You feel lost. Hurt.
Helpless. Desperate.
Alone.
Something happened to you or to people you love.
And no one understands.
No one believes.
And no one can help.
But we understand.
We believe.
We can help.
We are Sanctuary.
Someday everything is going to be alright.
Sanctuary
Sanctuary began in my 1st Edition AD&D game. Located in the Principalities of Glantri (from Mystara and Basic D&D), Sanctuary was a group of healers that specifically dealt with the attacks on normal people by supernatural creatures, werewolves and undead in particular. Since many of the rulers of the land were the very monsters they were fighting Sanctuary had to become covert and hidden. The only way to know you were in a "Sanctuary" was by a open palm hand in blue paint.
Eventually they were one of the groups that lead to the political coup of Glantri, tuning it in to a Theocratic Monarchy, but that was many years ago.
I revived the idea of Sanctuary for modern horror games back around 2004 or so. They are group that helps people deal with the after-math of a supernatural creature attack. You or your loved ones are attacked by a vampire or werewolf? Well going to the police or the hospital won't be much help (even if they do know) and talking to a therapist will either get you a nice quiet rest or hooked up with enough anti-psychotics to dull every pain (and in fact many do just that).
But Sanctuary is different. They staff doctors, social workers, psychologists and even an array of computer experts to help rebuild lives. Like all social services they are understaff, over worked, under funded and at least six months behind on their case loads.
I had wanted to introduce them in Season 2 of my Willow and Tara game, Season of the Witch. But it never worked out. Instead they worked out much better in my Season 3 Willow and Tara game, Generation HEX. Here the girls could contribute to Sanctuary a little more.
In the world they are a bit like occult social services and clinic as well as occult relocation program.
In an episode or adventure I use Sanctuary in my modern occult/supernatural games as part resource and part plot device. Typically in their role of helping someone the monster of the week does not want helped.
I have not worked out any stats for the group, typically all I need is an NPC ready to go as a councilor or social worker and the monster. Though in Generation HEX I did have an older Sarah Bailey working at Sanctuary. She basically was there to yell at the cast saying she often had to clean up the messes and broken lives they left behind.
As a group they are not very old, game time wise. I put their development around the 1990s. Maybe they got their start up funds from the Clinton administration. But this goes along with my theory of supernatural games needing to up the ante each generation. Back in the days of Chill monsters were rare, but as time went on more and more of the beasties were crawling out of the woodwork. So there has been more of an in-game and in-universe need for a group like this.
Those with a good memory might be able to guess where the name and the symbol of this group comes from.
Tuesday, April 6, 2010
Monday, April 5, 2010
Pathfinder: Going forward in reverse
So it is now official. WE are moving our 4th Ed. D&D over to Pathfinder.
I am of two minds about this.
On one hand Pathfinder is a lot of fun. It is easy to do and given the years long 3.x game I have been playing with my kids it is easy to teach them. 4e's combats just take so damn long, it is hard to do more than two encounters per day.
On the other, I really enjoy Fourth Edition and have a lot of nice toys for that too. I love the DDi and I am lamenting that there is nothing similar for Pathfinder. Yes I know about Hero Lab, but I am not sure how well it works and whether it would work for me.
I am not going to debate the merits of one over the other. I am sick to death of edition wars and I don't want to contribute to either side on this. Both games are fun, both games "can do D&D" and both are good games. Everything else is just details.
So I am in the process of converting back some of my 4e characters to Pathfinder. Not difficult really, the systems have more in common than I think some people would like you to believe. I focus more on concept than actual class. So some warlocks become witches, other sorcerers.
Chances are some 4e-isms will enter our Pathfinder games. Passive Insight and Passive Perception come to mind right away. Though we are not likely to use healing surges at all. Though my son made a good joke about that on Saturday. One of the boys (all of them 6/7 to 10 years old), made a joke about "being bloodied" and "needing a healing surge". Liam said, "sorry you have to wait for the universe to upgrade to 4th edition first!".
So we will use terms like "bloddied" and that might mean something in the future, but not quite yet. I also like some of the ideas behind skill challenges and I would like to import Dragonborn over for my son. After all what is D&D if you can't house rule it?
I am certain we will come back to 4e, and it is also likely that my current 3.x game with my two kids will become a 4e game some day. But now just to be honest I am happy to be gaming regularly and I hope we stick with this for a long time to come. It's a new world, but no more new than 4e, and the adventures still feel like adventures.
Course now I have to figure out if a character I play in both games (which is likely to happen) is the same character or maybe a Mirror/Mirror, alternate universe deal. These are important things to consider afterall...
I am of two minds about this.
On one hand Pathfinder is a lot of fun. It is easy to do and given the years long 3.x game I have been playing with my kids it is easy to teach them. 4e's combats just take so damn long, it is hard to do more than two encounters per day.
On the other, I really enjoy Fourth Edition and have a lot of nice toys for that too. I love the DDi and I am lamenting that there is nothing similar for Pathfinder. Yes I know about Hero Lab, but I am not sure how well it works and whether it would work for me.
I am not going to debate the merits of one over the other. I am sick to death of edition wars and I don't want to contribute to either side on this. Both games are fun, both games "can do D&D" and both are good games. Everything else is just details.
So I am in the process of converting back some of my 4e characters to Pathfinder. Not difficult really, the systems have more in common than I think some people would like you to believe. I focus more on concept than actual class. So some warlocks become witches, other sorcerers.
Chances are some 4e-isms will enter our Pathfinder games. Passive Insight and Passive Perception come to mind right away. Though we are not likely to use healing surges at all. Though my son made a good joke about that on Saturday. One of the boys (all of them 6/7 to 10 years old), made a joke about "being bloodied" and "needing a healing surge". Liam said, "sorry you have to wait for the universe to upgrade to 4th edition first!".
So we will use terms like "bloddied" and that might mean something in the future, but not quite yet. I also like some of the ideas behind skill challenges and I would like to import Dragonborn over for my son. After all what is D&D if you can't house rule it?
I am certain we will come back to 4e, and it is also likely that my current 3.x game with my two kids will become a 4e game some day. But now just to be honest I am happy to be gaming regularly and I hope we stick with this for a long time to come. It's a new world, but no more new than 4e, and the adventures still feel like adventures.
Course now I have to figure out if a character I play in both games (which is likely to happen) is the same character or maybe a Mirror/Mirror, alternate universe deal. These are important things to consider afterall...
More races of Mystoerth: Goblins
I have been thinking a bit about races, or rather species, in my world. Last time I talked about D&D 4e and their 25 races. I felt that was a bit much, but I got to thinking that my own home-brew efforts were just as bad. I have honestly no clue how many different types of elves I have. And I don't just mean odd ones like grey, valley and grugach, but gypsy, rain-forest, snow and night elves too. I have at least 5 or 6 halfling subtypes and a couple of gnomes.
Hob-noblin with the Goblins
I have talked about races/species in general and a bit on orcs and elves. But lately my thoughts have turned to Goblins. I have to blame the work I did in Ghosts of Albion. Pick up that game and you will see what my thoughts are currently on the various goblin type. I have also been influenced of late by the goblins in Yet Another Fantasy Gamer Comic. Part of the reasons too are that for the most part the monsters in D&D are taken from myth, legend and folklore, but a lot of monsters have more than one name and the same name sometime applies to very different creatures. I talked about this briefly in my Succubus posts. Zak over at "Playing D&D With Porn Stars" is going over all this now with his alphabetical monster thing, and the posts on Bugbears and Hobgoblins in particular. Of course he is not the only one, we have ideas from Warhammer, regions from Greyhawk Grognard, and the Asian inspired Hobgoblin.
I have also produced, mostly for Ghosts of Albion, a few goblin types such as the Blood Goblin and the goblin that is not a goblin at all, the Corn Goblin.
Goblins
Goblins in my world, and this is usually regardless of system, but *D&D, Ghosts of Albion and WitchGirls Adventures in particular, are short little nasties related to the faeries. Goblins in fact share the same relationship to the fae that Tolkien Orcs share with Elves. My initial concept of them was of course the 1986 Labyrinth movie. Goblins are not outright evil, but certainly mischievous and opportunistic. They love commerce, not just the money, but all that brings with it; corruption, graft, drugs, crime. So needless to say goblins are found in (and fond of) cities in my worlds. Back in the day we were playing in a lot of urban settings as opposed to dungeons per se. Goblins were a big part of that. As I moved on my goblins were influenced by Ferengi from Star Trek: TNG, GURPS Goblins, a bunch of other books and just a need to have a monster/humanoid type there. So I like the Pathfinder Goblins better than the 4e ones, but they are really not that far off from each other.
In 4e and Ghosts of Albion, I place goblins in the Feywild and Avalon, respectively (different names for essentially the same thing). Of course being goblins keeping them in one place is like trying to herd rats and they get out every chance they get.
Goblins have high infant mortality rates, which is probably a good thing given how quickly they reproduce.
In Ghosts of Albion and other modern supernatural games I run there is the Goblin Market. Hidden from mundane eyes nearly everything and anything found in a magical world can be found here, for a price. In *D&D the Market is more open, and more dangerous. I will work this up one day, just need to figure out how to do it justice.
Hobgoblins
Somewhere along the line a hobgoblin went from trickster spirits like Puck to larger, military style goblins. Of course we could thank (or blame) the Monster Manual for that, but it looks more like it is another bit of Tolkien in D&D. They do serve a certain roll in the game world. Hobgoblins are larger, meaner, and certainly more evil. Maybe the Hob of Hobgoblin is not a "spirit" but "old Hob", the Devil. In the 1st Ed Monster Manual they are lawful evil. They are militaristic, big, evil, have redding skin. Hobgoblins are devil-goblins. Pretty easy I think. Plus I like the idea. If we can have tieflings, alu-demons and cambions all as races then why not Hobgoblins as devil spawn among goblins.
Mağlubiyet,the god of the goblins then could be a type of devil. Maybe even a cast down fey god.
Maybe that helps explain why some goblins look so different, but most Hobgoblins all look the same. The strict hierarchy and breeding program of the devils forces them to be more alike. Now I would say that some of the more evil goblins, maybe the standard "D&D" goblin are goblin/hobgoblin hybrids. Or something.
The one thing they seem to be missing is horns. I think Hobgoblins should have horns. Like some of the orcs in the cartoon version of the Hobbit.
Bugbears
Many years ago I had a TRS-80 Color Computer with a Speech Pak and my DM at the time wrote a program for running a D&D game. I added the speech parts to it. Well it would always pronounce Bugbears as "bug-beer". It always made me think, what the hell is a Bugbear anyway? A giant hairy goblin according to most of the books. For the longest time I thought why not just merge Bugbears and Hobgoblins into the same creature, their stats are not that off from each other really with the only big difference is that one is chaotic evil and the other lawful evil. Well as I got into researching more I discovered that "bugbear" come from the same phonology that gives us boogies, boogey-man, bugaboos and the buckwan. So another English fey type. They are more animal like than Hobgoblin, which they are obviously related to.
I have been saying this for years, but I am now convinced after seeing their new Pathfinder incarnations, Bugbears are the offspring of goblins and demons. I can even see a situation where demons began impregnating their goblin slaves over the millennia till bugbears were produced. Millennia more of letting them run amok in the planes of mortals has produced a race that is more or less stable. Bugbears are then larger, nighmarish goblins that tend towards acts of random chaotic violence. Given their chaotic nature, I might even introduce random mutations. I have seen these for demons and for Gamma World, maybe their are some good ideas in the pages of Mutant Future for this.
Not to be outdone the Arch Dukes of Hell produce Hobgoblins in a strict engineered breeding program.
Other Goblins
Goblins are ripe for sorts of fun. From the annoying to the dangerous to the outright evil, goblins can run the gambit. Many years ago, so many in fact I was a kid ridding my bike listening to Thomas Dolby on my Walkman, I came up with a monster. I have stats for him for various AD&D systems, but here is the most recent version. I might do some retro stats for the little beastie for the various OSR books out there too.
Blood Goblin
The thing was no larger than a child, but no child could have such a malevolent countenance. It was nearly doubled over, with a hump on it’s back. It’s long gangly arms caused it to drag it’s knuckles like that of an ape. It’s face was piched, it’s mouth full of cruel sharp teeth, and it’s eyes empty pools of some milky substance. It’s skin was slick and glistening, it was only under closer inspection that we realised it was in fact covered in blood. The thing spoke to us, but it was incomprehensible. Not that we needed to understand it’s words when it’s actions were clear enough.
--From the Journal of Tamara Swift
Blood Goblins are nasty little beasties. Nominally part of the faerie, their essences have been corrupted by demonic power. The ritual to turn a faerie into a blood goblin is unknown to most mortals, but what is known is it is dark and evil and requires the demon binding the potential blood goblin to feed it some of it’s own demonic blood.
Once complete the faerie undergoes a horrible transformation. Their form becomes a twisted parody of what it once was. Wings (if they had them) wither and fall off. Teeth grow long and sharp. Their skin takes on the unhealthy look of a bruise or rotting flesh and thick acidic blood weeps from their pores. Arms grow long and their now taloned hands drag the ground. Their eyes turn completely milky white with no pupils visible.
They can speak, but it is difficult to understand them.
Blood goblins are bound to their master and will do his bidding. The trouble is most are far too dimwitted to be anything other than a nasty little killers. The enjoy hiding in alleys or darkened paths and ambush their targets. They have a keen sense of smell so often they need something that smells like the intended victim in order to attack them. A blood goblin can track their victim using an Observation check, modified as the Director needs to climate conditions and the like. Once on a mission they are too dim witted and too frightened of their masters to do anything else but complete it. Goblins that do not often will go rogue, preferring not to return their master in failure.
