Tuesday, May 5, 2015

White Star: Sisters of the Aquarian Order

White Star from BRG and +James Spahn is the new hot game in the OSR crowd right now, and with good reason.  It is based on Swords & Wizardry (so it is simple to learn and play) and flexible. So flexible you can do Star Wars, Star Trek, Dune and any number of other sci-fi epics.   I have been spending a lot of time with it and hope to spend some more.

This class is first attempt to add something to the game, and it is familiar ground to me.  So much so I had it written in my head by the end of my commute last night.

The Sisters of the Aquarian Order (Aquarian Sister) have their geneses not only from my witch class (they can be considered to be the evolution of the Aquarian Tradtition) but also from such sources in Sci-Fi like the Bene Gesserit (Dune), the Sisterhood of Karn (Doctor Who) and the Night Sisters, the Witches of Dathomir (Star Wars).

--
OGL Notice: The following text is considered OPEN under the Open Gaming License. 
Section 15: "Sisters of the Aquarian Order " copyright © 2015 Timothy S. Brannan.

Sisters of the Aquarian Order
The Sisters of the Aquarian Order, also known as Aquarian Sisters, or often "witches" are an exclusive order of human women that train their minds to go beyond what humans can normally do. They spend hours in trances communing with a hive mind that contains all the memories of all the members of the Order past and present and some even claim future.

The purpose of the Order is to carry humanity to the stars and beyond.  In ancient times when mankind was still battling over feudal lands the Order was plot the stars. When humanity was first using solid fuel rockets the Order was projecting their consciousness beyond our own solar system into the the stars.  Now that humans have taken their rightful place among the stars the Order does what it can to keep humanity moving forward.  To what future, only they know.  They believe that humanity is on the cusp of a new consciousness and a new age.

Aquarian Sisters often serve as councilors, advisers and ambassadors.  They can be found in planetary governments, great powerful houses or even on starships.

Sisters of the Aquarian Order (Witch)

Prime Attribute: Charisma
Hit Dice: 1d4 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals

Level
XP
HD (d4)
BTH
ST
Psychic Powers
2345
1
0
1
+0
15
Empathy
1----
2
2,600
1+1
+0
14
2----
3
5,200
2
+1
13

21---
4
10,400
2+1
+1
12
Clairvoyance
22---
5
20,800
3
+2
11

221--
6
40,000
4
+2
10

322--
7
80,000
4+1
+3
9
Telepathy
3221-
8
160,000
5
+3
8

3322-
9
320,000
5+1
+4
7

33221
10
440,000
6
+4
6
Telekinesis
43322

Aquarian Sister Abilities

Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.

Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.

Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.

Rituals: The Aquarian Sister can perform rituals that have almost magical effects.  These powers take longer to activate and use than their psychic powers, but have greater effects.  These rituals are complicated and can only be used once per day each.

LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast

LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
ESP
Hold Person
Invisibility
Locate Object

LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues

LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk

LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport


New D&D from WotC

One of the biggest problems of hanging in mostly old-school areas is people still seem to want to bitch and complain about Wizards of the Coast.

I don't get that.

It's ok not to like them. It's ok not to care for 3rd, 4th or 5th edition D&D.  But they are not the freaking devil.

We have the OGL from WotC which honestly has made the entire OSR possible.

We even are getting new content we can use in our games from them all them thanks to DnDClassics.com.

The 3.5 Edition of the Player's Handbook is now out for example.
Why is this a big deal? Because the 3.5 books all got the "deluxe" reprints. There general wisdom has been that reprints have not been getting PDFs.  Well if this is a change we can soon see 1st and 2nd edition core book pdfs.  We already see that with the Basic lines and much of the supplemental materials.

You might not play D&D 5 or have any interest in the current "Elemental Evil" arc, you have to agree that The Elemental Evil Player's Companion is a very important product.  Why? Well it is free, so there is that, but more importantly this is the first product WotC is doing "Print on Demand".  This is a HUGE deal.  Could you imagine it they started offering old school products not just as PDF but as POD?  Copies of old modules for a fraction of what the aftermarket charges?  The ability to have people new to the game buy the classics in book form?

Dragon is coming back AND it looks like it will be free. The new incarnation is Dragon+.
https://dnd.wizards.com/articles/news/dragonplus

There is a new member of their "D&D Adventure System Cooperative Play board games", Temple of Elemental Evil.  Which looks like it could be fun.
http://wizkidsgames.com/blog/2015/04/29/wizkids-temple-of-elemental-evil-board-game-arrives-in-north-american-retail/

So regardless of what system you are playing, there should be something in all this new AND old content you can use.

Monday, May 4, 2015

A to Z of Vampires: White Star SPECIAL Space Vampire

Heck with it.  Here is a special vampire for today.  To celebrate the release of +James Spahn's "White Star" here is a blast from the past, the Space Vampire of the 25th Century. The Vorvon!  Also useful for +Dan P's Starships & Spacemen or +Kevin Crawford's Stars Without Number.

The Vorvon

The Vorvon is a vampire from the darkest reaches of space. They are vampires and some even say they are the source of the vampire myths on hundreds of worlds.  They stand at just under 2 meters tall.  Their skin is a sickly pale blue color and what hair they have is thick, course and black.  They have long fangs, and long taloned fingers. It is through these talons that they drain life energy.  The vorvon can choose to drain either 2 points of Wisdom or 2 points of Constitution per touch.  The vorvon can go great periods of time between feedings, but once it meets up with intelligent life it must feed till full (30 points of Con or Wis drained total).

