers to my own?  No idea, but in truth I like these projects and I would like to see them do well.


Thursday, March 27, 2014

Review: Witch Girls Adventures: The Director's Cut

Witch Girls Adventures: The Director's Cut

A lot of what said about Witch Girls is still true from my original review. Here it is, with edits to reflect this newer version.

We now have 2, soon to be 3, versions of Witch Girls Adventures.
WGA = Witch Girls Adventures (1st ed)
WGA-DC = the Director's Cut, this version. 1.5 Edition.
WGA-BoS = Witch Girls Adventures: Book of Shadows, 2nd Edition. Out sometime in the future.

Witch Girls Adventures is a a "Drama Diaries" game, using the "Drama Dice" system from Malcolm Harris. This version, WGA-DC is using the first ed version of the Drama Dice system with some of the modifications of the upcoming 2nd Edition.

It is aimed at new players predominantly and girls in particular. The book begins with 10 pages of the Witch Girls Adventures comic to set the tone and mood of the game.

The book continues as it goes on to your typical introduction into what is a roleplaying game and is written for a young or teen girl audience ("just tell the geek (trust me; they are used to being called geeks) behind counter you need... ") cute. But too much of this would ruin the presentation of the game for me. Thankfully this is the only time, but it does establish one thing right away; this game is going for a different audience. The intro stuff continues with some terms both for the game and for RPGs.

It makes an odd left turn to give us optional rules (we haven't had any rules yet for these to be optional to) about how to run a "Harry Potter" like game with this. Eh. Nice, but this should have come last, not first. I still think this would have worked better as an appendix.

Chapter 2 gives us "Cliques" . So perfect. In another game these would be "Factions" or "Classes" or even "Traditions" or "Associations" or "Backgrounds", but given the Middle-school/High-school this is great. Cliques basically give your starting dice and what skills you are likely to have. The system is very easy. The dice system (The Drama Dice system as it is called) quickly reminds one of Cortex or Savage Worlds. Attributes are scored d2 to d12 for most types. The spread even looks the same as Cortex and Savage Worlds. Not surprisingly, afterall it is a logical progression. You have six attributes Body (which combines Strength, Agility and stamina), Mind (intelligence), Senses, Will, Social and Magic. Right away you see there is only one body type attribute but four mental ones. This is the way it should be really, WGA is not about beating people up, it is about the social aspects of the game and about magic, our last attribute. There are some secondary attributes that are derived. Rolls are made depending on the dice vs a difficulty table very similar to d20 or Unisystems' success levels. Cliques are detailed and they are your basic magical girl stereotypes (the Goth, the insider, the outsider…) . Plenty here to work with and if you are so inclined create your own (which is what the "Harry Potter" bit tries to do).

Chapter 3 moves onto skills. Each chapter has some fiction to introduce you to the Witch Girls world. It seems to be a cross between Charmed, Sabrina the Teenage Witch, Buffy and the Craft mixed in with anime magical girls. Skills. Unlike Cortex or Savage Worlds, skills are given a + score like Unisystem or d20. Roll the die associated with the attribute (each skill is connected to an attribute like d20) add the bonus the skill provides, check your success, or roll greater. There are 34 mundane skills and 10 magical skills. A little too much in my book, but I am willing to see how it works out here.

Chapter 4 Traits details traits, which are like Edges or Qualities. They are broken up into Talents (which you can get later in life) and Heritages (which are inborn and never change). Heritages have both a positive and negative aspect to them. Typical ones are there like "Beautiful" and others which have to be unique to this game like "Drama Queen".

Chapters 2, 3 and 4 are all well detailed and very straight forward.