Name: Blood Goblin
Motivation: To serve their master
Creature Type: Faerie (goblin)
Attributes:
Strength 4, Dexterity 3, Constitution 3, Intelligence 1, Perception 4, Willpower 2
Ability Scores:
Muscle 12, Combat 13, Brains 9
Life Points: 38
Drama Points: 1
Special Abilities: Burning Blood (1 LP damage per contact with bare skin); Emotional Problems (Cruel); Faerie, Reduced Size (freakishly small); Unattractive (2)
Manoeuvres
Name Score Damage Notes
Dodge 13 — Defence action
Grapple 15 — Resisted by Dodge
Punch 13 8 Bash
Knife 13 8 Slash/Stab
Hob-noblin with the Goblins
I have talked about races/species in general and a bit on orcs and elves. But lately my thoughts have turned to Goblins. I have to blame the work I did in Ghosts of Albion. Pick up that game and you will see what my thoughts are currently on the various goblin type. I have also been influenced of late by the goblins in Yet Another Fantasy Gamer Comic. Part of the reasons too are that for the most part the monsters in D&D are taken from myth, legend and folklore, but a lot of monsters have more than one name and the same name sometime applies to very different creatures. I talked about this briefly in my Succubus posts. Zak over at "Playing D&D With Porn Stars" is going over all this now with his alphabetical monster thing, and the posts on Bugbears and Hobgoblins in particular. Of course he is not the only one, we have ideas from Warhammer, regions from Greyhawk Grognard, and the Asian inspired Hobgoblin.
I have also produced, mostly for Ghosts of Albion, a few goblin types such as the Blood Goblin and the goblin that is not a goblin at all, the Corn Goblin.
Goblins in my world, and this is usually regardless of system, but *D&D, Ghosts of Albion and WitchGirls Adventures in particular, are short little nasties related to the faeries. Goblins in fact share the same relationship to the fae that Tolkien Orcs share with Elves. My initial concept of them was of course the 1986 Labyrinth movie. Goblins are not outright evil, but certainly mischievous and opportunistic. They love commerce, not just the money, but all that brings with it; corruption, graft, drugs, crime. So needless to say goblins are found in (and fond of) cities in my worlds. Back in the day we were playing in a lot of urban settings as opposed to dungeons per se. Goblins were a big part of that. As I moved on my goblins were influenced by Ferengi from Star Trek: TNG, GURPS Goblins, a bunch of other books and just a need to have a monster/humanoid type there. So I like the Pathfinder Goblins better than the 4e ones, but they are really not that far off from each other.
In 4e and Ghosts of Albion, I place goblins in the Feywild and Avalon, respectively (different names for essentially the same thing). Of course being goblins keeping them in one place is like trying to herd rats and they get out every chance they get.
Goblins have high infant mortality rates, which is probably a good thing given how quickly they reproduce.
In Ghosts of Albion and other modern supernatural games I run there is the Goblin Market. Hidden from mundane eyes nearly everything and anything found in a magical world can be found here, for a price. In *D&D the Market is more open, and more dangerous. I will work this up one day, just need to figure out how to do it justice.
Hobgoblins
Somewhere along the line a hobgoblin went from trickster spirits like Puck to larger, military style goblins. Of course we could thank (or blame) the Monster Manual for that, but it looks more like it is another bit of Tolkien in D&D. They do serve a certain roll in the game world. Hobgoblins are larger, meaner, and certainly more evil. Maybe the Hob of Hobgoblin is not a "spirit" but "old Hob", the Devil. In the 1st Ed Monster Manual they are lawful evil. They are militaristic, big, evil, have redding skin. Hobgoblins are devil-goblins. Pretty easy I think. Plus I like the idea. If we can have tieflings, alu-demons and cambions all as races then why not Hobgoblins as devil spawn among goblins.
Mağlubiyet,the god of the goblins then could be a type of devil. Maybe even a cast down fey god.
Maybe that helps explain why some goblins look so different, but most Hobgoblins all look the same. The strict hierarchy and breeding program of the devils forces them to be more alike. Now I would say that some of the more evil goblins, maybe the standard "D&D" goblin are goblin/hobgoblin hybrids. Or something.
The one thing they seem to be missing is horns. I think Hobgoblins should have horns. Like some of the orcs in the cartoon version of the Hobbit.
Bugbears
Many years ago I had a TRS-80 Color Computer with a Speech Pak and my DM at the time wrote a program for running a D&D game. I added the speech parts to it. Well it would always pronounce Bugbears as "bug-beer". It always made me think, what the hell is a Bugbear anyway? A giant hairy goblin according to most of the books. For the longest time I thought why not just merge Bugbears and Hobgoblins into the same creature, their stats are not that off from each other really with the only big difference is that one is chaotic evil and the other lawful evil. Well as I got into researching more I discovered that "bugbear" come from the same phonology that gives us boogies, boogey-man, bugaboos and the buckwan. So another English fey type. They are more animal like than Hobgoblin, which they are obviously related to.
I have been saying this for years, but I am now convinced after seeing their new Pathfinder incarnations, Bugbears are the offspring of goblins and demons. I can even see a situation where demons began impregnating their goblin slaves over the millennia till bugbears were produced. Millennia more of letting them run amok in the planes of mortals has produced a race that is more or less stable. Bugbears are then larger, nighmarish goblins that tend towards acts of random chaotic violence. Given their chaotic nature, I might even introduce random mutations. I have seen these for demons and for Gamma World, maybe their are some good ideas in the pages of Mutant Future for this.
Not to be outdone the Arch Dukes of Hell produce Hobgoblins in a strict engineered breeding program.
Other Goblins
Goblins are ripe for sorts of fun. From the annoying to the dangerous to the outright evil, goblins can run the gambit. Many years ago, so many in fact I was a kid ridding my bike listening to Thomas Dolby on my Walkman, I came up with a monster. I have stats for him for various AD&D systems, but here is the most recent version. I might do some retro stats for the little beastie for the various OSR books out there too.
Blood Goblin
The thing was no larger than a child, but no child could have such a malevolent countenance. It was nearly doubled over, with a hump on it’s back. It’s long gangly arms caused it to drag it’s knuckles like that of an ape. It’s face was piched, it’s mouth full of cruel sharp teeth, and it’s eyes empty pools of some milky substance. It’s skin was slick and glistening, it was only under closer inspection that we realised it was in fact covered in blood. The thing spoke to us, but it was incomprehensible. Not that we needed to understand it’s words when it’s actions were clear enough.
--From the Journal of Tamara Swift
Blood Goblins are nasty little beasties. Nominally part of the faerie, their essences have been corrupted by demonic power. The ritual to turn a faerie into a blood goblin is unknown to most mortals, but what is known is it is dark and evil and requires the demon binding the potential blood goblin to feed it some of it’s own demonic blood.
Once complete the faerie undergoes a horrible transformation. Their form becomes a twisted parody of what it once was. Wings (if they had them) wither and fall off. Teeth grow long and sharp. Their skin takes on the unhealthy look of a bruise or rotting flesh and thick acidic blood weeps from their pores. Arms grow long and their now taloned hands drag the ground. Their eyes turn completely milky white with no pupils visible.
They can speak, but it is difficult to understand them.
Blood goblins are bound to their master and will do his bidding. The trouble is most are far too dimwitted to be anything other than a nasty little killers. The enjoy hiding in alleys or darkened paths and ambush their targets. They have a keen sense of smell so often they need something that smells like the intended victim in order to attack them. A blood goblin can track their victim using an Observation check, modified as the Director needs to climate conditions and the like. Once on a mission they are too dim witted and too frightened of their masters to do anything else but complete it. Goblins that do not often will go rogue, preferring not to return their master in failure.
Name: Blood Goblin
Motivation: To serve their master
Creature Type: Faerie (goblin)
Attributes:
Strength 4, Dexterity 3, Constitution 3, Intelligence 1, Perception 4, Willpower 2
Ability Scores:
Muscle 12, Combat 13, Brains 9
Life Points: 38
Drama Points: 1
Special Abilities: Burning Blood (1 LP damage per contact with bare skin); Emotional Problems (Cruel); Faerie, Reduced Size (freakishly small); Unattractive (2)
Manoeuvres
Name Score Damage Notes
Dodge 13 — Defence action
Grapple 15 — Resisted by Dodge
Punch 13 8 Bash
Knife 13 8 Slash/Stab
Saturday, April 3, 2010
Pathfinder
Taking a break from smashing some goblins in Pathfinder on today's Family D&D day.
The combat is going REALLY fast, much faster than 4e or even 3.x.
Really digging my new witch too. Though to be fair she does play similar to my 4e warlock.
More soon.
The combat is going REALLY fast, much faster than 4e or even 3.x.
Really digging my new witch too. Though to be fair she does play similar to my 4e warlock.
More soon.
Wednesday, March 31, 2010
Player's Handbook 3
I wasn't originally going to pick up the 4th Edition Player's Handbook 3. My DM is not using the new Hybrid rules and we both felt that the Skill Powers were neat as an idea, but not something either of us would use. Plus I was not thrilled with any of the new races (we now have animal, vegetable and mineral) and two of the psionic classes.
But I am glad I picked it up.
The book is cool for a few things. First off the Monk is just way cool. The type of game that D&D 4 is now the monk just fits right in. More so even that it did in any previous version of the game (especially 2nd Ed). It has a different flavor than the 3.x monk. Adding the Githzeri is just the icing on the cake there. Can't wait to try out a Githzeri cenobite. I will need to rework my whole "Monks are from Blackmoor" ideas.
I also like the inclusion of the Far Realm stuff as a reason for Psionics. Right up my alley. If the Far Realm is supposed to be the Cthulhoid alien/gods from Beyond then that is pretty awesome stuff. Of course I do the same thing in my WitchCraft RPG games. Plus the cool thing with this and the Githzeri is you can imagine the Githzeri on their lonely outposts fighting off the minions of the Far Realm/Mad Gods.
The Hybrid stuff is still nice. Been doing that for a bit though. There are some nice ideas on good hybird choices. Most is no brainer stuff, but still nice to see. I am working on a Dragonborn Monk/Sorcerer hybrid now just to see how it works.
The Skill Powers are neater than I gave them credit for at first. A nice way to customize each character.
There is still a lot here I am not going to use. The Psionics stuff is neat, but I never liked to mix psionics and magic all that much. The Minotaur are ok and since I just added Ansalon to my world I know where they come from now. But in a world with Goliaths and Half-Orcs and Dragonborn the niche they fill is kind of taken.
I now count 25 classes (which includes the Assassin) and over 30 races (more if you get creative with the Monster Manuals). That's a lot. Maybe even too much. I'll have to set some limits in my own 4e games.
The art is still fantastic and I only saw a couple of reused pieces. More as I read more.
But I am glad I picked it up.
The book is cool for a few things. First off the Monk is just way cool. The type of game that D&D 4 is now the monk just fits right in. More so even that it did in any previous version of the game (especially 2nd Ed). It has a different flavor than the 3.x monk. Adding the Githzeri is just the icing on the cake there. Can't wait to try out a Githzeri cenobite. I will need to rework my whole "Monks are from Blackmoor" ideas.
I also like the inclusion of the Far Realm stuff as a reason for Psionics. Right up my alley. If the Far Realm is supposed to be the Cthulhoid alien/gods from Beyond then that is pretty awesome stuff. Of course I do the same thing in my WitchCraft RPG games. Plus the cool thing with this and the Githzeri is you can imagine the Githzeri on their lonely outposts fighting off the minions of the Far Realm/Mad Gods.
The Hybrid stuff is still nice. Been doing that for a bit though. There are some nice ideas on good hybird choices. Most is no brainer stuff, but still nice to see. I am working on a Dragonborn Monk/Sorcerer hybrid now just to see how it works.
The Skill Powers are neater than I gave them credit for at first. A nice way to customize each character.
There is still a lot here I am not going to use. The Psionics stuff is neat, but I never liked to mix psionics and magic all that much. The Minotaur are ok and since I just added Ansalon to my world I know where they come from now. But in a world with Goliaths and Half-Orcs and Dragonborn the niche they fill is kind of taken.
I now count 25 classes (which includes the Assassin) and over 30 races (more if you get creative with the Monster Manuals). That's a lot. Maybe even too much. I'll have to set some limits in my own 4e games.
The art is still fantastic and I only saw a couple of reused pieces. More as I read more.
Monday, March 29, 2010
New Layout
Playing around with the layout here.
Have a new section called "Pages" to the right. ->
That is for more static pages and links.
I also added the old background image from my "The Other Side" website. I like it. What do you all think?
Have a new section called "Pages" to the right. ->
That is for more static pages and links.
I also added the old background image from my "The Other Side" website. I like it. What do you all think?
Review: It Sucks to Be Me
Sucks to Be Me
Mina Hamilton is your ordinary 16 year old girl who has ordinary problems. She is worried about her Chemistry test, whether she can get Nathan, the boy she has liked since forever to like her back, or even notice her, there is Prom coming up and oh yeah, her parents are bloodsucking undead creatures of the night. Well...an accountant and a middle-school teacher, but still undead.
Yeah, Mina's parents (an her weird uncle) are vampires.
And now she has to decide if she is going to become one too.
In a few weeks.
Or else.
And that begins the tale "It Sucks to Be Me" by new(ish) author Kimberly Pauley. I got the chance to read this book while on vacation and frankly I was very, very pleased. Ok a few disclaimers out of the way. Yes, I know this book is aimed squarely at the Young Adult crowd, and I do know Kim. But all that aside, this is a really good book. Lets look into it.
Ok, the hero of our tale is Mina Hamilton the aforementioned 16 year old. Her parents are vampires, something she has known all her life (it happened just after she was born) and it no big deal to her. It becomes a big deal when the Northwest Regional Vampire Council (think the Camarilla with more red tape) finds out. Now Mina, on top of everything else, has to decide whether or not to become a vampire. She has to take Vampire Classes (not even remotely as cheesy as it sounds, and it is supposed to sound cheesy) and learn all these laws of the undead. All the time she can't even tell her BFF about it. Sure it's teen girl melodrama, but Kim really makes it work well.
I will be honest here, I liked it. A lot. I am not the target audience, and neither are many of the people that read this blog, but it was a well written, funny book that never takes the vampire myth too seriously but you can tell that Kim really knows her stuff. I bet she could turn out a vampire tale worthy of Laurel K. Hamilton or Anne Rice and be a thousand times better than Stephanie Meyer. But I get the distinct feel that that is not where her muse or interests lie. I think it is obvious that Mina here is running the show so to speak.
Mina is an interesting character. Like so many Urban-Fantasy-Supernatural / Chick-Lit books out there today Mina is a strong female-or at least she is going to be. She is still only 16 and all the insecurities and hang-ups related to that. She doesn't know all the answers or even really what the questions are. She is not entranced by the whole "vampire culture", thinking that some of it is kinda gross, and is more concerned with what and older heroine my consider trivial. That though is her charm really, and the cleverness of Kim's writing.
Things I liked, in no particular order.