Vorvons do not cast shadow, reflection and they do not show up on security cameras or video recordings.  They have infrared vision to 120 ft and can survive the vacuum of space.

They are immune to the effects of energy based weapons except ones at the ultraviolet end of the spectrum.  These do 1d6 points of damage per firing.  Also the vorvon can shoot and energy blast of their own.  This is actually anti-life energy (also known as necrotic energy) to effect others.

The vorvon can hypnotize (as per the psychic power). Anyone drained by the vorvon becomes a mindless "half-dead" slave under it's control.

A mystical ward will hold it off; a diamond shape made up of four smaller diamonds.

The only way to destroy it is to get it within 800,000 km (500,000 miles) of a star.

Vorvon
AKA: Space Vampire
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 2 [18]1
Movement
 Basic: 180' (60')
 Advanced: 18"
 3e: 30'
Hit Dice: 10+5 (50 hp)
% in Lair: 50% (coffin by day)
Attacks: energy bolt,  Energy Drain (touch),
Damage: 1d6, Energy Drain
Special Attacks: Hypnosis,
Special Defenses: Only killed by close orbit to sunlight; immune to energy weapons*
Save As: 102
Magic Resistance: 55%
Morale: 103
Alignment: Chaotic evil
Level/XP: 10/5,750 + 12/hp

STR: 21 INT: 11 (Normal) WIS: 11 DEX: 18 CON: __(15)4  CHA: 85

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it.  I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.

The Vorvon first (and last) appeared in Buck Rodgers in the 25th Century episode "The Space Vampire"

A to Z Challenge 2015 Reflections Post

I survived another A to Z blogging challenge.


I was so unprepared this year.  I know what vampire I was going to talk about each day, but often not much more than that.
By the numbers Vampires are much more popular than Witches or Demons.

Despite there being fewer participants in the challenge this year I did not get a chance to visit everyone.  That is too bad really, visiting new and interesting blogs is one of the highlights.
Though with the fewer blogs there were more that seemed in it to really enjoy it.

I actually had a lot more fun this year than last.  So that is something.
I did miss not participating in a mini-hop like I did last year.

This challenge would not be possible without our hosts:
Arlee Bird @ Tossing it Out
Ninja Captain Alex J. Cavanaugh
Jeremy @ Hollywood Nuts
Nicole Ayers @ The Madlab Post
Author Stephen Tremp
Heather M. Gardner
AJ Lauer
Pam @ An Unconventional Librarian
Matthew MacNish @ The QQQE
Zalka Csenge Virág @ The Multicolored Diary
S. L. Hennessy @ Pensuasion
C. Lee McKenzie @ The Write Game
Joy Campbell @ The Character Depot
Susan Gourley @ Susan Says
John Holton @The Sound of One Hand Typing



I'd also like to thank the Ambassador's Team that I worked with this year:
Arlee Bird, Rob Z Tobor, J Lenni Dorner, Jenny Pearson, and Jeffrey Bushman.
You are all a great bunch!

Anyway in case you are curious here are the vampires and their country or myth or origin.

Letter
Vampire Country / Myths
A
Aswang Philippines
B
Berbalang Philippines
C
Camazotz Central America
D
Dearg-Due Ireland
E
Estrie Jewish Folklore
F
Farkaskoldus Hungary
G
Gierach Eastern Prussia / Poland
H
Hsi-Hsue-Kue China
I
Impundulu South Africa (Zulu & Xhosa)
J
Jigarkhwar India
K
Kyuuketsuki Japan
L
Lilith Ancient Mesopotamia
M
Moroi Rumania
N
Nosferatu Germany
O
Ovegua Guinea, Africa
P
Pĕnanggalan Malaysian
Q
Vampire Queen Modern
R
Rolang Tibet
S
Soucouyant Trinidad
T
Tenatz Eastern Europe
U
Upierczi Poland
V
Vrykolakas Greece
W
Wurdalak Russia
X
Xiāng-shī (殭屍) China
Y
Yara-ma-yha-who Australia
Z
Zburător Rumania

Other Vampire Posts

Vampire
Country / Myths
Baobhan Sìth Ireland
Dracula Novel
Elizabeth Bathory History / myth
Lilith, as a demon Ancient Mesopotamia
Lilith, as a witch Ancient Mesopotamia
Strigoi Eastern Europe


I have NO idea what to do for next year! Any requets?

May the Fourth be With You

It's "Star Wars day".

I suppose you will be seeing this in a lot of places today, but I also want to increase the volume on this.  James Spahn has released his old-school Space Opera epic, White Star.
http://www.drivethrurpg.com/product/148169/White-Star-White-Box-Science-Fiction-Roleplaying-Swords--Wizardry


James and BRG has come a long way since putting out LL compatible classes for a buck.
This should be a hit for him.  It is already #1 at RPGNow.com


Saturday, May 2, 2015

Zatannurday: Scarlet Witch Edition

So I guess there is some Marvel movie out this weekend.
All I know is it isn't the Justice League!

All snark aside, I was never a big Avengers fan.  To me they spent as much time fighting each other as they did the threats attacking from outside.   Not that the JL was perfect mind you, but I still liked them better.

That all being said, I can't not post today and not at least mention the Scarlet Witch.
So for today here is a special Scarlet Witch edition of Zatannurday!



