Thursday, April 14, 2011

L is for Little Fears

Fairy Tales don't teach children that monsters are real, all children know that. 
Fairy tales teach children that monsters can be defeated.

Not exactly the quote from G. K. Chesterton, but close enough for today's letter.


Little Fears has the distinction of being one of only five games my FLGS will not carry.  I didn't press them why or ask to order it (they said they would order it for me, they just don't stock it), they are my FLGS for a reason and I have many other means of getting the books I need.
I had the original edition from some time ago and picked up the nightmare edition, promising the author Jason Blair I'd have a review up.  I still don't.  But I hope to fix that now.

LF is a game of Childhood Horrors.  Simple enough.  As a father I have been up many nights sleepily fighting one bogeyman or another.  Thankfully most bogeymen are terrified of my "huh? go back to sleep" speech cause I have never seen them.  But maybe once apon a time I did.  I am reminded of a Charmed episode where a little girl was being attack by little bogey like creatures and the Charmed Ones, being adults, could not see them.  They had to cast a spell to be more childlike (with accompanied wackiness) to see the threat.  That was the hook I was going to use to get my group to play LF one day.  Turn their characters into kids and to keep them off guard I was going to take their Unisystem sheets and give them Little Fears sheets instead and then not tell them all the rules.  The Little Fears book makes a big issue about kids living in an adult world and not knowing or understanding the rules.  Frankly I thought it was brilliant, but it never happened.

Little Fears plays like that.  Only more so.  Monsters are defined by the character's fear but also by their belief.  In some ways playing LF with adults is a bit like playing D&D with really young kids.  They want to be the player AND the DM.  In LF the characters and players can change the nature of the game in overt or subtle ways.

The rules are very simple really.  The system is a d6 dicepool based on abilities or qualities.  Monsters are built similar to characters though are tougher generally speaking.  The damage system reminds me of Mutants and Masterminds a bit and is also pretty simple.   Emphasis though in this game is not how many monster you can kill, but how well you role-play the monster you nearly escaped from and lived to tell your friends about (because they have seen the same monster, but have been too afraid to tell you).  Little Fears is one of the most role-play heavy games I have read in a very long time.  If you only like to hit things with pointy metal sticks or throw fireballs, then this might not be your game.  If the idea of playing something that is akin to "Kult Jr." or "C.J. Carella's WitchCraft Babies" then this is the game for you.

There is an over-arching malaise though over Little Fears.  I get depressed reading it I have to admit.  Maybe it is because I am a father and I know how those little kids feel to be afraid and alone and powerless.  I guess the counter argument is they are not powerless or alone really.

Given the mythology of Little Fears, I could easily adapt a couple of my Bogeys to use in the game.

Buttons the Bear
Buttons is either a Monster (but a good one) or a Hand Me Down (p 114).

Buttons the Bear began just like another childhood toy. He was a handmade stuffed bear given to a now forgotten child one Christmas morning in the early 1800's. As his child grew older Buttons (and this was not yet his name) was discarded for newer playthings. That is till he ended up as a donation to an orphanage. By this time Buttons had seen a fair amount of use, in particular his glass eyes were gone. The matron of the house, a young Irish nun sewed two buttons on his face for eyes; one green the other red. She gave him to a small child who had nothing and had never received a Christmas present before. It was there that Buttons felt the first tinges of Awakening, the love of this young child stirred up the spark of divinity that is in everything; even in a stuffed bear with mis-matched buttons for eyes.

An orphanage, especially one in what was now the mid Victorian era, was ripe for all sorts of bogeys. Generally these were the pestering kind, but every so often something more dangerous would prey on the unfortunates. Buttons (as he was now known) went from merely scaring them off to actively hunting them down at night. For many years Buttons protected the children here and in return he knew he had their love.
Things changed shortly after the Blight. Taking advantage of the suffering and death many demons moved into Ireland, one chose to use the orphanage as a staging area. He would hide in wait, corrupting the adults and torturing the children. It was not though till the demon had fully manifested itself and prepared to kill a child did Buttons attack. Though he was no longer a child's stuffed plaything; instead he had manifested into a towering black bear with razor sharp claws and a mouthful of teeth. He attacked the demon full on.

