Tuesday, November 2, 2010

Gnomes for Basic D&D

I guess this one is for my brother who loves gnomes. First in a batch of various "Basic" D&D things I have been thinking about.

Gnomes for Basic era FRPGs

Gnomes have long been a staple of various fantasy role-playing games, but surprisingly there were never any core rules for gnomes in the Basic-era (1974-1991) of the Worlds First and Largest Fantasy Adventure RPG.

Gnome

Gnomes are small humanoids that live in the same general areas as do elves. While elves prefer the open spaces, Gnomes live underground in elaborate burrows and underground cave systems. They share many similarities with dwarves, which maybe something of a racial cousin, they are their own race with a long history.

The typical gnome stands 3' to 3½ ' tall, and weighs about 40-45 lbs; About the same size as a Halfling, but not as stocky. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

A gnome character must have a score of 9 or higher in both Intelligence and Dexterity. Gnomes are similar to Elves in terms of play, they can act as fighters (though not as good as true fighters or Dwarves) and can cast spells as do Magic-Users, though in the form of Alchemy.

Sages disagree on the origins of the gnome as a species and their name. Some point to the word "gnomic" meaning "to know" or "the wise". Other point to "gnomus" meaning "earth" or "from the earth". Both seem to be apt.

Some occult sages and scholars suggest that gnomes are off-shoots of dwarves, halflings, or even goblins. They do have some connection to the lands of Faerie, as do the elves. Other have suggested that gnomes are in fact some sort of earth spirit or even an elemental. Gnomes themselves say they simply are and leave it at that.


Gnomes are inherently magical, many excel in areas of alchemy and other magic, and most gnomes know at least a little magic. Adventuring gnomes can cast wizard spells as indicated below. Gnomes though use their magic via Alchemy. Gnome spell books are full of arcane recipes and formulae. To "cast" a spell then the Gnome either drinks, throws or otherwise invokes the potion as needed. For example a Clarivoyance "spell" might require the Gnome the spread an oily poultice over their eyes, a Fire Ball spell could be a potion that is thrown. In any case these would not require a roll to hit any more than any other magic-user or elf.

Gnomes tend to be Neutral in alignment, but quite a few are Lawful.
Gnomes hate kobolds and will try to attack them on site.

There are Gnomes that also known as "Deep Gnomes" that have well defined infravision to 90'.

Prime Requisite: A gnome has two Prime Requisites: Intelligence and Dexterity. If either of these Ability scores is 13 or greater the character gains a 5% bonus to Experience Points earned every adventure. If both are 13 or greater, the XP bonus if 10%.

Weapons and Armor: Gnomes may use any weapon, but it needs to "sized" to fit them. Typically any weapon sized for a Halfling character. Gnomes may not use "two-handed" handed weapons such as two-handed swords, long bows, battle axes, and other larger weapons.

Gnomes may wear any type of armor, but most prefer "natural" armor such as leather or hide. Halfling armor must "taken in" in order to properly fit a Gnome.

Gnomes may use any magic item that is useable by Magic-Users and any magic weapon.

Special Abilities

A gnome has a number combat advantages, due to it's size and familiarity with various terrain.

Combat: Gnomes use a combination of melee weapons and magic in combat situations. All gnomes gain the following bonuses when in combat.

-2 bonus to Armor Class when attacked by creatures larger than man-size.
+ 1 bonus to initiative rolls.
+1 bonus to "to hit" rolls against Kobolds and Goblins.

Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.

Languages: In addition to the common and alignment languages Gnomes may also speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to animals 1/day as per the Spell of the same name. Animals are limited to burrowing animals (badgers, rabbits,

Vision: A gnome can see twice as well as a human in low-light conditions (starlight, moonlight, torchlight and a "light" spell, but not "Continual Light").

Spells: As mentioned, Gnomes can use Magic-User spells like an elf. These spells are usually in the form of an alchemical mixture that must either thrown, drank or applied as needed. There is no penalty for performing this action since it is considered to be part of the "casting time". The gnome can only prepare the number of alchemical agents ("spells") as per the chart below. The gnome then must prepare a new batch the next day. Gnomes use natural ingredients that are usually readily available and carry others with them. These materials are small and light and typically weigh no more than a ounce per level of spells. So a 3rd level spell would weigh about 3 ozs.

For example the Gnome may wish to cast a Light spell. This may require them to mix two reagents together that produce a glow.

Advancement
Gnomes may advance only to 9th level ("Gnome Adeptus"). This is balanced by the gnome's magical ability and their ability to also fight better than a same level magic-user. At 9th level a gnome may settle in area and attract other gnomes to form a clan, or gather their family together for a clan as it's Chieftain. All burrowing animals within the area (a radius of 5 miles) will be friendly to the gnomes of the clan and can speak to them. These animals will warn the clan of approaching intruders or strangers, carry brief messages back and forth to other clans.



GNOME EXPERIENCE TABLE
LevelTitle
XP
Hit Die
1
2
3
4
5
1Gnome Neophyte
0
1d6
1
2Gnome Apprentice
3,000
2d6
2
3Gnome Theoreticus
6,000
3d6
2
1
4Gnome Practicus
12,000
4d6
2
2
5Gnome Philosophus
25,000
5d6
2
2
1
6Gnome Major
50,000
6d6
3
2
2
7Gnome Magus
110,000
7d6
3
2
2
1
8Gnome Magister
220,000
8d6
3
3
2
2
9Gnome Adeptus
400,000
9d6
3
3
2
2
1



GNOME SAVING THROWS
Level
1-3
4-6
7-9
Death Ray or Poison
12
10
8
Magic Wands
13
11
9
Paralysis or Turn to Stone
13
11
9
Dragon Breath
15
12
9
Rods, Staffs and Spells
15
12
9

Gnomes use the same attack to hit rolls as do fighters, dwarves, elves and Halflings.


CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Gnomes9876543210-1-2-3-4-5-6-7-8-9
1-310111213141516171819202020202021222324
4-6891011121314151617181920202020202122
7-96789101112131415161718192020202020


Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Liber Mysterium: The Netbook of Witches and Warlocks Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.

Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.

Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Gnomes for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan

History of Halloween

post removed at request

Monday, November 1, 2010

October Stats

Needless to say, but October was a very busy month over here at the old Other Side.
Watching horror movies, blogging about old school, new school and horror brings in some traffic.