Scarlet Witch by IanJMiller on DeviantArt


Zatanna vs Scarlet Witch by FEVG620 on DeviantArt


Zatanna vs Witch Scarlet by rafabruno0 on DeviantArt


This Magic Moment by EthereaS on DeviantArt


Last Words by ShinyRaven on DeviantArt


Zatanna From Dc Vs Scarlet Witch from Marvel by newsuperdannyzx on DeviantArt

And a few White Witches


Wanda Zatara by AerianR on DeviantArt


White Witch by FYeahSTZ on DeviantArt


Previous Scarlet Witch Zatannurdays
http://theotherside.timsbrannan.com/2012/01/zatannurday-special-guests-white-witch.html
http://theotherside.timsbrannan.com/2012/01/zatannurday-more-scarlet-witch.html
http://theotherside.timsbrannan.com/2014/05/zatannurday-zatanna-and-scarlet-witch.html

Friday, May 1, 2015

Friday Night Videos: Supers Edition

Welcome back to Friday Night Videos! Supers Edition.

I have been thinking a lot about supers this last week or so. I have a big "deep dive" I want to do this summer with supers and of course the Summer movie season starts tonight with The Avengers.

This got me thinking about 2003-2005 (well that and a post at Age of Ravens that I will get too later) when I was working on a big Supers/Supernatural crossover.  Not Supernatural the show, but rather a world, or two worlds, that were "light" and "dark".  The dark world was my regular WitchCraft/Buffy/Ghosts of Albion game.  The light world was a world populated by Super Heroes.  Characters in one world had a counterpart in the other.

It is from this effort that I began working up a number of different versions of Willow and Tara and it gave birth to Justice.  Of course I had a soundtrack.

"Heroes" was not just the centerpiece of this time period, it became the name of the first adventure.  Honestly, there is very, very little about David Bowie's singing and song writing that doesn't inspire me.




Heroes always reminds me of the 1977 movie "Heroes" that starred Henry Winkler, Sally Field and Harrison Ford.  The movie was not about supers, but about a soldier from Vietnam and the loss of his dream.  I remember seeing this movie dozens of times.  But what always, always got me in the end was when the credits closed in on a broken Henry Winkler (he came to the reality that his friend was dead) and a crying Sally Field was "Carry on Wayward Son" by Kansas from their prog-rock classic Leftoverture.   I put this in my top 20 of all time favorite songs.   Like the movie I always felt that this song was what the characters and situations I were working on were about; Noble, but deeply flawed heroes.  The fact that it is use every year for Supernatural only cements it's credibility for my games.




What I wanted to say about my next song was "Fuck you P!nk is my jam!" but you all deserve much better and more than that.  P!nk is freaking fantastic.  I bought Missundaztood for my wife and I promptly left it in my car where I listened to it everyday.  "Just Like A Pill" is not about supers. But it did give me an idea on an old comic/cartoon trope, the drug-addiction episode.  Plus if I am going to mix supernaturals with supers then drugs seem like a no brainer.




What became something of a theme song to my later Buffy games, this also captured something I wanted to capture in my own games.  These characters, these supers are as removed from humanity as the monsters they fight.  I wanted to capture what is was to be human.
Rob Zombie may not have the answer, but in "More Human than Human" from White Zombie's Astro-Creep: 2000 he knows what question to ask.




It's a wicked world we live in. It's cruel and unforgiving. No one raps it better than The Transplants in "Diamonds and Guns".



If you need a theme song for an end of the world Armageddon event then you can do worse than Disturbed and their cover of Genesis' "Land of Confusion" from Ten Thousand Fists.  The video was animated by Spawn creator Todd McFarlane, so it also has "street cred".   If I need to write an adventure about destroying the world I put Disturbed on first.




Mixing Supers and Supernaturals is the Reese's Peanut Buttercup of campaigns for me; mixing two different things together to get something that is better than either on their own. Or at least something new and exciting.
EXACTLY like "Bring the Noise" by Public Enemy and Anthrax.  Rap meets speed metal.  This gets me pumped.  Just like Chuck D says "these lines are dope".



In truth I could do an entire night of rock/rap crossovers and talk about how they influenced my horror writing.

Kickstart Your Weekend: Valnwall UPDATE

I want to update you all on a Kickstarter I shared last week.

Guidebook to the Duchy of Valnwall is set in the same Duchy as the Guidebook to the City of Dolmvay.

https://www.kickstarter.com/projects/665143704/guidebook-to-the-duchy-of-valnwall



This project will detail the Duchy of Valnwall and the surrounding areas.

It is the stretch goals that are really the interesting features of this book.

Each stretch goal will include an adventure or content by some of the best in the OSR.
Check these names out.

Stretch Goal #1: ($1250)  MET
A mini-adventure by James M. Spahn of Barrel Rider Games.

Stretch Goal #2: ($1,500)  MET
A mini-adventure by Jason Paul McCartan of Infinibadger Press and OSRToday.

Stretch Goal #3: ($1,750)  MET
A mini-adventure by Tim Shorts of Gothridge Manor.

Stretch Goal #4: ($2,000)  SOOO CLOSE
A mini-adventure by Joe Johnston of Taskboy Games.

Stretch Goal #5: ($2,250)
A mini-adventure by Tim Brannan of The Other Side Blog.

Stretch Goal #6: ($2,500)
A mini-adventure by author Paul "greyarea" Go.

Stretch Goal #7: ($2,750)
A mini-adventure by cartographer Matt Jackson.

Stretch Goal #8: ($3,000)
A mini-adventure by Jeff Sparks of Faster Monkey Games.

Stretch Goal #9: ($3,250)
A mini-adventure by Erik Tenkar of Tenkar's Tavern.

Stretch Goal #10: ($3,500)
A mini-adventure by Pete Spahn of Small Niche Games.

Not a bad crowd to be included with!

I promise I have something special planned for this, but only if the stretch goal is made.