The demon, while still very powerful, was only expecting some starving children, not seven feet, 1,200 pounds of fur, claws, and fangs. Within a few seconds the demon was not only on the defense, but nearly ripped to shreds.

On the demon's home plane a portal opened. The demons there were awaiting their Lord's return to bring them the bounty from the orphanage. Instead the bloodied corpse of their lord was flung through followed by a huge bear with a fire red ruby for one eye and a burning emerald for the other. It let out a deafening roar; a clear warning to the demons. Since that time Buttons has killed no fewer than 17 demon lords and wounded many others. The orphanage suffered no more attacks as long as there was one child holding a tattered old bear with buttons for eyes.

Mrs. Cully Mully and her Pink Dog
Mrs. Cully Mully is one of the Good People (p 111)

No one is really sure who, or what, Mrs. Cully Mully is. Was she a human witch that became more imaginary over time. Or an imaginary friend that became more like a real human? No one knows for sure. Mrs. Cully Mully appears to be a woman in her 70's wearing a pinkish frock coat, horned rimmed glasses, and carring a small handbag purse.

She is known to walk the areas between Dream and Reality, between this world and the next one, and between childhood and the end of innocence. Always between worlds, but never in any one world properly. She will say thing to make you believe she was once human, like "when I taught kindergarten…" and things to make you think she is imaginary, or at least question her sanity; "…of course the sky was pink then and we had three moons."

She walks the "in betweens" helping those who are lost, or of need information. In her bag she almost anything the Cast could need, almost. She has no (and no use for) weapons. If the Cast is hungry then she might have their second-favorite sandwich (she is always out of their first favorite) or some magical bauble that may not seem to be useful now but will be priceless later on. She will of course claim she is just walking her dog.

Her dog, who is completely pink, will bark constantly in it's small yippish barks. It is only when it stops barking is there reason to fear. That usually means bogeys, spirits or demons are near.

She will try to hastily retreat, pulling the Cast in-tow. If she has to fight then her true nature (or is it?) is revealed. She has never been known to get into a fight, but in one case an occult scholar (who has since retired to working on a small farm) was lost in the in-betweens when he encountered Mrs. Cully Mully. He described her as pleasant, if seemingly addled. She agreed to walk the man home, since it was "on her way" when the object of the scholar's search appeared, the Great Demon Abraxas (so he claimed). Abraxas demanded the scholar's soul and threatened to kill everyone else. Mrs. Cully Mully, he then claimed, walked right up to the demon lord and called him by his true name (also, so the scholar claims) and proceeded to scold him like a schoolboy. She was stern, but never once raised her voice. The demon, angered beyond rage, roared and disappeared in a pillar of flame. She took the man's hand and told him that were taking a short cut, walked two or three steps and were in front of the man's home. She told him to give up this life, get a real job and find himself a nice quiet girl to marry.

Some say she is a good natured aspect of the Crone, Goddess of the Witches. Others say she is really the Goddess Ceriweden. And still others say she is a retired kindergarten teacher out walking her dog.

She does not engage in combat. She does have a handbag and small pink, yippy dog.


Using Little Fears
Little Fears works fine on it's own and you can do a lot with it.  But for me there are other great advantages to using this game.

1. Character Building Device
Want to know more about your character's history?  Then stat them in LF and maybe even run a session or two with them as young kids.   Imagine a supers game where you play Bruce at age 9. He is not the Batman yet, he doesn't even know that is coming, he is just Bruce a scared, lost and hurting little boy and these are the moments that define him and make the Batman.  This type of episode I call the Crucible Episodes, where the impurities of their character are burned off leaving only the hero you know will be.

2. The "Special Episode"
In my long running Willow and Tara game I was going to have a Season 3 that had an episode called "Hell is for Children" were the cast had to go into the Closetland of LF to find a monster preying on magical children.  To do this they needed to become kids themselves.