I made 53 posts this month which resulted in 9,494 visits. Of that, 1,315 came directly to this site (with 82.21 % of those being unique),  and 5,585 from referring sites.

So, to thank those referring sites, here they are.  See what they are doing also!

edenstudiosdiscussionboards.yuku.com (Eden's board)

underdarkgazette.blogspot.com
unknownzine.blogspot.com
bxblackrazor.blogspot.com
dungeonsndigressions.blogspot.com
daddygrognard.blogspot.com
gothridgemanor.blogspot.com
theoreticalgm.blogspot.com
thebookofworlds.blogspot.com
sorcerersskull.blogspot.com
cyclopeatron.blogspot.com
asshatpaladins.blogspot.com

Thanks for sending so much traffic my way!

Something New!

I have recently been inspired and might have something new here in a bit.

No details yet other than I am excited and hope to have something soon.

Sunday, October 31, 2010

October Movie Reviews: Final Tally


Here we go!



31 movies with 20 new, never before seen.

Not too bad.

October Movie Reviews: Lovecraft Film Fest

Last ones. This last round are some Lovecraft movies.  Pity poor Lovecraft, his books are so good and so scary; but the movie adaptations are usually so bad.  There are some exceptions.


Dagon (2001)
Loosely based on "The Shadows Over Insmouth" it moves the action to Spain.  Here the EoD is slicing up  humans to make "costumes" for the fish mutants.  It has gore, it has sub-par acting and most of the story is preserved but the overall effect is a bit sub-par.  It was an enjoyable little flick, but certainly more of the Lovecraft frame of mind (ie. how many and who survives) than what you normally see in Hollywood films.  It has it's problems to be sure, but it is one of the better adaptations.



Beyond The Dunwich Horror (2008)
This direct to Sci-Fi Channel movie (with an unrated version out there) is Dean Stockwell's second chance at doing The Dunwich Horror (the first was 1970).  This one is more Hollywood and it shows.  In a bad way.  Only barley recognizable as Lovecraft's tale it does have some nice special effects, Yog-Sothoth looks pretty cool.  But there is this whole drug-dream sequences with Abdul Alhazred and his harem of naked girls (I am not 100% sure that Lovecraft ever actually had any women in his stories).  There is a starting scene that is more "Exorcist" or even the movie version of "Constantine" than Lovecraft.  In the end this is weak movie, despite Dean Stockwell playing Henry Armitage and Lovecraft regular Jeffry Combs playing Wilbur Whateley. In fact both are completely misused here to let some D-List actors have all the screen time.  I guess that is how they paid for those special effects.



I'll tally up my movies later.

HAPPY HALLOWEEN!

Happy Halloween from the Other Side!

Saturday, October 30, 2010

D&D4 Halloween Previews

Wizards has some previews up for some new Essentials products that have a distinct Halloween flair.

First, the classic Universal monsters, Frankenstein's Monster (Flesh Golem), Dracula (Master Vampire) and the Wolf-man (infected lycanthrope).
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20101029b

And the new Warlocks, Hexblades are up.  Looks like they might be beefing up their combat a bit.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20101029#71432
People are already talking about them a lot too.
Points of Light, http://daegames.blogspot.com/2010/10/meet-hexblade.html and
RPG.Net, http://forum.rpg.net/showthread.php?t=544671
Can't wait to see the full writeup on these since Warlocks are my favorite 4e Class.

Happy Halloween.

October Movie Reviews: Round up

Rounding up some more movies I saw over the last week or so.  The biggest issue is not watching the movies, but finding the time to blog about them.  I also I like to watch a lot of the Halloween related Discovery and History channels shows and I didn't do that this much this year.


The Plague of the Zombies (1965)
Hammer does zombies.  Interesting take really.  The zombies are sorta incidental.  The big bad here is our voodoo master raising up the corpses of the dead to ... go to work mining.  Sure, it actually makes sense really.  Perfect workers, they don't need to be paid, they will work overtime and if poisonous gas hits the mine they keep on going.
And he would have gotten away with it to if it weren't for those meddling kids-err adults.
Entertaining flick but something that I have long suspected hit me.  I am not a big fan of zombie flicks.  Sure I like Romero and the Dead movies.  But as a whole zombies are not really a sub-genre of horror I care much about.



The Covenant (2006)
Saw this cheap at Target, so I picked it up.  Not bad, not good either.  Think "The Craft" only with dudes.  Five families with magic have lived in this town since Puritan times now the next gen is ready for their powers (even if using magic ages them rapidly).  Of the five only four families are left till new guy comes to town.  Wanna guess who he is and what he wants?  The movie had some good chances to break cliché and many times it looks like it will, but instead it just goes right into it.  Well at least it was cheap.



Frankenstein Created Woman (1967)
My expectations for this one had been pretty low.  I had re-watched Hammer's Frankenstien recently (but didn't review it since I had seen it before) and it was ok.   This movie was something altogether different.  Dr. Baron Von Frankenstein is at it again and again in the form of Peter Cushing.  This time he revives a young woman who committed suicide.  And just because he can, he put the soul of her wrongfully murdered fiancée into her body.  The new woman then goes on a killing spree, killing the men that wrongfully accused her, er him, and got him executed in the first place.
Interesting flick because of the whole metaphysical aspects.   Plus Cushing was fantastic in this, I got so used to seeing him as one Van Helsing or another that seeing this side of his acting really was great.  And lets be honest here, if you are going to go through the effort to create a woman out of the materials you have at hand, you can do a lot worse than Susan Denberg.

Will have to see what I can catch tonight.

Not sure where my count is now.  Will have to add them up later.