Like this? Share with others!

Other Vampires

I have been talking about vampires all the month of April, but I was not alone.
Here are some other posts dealing with the creatures of the night.

The OSR Library
D6 Horror: 1970's Marvel Comics Monster Hunters
http://theosrlibrary.blogspot.com/2015/04/d6-horror-1970s-marvel-comics-monster.html

D6 Horror: 1970's Marvel Comics Monsters
http://theosrlibrary.blogspot.com/2015/04/d6-horror-1970s-marvel-comics-monsters.html

Cross Planes
Dhampir Heritages: Dhampir Race for D&D 5th Edition
http://crossplanes.blogspot.com/2015/04/dhampir-heritages-dhampir-race-for-d.html

J.H. Moncrrieff Tales of Terror and Suspense
Q is for Quiang Shi
http://www.jhmoncrieff.com/q-is-for-quiang-shi/

Daily DCU
Vampire Batman
http://dailydcu.com/post/117135345530/francavillarts-vampire-batman-justice-league

A Life Full of Adventure
V is for Vampire
http://alifefullofadventure.blogspot.com/2015/04/v-is-for-vampire.html

Mind Rambling
Vampires
https://geeklife101.wordpress.com/2015/04/25/vampires/

The Madlab Post
Viktor the Vampire: What Bill Nighy said about Filming Underworld
http://www.madlabpost.com/blog/2015/4/27/viktor-the-vampire-what-bill-nighy-said-about-filming-underw.html

Mina Burrows
A-Z: U is for The Union Jack & V is for Varney the Vampire
http://minaburrows.blogspot.com/2015/04/a-z-u-is-for-union-jack-v-is-for-varney.html

On The Edge of Enlightenment
L is for Lilith
https://novasaber.wordpress.com/2015/04/14/l-is-for-lilith/

Talking to Myself
Month of Blogging Challenge: V is for Vampire Tarot
http://xanthalanari.livejournal.com/227236.html

LDB Taylor
Feeling Sad About Vampires
http://www.neebeep.com/2015/04/feeling-sad-about-vampires-atozchallenge-writing-life.html

Thursday, April 30, 2015

Witches & Witchcraft Reading Challenge: April Reviews The Mist-Torn Witches

Here are the reviews for April for the Witches & Witchcraft Reading Challenge.

This month I only got a couple of books in.  Been very busy with work and the A to Z Bloghop.  But I got two quality books!

The Mist-Torn Witches Series by Barb Hendee
I took on the first two book of Barb Hendee's Mist-Torn Witches. I had heard a lot of good about this series and the author so they had been on my TBR pile forever.  I am glad I finally grabbed them and got into them.

The books deal with sisters Céline and Amelie Fawe.  Céline can see visions of the future and is a knowledgeable apothecary.   Amelie is the younger sister and sees images of the past and is just as hand with a sword or dagger.

The Mist-Torn Witches (Book 1)
We are introduced to the Fawe sisters in their small home and shop.  They have been orphaned but have been making well on their own.  Tragedy strikes and sends them on the run.  At the same time their emerging powers places them in deeper harm.  They now are working for a prince that they don't know if they can trust and his lieutenant at arms (who has a shady past) to solve a supernatural murder.
I will admit this book grabbed me from the very, very start. I immediately liked Céline but Amelie might end up becoming my favorite before too long.  There is some world building in this, but only enough to keep the plot moving.  The characters are instantly compelling and Hendee gives you plenty of reasons to like them.  The sisters are just coming into their powers, but even so there is an investigation here. Strip away the magic and the fantasy elements you have a compelling murder mystery here. I would LOVE to say I figured it out early, but I didn't.  Oh the clues were there, but the mystery is very well crafted and you, like our main characters, will just have to figure it out as you go.
I also liked that while the girls are powerful, they can make mistakes and they have very human failings.  There is a hint of romance here, but no awkward hook ups and no bending the rules of logic to get characters together.  I will not spoil the end but if this were a movie it would pass both Bechdel test AND the Mako Mori test.
This is a great start to a series.
I am reviewing both the Kindle ebook and the Audible audio-book.
Witch Count: 2 (maybe 4)

Witches in Red (Book 2)
This book takes place soon after the events in book 1.  Céline and Amelie are settling into their new lives when they are summoned to the castle by their Prince.  A series of murders has been going on at his father's silver mine. Murders committed by men that become giant wolf-like beasts.
This is another supernatural-based murder mystery, but in addition to learning the who we need to learn the how.  In this book in particular we see Hendee's deft skill and weaving a mystery plot, but also doing so with wry sense of humor.  While this could have ended up as a fairly unimaginative pastiche of werewolf lore and "Little Red Riding Hood", it didn't.  Not so much that it didn't do it is how well it didn't do it.  Again we see some great character development here. Unlike the last book where the sisters were in survival mode, here they have a feeling of belonging that makes them want to help the Prince. It is a maturity.  We learn more about the Prince's Lieutenant, Jaromir and he turns out to be just as interesting as I hoped.
As before the girls use their extraordinary sight to find the who is behind the killing, but that only gets them so far. Detective work and intelligence has to get them to their goal.
There is more world building here as well. We learn more about the world-travelling Móndyalítko, the gypsy-like "children of the world" and Céline and Amelie's bloodline.
I am reviewing both the Kindle ebook and the Audible audio-book.
Witch Count: 4

I should point out that Book 3 Witches With The Enemy will be out next week.  Preorder if you can because this is a fun series.



Hopefully I will have a review of Book 3 up next month.