- Weird Uncle Mortie. One day I need to ask if he is based on a real person, her characterization of him was too vivid. I know exactly what this guy looked like from the moment he left his giant yellow Cadillac.
- Mina's book report on "Dracula". Very clever and I actually wanted to read more of that. But that is the teacher in me.
- The author of the vampire books. She was a kook and she was the one who wasn't a vampire.
- The Black Talons. Are we going to see more than them? They are certainly not kiddie fare and closer to something like a "Black Court" vampire.
- Can't wait to see more of Mina in the next book.
- Great debut novel. Some novels from first time authors read like a lot of really cool ideas strung together with a thin plot. Not this one. The plot gets into high gear right away and brings you along for the ride.
- I loved that Mina's family was so central to the tale. I get tired of books where the family is missing, underused, or outright killed off. Mina's parents (and Uncle Mortie again) are just as important to the tale and to Mina.
- A quick and easy read. Perfect for vacation or just a nice afternoon with a book.
So. what can you, the older gamer, get from these books?
Well there is a bit actually. It is good to see a new(er) take on vampires that does not make them into some sort of fetish object or make them sparkle. In fact this book pretty much dismisses those points of view completely. Ok, so Mina's parents and uncle are not the vamps from Dusk till Dawn (her favorite movie) either, but they certainly seem the exception rather than the rule. Or, maybe they are just laying low. It is easy to see that this book could take place in a larger universe similar to that of any modern supernatural game. My own "Mayfair's" would work well as a "Blood Bar" in this universe too.
But most importantly I think the book is just a fun read. When the kids have graduated Harry Potter, and they haven't yet (or won't) moved on to Twilight, then this is perfect. Actually this is much better than Twilight.
This book is the perfect antidote for angsty, sprakly or otherwise gothier-than-thou vampires. I look forward to more of Mina's (mis)adventures and a whole new list of why it still sucks to be her.
Links
Mina Hamilton is your ordinary 16 year old girl who has ordinary problems. She is worried about her Chemistry test, whether she can get Nathan, the boy she has liked since forever to like her back, or even notice her, there is Prom coming up and oh yeah, her parents are bloodsucking undead creatures of the night. Well...an accountant and a middle-school teacher, but still undead.
Yeah, Mina's parents (an her weird uncle) are vampires.
And now she has to decide if she is going to become one too.
In a few weeks.
Or else.
And that begins the tale "It Sucks to Be Me" by new(ish) author Kimberly Pauley. I got the chance to read this book while on vacation and frankly I was very, very pleased. Ok a few disclaimers out of the way. Yes, I know this book is aimed squarely at the Young Adult crowd, and I do know Kim. But all that aside, this is a really good book. Lets look into it.
Ok, the hero of our tale is Mina Hamilton the aforementioned 16 year old. Her parents are vampires, something she has known all her life (it happened just after she was born) and it no big deal to her. It becomes a big deal when the Northwest Regional Vampire Council (think the Camarilla with more red tape) finds out. Now Mina, on top of everything else, has to decide whether or not to become a vampire. She has to take Vampire Classes (not even remotely as cheesy as it sounds, and it is supposed to sound cheesy) and learn all these laws of the undead. All the time she can't even tell her BFF about it. Sure it's teen girl melodrama, but Kim really makes it work well.
I will be honest here, I liked it. A lot. I am not the target audience, and neither are many of the people that read this blog, but it was a well written, funny book that never takes the vampire myth too seriously but you can tell that Kim really knows her stuff. I bet she could turn out a vampire tale worthy of Laurel K. Hamilton or Anne Rice and be a thousand times better than Stephanie Meyer. But I get the distinct feel that that is not where her muse or interests lie. I think it is obvious that Mina here is running the show so to speak.
Mina is an interesting character. Like so many Urban-Fantasy-Supernatural / Chick-Lit books out there today Mina is a strong female-or at least she is going to be. She is still only 16 and all the insecurities and hang-ups related to that. She doesn't know all the answers or even really what the questions are. She is not entranced by the whole "vampire culture", thinking that some of it is kinda gross, and is more concerned with what and older heroine my consider trivial. That though is her charm really, and the cleverness of Kim's writing.
Things I liked, in no particular order.
- Weird Uncle Mortie. One day I need to ask if he is based on a real person, her characterization of him was too vivid. I know exactly what this guy looked like from the moment he left his giant yellow Cadillac.
- Mina's book report on "Dracula". Very clever and I actually wanted to read more of that. But that is the teacher in me.
- The author of the vampire books. She was a kook and she was the one who wasn't a vampire.
- The Black Talons. Are we going to see more than them? They are certainly not kiddie fare and closer to something like a "Black Court" vampire.
- Can't wait to see more of Mina in the next book.
- Great debut novel. Some novels from first time authors read like a lot of really cool ideas strung together with a thin plot. Not this one. The plot gets into high gear right away and brings you along for the ride.
- I loved that Mina's family was so central to the tale. I get tired of books where the family is missing, underused, or outright killed off. Mina's parents (and Uncle Mortie again) are just as important to the tale and to Mina.
- A quick and easy read. Perfect for vacation or just a nice afternoon with a book.
So. what can you, the older gamer, get from these books?
Well there is a bit actually. It is good to see a new(er) take on vampires that does not make them into some sort of fetish object or make them sparkle. In fact this book pretty much dismisses those points of view completely. Ok, so Mina's parents and uncle are not the vamps from Dusk till Dawn (her favorite movie) either, but they certainly seem the exception rather than the rule. Or, maybe they are just laying low. It is easy to see that this book could take place in a larger universe similar to that of any modern supernatural game. My own "Mayfair's" would work well as a "Blood Bar" in this universe too.
But most importantly I think the book is just a fun read. When the kids have graduated Harry Potter, and they haven't yet (or won't) moved on to Twilight, then this is perfect. Actually this is much better than Twilight.
This book is the perfect antidote for angsty, sprakly or otherwise gothier-than-thou vampires. I look forward to more of Mina's (mis)adventures and a whole new list of why it still sucks to be her.
Links
- Kimberly Pauley's website, http://www.kimberlypauley.com/my-books/sucks-to-be-me/
- Amazon, http://www.amazon.com/Sucks-Be-Me-All-True-Confessions/dp/0786950285
- Wizards of the Coast/Mirrorstone page, http://ww2.wizards.com/books/mirrorstone/Product.aspx?doc=219237200
- Good Reads, http://www.goodreads.com/book/show/2506250.Sucks_to_Be_Me_The_All_True_Confessions_of_Mina_Hamilton_Teen_Vampire
Sunday, March 28, 2010
Vampyres Week: Wrap-up
Vampyres Week: Wrap-Up
So that was my week for Vampyres.
Here are the links for future reference.
- Introduction
- Chill, 1st Edition (Pacesetter)
- C. J. Carella's WitchCraft RPG
- Mutants & Masterminds
- Big Eyes, Small Mouth (BESM) 3.0
- Witch Girls Adventures
Some Facebook discussions:
- WitchCraft RPG
- Witch Girls Adventures
I have had requests to do nWoD versions and I might also do one for Hellcats and Hokey Sticks.
Any other systems?
So that was my week for Vampyres.
Here are the links for future reference.
- Introduction
- Chill, 1st Edition (Pacesetter)
- C. J. Carella's WitchCraft RPG
- Mutants & Masterminds
- Big Eyes, Small Mouth (BESM) 3.0
- Witch Girls Adventures
Some Facebook discussions:
- WitchCraft RPG
- Witch Girls Adventures
I have had requests to do nWoD versions and I might also do one for Hellcats and Hokey Sticks.
Any other systems?
Saturday, March 27, 2010
The Week in Review (and then some)
Back from vacation. I had the Blog on Auto-post all week, so sorry if I did not get to respond as quickly as I would have liked.
So what do I know?
- Gary Con. Sad I missed it. I really wanted to go but was on a plane at the time.
- TARGA/DnDWPS dust up. That was a bunch of suck. I am going to miss Chgowiz's blog, having met him in person recently. I still like TARGA and what they do, and I still enjoy the hell out of Zak's blog. I just find it all odd really. Reminds of the time my mom told my brother and I that she hated it when we watched horror movies full of killing. She said she would rather see us watching porn because at least that was some positive. So we went out and brought a bunch of porn home. I think Dad was happy. So people that play a game that is basically about "killing people and taking their stuff" have some issues with some occasional dirty talk and maybe a boob? Not getting it. Sorry. But that is all I want to say on the issue, I don't want to add fuel to a fire that is almost out.
Reminds me of another story. I was supposed to go to a party to meet up with a bunch of the people that I hung out with and lived with in college (this was back in like 1990). But my buddy Scott and I had gone out and proceeded to start drinking without everyone first. We drank, listened to the Who for a while and were generally in a really fantastic mood (it was "springtime in Carbondale!" three words that held so much meaning back then, and "Face Dances" is much better when you are little off). We showed up at the party and we were smashed and happy and loud and there had just been a HUGE fight between one of my roommates and his girlfriend and everyone there was so not in the mood for me or Scott. That's what I am trying to avoid here. We left and finished drinking on the steps of the local Lutheran Church because we felt at the time the Lutherans were the most accepting of all the local churches. Especially of a drunk atheist and neo-new agey whatever Scott was at the time.
Oh, and put me in the crowd as someone that would like to see Chgowiz/Mike bring his blog back.
- Vampyres. Yeah that was fun. I love that stupid little flick. Might be a reflection of my immaturity or (as I prefer to think of it) my esoteric tastes in horror cinema. Plus I got to try it out in a bunch of systems. Might be a bit before I do that again; doing a bunch of systems at once. I have nothing else up my sleeve unless I want to drag out Willow & Tara again, and you all might be tired of hear about them from me.
- Succubi week. I post my Sympathy for the Succubus post right before and then I see a bunch of other posts. Mostly related to succubus pic from the Monster Manual. Cultural Zeitgiest? Collect Subconscious? Naw. Doubt it, more like it is gamers for the most part are pervs.
- Blog Persona vs Real Life. This is an interesting one. I have a some people that read this blog on the website and others that read the redirect from Facebook. On Facebook I have friends, family, co-workers, people I know from the gaming world because I like their stuff, people from the gaming world because they like my stuff and a bunch of others. So, how should I "present" myself? I mean I have people at work now telling me they had read my blog and commented on some of the things I have said. Sometimes I even get a call from my mom and she comments on something I have said. All I have really have to say about all of that is, well, you people are supposed to know who I am by this point. ;)
I am not planing to put anything here that I wouldn't figure my mom, my wife or my boss would read and get me into trouble.
- Books & Reviews. I FINALLY got around to reading some the books and products sitting on my "to read" pile since before Christmas. Expect a round of reviews to start coming in.
- What Scares you the most? During my feverish time while I was sick it came to me what scares me the most. Look forward to a post on that too.
- Orcus. I am going to agree with Zak on something else here. Orcus is the most Metal of all the Demon Lords. If I ever get a chance to re-run going to Orcus' plane in the Abyss it needs to make "Tomb of Horrors" look like "Candyland". Then I am going to ask James Raggi to tell me how to make it more metal. This would fill that desire I have to an adventure that has EVERYTHING in it that all those critics in the 80s said D&D was about (and were wrong). Childish of me? Maybe I think it is actually that part of my brain that is attracted to medical dramas and really bad movies that part that says "how bad can this get? And then what can happen to make it worse?". In other words, I want to turn it up to 11.
Maybe I could make it something like an OSR community thing. Contribute one thing you would find in Orcus' lair, I don't care how sick, twisted, cruel or profane. Or I could just listen to Iron Maiden for about a week straight till something pops in my head.
So what do I know?
- Gary Con. Sad I missed it. I really wanted to go but was on a plane at the time.
- TARGA/DnDWPS dust up. That was a bunch of suck. I am going to miss Chgowiz's blog, having met him in person recently. I still like TARGA and what they do, and I still enjoy the hell out of Zak's blog. I just find it all odd really. Reminds of the time my mom told my brother and I that she hated it when we watched horror movies full of killing. She said she would rather see us watching porn because at least that was some positive. So we went out and brought a bunch of porn home. I think Dad was happy. So people that play a game that is basically about "killing people and taking their stuff" have some issues with some occasional dirty talk and maybe a boob? Not getting it. Sorry. But that is all I want to say on the issue, I don't want to add fuel to a fire that is almost out.
Reminds me of another story. I was supposed to go to a party to meet up with a bunch of the people that I hung out with and lived with in college (this was back in like 1990). But my buddy Scott and I had gone out and proceeded to start drinking without everyone first. We drank, listened to the Who for a while and were generally in a really fantastic mood (it was "springtime in Carbondale!" three words that held so much meaning back then, and "Face Dances" is much better when you are little off). We showed up at the party and we were smashed and happy and loud and there had just been a HUGE fight between one of my roommates and his girlfriend and everyone there was so not in the mood for me or Scott. That's what I am trying to avoid here. We left and finished drinking on the steps of the local Lutheran Church because we felt at the time the Lutherans were the most accepting of all the local churches. Especially of a drunk atheist and neo-new agey whatever Scott was at the time.
Oh, and put me in the crowd as someone that would like to see Chgowiz/Mike bring his blog back.
- Vampyres. Yeah that was fun. I love that stupid little flick. Might be a reflection of my immaturity or (as I prefer to think of it) my esoteric tastes in horror cinema. Plus I got to try it out in a bunch of systems. Might be a bit before I do that again; doing a bunch of systems at once. I have nothing else up my sleeve unless I want to drag out Willow & Tara again, and you all might be tired of hear about them from me.
- Succubi week. I post my Sympathy for the Succubus post right before and then I see a bunch of other posts. Mostly related to succubus pic from the Monster Manual. Cultural Zeitgiest? Collect Subconscious? Naw. Doubt it, more like it is gamers for the most part are pervs.
- Blog Persona vs Real Life. This is an interesting one. I have a some people that read this blog on the website and others that read the redirect from Facebook. On Facebook I have friends, family, co-workers, people I know from the gaming world because I like their stuff, people from the gaming world because they like my stuff and a bunch of others. So, how should I "present" myself? I mean I have people at work now telling me they had read my blog and commented on some of the things I have said. Sometimes I even get a call from my mom and she comments on something I have said. All I have really have to say about all of that is, well, you people are supposed to know who I am by this point. ;)
I am not planing to put anything here that I wouldn't figure my mom, my wife or my boss would read and get me into trouble.