Friday, October 29, 2010

The Dragon and the Phoenix: Episode 10

Episode 10: The Enemy Within

Jerome: "Come on dere Oz. Lets all do this one more agin'."
- Willow and Tara: The Dragon and the Phoenix, Episode 10 “The Enemy Within”


April 30, 2003. Wednesday

Buffy and Spike quest for a weapon to stop Yoln and Leviathan. While they are gone a group of werewolf bikers come to town to cause trouble and Oz is with them. S
tory Arc elements: The return of Oz. The coda to New Moon Rising. The rebuilding of the trust between Buffy and Spike and the reveal of Spike’s roll in the upcoming battle. The discovery is not a weapon, but rather the one item that Yoln still needs for himself, his missing hand.
Guest Stars: Oz, Kit (a Japanese werefox), Jerome LeCoeur and his band of werewolves, Angelique (a witch knight), The Dealer.
Game Design Elements: Introduce Werefoxes. Provide a cure for lycanthropy.
Soundtrack: Rush “The Enemy Within”, Nick Drake “Pink Moon”

Notes and Comments:
This one is really two adventures in one. The “A” Plot features Giles discovering the location of a weapon they could use to defeat Yoln, who apparently can’t be killed. Weapons has no effect, since he has no body, and magic bounces off of him. Giles only knows it is an item of great power and it has something to do with Yoln’s previous defeat. Figuring he already has his sword, they should get this. The weapon though is in France. They determine the location and Willow works out a teleport spell for them both to get their and back. The rest of the cast with Giles remain behind to do further research. Besides, the Order protecting the weapon does not want a bunch of people popping in. Contrived? A little, but I need to separate the cast.
So Buffy and Spike search for this weapon in France. They discover a weapon connected with Yoln, his severed hand, it possession of a cult of witch-guardians (a mix Christian and Pagan beliefs). The gauntlet is not the weapon they were looking for, but witch-knights do tell them it is vital in the final confrontation, though they are not sure how. Buffy tries it on and it begins to drain her life force. Spike wears it and discovers that he is immune. He also discovers that he can withstand sunlight, is much stronger and can’t remove it.
Back at home a gang of werewolf bikers show up. These guys are straight out of Abomination Codex so that was fun. Their leader is this big Cajun guy, Jerome Le Coeur. Shortly afterwards Oz comes into town with his new wife, a Japanese girl named Kitsune. They have been following Jerome for weeks, looking for the chance to kill him, which will cure Oz. Long story short, the cast works out a spell to stop the bikers, Oz fights Jerome. To keep the action going the Spike-player got to play Oz. Likewise, Buffy’s player played Kit. Yes, Kit was a werefox, but she had complete control over her form and was helping Oz with his. In the end Jerome is killed, Oz and the rest of the werewolves turn back to normal. Oz and Willow have nice conversation as do Kit and Tara. This was a coda to “New Moon Rising” and had originally been called “Under a Cajun Moon” under the “Road Stories” outline. I later re-used it in it’s original format, minus the Oz stuff, for “Season of the Witch”.

This episode also featured a rather snarky cut-scene where a new Slayer, some spoiled dark-haired girl from a rich family, was sent by the Watchers to infiltrate the Cast. Her job was divide the cast and seduce Willow, Spike and anyone else to get them on the Watcher’s agenda. Of course she gets into town she confronts Yoln and before she can say “I am Ken-”, Yoln cuts her off, literally. Petty of us? Yeah. So what.
I introduced Japanese werefoxes, Kitsune, in this adventure as well as slightly modified werewolves. These both appear in Ghosts of Albion.

I also introduced a reoccurring character in this episode, the Dealer and his bar Halfway.

Up next. The Cast gets their weapon and a suprise (or three). Then the final battle.
In the meantime here is a teaser,

Will D&D 4 last?

JB over at the fantastic B/X Blackrazor asked an Honest Question:
http://bxblackrazor.blogspot.com/2010/10/honest-question.html

I wanted to answer his questions, but got off track and took a while to get to my point.  But in any case here it is.

What do you think is going to be the longevity of 4th edition D&D?
Well there are a few factors to consider.

First, those older editions have appeal because they were the first editions we played. Just like the guy ten years younger than me who cut his teeth on a game that I own and played and very likely will never play again (AD&D 2nd ed).  That is not a slam on AD&D 2nd ed or it's relative value or merits but rather a commentary that I have many games that fill the same void.

I play 4e now. I enjoy it. It is really fun. 

Will I be playing it 20 years from (when I am 60?) no idea. Most likely not.  Maybe I'll go back to Chill or maybe I'll finally convince my kids that the games I wrote are just as fun as D&D.

Plus there are other factors.  D&D4 does not live in the same world as AD&D/OD&D, they left a significant cultural stamp on our collective awareness.  D&D4 has to fight against MMORPGs, the Internet, other games AND it's own legacy.  It had an uphill battle from the start.  I doubt that even the great AD&D1 (of which I am huge fan) could have fared any better.

The truth is it is not 1 single edition of D&D that will endure as time moves on, it is D&D has a higher order concept that will.  Whether the details are called "D&D4", "Basic D&D" or "Pathfinder" will only matter when you get down to the details.

Things to consider though, D&D4 is played by a lot of people.  A lot more than the Old School community I think likes to admit.  Yes there are sanctioned events (like MtG) but there are also plenty of us older gamers that are introducing the hobby to our kids and doing it with D&D4 cause that is what other kids their age are also playing.

So I guess I am saying, "don't ask us, we are old and set in our ways and will give you the answer you want to hear cause we all read the same blogs" and "ask the kids that are new to the hobby what they will be playing in 20 years."

Will D&D4 be around in 20 years?  I am surprised that people are still playing some of the games they are playing now.  But D&D4 as a system has enough going for it, and enough material, to last for 20 years.  Though I bet support for it will end when D&D5 comes out (though you can still find material for D&D 3.5 on WotC's site).

Hell I have enough games for the next 50 years and I am not even sure what we will be playing at my next game session.  It could be Traveller, it could be Pathfinder, it could even be something our GM bought the night before. 

I agree with the Grumpy Celt, we will most likely see a new D&D around 2016.

Thursday, October 28, 2010

Backstory

How much back story do you like to have for your characters or for characters in game you run?

I get the opinion from many old school blogs that back story only comes up if the characters survive.  The proverbial "you meet an Inn" as if the characters were born there fully formed.  In other games I play  back story is more important.  Even with the same group of players I see differences depending on the game played.

Starting on my My Back to Basics posting, I wanted to get some basic ideas where the players want their characters to come from. 
So I talked to my boys today about it, about their characters and how sometimes the greatest heroes start out as small. So here is what my oldest came up with.
His characaters (I am lettting them play two each) are Dragonborn brothers that grew up on an orphanage/farm.  Farming is not considered to be a good choice for a dragonborn (even though they are raising giant boars) so the lowest members of society are left with the chore.  Dragonborn are used hunting their food, but they see the need for farmed food as well.  So farms are a bit of a necessary evil, but these farms are not easy work.
Liam's characters are dragonborn brothers working on this farm.  They don't know, at least not yet, that their father was a great adventurer who did from "Dragonitis".