Chapter 5 is Magic. Really this is what we came here for. There is a lot more here on what magic is and what it means to a witch. There are different types of magic (necromancy, mentalism, cybermancy…) which you can spend points on to improve your rank. This can provide a lot of variance between witches. Think of it as somewhere between Harry Potter's classes and Mage's spheres. As GM (a Director in WGA) I might limit some of these to NPCs (Guest Stars) and not to PCs (Stars). Spell casting is broken down into a lot of detail. More than maybe the seasoned gamer needs, but given the audience it might be about right. Effects are broken out into Magic Type Rank (MTR) and the overall feel is like a table you might see in Mage or Mutants & Masterminds with what MTR (read as Power level) you need to achieve a certain effect. Want to cast that spell across the world? Better have an MTR of 9.
There are rules for Signature Spells, which take less Zap (read: Mana, Essence), choose only one and from the "School" with your highest MTR (which makes sense really). I like the idea of the signature spell and might try it in my other games too.
This is all followed by 20+ pages of spells and these by no means seem to be all of them. Since your cast member (Star, remember) isn't going to be buying swords, guns or anything else that characters spend money or points on then this is a good thing.

Chapter 6. Your Star gets an allowance allowing her to buy things like magical computers, flying Vespas, and more brooms than found in Home Depot. There are familiars, clothes, wings and all sorts of magical equipment here as well. You could build an adventure on just shopping for these things cause I am sure getting them is not as easy as going to the mall. Lots of neat wands and I have to say the books for young witches are pretty funny ("Samantha's Guide to Merry Mortals" yeah that made me laugh). And a bunch of mundane stuff like DVD players and skateboards. The allowance system is nice, I like it better than the Modern d20 purchase DCs and easier than keeping track of cash.

Chapter 7 is some odds and ends. A character questionnaire (nice) and a filled out character sheet (also nice). Good detail on what things mean and if you are new to games a certain boon.

Chapter 8 is for Directors, so all the rules of the game. The system, some combat rules (yes this is the FIRST game I have seen where the rules for shopping are longer than the rules for combat. ;) )
Some nice background fluff and some ideas for different types of stories, basically you can do Buffy, Good vs. Evil, Charmed, and Magic School. The experience system is "interesting" (Voodollars), but it looks like it works.

Chapter 9 is the world background. Now this one is kind of neat. I details the various races (witches are a different race) and they are not alone. Some history, some magical places (Santa's Workshop, No joke and it looks cool!) The ruling council of Witches (I am yoinking this for my Unisystem games), Spelling Bees, groups and other schools. Even how the mundane world reacts to all of this.

Chapter 10 presents some creatures. But if the art is any indication most of these are not for combat purposes, but potential dates (well there is only one witch kissing a vampire…) Nearly every kind of creature is covered from fairies to Cthulhu like horrors. But no demons. Seems a bit odd, given it all. Some NPCs (Guest Stars) of note.

Chapter 11 details the Willow Mistt School. Lands, buildings, faculty, everything you would expect to find is here. Willow Mistt is not Hogwarts, but it is easy to make the comparisons. I actually found it closer to Claremont Academy from Mutants & Masterminds.

We close with a sample Episode, some plot ideas, a lexicon, and a list of Witch names (see how many you recognize!), and some NPCs with sheets.

The Good:
Harris obviously has a love for this genre and it shows. The rules are well crafted and while there is nothing earth shaking here, they are familiar mechanics done up in a very nice way. The point of view of the work is nice. This is anti-Grim-Dark. It's not all unicorns, princesses and kittens (though it does have all that), it's a fun game. The art is not D&D 4e, but it is good and more to the point very appropriate for this game.
For new players this is a great little game. More experienced players may want more, but that is not due to the game itself, but rather expectations. Do not expect this to be "WitchCraft: The Junior High Years" (though you can do that).
This Director's Cut has been update to mostly full color interiors. Especially the art.

The Bad:
I know Harris is basically a one man operation so I am willing to cut him some slack here. But there are a large number of typos that should be fixed and some terms that might have either been mistakes or from earlier versions (the Magic attribute is called "Zap" in one spot.) I am willing to overlook those IF they are corrected in the 2nd Edition. They should have been corrected in this edition to be honest, but I am going to cut him the slack here but none in the 2nd ed WGA-BoS.

The Ugly:
Well....WGA has something of a weird rep online. I am not sure it is entirely justified to be honest. Gamers can get really weird about the oddest things. Are some of the witches depicted here anti-social monsters? Yeah. The poster child, Princess Lucinda is exactly that, but it is presented in the same vein of cartoon violence.