I think it behooves anyone playing any modern supernatural game to give Little Fears a shot using 6-12 year old versions of your characters.  It would be a fantastic experience.

Plus like I said, I want to run a Buffy/Little Fears crossover episode one day based on this image alone.



Little Fears might also be one of the most effective horror games I have ever played.  Chill, Kult, WoD, CoC, WitchCraft are all great and I love them all, but Little Fears is different and the power structure between what you can do and what you need to do is such that it is a scary, scary game.

Buy it. Play it. And even if you don't like it you will never look a butterflies the same way again.

Wednesday, April 13, 2011

K is for Kittenboard

Back in the day I spent a lot of time on Discussion Boards.  Lots and lots of time.  The board though arguably I spent the most time on was The Kitten Board.

The Kitten Board, also known as "The Kitten" is short for "The Kitten, The Two Witches, and  The Bad Wardrobe".  As can be gleaned from the name, it is a board dedicated to Willow and Tara.  Members are also known as Kittens.




The Kitten was my place to go back in the early part of the 2000s.  I had started my WitchCraft based Willow and Tara game back in 2001 and was told I really need to visit "the Kitten" since it was the place for Willow and  Tara fans.  I did and was hooked.  It was through the Kitten that I met all sorts of great people.  All of the authors and players in my Willow & Tara games "The Dragon and the Phoenix" and "Season of the Witch" as well as meeting Christopher Golden and Amber Benson.

Back in 2001 I lost my dot com job like so many others so I was at home for a while looking for a new job.  I was laid off on Sept. 10, 2001.  So I was at home on Sept 11, 2001 and watched the whole World Trade Center on TV.  I worked back and forth between the Kitten and the TV to see what was going on.  That was the start of my time there.

Of course we were the first to also learn that Tara was going to be killed.  It was my rather vocal opposition to this on the Kitten that got me the attention of several of the shows writers.  While some were pissed at us, I also had others that secretly agreed with me and were sending my copies of the scripts as soon as he could.

We ran a charity event and raised over $8,000.00 to support the Trevor Project.  That was at the time (and I think of all time) that any "Buffy" based board had ever raised for charity.  Recently Amber Benson herself donated to the Trevor Project with the help of the Kitten Board.

One thing the Kitten is most remembered for is of course the "Dead/Evil Lesbian Cliché FAQ".   IF you have not read it, then please do.  While Whedon/Mutant Enemy may not have set out to tell a clichéd, ultimately they did exactly that. Intentions are good for the Road to Hell.  Before you start quoting Season 7 or the godawful comic keep in mind when this was written and that all those later things happened after Whedon and co had to answer the question of why Tara had to die a 1000 times and are still be asked about today. they were wrong and now ten years later I see more people saying "the Kittens were right".

10 years later the Kitten is still going when many of the other boards that were around at the same time are distant memories.

I don't get into boards much anymore.  I hated the fighting between them that made the Edition Wars look like two first graders pushing each other on the play ground.  I hated some of the cliqueness of it all.   I still have close to 5000 posts there, which is not a lot given that it is 10 years old, but a lot if you consider I did most of those in the first 3 years.

I know one thing though, I'll always have a home at the Kitten.

Tuesday, April 12, 2011

Justice is Blind, Issue 4: Icons

Yesterday I talked about Icons.  Today I want to see how my paragon, Justice would fare.

I have detailed Justice in previous posts.  Her introduction and Mutants and Masterminds 2nd Ed stats, stats for the BASH! RPG and for Mutants and Masterminds 3rd Ed / DC Adventures.  This would be issue #4 of the Justice is Blind comic.  Each issue and each build had a "theme".  Issue 1 of course is her origin story and her current situation, Issue 2 is told in flashbacks with the current tale of her training with the Amazons and her early life.  Issue 3 was more flashbacks though now her training with Bruce.
Issue 4 will be more recent flashbacks, her work with DA Barbara Gordon and her getting into Law School.  I should suppose that here would be the best time to introduce some boy friend for her, but allude that ended really badly, possibly refrigerator badly.
Icons is really about action, so this would be the episode where she gets to conk some heads.