I thought this was rather cool. AND it shows why I am loathe to indrisciminantly kill characters.  Could you have imaged a movie or book where you follow the hero for a bit only to have him die in the third scene/chapter only to die and have him replaced by another character.  The movie was named after Indiana Jones, not Sapito.

How much do you know about your characters before the game starts? Or is your character just a collection of numbers to you or do you figure it out as you go along?

Maahes the Tainted Bast for the WitchCraft RPG

Maahes the Tainted Bast

When a Bast spirit is exposed to large amounts of taint they become Maahes. Their namesake was an outsider God absorbed into the Egyptian New Kingdom pantheon. Maahes had a lions head and was later interpreted to be the son of the Goddess Bast and the God Ptah. He was a god of war and called The Bringer of Destruction.

Maahes is considered to be in Bast (the race) mythology to be the first bringer of Taint to the Bast. Whether Maahes was a willing or unwilling carrier of taint is unknown and lost to time.

When a Bast spirit is exposed to Taint it is compelled to enter a body (if not already in a cat body). Sometimes they discover a human, living or dead, and use it for their purposes. Whatever body the tainted Bast enters they become anchored to it forever. The new creature is called a Maahes (singular and plural forms are the same). Regardless of the source of the body or its nature it transforms due to the taint. The Maahes is effectively immortal since it can regenerate loss of life points at the rate of CON per hour. They no longer age and even disease and poisons are no longer effective. Only attacks of a magical nature or ones that drain Essence or Taint have any effect. To destroy a Maahes one must reduce its Essence or Taint to zero.

The appearance of a Maahes differs wildly. Former High Bast Maahes are often stuck between human and Bast forms, usually a human body with a cats head or sometimes cats paws and claws. High and Low Bast Maahes can also appear to be as sickly, even feral, cats. Sometimes it is even difficult to tell what sort of creature the Maahes original was, all that is evident in its twisted form is some reminder of catlike traits. In all cases and whatever the form they carry about them the same aura of corruption that tainted humans and spirits do. Of course to the Bast they are even more repugnant.

Bast relate to Maahes the same way that humans deal with other tainted humans; extreme revulsion and avoidance. What horrifies Bast the most about the Maahes is not just the taint, but the fact that Maahes can no longer reincarnate. The taint that twists their bodies also twist their spirits and minds. Even their telepathic speech is distorted to other Bast.

Maahes can have Gifted or Taint powers as do humans. Some can even develop disciplines of the flesh as do Mockers, but nothing can change their forms back to pure cat.
There are no Maahes known amongst the Mockers.

Maahes

Strength: 2-5             Intelligence: 3-6
Dexterity: 4-7            Perception: 2-6
Constitution: 4-6        Willpower: 4-7

Life Points: 40-60
Essence Pool: 30-50        Taint: 60-100
                                       Madness: 3-5

Skills: any appropriate for Bast
Powers: Immortality, Increased Life Points, Increased Taint Pool, Regeneration, Taint, Taint Powers,

Maahes have a host of mental derangements. Cruelty is high on list given their cat-natures, but because this is taint with no logic based in our universe there are as many recorded passive Maahes. Eventually, long lasting Maahes have nearly sort of mental imbalance known to man, and some that are not.

Interactions with Maahes
Most covenants know very little about Maahes. While most theorize they are possible, very, very few have actually seen one. Some early reports coming from the Sentinels confused Bast and Maahes and considered them to be the same, evil, creature.
The Wicce, whom the Bast have the best relations with, are mostly in the dark over the nature and even existence of Maahes. It could be that this is by design on part of the Bast. Only the Wicce coven The Daughters of the Flame, acknowledge that they exist and even have records of their existence dating back to their earliest days as a coven (150 CE). They speculate that the Irish Ciat Sith or Cat headed demon (more properly, faerie cat) were in fact Maahes. This could also be the reason why the Daughters have had a falling out with many of the larger Bast covens.
There are rumors that the Rosicrucians have been researching and working on a means to remove the taint fully from Maahes and return them to normal Bast. As with all secrets of the Brotherhood of the Rosy Cross, they are not too forthcoming with the information.

Maahes in Armageddon
Most Maahes flocked to Leviathan as their savoir, equating him with the snakes that the Goddess Bast was presumed to have destroyed. Of course once the disaster in Munich struck many were destroyed outright due to overexposure to taint. While not members in any standing with CoR or AoR, Maahes work to achieve Leviathans will as they perceive it.

Roleplaying Maahes
As creatures of Taint, Maahes are most often to be pitied. Removed from the world of the Bast, death is often their only, if final, solution. Only the strongest willed Maahes survive long enough to actually enter into the Casts lives, let alone be a threat. The ones that do survive represent not only a powerful enemy (only the powerful ones survive), but one that can infect with taint in addition to whatever powers and skills it had before.

Adventure Hooks
A Low Bast has become a tainted Maahes and has sought the aid of the Cast to help it return to normal. The Cast must choose whether to aid or kill the infected creature.

A former High Bast Maahes and powerful sorcerer has decided that the future evolution of the Bast species is integration with Maahes. His plan, as much of it that can make logical sense, is to kill off as many Gifted humans as he can, infect as many Bast as he can, and then with his army of Maahes, take over the world. Of course his plan is grandiose, but he is still powerful enough to do a lot of damage to the Gifted and Bast in the mean time.

October Movie Reviews: The Haunting in Connecticut

Switch of pace tonight.

The Haunting in Connecticut (2009)

I am not really sure what to say about this one.  Typical haunted house centered around some kid movie that was better when it was called "Poltergeist" or "Ammityville Horror".  Based on a True Story no less.
Honestly I had high hopes for this one, but fought falling asleep to it all night.  Might mine it for a Ghosts of Albion episode.  Or see if I can sell it back to Half-Priced Books tomorrow without making my wife upset (she got it for me for my birthday last year).  You all won't tell her right?


Instead of another flick tonight I watched The Haunted History of Halloween on the History Channel. Not bad, I knew 90% of it already though.  Beat. Gotta go to bed.  Guy Fawkes was scarier than the Haunting movie.