- Books & Reviews. I FINALLY got around to reading some the books and products sitting on my "to read" pile since before Christmas. Expect a round of reviews to start coming in.
- What Scares you the most? During my feverish time while I was sick it came to me what scares me the most. Look forward to a post on that too.
- Orcus. I am going to agree with Zak on something else here. Orcus is the most Metal of all the Demon Lords. If I ever get a chance to re-run going to Orcus' plane in the Abyss it needs to make "Tomb of Horrors" look like "Candyland". Then I am going to ask James Raggi to tell me how to make it more metal. This would fill that desire I have to an adventure that has EVERYTHING in it that all those critics in the 80s said D&D was about (and were wrong). Childish of me? Maybe I think it is actually that part of my brain that is attracted to medical dramas and really bad movies that part that says "how bad can this get? And then what can happen to make it worse?". In other words, I want to turn it up to 11.
Maybe I could make it something like an OSR community thing. Contribute one thing you would find in Orcus' lair, I don't care how sick, twisted, cruel or profane. Or I could just listen to Iron Maiden for about a week straight till something pops in my head.
Friday, March 26, 2010
Vampyres: Witch Girls Adventures
Witch Girls Adventures
This one is a bit harder, not so much due to the system, but rather the subject matter. One doesn’t typically merge “Magic School Girls” with “Lesbian Vampire kill fest” unless this is Cinemax late night. But it be can made to work especially if the Director needs up the ante on a particular plot.
Using Mayfair’s, tone down the “strip club” aspect of it and make it more openly a nightclub for supernaturals, a very dangerous one at that. The stars have to go to Mayfair’s because they believe they will get information they need. Maybe some of the other students have gone missing and this was the last place they were seen. Suspicion can obviously fall on Fran and Miriam, but I think it is more interesting if the they are not involved directly but do know of someone who is. WGA has vampires and in their magical world vampires and witches can make for good adversaries or allies. Fran and Miriam can be reoccurring “guest stars” that have information that the stars will need every so often. Of course the teachers and headmistress of the star’s school has complete forbidden them from ever going to Mayfair’s, we all know how well that one works out.
I am not saying here to make Fran and Miriam into “sparkly vampires” or even into “good guys”, but certainly they should have their own agendas and killing the stars and drinking their blood might not be one of them. That’s what I wrote Elizabeth Bathory up for. Fran and Miriam are dangerous yes, but their role is more of the information broker, the devil that can give you information but at an unsure price. I am sure Fran would love to hire a couple of the stars, once they are older and have “grown-up” a bit and she would not be too amiss to mentioning this. Miriam might take this the wrong way of course and that can lead to all sorts of other problems.
Fran, Vampire
Rank: 4
Body: d8 Mind: d6 Senses: d8
Will: d10 Social: d10 Magic: d6
Life Points: 16 Reflex: 11
Resist Magic: 9 Zap Points: 12
Skills: Acting +2, Athletics +3, Basics +2, Dancing +2, Fighting +1, Gossip +3, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +4, Mysticism +2, Mythology +4, Streetwise +5
Abilities: Beautiful, Mysterious
Heritage: Vampire
Common Vampire Abilities
Miriam, Vampire
Rank: 4
Body: d10 Mind: d6 Senses: d10
Will: d10 Social: d10 Magic: d6
Life Points: 20 Reflex: 13
Resist Magic: 9 Zap Points: 12
Skills: Acting +3, Athletics +3, Basics +2, Dancing +3, Fighting +2, Gossip +1, Hear +1, Leader +1, Look +2, Magic Etiquette +1, Mundane Etiquette +4, Mysticism +2, Mythology +4, Streetwise +5
Abilities: Beautiful, Jaded
Heritage: Vampire
Common Vampire Abilities
This one is a bit harder, not so much due to the system, but rather the subject matter. One doesn’t typically merge “Magic School Girls” with “Lesbian Vampire kill fest” unless this is Cinemax late night. But it be can made to work especially if the Director needs up the ante on a particular plot.
Using Mayfair’s, tone down the “strip club” aspect of it and make it more openly a nightclub for supernaturals, a very dangerous one at that. The stars have to go to Mayfair’s because they believe they will get information they need. Maybe some of the other students have gone missing and this was the last place they were seen. Suspicion can obviously fall on Fran and Miriam, but I think it is more interesting if the they are not involved directly but do know of someone who is. WGA has vampires and in their magical world vampires and witches can make for good adversaries or allies. Fran and Miriam can be reoccurring “guest stars” that have information that the stars will need every so often. Of course the teachers and headmistress of the star’s school has complete forbidden them from ever going to Mayfair’s, we all know how well that one works out.I am not saying here to make Fran and Miriam into “sparkly vampires” or even into “good guys”, but certainly they should have their own agendas and killing the stars and drinking their blood might not be one of them. That’s what I wrote Elizabeth Bathory up for. Fran and Miriam are dangerous yes, but their role is more of the information broker, the devil that can give you information but at an unsure price. I am sure Fran would love to hire a couple of the stars, once they are older and have “grown-up” a bit and she would not be too amiss to mentioning this. Miriam might take this the wrong way of course and that can lead to all sorts of other problems.
Fran, Vampire
Rank: 4
Body: d8 Mind: d6 Senses: d8
Will: d10 Social: d10 Magic: d6
Life Points: 16 Reflex: 11
Resist Magic: 9 Zap Points: 12
Skills: Acting +2, Athletics +3, Basics +2, Dancing +2, Fighting +1, Gossip +3, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +4, Mysticism +2, Mythology +4, Streetwise +5
Abilities: Beautiful, Mysterious
Heritage: Vampire
Common Vampire Abilities
Miriam, Vampire
Rank: 4
Body: d10 Mind: d6 Senses: d10
Will: d10 Social: d10 Magic: d6
Life Points: 20 Reflex: 13
Resist Magic: 9 Zap Points: 12
Skills: Acting +3, Athletics +3, Basics +2, Dancing +3, Fighting +2, Gossip +1, Hear +1, Leader +1, Look +2, Magic Etiquette +1, Mundane Etiquette +4, Mysticism +2, Mythology +4, Streetwise +5
Abilities: Beautiful, Jaded
Heritage: Vampire
Common Vampire Abilities
Thursday, March 25, 2010
Vampyres: Big Eyes, Small Mouth 3.0
Big Eyes, Small Mouth (BESM 3)
Vampyres in BESM
The girls work best in a modern horror setting. So Imago is a good choice, but so is good old Earth. Given how much English flavor the movie has, keeping it on Earth is the best idea. That is not to say Mayfair's is not in downtown Tokyo.
Use Mayfairs as above, but instead of filling full vampires and demons, use Sex Ninjas, Anime Porn Stars and/or Modified Battle Maids. Or have them there in addition to the vamps and demons.
Like in Mutants & Masterminds, Fran and Miriam are not big threats to the characters. They are on the weaker end of the vampire scale. Their importance to characters and the game come from their knowledge and their situation as information brokers.
Fran
Template(s): Vampire
Genre: Modern day occult horror
BODY 10 HP: 110 ACV: 10
MIND 8 EP: 95 DCV: 10
SOUL 11 SSV: 22 Dam: 5
Attributes Level Cost Notes
Attack Combat Mastery +1 ( +10)
Combat technique (brutal) +1 (+2)
Defense Combat Mastery +1 (+10)
Features: Appearance +2 (+2)
Heightened Awareness +1 (+2)
Heightened Senses (hear, smell) +2 (+4)
Illusion (limited body only) +2 (+3)
Mind Control (humans, depletes) +2 (+13)
Regeneration +1 (+10)
Special Defense +11 (+22)
(ageing 2, disease 2, freezing water 2, freezing cold 2, lack of air 2, poison 1)
Special Movement +2 (+4)
Tough +1 (+2)
Skills Level (Cost) (Modern-day Occult setting)
Acrobatics +2 (+4)
Area Knowledge +2 (+2)
Climbing +1 (+2)
Cultural Arts +3 (+9)
Disguise +1 (+2)
Etiquette +3 (+3)
Foreign Culture +3 (+3)
Languages +2 (+4) English, French, Spanish
Occult +2 (+6)
Performing Arts +4 (+4)
Seduction +5 (+10)
Sleight of Hand +1 (+2)
Social Sciences +3 (+6)
Stealth +3 (+6)
Street sense +3 (+6)
Urban Tracking +2 (+4)
Wilderness Survival +1 (+1)
Writing +1 (+1)
Defects (Cost)Notes
Bane Sunlight (-3)
Bane Mirrors (-2)
Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead.
Miriam
Template(s): Vampire
Genre: Modern day occult horror
BODY 11 HP: 115 ACV: 11
MIND 8 EP: 95 DCV: 11
SOUL 11 SSV: 23 Dam: 5
Attributes Level (Cost)
Attack Combat Mastery +1 (+10)
Combat technique (brutal, lighting) +2 (+4)
Defense Combat Mastery +1 (+10)
Features: Appearance +3 (+3)
Heightened Awareness +1 (+2)
Heightened Senses (hear, smell) +2 (+4)
Illusion (limited body only) +2 (+3)
Mind Control (humans, depletes) +2 (+13)
Regeneration +1 (+10)
Special Defense +11 (+22)
(ageing 2, disease 2, freezing water 2, freezing cold 2, lack of air 2, poison 1)
Special Movement +2 (+4)
Tough +1 (+2)
Skills Level (Cost) (Modern-day Occult setting)
Acrobatics +2 (+4)
Administration +2 (+2)
Area Knowledge +1 (+1)
Artisan +2 (+2)
Cultural Arts +3 (+9)
Disguise +1 (+2)
Etiquette +2 (+2)
Foreign Culture +2 (+2)
Gaming +1 (+1)
Languages +2 (+4) English, French, Spanish
Law +1 (+1)
Occult +2 (+6)
Performing Arts +2 (+2)
Seduction +4 (+8)
Stealth +3 (+6)
Street sense +3 (+6)
Urban Tracking +4 (+8)
Wilderness Survival +1 (+1)
Writing +2 +2
Defects (Cost)
Bane Sunlight (-2)
Bane Mirrors (-2)
Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (her lesser sunlight defect).
Vampyres in BESM
The girls work best in a modern horror setting. So Imago is a good choice, but so is good old Earth. Given how much English flavor the movie has, keeping it on Earth is the best idea. That is not to say Mayfair's is not in downtown Tokyo.
Use Mayfairs as above, but instead of filling full vampires and demons, use Sex Ninjas, Anime Porn Stars and/or Modified Battle Maids. Or have them there in addition to the vamps and demons.
Like in Mutants & Masterminds, Fran and Miriam are not big threats to the characters. They are on the weaker end of the vampire scale. Their importance to characters and the game come from their knowledge and their situation as information brokers.
Fran
Template(s): Vampire
Genre: Modern day occult horror
BODY 10 HP: 110 ACV: 10
MIND 8 EP: 95 DCV: 10
SOUL 11 SSV: 22 Dam: 5
Attributes Level Cost Notes
Attack Combat Mastery +1 ( +10)
Combat technique (brutal) +1 (+2)
Defense Combat Mastery +1 (+10)
Features: Appearance +2 (+2)
Heightened Awareness +1 (+2)
Heightened Senses (hear, smell) +2 (+4)
Illusion (limited body only) +2 (+3)
Mind Control (humans, depletes) +2 (+13)
Regeneration +1 (+10)
Special Defense +11 (+22)
(ageing 2, disease 2, freezing water 2, freezing cold 2, lack of air 2, poison 1)
Special Movement +2 (+4)
Tough +1 (+2)
Skills Level (Cost) (Modern-day Occult setting)
Acrobatics +2 (+4)
Area Knowledge +2 (+2)
Climbing +1 (+2)
Cultural Arts +3 (+9)
Disguise +1 (+2)
Etiquette +3 (+3)
Foreign Culture +3 (+3)
Languages +2 (+4) English, French, Spanish
Occult +2 (+6)
Performing Arts +4 (+4)
Seduction +5 (+10)
Sleight of Hand +1 (+2)
Social Sciences +3 (+6)
Stealth +3 (+6)
Street sense +3 (+6)
Urban Tracking +2 (+4)
Wilderness Survival +1 (+1)
Writing +1 (+1)
Defects (Cost)Notes
Bane Sunlight (-3)
Bane Mirrors (-2)
Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead.
Miriam
Template(s): Vampire
Genre: Modern day occult horror
BODY 11 HP: 115 ACV: 11
MIND 8 EP: 95 DCV: 11
SOUL 11 SSV: 23 Dam: 5
Attributes Level (Cost)
Attack Combat Mastery +1 (+10)
Combat technique (brutal, lighting) +2 (+4)
Defense Combat Mastery +1 (+10)
Features: Appearance +3 (+3)
Heightened Awareness +1 (+2)
Heightened Senses (hear, smell) +2 (+4)
Illusion (limited body only) +2 (+3)
Mind Control (humans, depletes) +2 (+13)
Regeneration +1 (+10)
Special Defense +11 (+22)
(ageing 2, disease 2, freezing water 2, freezing cold 2, lack of air 2, poison 1)
Special Movement +2 (+4)
Tough +1 (+2)
Skills Level (Cost) (Modern-day Occult setting)
Acrobatics +2 (+4)
Administration +2 (+2)
Area Knowledge +1 (+1)
Artisan +2 (+2)
Cultural Arts +3 (+9)
Disguise +1 (+2)
Etiquette +2 (+2)
Foreign Culture +2 (+2)
Gaming +1 (+1)
Languages +2 (+4) English, French, Spanish
Law +1 (+1)
Occult +2 (+6)
Performing Arts +2 (+2)
Seduction +4 (+8)
Stealth +3 (+6)
Street sense +3 (+6)
Urban Tracking +4 (+8)
Wilderness Survival +1 (+1)
Writing +2 +2
Defects (Cost)
Bane Sunlight (-2)
Bane Mirrors (-2)
Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (her lesser sunlight defect).
Wednesday, March 24, 2010
Vampyres: Mutants and Masterminds
Mutants and Masterminds
Vampyres in Freedom City
As an option, use the Mayfair's scenario I posted. As vampires go, they are not very powerful, so they are less likely to pose a serious threat to a group of superheroes. Even at PL 10 they are better suited to starting characters (but not really a Claremont-based adventure). They are not masterminds, don't really have any criminal intent outside of murder for food, and really are not interested in joining a team. Now they could be uneasy allies in an adventure against Dracula.