Since one of the things I like most about Icons is the presentation of their character sheets, here is Justice in an Icons style character sheet. Click for larger.



Over all the game reminds me a bit of Bash and M&M. Which should be no surprise.  The one thing we don't have yet is an arch villain for her.   I am going to have to think of something.  Something appropriate to her.  So the archvillain should be someone all about anarchy.  Maybe that is it.  Her nemisis is Anarchy (not Anarky).

Just a thought.

DriveThru April Codes

It's a new month, and once again DriveThruRPG has provided codes for my loyal readers.

This month’s code is DTRPGAprilPodBlog2011 and you can use it to get 20% these PDFs
AND there is a special code to get all these products for FREE.  

To get that code here is what I need:

In the comments section please post an adventure idea that uses elements from all these games.
Please include your contact in the post (such as email if it is not on your profile) so I can email you the code.

Have fun!!



J is for Jabberwock

Jabberwocky for Ghosts of Albion.

Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jub Jub bird
And shun the frumious bandersnatch!

The Jabberwock might be a type of dragon, a creature of faerie or even a demon of some sort.  Two things are know for sure.  The seemingly non-sense poem, Jabberwocky by Lewis Caroll is a clever bit of occult poetry in disguise, designed to keep the Jaberwock away from Albion's shores.
The second thing that is known is that the Jabberwock elsewhere is a very real threat.

There are very, very few occult texts on the Jabberwock, and the ones that do mention it refer to it simplly as a type of dragon.  The Jabberwock though is no mere dragon but a force of pure chaos; a creature of insanity made whole.  There is debate on whether or not Caroll actually encountered the Jabberwock himself, but if he did it would have been before his 1872 poem "Jaberwocky", and even possibly before 1855.

The Jabberwock is a terrible foe.  Difficult to hit and even harder to kill. It can reattach limbs that have been severed by common weapons, and even magic is deflected away from it.  It is usually found only in the tulgey wood where it can be heard "burbling" by the Tumtum trees.


Name: Jabberwock
Motivation: To cause chaos
Creature Type: Unknown
Attributes: Str 14, Dex 6, Con 9, Int 3, Per 6, Will 3
Ability Scores: Muscle 34, Combat 24, Brains 12
Life Points: 220
Drama Points: 2
Special Abilities: Armour Value 8, Attractiveness –6, Breathe Fire, Flash, Flight, half damage from Bash attacks, Increased Life Points, Innate Magic, Resilience, Unique Kill (Decapitation, Vorpal Sword).

Manoeuvres
Name              Score   Damage           Notes
Bite                 22        47                    Slash/stab
Claw               24        34                    Slash/stab
Eyes of Flame 24         10+SLx3         Fire damage 
Deflect            15                           Magic defence action; deflects spells 45º


The Jabberwock can send fire from it's eyes..  All bu the greatest magics will bounce off the Jabberwock.

Reducing it to 0 or fewer Life Points only slows down the might Jabberwock as it will begin to regenerate itself.  The Jabberwock can not regenerate lost LP during combat, but once it is dead it will regnerate at the rate of 9 LP per hour.  The only way to kill a Jabberwock is to cut off it's head with a Vorpal Sword.

The Vorpal Sword
All is known about a vorpal sword is that it is the finest weapon of the land and that even in the hands of a novice it can lead them to victory over a great opponent.  What is most well know about the vorpal sword is that on a perfect strike, it will sever the head from an opponent in one swoop.
There are many theories about the vorpal sword including ascertaining if there is more than one or if it is an unique weapon.   Rumors also include that it is the Word of Law, forged into a weapon. It would make it oddly appropriate then that the only thing that can kill a chaotic creature like this, is the Word of Law forged into a sword.
The vorpal sword adds +2 to die rolls for sword combat and is deadly sharp.  Damage is Strx6 and must be wielded in both hands. Decapitation damage for it is x6 regular damage.