Wednesday, October 27, 2010

Jim Shipman (content thief) is at it again

The industry's biggest art thief and all around douche-bag Jame Shipman is trying to take his stolen wares to a smaller-yet-still niche.

Ed and Joe over at Esoteric Murmurs posted this:
http://esotericmurmurs.blogspot.com/2010/10/spam-from-tunnels-trollss-favorite.html

Basically Shipman is now using his email list as a way to sell his stolen content.
If you need some more info on who Jim Shipman is and why he is a thief then read these:

http://forum.rpg.net/showthread.php?t=483885
http://eposic.net/blog/archives/298
http://falckart.blogspot.com/2009/12/stolen-art.html
http://mxyzplk.wordpress.com/2009/12/11/outlaw-press-aka-jim-shipman-is-a-big-crook/
http://mxyzplk.wordpress.com/2010/01/19/outlaw-pressjim-shipman-sinks-to-demented-pathetic-new-lows-in-art-theft-scandal/
http://mxyzplk.wordpress.com/2010/01/07/outlaw-press-thieving-update/
http://timbrannan.blogspot.com/2010/01/more-from-outlaw-press.html
http://unclebear.com/2009/12/putting-the-outlaw-in-outlaw-press/
http://www.enworld.org/forum/general-rpg-discussion/269217-outlaw-press-stolen-artwork-accusations.html
http://forum.rpg.net/showpost.php?p=11324399&postcount=843
http://rpg.brouhaha.us/?p=1998

But  most of all, read this one:
http://eposic.net/blog/archives/298

If you want to buy Tunnels & Trolls then only support the company that makes Tunnels & Trolls, Flying Buffalo:
DriveThruRPG http://rpg.drivethrustuff.com/index.php?manufacturers_id=2238&affiliate_id=10748
Website: http://www.flyingbuffalo.com/

October Movie Reviews: Legend of the Seven Golden Vampires

Back to Hammer for this one in the LAST true Dracula films from the House of Hammer.
Though there is not a lot of Dracula in it and no Christopher Lee.

Legend of the Seven Golden Vampires (1974)

Dracula is visited by a Chinese monk who needs him to resurrect the Seven Golden Vampires, the most powerful vampires in China.  Dracula initially refuses, but decides he needs to get out of his castle for a bit. We learn here that Dracula can speak Chinese/Mandarin or at least understand it.  This scene featured Dracula rising from his coffin in one motion that we would later see in "Fright Night" and "Bram Stoker's Dracula".   Dracula takes over the body of the monk and heads off to China.

There Prof. Lawrence Van Helsing (unknown if it is the same Lawrence Van Helsing from Dracula AD 1972, but it is safe to assume it is) is lecturing to a Chinese university about vampires.  His son, Leyland is also there.  The other professors scoff at him, but one student takes him seriously.  He is the grandson of the man that killed one of the seven Golden Vampires and want's Van Helsing's help to kill the others.  They travel along with his son, another woman paying for everything, and the seven siblings (6 brothers and 1 sister).  Of course the Chinese siblings are all Kung-Fu masters.

There are lots of kung-fu fights which is as unexpected as it gets in a Hammer film and then there is the final confrontation with the last of the Golden Vampires and Dracula himself.

All in all a very interesting tale.  I like how even Van Helsing was stumped on the differences between West and East vampires.  He even postulates, given China's rich history of the supernatural, that the vampire my have originated there and moved west.
This is a period piece to be sure.  Not the 1804 period from the movies, but rather the mid 70's.  Kung-fu was where the money was.
It was not a great movie, and for the last Dracula film, pretty lacking in the Dracula department.  It features John Forbes-Robertson as Dracula looking exactly like he did in Hammer's "Vampire Lovers" (where he was supposed to be Dracula, sort of), but he is only seen at the beginning and end and he dies like punk.

Enjoyable as a Kung-fu movie with Vampires, but lacking as a Hammer film or a Dracula one.

Tuesday, October 26, 2010

Druthers for Ghosts of Albion, Witch Girls Adventures and d20

Druthers


For Ghosts of Albion, d20 (3.x) and Witch Girls Adventures.

Druthers are special sort of magical construct often associated with witches and witchcraft. Their kind has not been seen on Albion's shores in many centuries, but they were known to have existed and are referenced in many rarer occult tomes. It is believed that the secret is still known to some witches and to encounter one is a sure sign of witchcraft.

The name comes from an old piece of doggerel scribbled inside a witch's Book of Shadows

"If I really had my druthers,
I'd have my wooden druthers too."


A wooden druther is a corrupt form of "wouldn't I'd rathers", or something the witch doesn't want. So the wooden druther performs tasks that the witch would rather not do herself. The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won't do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees, requiring a Perception + Notice check of 3 or SL to detect.
A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks.
Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.

For Ghosts of Albion
Druther
Motivation: To follow orders
Creature Type: Magical Construct
Attributes: Strength 7, Dexterity 2, Constitution 6, Intelligence 1, Perception 1, Willpower 1
Ability Scores: Muscle 20, Combat 7, Brains 2
Life Points: 67
Drama Points: 1
Armor Value: 4
Powers: Hard to Kill 3, Immune to cold, fear, poisons, sleep, water, and any mind effecting spell, Natural Toughness, Vulnerability to fire.

Manoeuvres
Name Score Damage Notes
Punch 7 14 Bash
Slam tackle 7 14 Bash
Stake 8 14 If equipped with stakes
Takedown 12 7
Dodge 7 Defence action
Grapple 9 Resisted by Dodge

Combat
A druther is mindless in combat. It instinctively strikes with its wooden fists with almost no regard to what else is going on. One thing druthers excel at is killing vampires. The druther is equipped with built in stakes in the form of fingers if the witch so chooses. The druthers biggest weakness is fire, something a vampire is not likely to use and they have no blood to drink.
Immunities: A druther is immune to cold and water. Stabing weapons only do 1 point of damage per hit. Fire damage against a druther is treated the same as against a vampire.

Some magicians value the wood from an inanimate druther to use to make magical fires.