As vamps running a local night club or strip joint they would have certainly heard of Dracula's return to Freedom City. Maybe they go to the Heroes in hopes of securing passage out in exchange for knowledge about Dracula and his plans.
What keeps the heroes of Freedom City from shutting them down? Simple, Mayfair's is on the books a legit legal enterprise. Fran and Miriam pay the city thousands in tax revenues not to mention their charitable contributions to homeless shelters (where they can also look for new recruits) and to homes for battered women (nothing nefarious here, Fran feels the need to help). So even city leaders that are not customers see Mayfair's as positive thing. Their underground business has never been proven, so any crimes that happen are hearsay or rumor only.
Fran
PL: 10 (150 pp)
Str: 14 (+2) Dex: 16 (+3) Con: NA Int: 13 (+1) Wis: 20 (+5) Chr: 26 (+8)
SKILLS: Acrobatics 4 (+7), Bluff 10 (+18), Climb 4 (+6), Concentration 4 (+9), Diplomacy 6 (+14), Disguise 4 (+12), Drive 2 (+5), Escape Artist 4 (+7), Gather Info 4 (+12), Handle Animal (+8), Intimidate 8 (+16), Investigate 4 (+5), Arcane Lore 2 (+3), History 4 (+5), Tactics 2 (+3), Theology and Philosophy 2 (+3), Streetwise 4 (+5), Notice 8 (+13), Dance 2 (+10), Acting 4 (+12), Ride (+3), Search 4 (+5), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 6 (+9), Survival 8 (+13), Swim (+2)
FEATS: Accurate Attack, Assessment, Attractive (1), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Fearless, Improved Critical (1), Improved Grapple, Uncanny Dodge
If using the Mayfair's scenario above Fran also has the following Feats
Connected, Contacts and Well-Informed
POWERS:
4 Mind Control (visual dependent)
1 Drain Constitution (blood Drain)
30 Immunity (Fortitude Effects)
5 Protection
5 Regeneration (blood drain based)
2 Supersenses
1 Time Control*
COMBAT: Melee 5 [Unarmed +2 (Bruise)] Ranged 5 [Unarmed +2 (Bruise)] Defense 15 (15 flatfooted) Init +3
SAVES: Toughness 5 (5 flat-footed) Fortitude 0 Reflex 8 Will 13
DRAWBACKS:
Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] - 3
Weakness -Sunlight [Freq DC 5] [Sev DC 10] -4
Breakdown: Abilities 29 + Skills 28 (110 ranks) + Feats 11 + Powers 57 + Combat 20 + Saves 13 Drawbacks -8 = 150
Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead.
Miriam
PL: 10 (150 pp)
Str: 16 (+3) Dex: 16 (+3) Con: NA Int: 14 (+2) Wis: 20 (+5) Chr: 22 (+6)
SKILLS: Acrobatics 4 (+7), Bluff 8 (+14), Climb 4 (+7), Concentration 1 (+6), Diplomacy 6 (+12), Disguise 4 (+10), Drive 1 (+4), Escape Artist 4 (+7), Gather Info 4 (+10), Handle Animal (+6), Intimidate 4 (+10), Investigate 4 (+6), Arcane Lore 2 (+4), History 8 (+10), Tactics 1 (+3), Theology and Philosophy 1 (+3), Streetwise 4 (+6), Medicine 2 (+7), Notice 6 (+11), Dance 2 (+8), Acting 4 (+10), Ride (+3), Search 4 (+6), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 4 (+7), Survival 8 (+13), Swim (+3)
FEATS: Accurate Attack, Assessment, Attractive (2), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Improved Critical (1), Improved Grapple, Uncanny Dodge
If using the Mayfair's scenario above Miriam also has the following Feats
Connected, Contacts and Well-Informed
POWERS:
1 Drain Constitution (blood Drain)
30 Immunity (Fortitude Effects)
5 Mind Control (visual dependent)
7 Protection
5 Regeneration (blood drain based)
2 Supersenses
1 Time Control*
COMBAT: Melee 5 [Unarmed +3 (Bruise)] Ranged 5 [Unarmed +3 (Bruise)] Defense 15 (15 flatfooted) Init +3
SAVES: Toughness 7 (7 flat-footed) Fortitude 0 Reflex 8 Will 13
Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] -3
Weakness -Sunlight [Freq DC 5] [Sev DC 5] -3
Breakdown: Abilities 28 + Skills 25 (100 ranks) + Feats 11 + Powers 61 + Combat 20 + Saves 13 Drawbacks -8 = 150
Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (her lesser Daylight drawback).
ETA: Also at the Atomic Think Tank. http://www.atomicthinktank.com/viewtopic.php?f=14&t=23130
Vampyres in Freedom City
As an option, use the Mayfair's scenario I posted. As vampires go, they are not very powerful, so they are less likely to pose a serious threat to a group of superheroes. Even at PL 10 they are better suited to starting characters (but not really a Claremont-based adventure). They are not masterminds, don't really have any criminal intent outside of murder for food, and really are not interested in joining a team. Now they could be uneasy allies in an adventure against Dracula.
As vamps running a local night club or strip joint they would have certainly heard of Dracula's return to Freedom City. Maybe they go to the Heroes in hopes of securing passage out in exchange for knowledge about Dracula and his plans.
What keeps the heroes of Freedom City from shutting them down? Simple, Mayfair's is on the books a legit legal enterprise. Fran and Miriam pay the city thousands in tax revenues not to mention their charitable contributions to homeless shelters (where they can also look for new recruits) and to homes for battered women (nothing nefarious here, Fran feels the need to help). So even city leaders that are not customers see Mayfair's as positive thing. Their underground business has never been proven, so any crimes that happen are hearsay or rumor only.
Fran
PL: 10 (150 pp)
Str: 14 (+2) Dex: 16 (+3) Con: NA Int: 13 (+1) Wis: 20 (+5) Chr: 26 (+8)
SKILLS: Acrobatics 4 (+7), Bluff 10 (+18), Climb 4 (+6), Concentration 4 (+9), Diplomacy 6 (+14), Disguise 4 (+12), Drive 2 (+5), Escape Artist 4 (+7), Gather Info 4 (+12), Handle Animal (+8), Intimidate 8 (+16), Investigate 4 (+5), Arcane Lore 2 (+3), History 4 (+5), Tactics 2 (+3), Theology and Philosophy 2 (+3), Streetwise 4 (+5), Notice 8 (+13), Dance 2 (+10), Acting 4 (+12), Ride (+3), Search 4 (+5), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 6 (+9), Survival 8 (+13), Swim (+2)
FEATS: Accurate Attack, Assessment, Attractive (1), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Fearless, Improved Critical (1), Improved Grapple, Uncanny Dodge
If using the Mayfair's scenario above Fran also has the following Feats
Connected, Contacts and Well-Informed
POWERS:
4 Mind Control (visual dependent)
1 Drain Constitution (blood Drain)
30 Immunity (Fortitude Effects)
5 Protection
5 Regeneration (blood drain based)
2 Supersenses
1 Time Control*
COMBAT: Melee 5 [Unarmed +2 (Bruise)] Ranged 5 [Unarmed +2 (Bruise)] Defense 15 (15 flatfooted) Init +3
SAVES: Toughness 5 (5 flat-footed) Fortitude 0 Reflex 8 Will 13
DRAWBACKS:
Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] - 3
Weakness -Sunlight [Freq DC 5] [Sev DC 10] -4
Breakdown: Abilities 29 + Skills 28 (110 ranks) + Feats 11 + Powers 57 + Combat 20 + Saves 13 Drawbacks -8 = 150
Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead.
Miriam
PL: 10 (150 pp)
Str: 16 (+3) Dex: 16 (+3) Con: NA Int: 14 (+2) Wis: 20 (+5) Chr: 22 (+6)
SKILLS: Acrobatics 4 (+7), Bluff 8 (+14), Climb 4 (+7), Concentration 1 (+6), Diplomacy 6 (+12), Disguise 4 (+10), Drive 1 (+4), Escape Artist 4 (+7), Gather Info 4 (+10), Handle Animal (+6), Intimidate 4 (+10), Investigate 4 (+6), Arcane Lore 2 (+4), History 8 (+10), Tactics 1 (+3), Theology and Philosophy 1 (+3), Streetwise 4 (+6), Medicine 2 (+7), Notice 6 (+11), Dance 2 (+8), Acting 4 (+10), Ride (+3), Search 4 (+6), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 4 (+7), Survival 8 (+13), Swim (+3)
FEATS: Accurate Attack, Assessment, Attractive (2), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Improved Critical (1), Improved Grapple, Uncanny Dodge
If using the Mayfair's scenario above Miriam also has the following Feats
Connected, Contacts and Well-Informed
POWERS:
1 Drain Constitution (blood Drain)
30 Immunity (Fortitude Effects)
5 Mind Control (visual dependent)
7 Protection
5 Regeneration (blood drain based)
2 Supersenses
1 Time Control*
COMBAT: Melee 5 [Unarmed +3 (Bruise)] Ranged 5 [Unarmed +3 (Bruise)] Defense 15 (15 flatfooted) Init +3
SAVES: Toughness 7 (7 flat-footed) Fortitude 0 Reflex 8 Will 13
Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] -3
Weakness -Sunlight [Freq DC 5] [Sev DC 5] -3
Breakdown: Abilities 28 + Skills 25 (100 ranks) + Feats 11 + Powers 61 + Combat 20 + Saves 13 Drawbacks -8 = 150
Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (her lesser Daylight drawback).
ETA: Also at the Atomic Think Tank. http://www.atomicthinktank.com/viewtopic.php?f=14&t=23130
Tuesday, March 23, 2010
Vampyres: WitchCraft RPG
Vampyres for the WitchCraft RPG
I am going against my own self-imposed rules here and converting a movie to WitchCraft (as opposed to Buffy or Ghosts of Albion). I justify it by that the vampyres of the movie are more along the lines of WitchCraft’s vampyres, and not just in spelling. For example, neither are show with fangs, “game faces” or anything like that. Fran and Miriam do seem to be more like essence vampyres with blood thirst than the vampires of the cinematic games. They are not portrayed as being super strong, or turning into mist, dust, or even bats. Larraz himself in the commentary mention he was more interested in telling stories about interesting characters and humans than about monsters.
Plus there is also a book out of this, published almost 30 years later by Tim Greaves, a “Vampyres” expert, and his descriptions of the girls’ powers match the game power of WitchCraft a little better.
Fran and Miriam as ESP Succubi
Eden Studios Presents (ESP) #2 details an alternate type of vampire commonly referred to as a “succubus” by Peter Trueman. While I don’t really care to use “succubus” in this context (I like my succubi to be demons), I can’t ignore that Fran and Miriam could use some of the ideas Peter puts forth. They certainly like to give their victims pleasure, but they seem to enjoy the brutal kill as well. Miriam has the Wake by Day Quality and both use Manipulations of the Flesh to appear more attractive and to subtly change their appearances. They keep fangs hidden till feeding, and even then Fran still prefers to use a sharp knife.
Fran
Played by Marianne Morris
Vampyre Survivor
Strength 5 Dexterity 4 Constitution 4
Intelligence 3 Perception 4 Willpower 7
Life Points 55
Endurance 0 Speed 16 Essence 62
Qualities and Drawbacks
Attractiveness 2, Charisma 2, Covetous - Lecherous 1, Cruel 2, Hard to Kill 3, Increased Essence Pool 3, Nerves of Steel 1, Resources Quality 2, Vampyre
Skills
Acrobatics 3, Acting 4, Beautician 2, Brawling 2, Dancing (Disco) 1, Fine Arts (Painting) 2, First Aid 2, Intimidation 2, Language (French) 1, Language (Spanish) 1, Lock Picking (Mechanical) 1, Pick Pocket 1, Seduction 5, Smooth Talking 3, Streetwise 2, Survival (Forest) 2, Trance
Metaphysics/Powers
Bloodthirst 1, Manipulate Emotions 1, Manipulations of the Flesh, Mirage 1 (alter time perception), Nightmare 1, Wake by Day 1
Small Knife, Damage D4(2)x(Strength-1). Damage Type Slashing/Stabbing.
Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead. Uses her Mirage power to alter the perception of time and space to confuse her victims.
Miriam
Played by Anulka Dziubinska
Vampyre Survivor
Strength 6 Dexterity 6 Constitution 5
Intelligence 3 Perception 5 Willpower 6
Life Points 60
Endurance 0 Speed 22 Essence 66
Qualities and Drawbacks
Attractiveness 3, Charisma 1, Covetous - Lecherous 1, Cruel 1, Hard to Kill 2, Increased Essence Pool 3, Minority 0 (Lesbian)*, Resources 2, Vampyre
Skills
Acrobatics 3, Acting 4, Beautician 2, Brawling 3, Dancing (Disco) 1, Fine Arts (Painting) 2, First Aid 1, Intimidation 1, Language (French) 1, Language (Spanish) 1, Magic Bolt 1, Seduction 4, Smooth Talking 3, Streetwise 2, Survival (Forest) 2, Trance
Metaphysics/Powers
Bloodthirst, Manipulate Emotions, Manipulations of the Flesh, Mirage, Nightmare, Semblance of Life, Wake by Day 2 Kick, Damage D4(2)x(Strength+1).
Small Knife, Damage D4(2)x(Strength-1). Damage Type Slashing/Stabbing.
Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (Wake by Day from ESP 2).
*Lesbian in this case is a zero point drawback. In the book Miriam openly flaunts her preference for girls. When she was alive she was seen with a different beautiful young woman every week. It did however get her killed.
I am going against my own self-imposed rules here and converting a movie to WitchCraft (as opposed to Buffy or Ghosts of Albion). I justify it by that the vampyres of the movie are more along the lines of WitchCraft’s vampyres, and not just in spelling. For example, neither are show with fangs, “game faces” or anything like that. Fran and Miriam do seem to be more like essence vampyres with blood thirst than the vampires of the cinematic games. They are not portrayed as being super strong, or turning into mist, dust, or even bats. Larraz himself in the commentary mention he was more interested in telling stories about interesting characters and humans than about monsters.
Plus there is also a book out of this, published almost 30 years later by Tim Greaves, a “Vampyres” expert, and his descriptions of the girls’ powers match the game power of WitchCraft a little better.