Though if the true Jabberwock is unkown, the other creatures are a complete mystery; The Frumious Bandersnatch, believed to be some large pack animal, and the Jub Jub Bird.

Monday, April 11, 2011

My First Award!

Back when the Other Side was just my website and not a blog I used to love getting awards.  Well I finally got one for this site as a blog!

Deirdra Eden-Coppel of "A Storybook World" sent me her award!


Go over to her site and check it out.  I had been to her site before, so I knew of her and her award.  Her site is cute and quirky and I like that.  I am going to have to check out her books sometimes as well.

So here is my very first blog award and I display proudly.

Besides, I can't say no to a woman in cute faerie wings no matter how hard I try.  It's a personal failing I know.

I is for Icons


ICONS

I enjoy Supers games. I don't get to play them as often as I would like, but I enjoy them all the same.  I had been playing M&M 2ed and just picked up BASH! so I was hesitant to also get Icons.  But Icons comes with a pretty good pedigree.  First it is written by Steven Kenson, who gave us Mutants and Masterminds and also worked on Silver Age Sentinels.  Steve obviously knows his supers.  It has Gareth-Michael Skarka of Adamant Entertainment and one of the minds behind "Hong Kong Action Theater". Walt Ciechanowski has a ton of game systems under his belt too including M&M, True20 and Victoriana (1st ed). And Morgan Davie, whom I'll admit I am not as familiar with.  But he is one of the guys that wrote Icons, so that makes him good in my book.

Comics are a visual medium.  Full of art and color and eye catching action.  Icons is the same.  It is a really good looking book, especially one that has such a "retro" or even "indie" feel to it.  It lives somewhere between the free flowing cartoon fun of Cartoon Action Hour and the slick, high production values of Mutants and Masterminds.  All three of these games are fantastic and their style really tells us a lot about what they are about.  Icons is a comic book game that is close to a Saturday Morning Super Heroes cartoon.  The art, which some people have disliked, I think sets the perfect mood for this book.  It is simple art, but it is good art and has a earnestness about that I like.  That is also true for the rules.

Icons, as you may or may not have heard, is powered by FATE. Though the typical FATE/Fudge trappings of naming the power levels is gone in favor of numbers (sort of a step backwards from the FATE perspective, but fine for me). There is the option for named levels too, and I think it would fit the style of comic book action, but I myself prefer numbers. The scale is pretty simple, 1 to 10, with 3 an average.  So very similar already to a lot of games I play.

The rules themselves are really simple.  It is a modification of the dF system.  Use 2d6 with one as positive and one as negative, roll and add, apply mods.  Easy.  You can be up and running in less time than it takes to say "Meanwhile back at the Hall of Justice..."

Hero creation is unique for a modern game, it is random.  Not that you couldn't do it as a "point buy" system, but the randomness is what I think sets it away from BASH which can fill similar needs.

I feel I must at this point call out the Character Sheet.  Long ago I was a reader of Marvel and I  loved their "Whos Who" of the Marvel universe where they would have bar charts to rank their heroes on various attributes.  It was almost very game-like and I loved them.  Icons does something similar and it really gives their characters a different feel.

I would be lying if I didn't see bits of pieces of Silver Age Sentinels or Mutants and Masterminds peeking out every so often.  That is fine with me.  That familiarity is a good thing in my mind.

Icons is not really the game I would use if I were going to run a multi-year, multi-arc long game; that's what Mutants and Masterminds is for.  But if I needed to run a supers game on a rainy afternoon or a convention or just something to have some fun with, then Icons is a great choice.

I also picked up The Mastermind Affair and it is a great little adventure that gives you the feel on how to run an Icons game.

Sunday, April 10, 2011

Lantern Corp: Confidence

So my boys have been getting into Green Lantern a lot lately and have enjoyed all the new Lantern Corps in the whole emotional spectrum deal from "Blackest Night".