Animating a Druther
The only know spell came from an ancient tome called the Manual of Druthers. The spell has been copied, but it is still very rare to find. Only an Occult Library of Amazing has a chance of having the spell and even then it must specialize in the tomes of Witchcraft. It is also known to be used very rarely among Shamans, but since Shamans do not write their spells down the chances of acquiring that version is even rarer still.

Construction
Witches can construct a druther if she can learn how.
The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather and form these pieces herself. The witch will need her consecrated witch tools, special oils and fine incense. After creating the body for the druther, the witch will have to cast the animating spell, then sprinkle the ashes from the burned incense on the wood.

Animate Druther (Ghosts of Albion)
Quick Cast: No
Power Level: 3
Philosophy: Witchcraft, Shamanism
Requirements: The manual creation of a druthers body and an hour long ritual in which the spell components are burned and poured over the druther.
Components: Rare oils rubbed into the wood of the druther, incense to be burned. Price at least £100.
Effect: The witch must prepare the druthers body out of wood and/or sticks. This should take at least a day to gather materials and make the body. Longer times are needed for more complex druthers. The oil is then rubbed into the wood while muttering the spell. Incense is burned and the ashes are sprinkled on to the druthers body. Successful casting means the druther is animated and will respond to the witchs commands.
Spell failure results in a druther that can never be animated. The witch will need to burn the wood and start over. Spell Backfire can result in a Rogue Druther.
Creation: Alteration (+5), Casting Time (-2), Touch (-1), Permanent (+6), Unusual materials (-2), Philosophy ().

Drudges
Sometimes druthers are referred to as "Drudges", mostly due to their ability to menial work, usually around the home. While a druther may be used to do the witch's dirty work, a drudge will do the witch's dirty laundry. Adventurers have reported of a witch with intricately carved wood drudges as her household staff. A drudge butler was so well made that they could not tell it was a magical construct at all.

Rogue Druthers
The druther has a strong tie to its animating elemental force. Sometimes though, a druther will break free of the witch's control, but not of its wooden body. These druthers are known as rogues and take out their frustration the only way know, to throw themselves into any combative situation it can.
A rogue druther will enter into any situation where its goal is to get itself destroyed, preferably by fire, to free its spirit.

For d20

Druther

Medium Construct
Hit Dice: 9d10+20 (69 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +6/+11
Attack: Slam +11 melee (2d6+5)
Full Attack: 2 slams +11 melee (2d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision, immunities, fire vulnerability
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 20, Dex 9, Con , Int , Wis 11, Cha 3
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-15 (Large); 15-20 (Huge)
Level Advancement: None


The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won't do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees, requiring a DC 25 Spot check to notice.
A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks.


Combat
A druther is mindless in combat. It instinctively strikes with its wooden fists with almost no regard to what else is going on.
Immunities: A druther is immune to cold and water. Piercing weapons only do 1 point of damage per hit.

Construction
Witches can construct a druther. If the witch has access to a manual of druthers, then she can create a druther from that work. Otherwise a witch may opt to create one from scratch. The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather these herself. The witch will need her consecrated witch tools and fine incense. After creating the body for the druther, the witch will have to cast spells, then sprinkle the ashes from the burned incense on the wood.
CL 10th; Craft Construct, air walk, bless growth, feral spirit, lesser strengthening rite, minor creation, caster must be at least 10th level; Price 3,600 gp; Cost 2,000 gp + 1,000 XP.


Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.

Treants, dryads, and wood nymphs view a druther in the same manner a human views the undead or a flesh golem. Most will attempt to destroy them when they can. Some witches and wizards value the wood from an inanimate druther to use to make magical fires.

For Witch Girls Adventures
Druthers

In the world of Witch Girls, Druthers are a fairly common sight.  Often charged with doing all sorts of repetitive minimal tasks, in fact self respecting witch family would do without a couple in their homes.   While such tasks as making diners is beyond them, setting tables or doing dishes are common enough tasks.

Rank 1 Monster
Druther
Body: D8 Mind: D2 Senses: D2
Will: D4 Social: D2 Magic: D2
Life Points 16
Skills: Fighting +1

Magic: Druthers are immune to many magical effects especially ones that affect the mind.  They do however take double damage from any fire based attack.

Cryptozoology fact: Druthers (and Drudges) are near mindless constructs made of wood.
Cryptozoology fact: Druthers take extra damage from fire.

Animate Druther
Elementalism Rank 4
The Witch can bind an elemental spirit to the form of a Druther she has built.   Often it is customary to only compel the elemental spirit to service for a year and a day then the Druther falls apart.  

October Movie Reviews: Quick Round Up

Round-up of a bunch of movies I saw over the last couple of weeks that I have not had the time for full write-ups on.  All of these are new views.

.

Daughters of Satan (1972)
Tom Selleck is an art dealer who finds a bad painting of some witches being burned at the stake.  The center witch looks just like his wife.  His wife become possessed with the spirit of the dead witch and the other two show up.  Selleck is the reincarnation of the man that set them on fire.  Murder and mayhem ensues.  OR something like that.  I nearly fell asleep while watching.

The Uninvited (2009)
A pretty cool film about a girl that is sent to a mental hospital for 10 months following the accidental death of her mother.  The girl has blocks in her memory and is certain that her fathers new girl friend is some how to blame.  It is a remake of a 2003 Korean film.  While more psychological thriller than actual horror, it has all the trappings of a horror film.  I won't say more because I don't want to spoil the ending.

Sharktopus (2010)
Half shark, half octopus.  Yeah.   You know how sometimes a movie can be so bad it is actually good?  Of course you do.  Well this one went past that point to where it is just bad again.  I have this love-hate relationship with Roger Corman.  While he is only the Producer here (and has some screen time) this is clearly in his realm.  Sometimes Corman can be campy fun, other times you get, well Sharktopus.

The Girl with the Dragon Tattoo (2009)
I also struggled with whether or not this was horror enough.  Yes there is a mystery and there are very horrific things going on in this movie.   I choose to include it because of those horrific elements (murder, torture, rapes, all multiple times) and because the movie was so good.  If you don't know the story yet, well you were not one of the millions of people that read the book.  Basically a man on his way to prison for perjury gets a case where he must investigate a missing woman from 40 years ago.  The case is very cold and all he has to go on is a few scribbled notes and a few old photos.  He gets help from a hacker Lisabeth (who also has issues of her own like being brutally raped by her guardian) who discovers the notes are bible references.  The case then explodes to something much larger than one missing girl.  Again, no spoilers.