Books read: 10
Current Level: Maiden: Read 6 – 10 Witchy Books

A to Z of Vampires: Zburător

Here we are at the end of our blogging challenge for another year.
Today let's return to the "home" of vampire legends and myths, Romania and pay a visit to the Zburător.

Max Ernst's Une Semaine de Bonté 1934 collage.
This creature is somewhat similar to an incubus, a male demon, but it is a vampiric spirit inhabiting a male body.  It preys on young girls (particularly virgins) and widows. They always appear as stunningly handsome young men with dark eyes and black hair. It will find a woman and prey on her nightly till she is dead.  It will typically charm the woman before hand and then gain an invitation to her home.  Once there he will come to the woman's bed and drain her blood while having sex. This results in the loss of 3 Constitution points per night.  Typically no one survives more than three encounters with a zburător.  Women killed become vampires under the zburător's complete control.

Despite being very fast and very strong the zburător is a stereotypical "lover and not a fighter" they will flee if faced with violence or great numbers. If forced to attack the creature will use a weapon or attempt to charm his way out.

The zburător is a shape shifter. It can become dust, mist, or flame to escape capture. It can also fly.
Though different than other vampires, the zburător has large bat-like wings that grow out of his back that he can hide when needed.  These wings are strong and can carry the vampire and his victim. This creature can also teleport (as per the spell) back to his lair once per night. Additional spell like powers include the ability to charm person, hypnotize, cause fear and phantasmagoria.

Like many vampires the zburător is destroyed by sunlight, is repelled by garlic and holy items, casts no reflection or shadow and can only be harmed by silver (or magic) weapons.  Additionally garlic or wolfsbane can be spread on windows or made into garlands or wreaths to hang on windows to keep it out.

Zburător
AKA: Zemu, Zmeu
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 3 [17]1
Movement
 Basic: 180' (60') / Fly: 210' (70')
 Advanced: 18" // Fly: 21"
Hit Dice: 9+4 (45 hp)
% in Lair: 50% (coffin by day)
Treasure Type: Weapon + Blood Drain
Damage: Weapon + Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Only killed by silver or magic weapons or sunlight
Save As: Magic-user 92
Magic Resistance: 25%
Morale: 53
Alignment: Chaotic evil
Level/XP: 9/4,250 + 12/hp

STR: 21 INT: 10 WIS: 10 DEX: 21 CON: __(13)4  CHA: 235

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it.  I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.

The zburător is the prototype of the "suave, sexy" vampire.
I have seen these type of vampires in other mediums, sometimes called "Dark Angels".  While they are better looking than other vampires and typically do not fight, they do prey on weaknesses; young girls looking for a 'dream lover' and widows longing for a companions touch. They still leave a trail of bodies where ever they go.

They are still popular enough to have a recent film made about one.  "Ultimul Zburător" or "The Last Incubus" focuses more on the "Dark Angel" aspect of this creature.


http://www.imdb.com/title/tt3031914/



Wednesday, April 29, 2015

Harry Potter Videos

Just a little YouTube silliness for a Wednesday afternoon.

Gandalf vs. Dumbledore




Every spell in Harry Potter




I do believe that the Harry Potter books will go down in time as just influential as Lord of the Rings.

A to Z of Vampires: Yara-ma-yha-who


Let's head to the land down under for one of the strangest vampires I have found.

The Yara-ma-yha-who is a vampire of the aboriginal peoples of Australia.

It appears as a small red man with a large mouth but no teeth.  He lives in fig trees and jumps on people as they walk by attacking them with his sucker tipped fingers.   The Yara-ma-yha-who will then suck blood out the person unless he is flung off.  Each attack by the Yara-ma-yha-who makes the person a little shorter.  The attack drains 1 point of Constitution while attached.  A successful grapple role is needed to remove it.

Anyone drained to death by this creature will become one. The Yara-ma-yha-who will open it's wide mouth and swallow the dead victim whole.  It will sleep and then regurgitate the victim who will be small and red like the Yara-ma-yha-who itself. It will rise by the next dawn as a new Yara-ma-yha-who and must find a fig tree of it's own to haunt.

Unlike other vampires the Yara-ma-yha-who hunts during the day and sleeps at night.

Reducing the vampire to 0 hp or turning it will cause it to flee to it's tree.
The Yara-ma-yha-who can only be destroyed is by staking it int he heart with wood from  it's own tree and then then burning it and it's tree.

A Yara-ma-yha-who cannot enter a personal dwelling or holy land at all.

Yara-ma-yha-who
Frequency: Very Rare
No. Apperring: 1
Size: Halfling-sized (S)
Armor Class: 5 [15]1
Movement
 Basic: 120' (40')
 Advanced: 12"
 3e: 30ft
Hit Dice: 8+1 (37 hp)
% in Lair: 100% (fig tree)
Treasure Type: Attacks: 2 (claw/claw) + Blood Drain
Damage: 1d4/1d4 + Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Only killed by fig tree wood
Save As: Fighter 82
Magic Resistance: Normal
Morale: 83
Alignment: Chaotic evil
Level/XP: 8/3,450 + 12/hp

STR: 16 INT: 10 WIS: 10 DEX: 19 CON: __(10)4  CHA: 135

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it.  I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.

I am working on a monster stat block that I can use in my old-games and future publications (if I do any).  I want something that anyone can pick up and use regardless of the system they are using.
What do you think?


Tuesday, April 28, 2015

A to Z of Vampires: Xiāng-shī (殭屍)

Jason Rhineville
Back to China today for the Xiāng-shī also spelled Jiāng-shī or 殭屍.  These are the famous "hopping vampires" of Chinese myth and folklore.