So I got them some rings, a green for my youngest and a blue for my oldest, their favorite colors.  Today my oldest decided that he needed a new one; Aquamarine.   Here is his logic:

"Aquamarine rings are for Green Lanterns that are exceptional. They are the best so they get a Blue Ring, but it becomes like Turquoise or Aquamarine.  Their power comes from Confidence."

So he drew a picture (then we later did it up in Photoshop) and he wrote their oath.


Here is the oath according to Liam:

In wounded day, in Bleeding night
Confidence shall rise
To the sight of Aquamarine Light!

If we come up with an Aquamarine Lantern character we will stat him up in M&M3/DCA for you all to see.

H is also for Hobbit and Halfling


I don't pretend to be particularly original with everything I do in my games for fun.  I produce a ton of original material all the time, but sometimes I like to let others do the heavy lifting.  In this case I like it when a 119 year old English professor does the lifting for me.

1980 was a good year.  I had been introduced to D&D the year before and got my copy of the Basic set and I discovered the world of The Hobbit.  Sure I had seen the cartoon movie on TV and remembered it, but this was the year I read the book.  From that point on I have made it a priority to re-read the Hobbit and the Lord of the Rings at least every three or so years.  Frankly nothing else in the literary world even remotely comes close in my mind.

So then it should be no surprise that my D&D worlds have halflings, and lots of them.
I pretty much use Prof. Tolkien's guide with my halflings too.  Short, stocky, prone to laziness or at least not having the desire to go anywhere, much less on adventures (make you late for dinner!).

I think it was this picture by Jeff Dee that made me look at halflings as a good character race.

I always figured this was the local halfling sheriff and he didn't trust "big ones" like this guy. And how cute is that halfling girl?

My first halfling was a easy going guy named Perrin. Perrin though liked human women. He was an odd one. My games steadily got more and more dangerous that a guy like Perrin would have easily gotten killed. He retired and lives in a folder in my basement. I kinda hope he retired, bought a nice little cottage in the country and married a Valkyrie Warrior Maid, 6 foot tall and cleavage you could ski off of.

In my world I have a lot of halfling sub-races.  I do stick with the common ones.
- Hairfoots (D&D) or Harfoots (Tolkien) are the most common types.  These are your classical hobbits with hairy feet, slightly pointed ears and a tendency to be home-bodys.  These halflings get along well with dwarves.  These are the stereotypical hobbits.
- Stouts or Stoors are a touch shorter and tend to be more adventurous.  They get along well with humans and while not as numerous as the Harfoots tend to be the ones most humans see.  Their ears are more pointed.
- Tallfellows or Fallohides are a taller breed than the Harfoots, though no where near as numerous.  They have more pointed ears and are commonly found in the same areas as elves.    There is even speculation that the Fallohides have elf blood in their lineage.
- Lightfoots are the halflings that became popular with the advent of D&D3. Roughly the same size as Harfoots, the Lightfoots are notable for their desire to travel more and wear shoes.  The hair on their feet is sparse to nearly non-exsistent.
- Docrae a race of "cursed" halflings from the Blackmoor setting.  I have them closer in nature to the nomadic Native American tribes of the north.  A sad, stoic but hearty race.  I use some information on the Strongheart halflings from the Forgotten Realms here as well.
- Kender, the race of Kender of the hidden island nation of Ansalon believe they were created from gnomes. This is only half true. Kender are a magical, but now true, crossbreed of Gnome and Halfling.  There is even some speculation that Lightfoots are halflings that have bredd back with Kender as the two races have a number of similarities.

Halfling witches are known as Herb Women.

Halfling witches see themselves as the hands of their Mother Goddess. Allow the clerics to be Her eyes and voice; the halfling witch has work to do! This does cause some friction between the two set’s worshippers, but rarely among the populace. Halfling witches are most like their human cousins. More females pick up witchcraft, which they just call “the Craft,” than do males, but there has not been the history of persecution among the halfling witches as with the humans.