Fran and Miriam as ESP Succubi
Eden Studios Presents (ESP) #2 details an alternate type of vampire commonly referred to as a “succubus” by Peter Trueman. While I don’t really care to use “succubus” in this context (I like my succubi to be demons), I can’t ignore that Fran and Miriam could use some of the ideas Peter puts forth. They certainly like to give their victims pleasure, but they seem to enjoy the brutal kill as well. Miriam has the Wake by Day Quality and both use Manipulations of the Flesh to appear more attractive and to subtly change their appearances. They keep fangs hidden till feeding, and even then Fran still prefers to use a sharp knife.
Fran
Played by Marianne Morris
Vampyre Survivor
Strength 5 Dexterity 4 Constitution 4
Intelligence 3 Perception 4 Willpower 7
Life Points 55
Endurance 0 Speed 16 Essence 62
Qualities and Drawbacks
Attractiveness 2, Charisma 2, Covetous - Lecherous 1, Cruel 2, Hard to Kill 3, Increased Essence Pool 3, Nerves of Steel 1, Resources Quality 2, Vampyre
Skills
Acrobatics 3, Acting 4, Beautician 2, Brawling 2, Dancing (Disco) 1, Fine Arts (Painting) 2, First Aid 2, Intimidation 2, Language (French) 1, Language (Spanish) 1, Lock Picking (Mechanical) 1, Pick Pocket 1, Seduction 5, Smooth Talking 3, Streetwise 2, Survival (Forest) 2, Trance
Metaphysics/Powers
Bloodthirst 1, Manipulate Emotions 1, Manipulations of the Flesh, Mirage 1 (alter time perception), Nightmare 1, Wake by Day 1
Small Knife, Damage D4(2)x(Strength-1). Damage Type Slashing/Stabbing.
Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead. Uses her Mirage power to alter the perception of time and space to confuse her victims.
Miriam
Played by Anulka Dziubinska
Vampyre Survivor
Strength 6 Dexterity 6 Constitution 5
Intelligence 3 Perception 5 Willpower 6
Life Points 60
Endurance 0 Speed 22 Essence 66
Qualities and Drawbacks
Attractiveness 3, Charisma 1, Covetous - Lecherous 1, Cruel 1, Hard to Kill 2, Increased Essence Pool 3, Minority 0 (Lesbian)*, Resources 2, Vampyre
Skills
Acrobatics 3, Acting 4, Beautician 2, Brawling 3, Dancing (Disco) 1, Fine Arts (Painting) 2, First Aid 1, Intimidation 1, Language (French) 1, Language (Spanish) 1, Magic Bolt 1, Seduction 4, Smooth Talking 3, Streetwise 2, Survival (Forest) 2, Trance
Metaphysics/Powers
Bloodthirst, Manipulate Emotions, Manipulations of the Flesh, Mirage, Nightmare, Semblance of Life, Wake by Day 2 Kick, Damage D4(2)x(Strength+1).
Small Knife, Damage D4(2)x(Strength-1). Damage Type Slashing/Stabbing.
Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (Wake by Day from ESP 2).
*Lesbian in this case is a zero point drawback. In the book Miriam openly flaunts her preference for girls. When she was alive she was seen with a different beautiful young woman every week. It did however get her killed.
Monday, March 22, 2010
Vampyres: Chill
CHILL (1st Edition)
The very first time Fran and Miriam made an appearance in one of my games was in Chill…sort of. I had planned to use them, and Mayfair’s was only a brief idea at this point, but never had the chance.
At this point Fran and Miriam had just left their home in the movie and were headed towards Barcelona. It was here that they are first spotted by S.A.V.E. agents.
In Chill, the supernatural and the mundane do not play as nice with each other as they do in other games. So Mayfair’s as a place for the PCs to find information is suddenly a much more dangerous place. Vampires in Chill are not social creatures, so it is not likely that this is a “vampire” hang out. It certainly will have a few, but almost all are one created by Fran and Miriam.
Vampires in the Chill “Vampires” book were all separated by type such as “Common Carpathian” or “Alpine”. These types typically described where they were from and what powers they had in common. Fran and Miriam could best be described as “English Vampires”.
Fran
STR 80 DEX 64 AGL 70
PER 110 WPR 122 PCN 64
STA 64 EWS 125 FEAR 5
ATT 1/75%
Movement: Can sprint without STA loss 75’ per round.
Evil Way Disciplines: Change Weather, Influence, Steal Memory, Time Stop
Skills: Acting/Drama (M) 123; Disguise (T) 102; History (M) 118; Legend Lore (M) 118; Modeling (M) 141;
IPs: 1000
Special Characteristics
1. Unlike other vampire Fran can cast a reflection and reproduces an image on film and video.
2. Fran can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.
3. Fran must rest eight hours to regain Stamina and Willpower. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.
4. Fran can be held at bay by any religious symbol.
5. Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.
6. In combat Fran uses a curved knife. She can attack once per round.
7. Those who wish to destroy Fran must bury her along with Miriam with proper rights.
Miriam
STR 90 DEX 75 AGL 80
PER 110 WPR 110 PCN 81
STA 64 EWS 125 FEAR 5
ATT 1/75%
Movement: Can sprint without STA loss 75’ per round.
Evil Way Disciplines: Influence, Steal Memory, Time Stop
Skills: Acting/Drama (M) 125; Dance (M) 125; Disguise (M) 117; History (T) 110; Legend Lore (T) 110; Modeling (M) 135;
IPs: 1000
Special Characteristics
1. Unlike other vampire Miriam can cast a reflection and reproduces an image on film and video.
2. Miriam can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.
3. Miriam must rest eight hours to regain Stamina and Willpower. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can waken herself at the slightest noise.
4. Miriam can be held at bay by any religious symbol.
5. Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.
6. In combat Miriam uses a curved knife. She can attack once per round.
7. Those who wish to destroy Miriam must bury her along with Fran with the proper rights.
The very first time Fran and Miriam made an appearance in one of my games was in Chill…sort of. I had planned to use them, and Mayfair’s was only a brief idea at this point, but never had the chance.
At this point Fran and Miriam had just left their home in the movie and were headed towards Barcelona. It was here that they are first spotted by S.A.V.E. agents.
In Chill, the supernatural and the mundane do not play as nice with each other as they do in other games. So Mayfair’s as a place for the PCs to find information is suddenly a much more dangerous place. Vampires in Chill are not social creatures, so it is not likely that this is a “vampire” hang out. It certainly will have a few, but almost all are one created by Fran and Miriam.
Vampires in the Chill “Vampires” book were all separated by type such as “Common Carpathian” or “Alpine”. These types typically described where they were from and what powers they had in common. Fran and Miriam could best be described as “English Vampires”.
Fran
STR 80 DEX 64 AGL 70
PER 110 WPR 122 PCN 64
STA 64 EWS 125 FEAR 5
ATT 1/75%
Movement: Can sprint without STA loss 75’ per round.
Evil Way Disciplines: Change Weather, Influence, Steal Memory, Time Stop
Skills: Acting/Drama (M) 123; Disguise (T) 102; History (M) 118; Legend Lore (M) 118; Modeling (M) 141;
IPs: 1000
Special Characteristics
1. Unlike other vampire Fran can cast a reflection and reproduces an image on film and video.
2. Fran can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.
3. Fran must rest eight hours to regain Stamina and Willpower. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.
4. Fran can be held at bay by any religious symbol.
5. Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.
6. In combat Fran uses a curved knife. She can attack once per round.
7. Those who wish to destroy Fran must bury her along with Miriam with proper rights.
Miriam
STR 90 DEX 75 AGL 80
PER 110 WPR 110 PCN 81
STA 64 EWS 125 FEAR 5
ATT 1/75%
Movement: Can sprint without STA loss 75’ per round.
Evil Way Disciplines: Influence, Steal Memory, Time Stop
Skills: Acting/Drama (M) 125; Dance (M) 125; Disguise (M) 117; History (T) 110; Legend Lore (T) 110; Modeling (M) 135;
IPs: 1000
Special Characteristics
1. Unlike other vampire Miriam can cast a reflection and reproduces an image on film and video.
2. Miriam can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.
3. Miriam must rest eight hours to regain Stamina and Willpower. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can waken herself at the slightest noise.
4. Miriam can be held at bay by any religious symbol.
5. Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.
6. In combat Miriam uses a curved knife. She can attack once per round.
7. Those who wish to destroy Miriam must bury her along with Fran with the proper rights.
Sunday, March 21, 2010
Vampyres Week
This week I am going to spend some time with one of my favorite B-rate horror films, Vampyres.
“Vampyres”, also known as “The Daughters of Darkness”, may in fact be one of the most notorious “cult films” of 70’s horror. Equal parts suspense, gore and softcore (almost hardcore) content, it was also a surprisingly good (if somewhat cliché story by today standards) and somewhat surreal film. There is no denying that the two leads, Marianne Morris as “Fran” and Anulka Dziubinska as “Miriam”, are positively fantastic to look at, but they also move in such a fluid way that you can easily believe they are supernatural creatures. This film is also the keystone of the Lesbian-Vampire trope in cinema, a sub-subject that began with Sheridan Le Fanu’s Carmilla and has expanded to “Dracula’s Daughter” to “The Hunger”. There has been almost as much analysis of the lesbian vampire as the vampire itself. So much so that there are anthologies of lesbian-themed vampire short stories called “Daughters of Darkness” after this and and another notorious movie.
Vampyres was filmed on the location of many of the same “haunts” as the Hammer films, it also has that 70’s British Horror film feel that was a staple in my steady diet of horror films through out my youth. It even bares some similarity to an actual Hammer film, “The Vampire Lovers” (based on Carmilla) and even another "Daughters of Darkness" (based on Bathory this time).
This is not “Citizen Kane”, but nor was it meant to be.
Cliché or Trope?
Vampyres is not meant to be a thought provoking tale, it was a thin excuse to feature as much female nudity as they could get away with and tell a vampire story. As I mentioned, lesbian vampires are well established in fiction (though I don’t believe that José Ramón Larraz himself was aware of those) it features another overused, clichéd plot device, killing a woman after she has lesbian sex or causing her to go on a murderous spree. “Vampyres” features both. This was old even in 1974 and inexcusable today. Though vampires need to rise from the dead, so they need to be dead. The implication is that is Ted (the man they slowly torture with sex and feedings) is the same man that killed them, in that sense a killing has to happen sometime and we want to establish that Ted is in fact deserving of his fate (even though he gets away). Trouble with this is we have to try to explain why and how Ted doesn’t recognize Fran and Miriam (I am going to use their vampiric shape changing abilities) or the house. The deal I guess is Larraz never claimed to be a great writer (even less of a wunderkind and really just a filmmaker working on a movie with naked girls in it). In the end “Vampyres” is not the most original work, but I don’t watch porn for the plots either.
Is it cliché? Yeah it is. But even though it is a thin movie it manages to avoid most of the 70’s Horror movie clichés (still get the young couple having sex in the woods one and the old creepy house). I’ll cut the filmmakers some slack since it was 1974.
The Story
(based on the director commentary, the essay and novel by Tim Greaves, and some embellishments)
This story begins a few “years ago” (as the film implies, three for the book) with Francesca “Fran” Morris and Miriam Trent. Fran and Miriam were two young lovers. The trouble was that Fran’s boyfriend, Ted, was a jealous, hateful man and he did not approve of his girlfriend having an affair, let alone with another woman. So one night after drinking he caught Fran and Miriam in a lover’s embrace so he shot and killed them both. He took the bodies and dumped them in the crypts of the castle they were staying at. Some time after he drove off into the night Fran and Miriam rose from the dead as vampyres. Confined to their crypts by day, they haunted the castle at night, and thus spawning the local rumor that they were ghosts.
During the middle part of the 70’s (1974) they spent their time posing as hitchhikers. They would find a man, either alone, or together, and ask for a ride back to their home. There they would seduce him (not a difficult task when you are two extremely attractive bi-sexual women and have a cellar full of vintage wines), use their powers to alter the perception of time, and kill and drain his blood. They then would take the body and stage it to look like it was a horrible car crash.
Tragedy struck when one man they seduced, Ted, turns out to be Fran’s old boyfriend. Instead of killing him outright, Fran toys with him. He manags to escape and the two vampyres fled to the English countryside. During the entire time they manage to kill half-dozen other people including a young couple camping in the woods outside their manor.
Use in the 70’s and after
To play the Vampyres in the 70’s simply follow the movie. An adventure can begin with our heroes suspecting that a rash of murders is vampire or serial killer related find themselves at the manor, only to find it empty and cold trail. Investigation must take place!
In my games (I first worked these two up for Chill) I imagined that they headed to Spain and Barcelona; my nod to director José Ramón Larraz. Here they laid low, killing only when needing too (once every week or so). I stopped using them after that (my Chill game stopped) so I guess I figured they had been killed by some intrepid Spanish vampire hunter. But now I am thinking no, they survived and just recently (let’s say 2003, the date the Blue Underground DVD was released) began to resume their activities.
Today
So let’s say the girls survive their encounter in England what would they be doing today? What motivates them?
For starters move them away from Farnsworth Hall. The end of the movie has the place for sale and being looked at by two Americans. The book suggests the place is haunted and strange deaths occur there all the time. So they might still be there, or come back years later, but there is a time when they are not there at all.
What about the girls themselves? Personally I see it as a cop out to say they are man-hating lesbians. I say it is lazy plotting and just way too obvious. They have issues yes, getting killed in the middle of hot girl-on-girl action will do that, but do they kill out of hate or because they need to feed? Well it’s both I’d say. They kill people because they need the blood to feed. They enjoy it because they really don’t like people. I guess in the end they would rather be left alone, but they do need to feed and that is where they will run into the Cast. Fran also mentions to Miriam in the book (during the “shower” scene) that she needs to have sex with men every once in a while, whereas Miriam never has to if she can avoid it. Sex is bait to lure what they really want. Blood.
We could go the Quentin Tarantino route. Fran and Miriam are working in a strip joint where they pick out men, lure them away with the promise of sex and kill them. Come to think of it there is something like that in the WitchCraft RPG book now. I like this idea because the cast can encounter them rather easily and it helps build up the tension a bit between Miriam and Fran. How long will Miriam tolerate Fran’s dalliances with men? Will someone else come along and pull one of them away from the other? Let’s expand on that and come up with an idea that will fit all versions of Fran and Miriam.