The Xiāng-shī shares many similarities with the neighboring Rolang.  Both result from improper burial, both appear to be more corpse like than alive, and both have odd means of moving around due to the stiffness in their legs.   While rolang has a zombie style jait, the Xiāng-shī hops.

The character 僵 in it's name, means hard or stiff.  So this vampire can't bend it's legs at all and must therefore hop about. This is more effective than it appears as this vampire can move about quite well.
Additionally the Xiāng-shī can also fly.

Unlike some vampires the Xiāng-shī does not drain blood, but rather chi or life force from the victim.  While the results are the same; draining Constituion points (2 per attack) the difference is the Xiāng-shī does not have to bite the victim to do it.  On any attack roll where the Xiāng-shī lands two claw attacks it can grab the victim. Instead of a bite attack it begins to suck the breath or chi from the victim.

The claws of the Xiāng-shī are long, hard as iron and sharp as razors.  They can retract them or grow them as long as daggers.

If reduced to 0 hit points, a jiang-shi vampire crumbles to dust but is not destroyed. It reforms in 1 minute with 1 hit point in the same space, or the nearest unoccupied space. Scattering the dust before the jiang-shi reforms destroys it permanently, as does mixing rice into the dust with a dose of holy water. Jiang-shi vampires are also susceptible to wooden weapons carved from peach trees, as such weapons represent the unity of all elements and life to these creatures.  Any successful hit from such a weapon that reduces a jiang-shi to 0 hit points immediately destroys the creature. Although they normally retreat from daylight, jiang-shi vampires are not destroyed by sunlight like regular vampires and can move around during the day without harm.

Xiāng-shī turn as vampires.  Rice, incense and holy items will keep them at bay. Holy water will burn them.

This Xiāng-shī is based a little on the Pathfinder Jiang-shi.

Trying out a new format here for old school games.  This takes the bits from OSRIC, Basic Fantasy and Swords & Wizardry. I am also inserting a bit of 3.x where I need it.

Xiāng-shī
AKA: Jiāng-shī
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 1 [19]1
Movement
 Basic: 120' (40') / Fly: 180' (60')
 Advanced: 12"/18" (Fly)
 3e: 30ft
Hit Dice: 9+4 (45 hp)
% in Lair: 100% (home 50%, grave 50%)
Treasure Type: Attacks: 3 (claw/claw/bite) + Life Drain
Damage: 1d6+4/1d6+4/1d4 + Life Drain
Special Attacks: Per Vampire; Life Drain
Special Defenses: Per Vampire
Save As: Fighter 92
Magic Resistance: 25%
Morale: 103
Alignment: Chaotic evil
Level/XP: 9/4,240 + 13/hp

STR: 21 INT: 18 WIS: 15-17 DEX: 9 CON: __(15)4  CHA: 165

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it.  I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.

I am working on a monster stat block that I can use in my old-games and future publications (if I do any).  I want something that anyone can pick up and use regardless of the system they are using.
What do you think?


I should point out that my blogging buddy Natasha Duncan-Drake talked about the Xiāng-shī last year too.  http://tashasthinkings.blogspot.com/2014/04/atoz2014x.html

Monday, April 27, 2015

The Dragonslayers Assemble!

The Dragonslayers are fresh off their victory over the Tomb of Horrors.  We had one near casualty and one character that had to take that other character back. They are now headed home but the Barrier Peaks are in their way.

We converted our 3e based Dragonslayers game over to 5e last session.  I wanted to try something new again, Castles and Crusades, but ended up overruled. So we are sticking with 5e.



Last night we began the Expedition to the Barrier Peaks.  I am using 5th Ed. D&D along with the 1st Edition versions of the module (the original, the new reprints and the old S1-4 super-module Realms of Horror) along with the 3e updates and some 5e updates supplied to me by +Rich Howard.



They all mix together nicely in a big vat of D&D goodness.  I am also adding in some material from the classic 1st Edition version of Metamorphosis Alpha.  I have already specifically decided that this is the Starship Warden.  In addition to carrying colonists it was carrying a number of Ilithid prisoners to be dropped of at a penal colony prior to going to high warp.

Since my other 5e game with most of the same players takes place in the future of the Dragonslayers, I am setting up the Ilithids as being one of the major bad guys.  It should work out nicely really.

With this adventure I will have run the Dragonslayers through all of the S-Series of modules, and it had been a total blast.

A to Z of Vampires: Wurdalak

Off to Russia again today to visit the family preying Wurdalak!  The wurdalak was popularized by the film, Black Sabbath (from which the famous band gets their name!).  I covered this movie in my last October Horror Movie marathon and stated it up for Ghosts of Albion.

Once again going with OSRIC format today.

Wurdalak (Vampire)
(turned as type 11)
Frequency: Very Rare
No Encountered: 1
Size: Man-sized
Move: 120 ft
Armor Class: -2
Hit Dice: 9+1
Attacks: 3 (claw/claw/bite) + Blood Drain
Damage: 1d6+5/1d6+5/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: 25%
Lair Probability: 100% (home 50%, grave 50%)
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 9/4,240 + 13/hp

A wurdalak is created by a family curse.  Typically one laid down by a powerful witch on an entire line. When a member dies they will return as a wurdalak to feed on members of their own family.  Sometimes a wurdalak will also spontaneously arise when a member of the family disgraces their family name or when a member (typically a daughter) goes against the wishes of a recently deceased member (such as her father or uncle).