The Others (2001)
I also have a love/hate relationship with Nicole Kidman.  She is a fantastic actress, but she can grate on my nerves.  And I am no fan of her (former? present?) goof-ball religion.
But the Others is a fantastic little ghost story set after WWI involving a woman and her children and their haunted house.  There is a mystery here of course, and mists.  It is in fact very much a Ravenloft-esque story. I also don't want to spoil the ending of this one either.  But I have to admit, I really liked this one; Very spooky and moody.

Don't know where this puts me on the roster yet.  23 by my quick count, or 24 if you let me count the BBC Count Dracula as two.  Puts me about 2 behind schedule.  I have two with me now.  So that should be good.





Monday, October 25, 2010

D&D: Back to Basics

So I have spent a lot of time (and money it seems) on "Basic" D&D recently.  I now have every version of "Basic D&D" that has ever been made.  That's a lot of rules for characters 1st-3rd level.


and


I REALLY should be doing something with these rules.

I started out with Holmes Basic, moved to Moldvay/Cook and then AD&D.  I never played Mentzer Basic (or any of the BECMI rules) though I now have that boxed set as well and the Rule Cyclopedia.

And this doesn't even scratch the surface of the Retro-Clones.




Of course my kids and I want to play 4e.  I am in a Pathfinder game, I am running a 3.x game, I played the hell out of 1st and 2nd Ed.  It is getting (or has gotten) insane.

So to help me figure this out I am bouncing some ideas here.

My friend Jason Vey has pointed out (and rightly so) that in 4E the characters already start out as heroes.  There is no growth from a normal, mundane person to powerful hero;  ie like Luke Skywalker, Harry Potter or Bilbo Baggins.  This is an important observation.  There is a powerful archetype at work here. So powerful in fact it has it's own name, The Hero with a Thousand Faces.
Look over the builds I have done for some classic D&D icons ([1][2][3][4]) despite my attempts to "normalize" these characters there is one glaring truth.  For low level characters they are awfully powerful.

Compare that all to this post. http://bxblackrazor.blogspot.com/2010/10/explaining-d6-damage_21.html
JB makes a good point in here that Normal people are supposed to be weaker.  In Basic D&D a normal person has 1-4 hp (as do Magic-Users) so any weapon that does 1d6 has a pretty good chance of killing them outright, and there is still as chance it will kill any demi-human, cleric or thief too.

Now it depends on what I want my game to "be".  Is this a tale of normal people that become heroes?  Or potential heroes that rise up to a greater challenge?  There is a lot to be said about that farm kid learning to be a hero.  But also the biggest gripe I have about playing those early days of D&D is that characters are often too damn weak.

Take the Wizard/Magic-User for example.  Here we have someone that supposedly has been to magic school.  They have learned spell theory, occult knowledge, and all they know is one spell?
Really?  We don't make archers take just one arrow, so why do this?  Plus outside of XP bonuses the Prime Requisites has little meaning in day to day play in Basic.  AD&D improves this a bit.

So I had this idea.

I am going to figure out the make up of the party.  I am letting my players play two characters each, with the caveat that these two have some past history.

Then I was going to run these characters through one of the D&D Basic sets to build up their powers to what you see in D&D4.  So run them levels 1 through 3 and then move on.

So far my oldest son wants to play a Dragonborn Paladin and a Dragonborn Sorcerer and they are brothers.  My youngest wants to play a ranger and a bard, both are 1/2 elf.  Ok.  Problems already.  These classes or races are not even covered in the D&D basic rules.
I suppose I could go very simple and basically use "Dwarf" as a dragonborn and elf as a half-elf; tweaking as needed.

The idea has some appeal to me, but I am not just the only one playing here.

My kids, whose game this is for, could care less about Basic D&D or anything else Old School.  They like and want to play D&D4.

So despite a lot of good games now in my possession, and a lot of good ideas  I am sticking with the new game.  I'll go with the philosophy that while some heroes are made, others are born to greatness and their challenges need to match up to them.  Plus, just because someone has a lot of "kewl powerz" doesn't mean they know what to do with them.
Maybe I'll pull some "Basic" ideas out every so often.

Or maybe I'll just get a separate Basic D&D game going.

Ailuromancy: Metaphysics of the Bast for WitchCraft

What is Halloween without witches and black cats?  How about cats that are witches?


Ailuromancy: Metaphysics of the Bast

Similar to invocations, Ailuromancy is the metaphysical philosophy of the Bast. They have remained undiscovered because the Bast do not write down their formulae or teachings, nor do they share these with humans except under the rarest of circumstances. These can only be learned from master to student and are almost all exclusive to the Bast.

Casting Ailuromancy is the same as an invocation. Bast can gather in groups for group castings, they can use places and times of power, use rituals to tap ambient essence and are subject to crowd effects.
Where humans typically need hands free or be able to speak, the Bast must be able to see or otherwise sense what is around them. For example to Steal Breath, the Bast must be able to see the creature they are stealing from. They must also have their tails free. In some Ailuromancy intricate tail movements replace human hand gestures.

Number 9
For Bast nine, not seven, is the more potent magical number. So Bast covens and group castings are some multiple of nine, or at least three. Three groups of three is a very powerful magical grouping. Treat nine Bast as seven in castings. Seven is still powerful, but not as much as it is to humans.

Group Magic Essence Table: Bast
Size of Group Increased Essence
3 54
5 50
6 81
7 70
9 135
11 110
13 132

If Bast are in a group of humans then the standard rules apply. These are only for Bast casting Ailuromancy.

Names
Very important to Ailuromancy are the names (plural) of the Bast using it. While not related to Ailuromancy itself (other than both being unique to the Bast), the importance of names is in the casting.
All Bast have three names. First is his human or common name, the one that he usually goes by and will answer to from anyone. There is his Bast name, the name he is given by his family or ancestors. Even Bast born and removed from their family at a very young age will still always know his Bast name. These names are often unique since they include a personal identifier and a family name. They can be one used in by another Bast in the same family, but the other family member must have died years ago before that name can be used again.
Lastly, and most important to the topic at hand, is his magical name, his very personal name that he shares with no one. Each name is unique and is passed down throughout the Basts multiple lives. The Bast must sit in deep, deep concentration in order to retrieve his own name. Once this is done then the Bast may use Ailuromancy.