Mayfair’s
Mafair’s is an upperclass “Gentlemen’s Club” owned by Miriam and run by Fran. It caters to upperclass business men and couples. Featuring some of the most beautiful women in the area, Mayfair’s also features fine dining and walk in humidor and smoking lounge. The only that strikes you odd about Mayfair’s is there are no clocks or mirrors to be seen anywhere.
That is on the surface. In the back halls and lower levels Mayfair’s also features special services for the supernatural underground. Live S&M shows, demonic prostitution and even vampiric feeding parlors. If there is a vice that can be bought it can be bought at Mayfair’s.
Fran and Miriam control this den of lust by maintaining complete neutrality. They have made many deals, and have blackmailed others into their position. They have manipulated those in power, terrestrial, spiritual, mundane and magical, into a position of permanent stalemate. They can continue their business, providing what they feel is a necessary service, and feed on all the released essence they can care too. Blood is never issue, they have prospective donors lined up and willing to pay them so they can have their blood sucked. Generally speaking everyone is pleased with the situation and they get exactly what they want. Every once in a while someone comes along and feels they can do a better job and tries to run them out of business, but with a client list as long as their’s help is usually only a phone call away.
The Cast/Heroes can use Mayfair’s as a place to gain information. If something is going on in supernatural underworld, the girls at Mayfair’s are usually the first to know.
Fran and Miriam
Fran (about Miriam): She is my girlfriend. We have a lot in common, we got on very well together.
Fran
Fran is the oldest and more adventurous of the two. She often is the one brining in the new victims. She is also the crueler of the two, gaining more sadistic pleasure out of torturing her victims before killing them. She toys with Ted, so long in fact she never has the chance to kill him. This could come from the fact it was her boyfriend that killed both her and Miriam. Fran wears a heavy black leather long coat. In the book Fran likes both girls and guys, but prefers Miriam to all.
Played by Marianne Morris
Age 58 (appears to be 24)
Height 5'5"
Weight 120 lbs.
Hair Auburn (Redish-brown)
Eyes Brown
Miriam
Miriam is the younger. What she lacks in Fran’s stronger personality she makes up for with a nymph-like attractiveness. Miriam uses her sex-appeal as bait, she enjoys the quick kill and the blood that comes with it. She is more cautious, warning Fran to kill Ted before he discovers who they are. Where Fran uses a dagger to draw blood, Miriam prefers the more traditional fangs to the artery. Miriam wears a heavy dark cloak lined with red. In the book Miriam owns Farnsworth Hall and has all the cash. She prefers women, having a string of young lovers before seducing Fran away from Ted. She prefers to kill the men quickly and get their blood.
Played by Anulka Dziubinska
Age 57 (appears to be 23)
Height 5'4"
Weight 105 lbs.
Hair Blonde
Eyes Blue
A Note About Multiple Versions
My purpose is to again expand on my goal of finding the best system to do a particular job and my own curiosity of how the same character can be represented in multiple systems. In every case I started with a basic concept of Fran and Miriam and attempted to re-create them within the confines of that system (not making anything new up) rather than simply converting one version to another. I did then go back a overlook the versions and may have buffed some points her or there. The results may cause me to have miscounted a point or so here or there.
Plus I also strongly feel that regardless of what game I am playing at any given time I can get something useful out of another game. So to that end I am also posting this to multiple forums so people can compare the various versions.
In the end I think I have a much clearer picture of who these characters are and what they are supposed to be.
Links
IMDB, http://www.imdb.com/title/tt0072354/
Wikipedia, http://en.wikipedia.org/wiki/Vampyres_%28film%29
DVD
http://www.amazon.com/exec/obidos/tg/detail/-/B000092T69/104-6339964-7477559?v=glance
From Blue Underground http://www.blue-underground.com/product.php?product=6
Tomorrow, the stats.
“Vampyres”, also known as “The Daughters of Darkness”, may in fact be one of the most notorious “cult films” of 70’s horror. Equal parts suspense, gore and softcore (almost hardcore) content, it was also a surprisingly good (if somewhat cliché story by today standards) and somewhat surreal film. There is no denying that the two leads, Marianne Morris as “Fran” and Anulka Dziubinska as “Miriam”, are positively fantastic to look at, but they also move in such a fluid way that you can easily believe they are supernatural creatures. This film is also the keystone of the Lesbian-Vampire trope in cinema, a sub-subject that began with Sheridan Le Fanu’s Carmilla and has expanded to “Dracula’s Daughter” to “The Hunger”. There has been almost as much analysis of the lesbian vampire as the vampire itself. So much so that there are anthologies of lesbian-themed vampire short stories called “Daughters of Darkness” after this and and another notorious movie.
Vampyres was filmed on the location of many of the same “haunts” as the Hammer films, it also has that 70’s British Horror film feel that was a staple in my steady diet of horror films through out my youth. It even bares some similarity to an actual Hammer film, “The Vampire Lovers” (based on Carmilla) and even another "Daughters of Darkness" (based on Bathory this time).
This is not “Citizen Kane”, but nor was it meant to be.
Cliché or Trope?
Vampyres is not meant to be a thought provoking tale, it was a thin excuse to feature as much female nudity as they could get away with and tell a vampire story. As I mentioned, lesbian vampires are well established in fiction (though I don’t believe that José Ramón Larraz himself was aware of those) it features another overused, clichéd plot device, killing a woman after she has lesbian sex or causing her to go on a murderous spree. “Vampyres” features both. This was old even in 1974 and inexcusable today. Though vampires need to rise from the dead, so they need to be dead. The implication is that is Ted (the man they slowly torture with sex and feedings) is the same man that killed them, in that sense a killing has to happen sometime and we want to establish that Ted is in fact deserving of his fate (even though he gets away). Trouble with this is we have to try to explain why and how Ted doesn’t recognize Fran and Miriam (I am going to use their vampiric shape changing abilities) or the house. The deal I guess is Larraz never claimed to be a great writer (even less of a wunderkind and really just a filmmaker working on a movie with naked girls in it). In the end “Vampyres” is not the most original work, but I don’t watch porn for the plots either.
Is it cliché? Yeah it is. But even though it is a thin movie it manages to avoid most of the 70’s Horror movie clichés (still get the young couple having sex in the woods one and the old creepy house). I’ll cut the filmmakers some slack since it was 1974.
The Story
(based on the director commentary, the essay and novel by Tim Greaves, and some embellishments)
This story begins a few “years ago” (as the film implies, three for the book) with Francesca “Fran” Morris and Miriam Trent. Fran and Miriam were two young lovers. The trouble was that Fran’s boyfriend, Ted, was a jealous, hateful man and he did not approve of his girlfriend having an affair, let alone with another woman. So one night after drinking he caught Fran and Miriam in a lover’s embrace so he shot and killed them both. He took the bodies and dumped them in the crypts of the castle they were staying at. Some time after he drove off into the night Fran and Miriam rose from the dead as vampyres. Confined to their crypts by day, they haunted the castle at night, and thus spawning the local rumor that they were ghosts.
During the middle part of the 70’s (1974) they spent their time posing as hitchhikers. They would find a man, either alone, or together, and ask for a ride back to their home. There they would seduce him (not a difficult task when you are two extremely attractive bi-sexual women and have a cellar full of vintage wines), use their powers to alter the perception of time, and kill and drain his blood. They then would take the body and stage it to look like it was a horrible car crash.
Tragedy struck when one man they seduced, Ted, turns out to be Fran’s old boyfriend. Instead of killing him outright, Fran toys with him. He manags to escape and the two vampyres fled to the English countryside. During the entire time they manage to kill half-dozen other people including a young couple camping in the woods outside their manor.
Use in the 70’s and after
To play the Vampyres in the 70’s simply follow the movie. An adventure can begin with our heroes suspecting that a rash of murders is vampire or serial killer related find themselves at the manor, only to find it empty and cold trail. Investigation must take place!
In my games (I first worked these two up for Chill) I imagined that they headed to Spain and Barcelona; my nod to director José Ramón Larraz. Here they laid low, killing only when needing too (once every week or so). I stopped using them after that (my Chill game stopped) so I guess I figured they had been killed by some intrepid Spanish vampire hunter. But now I am thinking no, they survived and just recently (let’s say 2003, the date the Blue Underground DVD was released) began to resume their activities.
Today
So let’s say the girls survive their encounter in England what would they be doing today? What motivates them?
For starters move them away from Farnsworth Hall. The end of the movie has the place for sale and being looked at by two Americans. The book suggests the place is haunted and strange deaths occur there all the time. So they might still be there, or come back years later, but there is a time when they are not there at all.
What about the girls themselves? Personally I see it as a cop out to say they are man-hating lesbians. I say it is lazy plotting and just way too obvious. They have issues yes, getting killed in the middle of hot girl-on-girl action will do that, but do they kill out of hate or because they need to feed? Well it’s both I’d say. They kill people because they need the blood to feed. They enjoy it because they really don’t like people. I guess in the end they would rather be left alone, but they do need to feed and that is where they will run into the Cast. Fran also mentions to Miriam in the book (during the “shower” scene) that she needs to have sex with men every once in a while, whereas Miriam never has to if she can avoid it. Sex is bait to lure what they really want. Blood.
We could go the Quentin Tarantino route. Fran and Miriam are working in a strip joint where they pick out men, lure them away with the promise of sex and kill them. Come to think of it there is something like that in the WitchCraft RPG book now. I like this idea because the cast can encounter them rather easily and it helps build up the tension a bit between Miriam and Fran. How long will Miriam tolerate Fran’s dalliances with men? Will someone else come along and pull one of them away from the other? Let’s expand on that and come up with an idea that will fit all versions of Fran and Miriam.
Mayfair’s
Mafair’s is an upperclass “Gentlemen’s Club” owned by Miriam and run by Fran. It caters to upperclass business men and couples. Featuring some of the most beautiful women in the area, Mayfair’s also features fine dining and walk in humidor and smoking lounge. The only that strikes you odd about Mayfair’s is there are no clocks or mirrors to be seen anywhere.
That is on the surface. In the back halls and lower levels Mayfair’s also features special services for the supernatural underground. Live S&M shows, demonic prostitution and even vampiric feeding parlors. If there is a vice that can be bought it can be bought at Mayfair’s.
Fran and Miriam control this den of lust by maintaining complete neutrality. They have made many deals, and have blackmailed others into their position. They have manipulated those in power, terrestrial, spiritual, mundane and magical, into a position of permanent stalemate. They can continue their business, providing what they feel is a necessary service, and feed on all the released essence they can care too. Blood is never issue, they have prospective donors lined up and willing to pay them so they can have their blood sucked. Generally speaking everyone is pleased with the situation and they get exactly what they want. Every once in a while someone comes along and feels they can do a better job and tries to run them out of business, but with a client list as long as their’s help is usually only a phone call away.
The Cast/Heroes can use Mayfair’s as a place to gain information. If something is going on in supernatural underworld, the girls at Mayfair’s are usually the first to know.
Fran and Miriam
Fran (about Miriam): She is my girlfriend. We have a lot in common, we got on very well together.
Fran
Fran is the oldest and more adventurous of the two. She often is the one brining in the new victims. She is also the crueler of the two, gaining more sadistic pleasure out of torturing her victims before killing them. She toys with Ted, so long in fact she never has the chance to kill him. This could come from the fact it was her boyfriend that killed both her and Miriam. Fran wears a heavy black leather long coat. In the book Fran likes both girls and guys, but prefers Miriam to all.
Played by Marianne Morris
Age 58 (appears to be 24)
Height 5'5"
Weight 120 lbs.
Hair Auburn (Redish-brown)
Eyes Brown
Miriam
Miriam is the younger. What she lacks in Fran’s stronger personality she makes up for with a nymph-like attractiveness. Miriam uses her sex-appeal as bait, she enjoys the quick kill and the blood that comes with it. She is more cautious, warning Fran to kill Ted before he discovers who they are. Where Fran uses a dagger to draw blood, Miriam prefers the more traditional fangs to the artery. Miriam wears a heavy dark cloak lined with red. In the book Miriam owns Farnsworth Hall and has all the cash. She prefers women, having a string of young lovers before seducing Fran away from Ted. She prefers to kill the men quickly and get their blood.
Played by Anulka Dziubinska
Age 57 (appears to be 23)
Height 5'4"
Weight 105 lbs.
Hair Blonde
Eyes Blue
A Note About Multiple Versions
My purpose is to again expand on my goal of finding the best system to do a particular job and my own curiosity of how the same character can be represented in multiple systems. In every case I started with a basic concept of Fran and Miriam and attempted to re-create them within the confines of that system (not making anything new up) rather than simply converting one version to another. I did then go back a overlook the versions and may have buffed some points her or there. The results may cause me to have miscounted a point or so here or there.
Plus I also strongly feel that regardless of what game I am playing at any given time I can get something useful out of another game. So to that end I am also posting this to multiple forums so people can compare the various versions.
In the end I think I have a much clearer picture of who these characters are and what they are supposed to be.
Links
IMDB, http://www.imdb.com/title/tt0072354/
Wikipedia, http://en.wikipedia.org/wiki/Vampyres_%28film%29
DVD
http://www.amazon.com/exec/obidos/tg/detail/-/B000092T69/104-6339964-7477559?v=glance
From Blue Underground http://www.blue-underground.com/product.php?product=6
Tomorrow, the stats.
Friday, March 19, 2010
Hard Core Gamers
| Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happening now as of February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html |
In case you have been living under a rock all week, the new video version of the hit blog Playing D&D with Porn Stars is out now.
Called "I Hit it With My Axe" it features, well, porn stars, playing D&D. It's actually quite a good blog and features not only some interesting insights to the game and how people play but also commentary from the likes of Mandy Morbid, Satine Phoenix (below), Zak Sabbath (blogger & DM) and special guests like Sasha Grey and Justine Joli.
Looking forward to more!
Thursday, March 18, 2010
Sympathy for the Succubus, Part 2
Continuing on with my tribute to the Succubus (or is that obsession?) here is some crunch.
Succubae for Ghosts of Albion (Cinematic Unisystem)
Succubae are demons that seduce men and feed off of their base desires and life force.
She can drain 1 Point of CON each night she visits, but must grapple awake opponents or visit them when sleeping.
The succubus can learn magic, but most often they do not.