Once risen the wurdalak will return to their home to prey on the family members. It needs blood lke most other vampires and drains it at the rate of 3 Constitution points per attack.  A wurdalak can make up to three attacks this way per night.  Family members drained by a wurdalak become wurdalak themselves.  Non-family members drained by a wurdalak become ghouls.

It is wrong to assume to that because a person is not part of the wurdalak's family that they are safe.  The wurdalak will kill anyone in their way or whom they perceive as a threat.

The wurdalak has the following spell-like powers; charm person (3/day), cause fear (3/day), knock, spider climb (at will), and gaseous form (at will).  Once per it's "life" it can cast bestow curse as if they were a 9th level witch.  Typically this curse is bestowed near their death.

In combat the wurdalak will attack with claws and a bite. If it bites a victim in combat it can drain 1 point of Con. The other drain attack is for sleeping victims.  The wurdalak is very strong with a Strength of 22.

The wurdalak can cast shadows and reflect in mirrors.  They are not active at sundown like other types of vampires, but wait till 10:00 pm exactly.  To kill the wurdalak one must use a dagger that has been in the monster's family for at least three generations.  Sunlight reduces it to 0 hp, it will become gaseous and return to their coffins.   A sleeping wurdalak has an AC of 10.

Wurdalaks do not shape-shift into animals.

Saturday, April 25, 2015

Zatannurday: Rise of the Vampires

Rise of the Vampires was mini-series/crossover event starting in March 2012 between the then new comics Justice League Dark and I, Vampire.

It was a minor success in my mind. Interesting story but didn't set the comic book world on fire at all.   It did have Zatanna and Constantine in it, so that was good for me.




It did however feature one of the reasons why there is a Justice League Dark, there are some threats out there that the regular Justice League just can't deal with.  In the first arc it was the Enchantress June Moone (played in the Suicide Squad Movie by model Cara Delevingne) going crazy.  This arc featured the rise of a vampires (natch) and their charismatic leader, Cain.  Yeah that Cain.  Same as in the Vampire the Masquerade books.



What I liked about the series was it had a beginning, middle and an end.  And at only six issues (3 for each title) it was a great size.

The story mostly takes place in Gotham, which is also always great. So we get to see Batman and the Bat Family.   But what bugged me was that the main cast ultimately didn't do anything.  I won't get into details about it here (spoilers) but it gave me a lot of ideas.



I have often wanted to bring in Dracula as a big bad in a Supers game.  And frankly I love the DC universe so that is an easy choice.  Dracula has always had such a great presence in the Marvel Universe that I feel he should have the same in the DC Universe.

David Baymiller has been stating up the various supernatural/horror monsters for D6 including Dracula, that it all seems to come together well with something else I have been working on.

So it would be better to use Dracula than Cain because, lets be honest, Dracula is way cooler.

Hopefully I will have something for you all soon.

A to Z of Vampires: Vrykolakas

We come now to Greece which is the home of the Vrykolakas and a host of smilar creatures with similar sounding names.They ranged all the way from Greece into Romania and France.  The word is believed to have come from the Bulgarian word vǎrkolak, which actually means were-wolf.

The vrykolakas is sometimes described as a werewolf or more aptly a demonic, undead werewolf.

In game terms the vrykolakas is a werewolf that came back from the dead as a powerful vampire. Once rising it is ravenous, attacking anyone it meets outside.  Legend has it that the vrykolakas will go from house to house knocking on the door. It will knock once and then move on to the next house.

The vrykolakas will move about in the night but it has no qualms about operating during the day.  The problem is that the body of the vrykolakas has swollen with stolen blood and will look stretched.  The vrykolakas can also shift into a large werewolf-like creature.

Here is the Vrykolakas in OSRIC format.

Vrykolakas (Vampire)
(turned as type 10)
Frequency: Rare
No Encountered: 1d6
Size: Man-sized
Move: 120 ft
Armor Class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+4/1d6+4/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: Standard
Lair Probability: 25%
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 8/3,810 + 12/hp

The Vrykolakas is a powerful type of vampire  that occurs when a werewolf comes back from the dead. The vrykolakas is a fierce fighter attacking with 2 claws and a bite per round.  Each bite of the vampire drains blood at the rate of 1 Constitution point per bite.  Victims drained to 0 Constitution will rise again as a vampire.  Victims that don't die must have a remove curse or remove lycanthropy  of they will become a werewolf.
The vrykolakas is immune to sunlight but can be repelled by holy items.

To destory a vrykolakas one must drag it out into the sunlight, stake it to the ground with iron spikes, cut off it's head and then burn the body.  The ashes must be taken to a crossroads where they are dispersed.

Friday, April 24, 2015

Friday Night Videos: The Lost Boys

Welcome back to Friday Night Videos as we continue the Vampire theme for Vampire Month here at the Other Side.

For this last FNV of Vampire Month I wanted to do something special.

Rarely does a movie come around that captures the feeling of the times quite like 1987's.  My DM had moved to Chicago, I was in the middle of my world changing campaign that would later become part of The Dragon and The Phoenix and I was getting ready for college.  I came up to visit and we went and saw this film.  It was full of cool vampires, great music and fantastic ride of a movie.  Yes it was taking advantage of the Anne Rice craze of the time, but it did more than that. It took the stock 80s teen movie and turned it into something else.
Given I was on the edge of my Ravenloft years this was the final push I needed.

The soundtrack to this movie fueled many nights of my early college days.  To this day it still holds a special place in my heart.  No one song is fantastic, but as a collective they are more than the sum of their parts.

The movie opens up with the Echo and the Bunnymen covering the Doors "People are Strange".  I like this version and it is a worthy version, but you just can't beat the original in my mind.