The Essence imprints of Ailuromancy have a particular smell to Bast. Humans must always pass a Difficult Perception test in order to detect it, even if they have experienced it before. While they never share this information with others, the Essence pattern is like a signature of their one true personal name.

The Invocations
Ailuromancy has three basic powers.

Spiritual
The spiritual ailuromancy are ones that effects spirits or essence patterns. Unlike humans, Bast have spirits and not souls. This gives them a different outlook on how essence is used and manipulated.

Bad Luck
2 Essence Points per -1 penalty given (up to -5 max)
One of the most classic ailuromancies used. The Bast must actually cross the path of the victim to impose a -1 penalty to any one task or test per 2 Essence points spent. Gifted can easily notice this sort of ailuromancy, given its similarity to Good Luck. So only a simple Perception task is required. Many Bast are unwilling to use this for that very reason; it instantly brings attention to themselves.

Whisker Bane
Same as Warding WC p. 224

Caterwaul
2 Essence Points
The Bast lets out a discordant wail that can cause irritation or damage depending on their mood.
At level 1 the Caterwaul is merely annoying. It causes no damage.
At level 2-3 the Caterwaul cause d4(2) points per level of LP damage to any that can hear it.
At levels 4-5 the Caterwaul can do d6(3) points per level of LP and causes a Fear reaction to anyone that fails a Willpower (doubled) roll.

Steal Breath
5 Essence Points
A Bast can come close to a person a literally steal their life force away. By inhaling the victims breath (and thus being in close proximity to do so) and spending five (5) Essence points the Bast causes the victims life foce to leave their body for the duration of the breath. This inflicts D6(3) Life Points of damage (undead are not affected) and D6(3) Essence and Endurance loss. The victim also needs to make a Constitution check (doubled) or be rendered unconscious for the next 1 to 4 turns. Sleeping victims do not wake up till this is over.
The Bast must be close enough to be able to steal the victims breath so this is most often done while the victim is prone or asleep.
The Essence stolen is actually lost. Bast can only perform this three times per victim or they themselves also begin to lose life points and essence equal to what is stolen.

Favor of Ra
Same as Essence Shield

Physical (effects the body)
The physical powers maybe purchased in levels where every level usually confers extra time or amount the power may be used. For example a Bast with Monkey Hands level 5 can use the power for 5 minutes for each Essence point spent.

Monkey Hands
1 Essence Point per minute per level
This invocation allows the Bast to manipulate objects while in Bast form that normally would be restricted to humans. Their dexterity does not change as this is a mild and directed form of Telekinesis.

Got Your Tongue
1 Essence Point per minute per level
The Bast can speak like a human while in cat form. This is useful on occasions where telepathic conversation is not desired or possible. In order to this the Bast must borrow a voice. They target a nearby human and use their voice. Once the initial contact is made (the Bast must be able to see the human) then the human can not speak for a matter of seconds. The voice the Bast uses is not exactly like the humans voice, it is often higher pitched and cannot be used to fool friends or voice recognition software.

Lick Wounds (Pashts Cure)
10 Essence Point per 10 LP per level healed
Similar to the Healing invocations the Bast can lick a wound to heal life point damage or remove poisons and toxins (at levels greater than 3), or cure disease (at levels greater than 5). The Bast must state what sort of cure it is performing, damage, removing poisons or curing disease.

Claws of Sekhmet
1 Essence Point per combat turn
The Bast invokes the name of Ras protector Sekhmet to lengthen and strengthen their own claws. Damage then becomes d6(3) x Strength+1 LP of damage.

Cait Sidhe
5 Essence Points per 5 minutes per level
The Bast can increase in size to about the size of a mountain lion. Strength and Constitution increase by 2 each, with Dexterity decreasing by 1. One level of Hard to kill is also added. Life Points are increased accordingly.
A Bast with Cait Sidhe at level 4 can spend 5 Essence points to remain this size for upto 20 minutes. The Bast may switch back at any time but to use this power again will cost another 5 Essence points.

Travel/Time
Cats and Bast are not bound by the same laws of time and space. They are believed to be able to enter dreams, travel to far away planets or simply be right underfoot when it is most inconvenient for them to do so.

Level 1: Disappear / Reappear
1 Essence Point
By spending a single point of Essence a Bast can seemingly disappear or reappear in any spot within eyesight. This is most often used for short hops of less than 10 feet. To use this Ailuromancy the bast must concentrate on the spot they are traveling too. This makes ill-suited for combat applications since the Bast would spend their attack moving; it is useful to avoid being hit.

Level 2: Return
3 Essence Points
This power allows the Bast to return to any spot she once visited. The spot is marked by the Bast in their minds. The travel to this spot can mundane or magical, but regardless of the spot, the time past, or reincarnation, the Bast can return to it.

Level 3: Moonjump
7 Essence points per 10 yards
The relationship between cats and the moon is a long standing one. With this power the Bast can move great physical distances during the light of the moon. Typically it can used from moving from roof top to roof top, or cross great physical distances. A Bast could also use this power to prevent damage from a great fall by simply moonjumping to a lower point in the fall. For example, someone pushes poor Mojo off of a 95 ft. tower. By spending 15 Essence points he moonjumps 90 ft (30 yards) and only falls 5 ft, something any Bast can survive.

Level 4: Dream Dance
14 Essence Points for 10 minutes
Bast are natural, but untrained Dreamers. Bu means of this Ailuromancy and 10 Essence points the Bast may enter the Dreamscape of a sleeper. The Bast can read the dream (understanding requires a Intelligence doubled roll) or very subtly influence it (Willpower doubled roll to plant a small, 10 words or less, suggestion). The Bast can attack other creatures sharing the Dreamscape (Mara, Vampires using Nightmare) but can not harm the dreamer himself.
(See WitchCraft: Book of Hod, Mindream)

Level 5: Greymalkin
21 Essence Points
The Bast can move from one place of Power to any Place power by walking through them as if they were a gate. Unlike Return, the Bast need not have been to their destination before, simply knows that it exists. To the Bast, different places of Power exist in addition to ones known. Nearly any Bast coven is built on a place of power, or as near as they can be. Most cities have a place or two hiding away.