So. Who is Witch Girls Adventures for?
Well , that sort of depends but here is what I see.

New players and Game Master get a lot with this book. I see them having a great time.
People that enjoy the more social aspects of a game (and of gaming) rather than a bunch of combats.
Anyone that is a fan of Magical Girl Anime, Witches or even high school based games.
Anyone that has ever wished for a Harry Potter RPG.
Anyone that looks at the setting and resists the urge to make it "darker". WGA is not about being dark. You can be evil sure, and as a witch the entire world is after you, but the setting does not need the WoD feel at all.

Last Words
This is a fun game. Take it as it is, not as you want it to be, and you will have fun too. If you are an old pro, use this game to introduce younger people to the hobby. I hope that Malcolm Harris is successful and ends up getting a lot of new people, boys and girls, to our hobby.

The Director's cut adds a few more pages and most of the interior is now full color. There are some new pieces of art and some of the older b/w art is now in color. Whether or not this is worth 10 bucks is up to you. I enjoyed the 1st ed so much I wanted to get this.

I have two hopes for Witch Girls now.
1. That the final copy of 2nd edition, WGA-BoS, is out soon.
2. That Malcolm Harris gets someone to help with the editing. It is a shame to mar a great and fun game with some easily fixed typos.

Wednesday, March 26, 2014

PWWO: Doctor Who, Hitchhiker's Guide and Pokémon

With the publication of Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition I have been wanting to do more with this game.  I have already run a classic AD&D module with it but the applications for this game seem endless.  So starting with Doctor Who here are the two mashups based on ideas from both of my kids.  So for this edition of Plays Well with Others I have two game ideas based around Doctor Who.

Hitchhiker's Guide to the Doctor Who Universe
My oldest son has been reading Hitchhiker's Guide to the Galaxy and he had to do a school report on Douglas Adams.  Fans of Adams know of his long association with Doctor Who during the classic Tom Baker years. So for me this has been a great little trip to 1983 when I was doing something very similar in school.  Though unlike my kids I did not have Doctor Who on BluRay anytime I wanted it.

Well this morning I was thinking about Arthur Dent, or more specifically, Martin Freeman.  To date he has pretty much played every important English "everyman" I can think of after only one cup of coffee; Arthur Dent, Bilbo Baggins and John Watson.  The Watson connection got me thinking again about doing a Hitchhiker's Guide to the Galaxy game using the Doctor Who rules.  I touched on this last year but I think I need to look into it more.

No need to worry about who plays the Time Lord since everyone, including the aliens, are just regular people.  Ok sometimes regular people with two heads and three arms, but that is the galaxy we live in.

Junior Timelord Academy
I was having a conversation with my youngest son back in the winter about how Pokéballs must be Timelord science. Afterall they are bigger on the inside.  Also Pokémon evolution looks more like Timelord regeneration.   Many others have pointed this out. Even the Pokémon character "Looker" is supposed to look like/be the 10th Doctor.  There are dozens of other examples (not to mention all the "Time" powered Pokémon) so I'll leave it as a given.

What can we do with this idea?  Simple, if in the HHGTG game there are no Timelords in an Pokémon one everyone is a Timelord, or at least they will be when they grow up.

Junior Timelord Academy then focuses on young Timelords in training, or even more generically, young Gallifreyians.  They have pets, like most kids do, except in stead of accidentally peeing on the floor these pets summon up elemental powers to do battle.  We know that in the Dark Times on Gallifrey gladiatorial fights were held in the Death Zone till Rassilon put a stop to them.  That legacy lives on in the children's games of fighting with their genetically engineered pets.

So a mix of Doctor Who, Pokémon, some ideas from WitchGirls Adventures, and a little bit of BESM: Cute and Fuzzy Seizure Monsters.  Big Eyes, Small Mouth 3rd Ed though might work better with Doctor Who in terms of system conversion.  This isn't High School drama like Smallville or Byron Falls, the target age here is pre-Teens.

So the characters move across Gallifrey battling their cute pet killing machines against each other knowing that soon they will enter the great Time Lord academies.

Also there is no reason I can't mix both.