Another song that helped make this soundtrack so iconic was Roger Daltery's cover of Elton John's "Don't Let the Sun Go Down on Me".  I have a confession. I don't care for Elton John much, but I have always liked this song.  Hearing it sung by one of my favorite front men made it an entirely new song.  Is it better than Elton's version?  Probably not. But I can't hear this song and not flashback to a time between 1987 and 1991, holding a beer and watching the sun set.



"I Still Believe" by Tim Cappello is an interesting choice.  I am not really a fan of the song per se, only the memories it brings up.  Though it is also the only song where the performer appears in the movie.  Tim Cappello was known at the time for being a really big and cut guy.  So oil him up and stick him into the movie.




Looking back nearly 30 years later, "Cry Little Sister" is not a great song.  It's even a touch melodramaic, overwrought and a little over produced.  So the perfect theme for 1987.




I hope you enjoyed this!

Kickstart Your Weekend: Guidebook to the Duchy of Valnwall

This week I would like to draw your attention to a new Old school Kickstarter.

Guidebook to the Duchy of Valnwall is set in the same Duchy as the Guidebook to the City of Dolmvay.

https://www.kickstarter.com/projects/665143704/guidebook-to-the-duchy-of-valnwall



This project will detail the Duchy of Valnwall and the surrounding areas.
The book has already been funded and the first stretch goal reached.
It is the stretch goals that are really the interesting features of this book.

Each stretch goal will include an adventure or content by some of the best in the OSR.
Check these names out.

Stretch Goal #1: ($1250)  MET
A mini-adventure by James M. Spahn of Barrel Rider Games.

Stretch Goal #2: ($1,500)
A mini-adventure by Jason Paul McCartan of Infinibadger Press and OSRToday.

Stretch Goal #3: ($1,750)
A mini-adventure by Tim Shorts of Gothridge Manor.

Stretch Goal #4: ($2,000)
A mini-adventure by Joe Johnston of Taskboy Games.

Stretch Goal #5: ($2,250)
A mini-adventure by Tim Brannan of The Other Side Blog.

Stretch Goal #6: ($2,500)
A mini-adventure by author Paul "greyarea" Go.

Stretch Goal #7: ($2,750)
A mini-adventure by cartographer Matt Jackson.

Stretch Goal #8: ($3,000)
A mini-adventure by Jeff Sparks of Faster Monkey Games.

Stretch Goal #9: ($3,250)
A mini-adventure by Erik Tenkar of Tenkar's Tavern.

Stretch Goal #10: ($3,500)
A mini-adventure by Pete Spahn of Small Niche Games.

Not a bad crowd to be included with!

I promise I have something special planned for this, but only if the stretch goal is made.

A to Z of Vampires: Upierczi

Heading to the final letters now. So lets go to Poland and meet a vampire that fascinated me when I was younger, the Upierczi.  Also known as Upierczica, Upierci, and Upir.

This vampire was interesting because it had a barb under it's tongue to puncture the victims neck instead of fangs.  The use the barb to cut their victims and then curl their tongues to suck up the blood.

Active day or night they can be found out of their graves from noon to midnight.  They must feed on a human before retiring for the night.  During the day they look human, but when they are sleeping they appear dead. Often they sleep with their eyes open so they will know if they are being visited.

In human form they are physically one of the strongest vampires, having strength roughly equal to a Fire Giant (Str 22).  They are also the vampire that most easily passes for human. They can eat and drink; though they must regurgitate it all later.  After feeding they are even capable of sexual intercourse.

 Upierczi can be detected by the drought they cause. Plants near them will wither and die.  Small ponds will dry up and it will not rain in the areas they are in.  If you can find a stream of running water then they can be killed with that.

Upierczi
Armor Class: 2 [17]
Hit Dice: 10d8+5** (50 hp)
No. of Attacks: bite
Damage: 1d4+1/1d4+1 or by weapon + blood drain (2 Points Con)
Special:  Con drain, charming voice, immune to sleep, charm and hold spells. Slashing weapons have no effect. +1 or better to hit.
Movement: 40’
No. Appearing: 1
Saves As: F10
Morale: 10
Treasure: as per vampire
Alignment: Chaotic Evil

The Upierczi drains blood from his victims via a sharp barb under his tongue.  He uses his charming voice (same as the Charm Person spell) to lure victims into his embrace. He can drain 2 points worth of Constitution with this attack.  The upierczi must feed on 10 points of con at least once per week.
People killed in this fashion rise up as a 6HD Upierczi under the control of the one that killed them.

The upierczi is a very strong and tough vampire.  Piercing and slashing weapons have little effect on it. Swords, daggers, arrows, spears all will only do 1 hp point of damage per attack, and that is only if they are magical.   Bashing weapons and blunt weapons such as maces and staves do normal damage.  Swords specifically designed to kill vampires will do their normal damage.

In combat this vampire is very fast, gaining two claw attacks per round.  It can also opt for a weapon and also get in two attacks vs the same opponent per round.  The upierczi favors small light weapons it can conceal on it's person.

The upierczi is not repulsed by garlic, salt or anything natural.  They cannot enter into a home unless invited, but they can use their charm voice to get that.  They are however repelled by holy symbols and take 1d8 hp of damage from holy water.  They are turned as Vampires by clerics.

The only true way to destroy an upierczi is drag it out of it's resting area before noon. Nail it to the ground with an iron spike through it's head and then set the body on fire.  The body will burn quickly and then explode with all the upierczi's flesh becoming squirming maggots.  These must be burned as well.

Like the Moroi, Upierczi consider themselves lords of vampire kind.