Creature Type: Succubus (Demon)
Attributes: Str 3, Dex 5, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 12, Combat 13, Brains 15
Life Points: 45
Drama Points: 2
Powers: Glamour; Constitution Drain (1 CON point per visit); Flight; Insubstantial Form;
Qualities: Attractive 4; Hard to Kill; Innate Magic; Resistance (Fire, Poison; Mind Control); Telepathy; Charming Voice
Drawbacks: Lecherous; Covetous; Inhuman Form
Maneuvers
Name; Score; Damage; Notes
Bite; 13; 5; Must grapple first; no defence action
Claw; 13; 8; Two attacks per Turn
Grapple; 13; —; Resisted by dodge
Kiss/Embrace; *; 1 CON point; Must Grapple first
Spellcasting 15 Varies By spell
Deflect 15 — Magic defence action; deflects spells 45º
Bat Winged Bimbo (Buffy and Angel, Cinematic Unisystem)
4-Point Quality
(Trying to do my best "Buffy-style" here)
Bat wing bimbos are demons, but don’t hold it against them. Sure they are as evil as their bigger sister the Succubi, but a girl has to make a living too. Like so many that leave their homes and end up in Southern California, the BWB has learned to do some things she never thought she would ever do to earn a buck.
Often times when not looking for a soul to steal, these catty little demons can be found fighting amongst themselves, avoiding over zealous demon hunters, or trying to get a real movie deal because they know they are a star and they hope no one will look into their pasts.
Being a Bat-Winged Bimbo gives you the following:
- 3 Levels of Attractive. We all know that evil always looks better.
- 3 levels of Hard To Kill. Living in a Hell hole makes you a bit tougher, living in Hell itself turns you into a hard ass bitch.
- Asbestos Soul. BWB gain a +1 Resistance to pain from fire and heat. BWB treat fire damage as regular damage (no extra damage each turn).
- Those cute horns count as a natural weapon, doing 1-2 points of damage per hit. (+1)
- Those sexy wings provide flight at the same movement rate as running. (+1)
- Gossipy. BWB bimbos tend to be a chatty, gossipy lot. Sure 99% of it is about manicures for wing talons and how to snag a good (evil?) demon lord, but some it useful. They get a +2 to their Occultism skill (the Things Man Was Not Meant to Know are fine for women it seems).
But this comes with a fair amount of drawbacks too.
Bat-Wing Bimbos have a host of mental and emotional problems. They are mean spirited (literally), petty, and vindictive not to mention lecherous little harpies. In game terms this equates to Cruel 1, Covetous (Greedy) 1, Covetous (Lecherous) 1.
Those large wings and horns might be totally hot, but you could never take her home to mom (unless of course mom was into that kinky stuff). This is worth Supernatural Form (definitely not human).
Bat Winged Bimbos as Characters
BWB can be a useful part of an otherwise upstanding and moral party of demon hunters. Slayers hate them, but those scrawny little bitches are just jealous. The biggest issue of course is how to hide those wings, horns and tail. Faerie Glamours or other illusion magics will hide their natural form from the mundane, but anyone that can see magic will see through that disguise to what she really looks like.
Bat Winged Bimbos were created to be something like a "lesser Succubus", akin to the old D&D Alu-Demon. These were obviously inspired by the the same creatures in Macho Women with Guns.
If you go with my alternate take on Slayers from Every Angel is Terrifying then Succubi, Lilim and Slayers are all related.
Witch Girls Adventures
Malcolm Harris, the author of Witch Girls Adventures mentions that there are no demons in the Witch Girls universe, but there are spirits called "Hates". It is actually kind of a neat concept. If there are hate spirits then certainly there can be other deadly sins, such as lust spirits. Alternately there could also be a type of vampire that feeds on emotions rather than blood. The ones that feed on the more amorous emotions (lust, love) could be called Succubi. In this sense they are more similar to the WitchCraft RPG Vampyre subtype.
A succubus in WGA should probably be something like Chloe Love from the Eerie Cuties webcomic.
Succubus
Rank: 3
Body: d6 Mind: d6 Senses: d8
Will: d8 Social: d8 Magic: d6
Life Points: 12 Reflex: 9
Resist Magic: 9 Zap Points: 12
Skills: Athletics +2, Basics +2, Dancing +4, Fighting +1, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +3, Mysticism +2, *Mythology +4, Streetwise +3
Abilities: Beautiful, Mysterious
Heritage: Demon / Lust Spirit / Vampire
Spells: Succubi have access to all the Charm type spells in the WGA core.
Cortex
Cortex is a system I have talked about off and on. It is one I like, just not one I get to play a lot of.
Succubi would work well in Cortex since the characters tend to skew more normal than say Buffy or Ghosts of Albion. A single Succubi with a good plan should be more than a match for a group of heroes.
For example imagine the havoc a succubus could do to the investigators in a Supernatural game.
Succubus (Base)
Agi d10 Str d6 Vit d10
Ale d12 Int d8 Wil d12
Init d10 + d12
LP 22
Endurance d10 + d12
Resistance d10 + d10
Traits
Allure d10, Amorous d8, Enhanced Communication d6, Enhanced Senses d6, Immunity d12, Inherent Weapon (claws) d2, Sharp Senses d6
Skills Athletics d4/Acrobatics d6, Influence d4, Knowledge d8/Occultism d12, Melee Weapons d4, Perception d6, Unarmed Combat d6
Attacks: The Succubus drains life force from her victims. She either does this while the victm is sleeping, in her embrace, or if she has grappled the victim. Once she has a victim in her embrace she will drain for a number of turns equal to a third the maximum result of the victim’s Vitality Attribute. She will return to the victim two more times, draining the remaining third each time till the victim dies.
Spellcraft & Swordplay
Succubi are set to appear in the upcoming Spellcraft & Swordplay supplement Eldritch Witchery, as soon as I finish writing it. Among other things, EW will also feature Demons and Devils. Succubi are the daughters of the Queen of Demons.
Succubus
These female demons are not found in great numbers and never working together. They claim to be the daughters of the Demon Queen, but this is a claim the Demon Queen herself neither supports nor denies. In any case these demons, while not physically very powerful, are capable of controlling other demons that are far more powerful. Succbi are charged with the tempting of mortals, a task they relish in. They appear as unearthly beautiful women (or men if needed), in their true form they stand 6' high and feature small horns, a tail and large bat-like wings growing from their backs.
A Succubus can cause Darkness 5', have Darkvision, can Dominate any one (1) PC and can become Incorporeal at will. The Succubi lures her victim into acts of passion and drains their life force with a kiss. This Energy Drain takes 1 life level/hit dice. She can also use the following spells as a Witch (wizard) of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic. If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) ... details in Eldritch Witchery.
Last Thoughts
Regardless of the game Succubi should be given the same attention that one would give a vampire in a horror game; that is treat it like a special NPC and build her as a character. Most demons can be part of the mindless hordes you send after the characters, and in most cases this is the appropriate thing to do. Succubi though, since they tend to work alone and are very specialized in their hunts, should be built to suit. A succubus designed to go after William Swift in Ghosts of Albion should be different than the one sent after Dean Winchester in Supernatural.
Sympathy for the Succubus, Part 1
Sympathy for the Succubus, Part 3
Sympathy for the Succubus, Part 4
Succubae for Ghosts of Albion (Cinematic Unisystem)
Succubae are demons that seduce men and feed off of their base desires and life force.
She can drain 1 Point of CON each night she visits, but must grapple awake opponents or visit them when sleeping.
The succubus can learn magic, but most often they do not.
Creature Type: Succubus (Demon)
Attributes: Str 3, Dex 5, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 12, Combat 13, Brains 15
Life Points: 45
Drama Points: 2
Powers: Glamour; Constitution Drain (1 CON point per visit); Flight; Insubstantial Form;
Qualities: Attractive 4; Hard to Kill; Innate Magic; Resistance (Fire, Poison; Mind Control); Telepathy; Charming Voice
Drawbacks: Lecherous; Covetous; Inhuman Form
Maneuvers
Name; Score; Damage; Notes
Bite; 13; 5; Must grapple first; no defence action
Claw; 13; 8; Two attacks per Turn
Grapple; 13; —; Resisted by dodge
Kiss/Embrace; *; 1 CON point; Must Grapple first
Spellcasting 15 Varies By spell
Deflect 15 — Magic defence action; deflects spells 45º
Bat Winged Bimbo (Buffy and Angel, Cinematic Unisystem)
4-Point Quality
(Trying to do my best "Buffy-style" here)
Bat wing bimbos are demons, but don’t hold it against them. Sure they are as evil as their bigger sister the Succubi, but a girl has to make a living too. Like so many that leave their homes and end up in Southern California, the BWB has learned to do some things she never thought she would ever do to earn a buck.
Often times when not looking for a soul to steal, these catty little demons can be found fighting amongst themselves, avoiding over zealous demon hunters, or trying to get a real movie deal because they know they are a star and they hope no one will look into their pasts.
Being a Bat-Winged Bimbo gives you the following:
- 3 Levels of Attractive. We all know that evil always looks better.
- 3 levels of Hard To Kill. Living in a Hell hole makes you a bit tougher, living in Hell itself turns you into a hard ass bitch.
- Asbestos Soul. BWB gain a +1 Resistance to pain from fire and heat. BWB treat fire damage as regular damage (no extra damage each turn).
- Those cute horns count as a natural weapon, doing 1-2 points of damage per hit. (+1)
- Those sexy wings provide flight at the same movement rate as running. (+1)
- Gossipy. BWB bimbos tend to be a chatty, gossipy lot. Sure 99% of it is about manicures for wing talons and how to snag a good (evil?) demon lord, but some it useful. They get a +2 to their Occultism skill (the Things Man Was Not Meant to Know are fine for women it seems).
But this comes with a fair amount of drawbacks too.
Bat-Wing Bimbos have a host of mental and emotional problems. They are mean spirited (literally), petty, and vindictive not to mention lecherous little harpies. In game terms this equates to Cruel 1, Covetous (Greedy) 1, Covetous (Lecherous) 1.
Those large wings and horns might be totally hot, but you could never take her home to mom (unless of course mom was into that kinky stuff). This is worth Supernatural Form (definitely not human).
Bat Winged Bimbos as Characters
BWB can be a useful part of an otherwise upstanding and moral party of demon hunters. Slayers hate them, but those scrawny little bitches are just jealous. The biggest issue of course is how to hide those wings, horns and tail. Faerie Glamours or other illusion magics will hide their natural form from the mundane, but anyone that can see magic will see through that disguise to what she really looks like.
Bat Winged Bimbos were created to be something like a "lesser Succubus", akin to the old D&D Alu-Demon. These were obviously inspired by the the same creatures in Macho Women with Guns.
If you go with my alternate take on Slayers from Every Angel is Terrifying then Succubi, Lilim and Slayers are all related.
Witch Girls Adventures
Malcolm Harris, the author of Witch Girls Adventures mentions that there are no demons in the Witch Girls universe, but there are spirits called "Hates". It is actually kind of a neat concept. If there are hate spirits then certainly there can be other deadly sins, such as lust spirits. Alternately there could also be a type of vampire that feeds on emotions rather than blood. The ones that feed on the more amorous emotions (lust, love) could be called Succubi. In this sense they are more similar to the WitchCraft RPG Vampyre subtype.
A succubus in WGA should probably be something like Chloe Love from the Eerie Cuties webcomic.
Succubus
Rank: 3
Body: d6 Mind: d6 Senses: d8
Will: d8 Social: d8 Magic: d6
Life Points: 12 Reflex: 9
Resist Magic: 9 Zap Points: 12
Skills: Athletics +2, Basics +2, Dancing +4, Fighting +1, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +3, Mysticism +2, *Mythology +4, Streetwise +3
Abilities: Beautiful, Mysterious
Heritage: Demon / Lust Spirit / Vampire
Spells: Succubi have access to all the Charm type spells in the WGA core.
Cortex
Cortex is a system I have talked about off and on. It is one I like, just not one I get to play a lot of.
Succubi would work well in Cortex since the characters tend to skew more normal than say Buffy or Ghosts of Albion. A single Succubi with a good plan should be more than a match for a group of heroes.
For example imagine the havoc a succubus could do to the investigators in a Supernatural game.
Succubus (Base)
Agi d10 Str d6 Vit d10
Ale d12 Int d8 Wil d12
Init d10 + d12
LP 22
Endurance d10 + d12
Resistance d10 + d10
Traits
Allure d10, Amorous d8, Enhanced Communication d6, Enhanced Senses d6, Immunity d12, Inherent Weapon (claws) d2, Sharp Senses d6
Skills Athletics d4/Acrobatics d6, Influence d4, Knowledge d8/Occultism d12, Melee Weapons d4, Perception d6, Unarmed Combat d6
Attacks: The Succubus drains life force from her victims. She either does this while the victm is sleeping, in her embrace, or if she has grappled the victim. Once she has a victim in her embrace she will drain for a number of turns equal to a third the maximum result of the victim’s Vitality Attribute. She will return to the victim two more times, draining the remaining third each time till the victim dies.
Spellcraft & Swordplay
Succubi are set to appear in the upcoming Spellcraft & Swordplay supplement Eldritch Witchery, as soon as I finish writing it. Among other things, EW will also feature Demons and Devils. Succubi are the daughters of the Queen of Demons.
Succubus
#App: 1
AL: E
SZ: M
AC: 7
Move: 90' / Fly: 120'
HD: 6 (25)
Attacks: Claw/Claw/Special (2 dagger-2)
Special: Fly 120', Energy Drain (kiss), Darkvision, Dominate, Magic Resistance (fire), Immune to mundane weapons
Treasure: 6
XP: 345
A Succubus can cause Darkness 5', have Darkvision, can Dominate any one (1) PC and can become Incorporeal at will. The Succubi lures her victim into acts of passion and drains their life force with a kiss. This Energy Drain takes 1 life level/hit dice. She can also use the following spells as a Witch (wizard) of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic. If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) ... details in Eldritch Witchery.
Last Thoughts
Regardless of the game Succubi should be given the same attention that one would give a vampire in a horror game; that is treat it like a special NPC and build her as a character. Most demons can be part of the mindless hordes you send after the characters, and in most cases this is the appropriate thing to do. Succubi though, since they tend to work alone and are very specialized in their hunts, should be built to suit. A succubus designed to go after William Swift in Ghosts of Albion should be different than the one sent after Dean Winchester in Supernatural.
Sympathy for the Succubus, Part 1
Sympathy for the Succubus, Part 3
Sympathy for the Succubus, Part 4
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