Halfling witches tend to be open and honest not only about their Craft, but many of their other opinions as well. While this makes them appear to be crass at times, it has also given rise to a popular saying among halfling youth, “If you want an Answer, ask a cleric. If you want the Truth, ask a witch!”.
Adventuring halflings are known to be full of wanderlust and a desire to see the world. Non-adventuring ones prefer the simple comforts of home, hearth and family. The halfling witch then is the self styled guardian of both halves of the halfling heart. The halfling witch is rarely an adventurer, but has been know to have accompanied adventurers in the past.

Halfling Herb Women fill many roles in the halfling community. First she is a center of wisdom and understanding folkways. In some respects she acts as an informal teacher outside of the halfling home. She is a healer, often a seller of herbs, remedies and minor magic. She may perform marriages (handfastings) and most importantly she is also the community’s mid-wife. Few, except the most knowledgeable clerics can match her wisdom in the ways of bringing the young into the world.

As mentioned previously, halfling witches are very similar to human ones, except there is no history of prosecution for the Herb Women, so nearly all Herb Women display the sign of their trade openly for all to see–a broom propped outside of their door. Each morning the herb woman will rise and sweep her back stoop or porch to signify that she is open. She will then place the broom outside of the door and leave the door open. This is a welcome invitation for the community who may stop by to buy her wares or even to gossip. It is believed that if the broom falls as someone walks in then that person is either special or under a curse. Since the herb woman’s shop is often her kitchen she can very well be fixing dinner all day while chatting with customers. When the witch closes her store she places the broom across the door as a lock. The ritual tool for the halfling witch is of course the Besom, or witch’s broom.

Herb women get along very well with most human witches of all sorts, Elven Kuruni and of course Gnomish Good Walkers. They are typically any non-evil alignment, but individuals have their own choices.

Saturday, April 9, 2011

Reviews at DriveThru

Working on cleaning up some of my "to be reviewed" files on my flash drive.

Trollops Of Destiny
At $1.19 I was not expecting a lot. I did get a book of 7 NPCs that I could use in any fantasy/historical style game. With a bit of work I could use them in almost any game, so the utility seems to be pretty high. But the issue I have this (one of them anyway) is there is not really enough information here. There are background sketches and motivations. There is an idea of how each character compares to the commoners of the time (intelligence, skills, wealth) and presented in a way to aid conversions into any system. There are also some adventure hooks and use ideas.

But there are some issues I have with it. First the art, that is there, is not really related to the text. Some art of the women in question would be nice. And "Trollops". Really? Why not just women or Femme Fatales but Trollops? And I am not sure what the whole "Destiny" thing is about. I know these are supposed to be archetypes, but they are very close to being stereotypes.

At the end of the day, it's nine pages for under a buck and a quarter. I would have rather paid more and gotten more I think.
3 out of 5 stars

Dudes of Legend (Full Version)
Be Epic.

Semi-serious, but very much tongue-in-cheek, this started out as an joke that people really loved. Is it irony to use it seriously in a game or self-referential humor? Sometime to break through the cliche is to embrace it.

It is the source book on how we wish the guys at White Wolf really were.

Every White Wolf player cliche of the 90s and on is here, and not just presented, but embraced and loving brought to us as if it were the only True Way to play. What is so funny here is that the stats for everything seem rock solid. They really put some care and attention to this.

White Wolf's April Fools jokes are usually pretty good and this one is no exception.

Grab your katana, trenchcoat and this book and be the Epic Awesome Legend you are.
5 out of 5 Stars

Player Races: Dragon Men
Misfit Studios gives us another fantasy race for Savage Worlds. This time we have Dragonmen, humanoid dragons. The document is not large, but does exactly what it needs to do. Description of the race, point values as a race and ways to use them in your game.

Good product for the price.
5 out of 5 Stars

Forgotten Foes Clip Art 1
Forgotten Foes Clip Art 3
Forgotten Foes Clip Art 4
12-14 excellent pieces of art to use as monster or character art or use in your own products with included license. All are black and white, but have a feel about them like you are reading a high-end bestiary. What would be nice if someone came up with stats for these for their own games. These are more inline with the classic monster books of the 1980s. The quality is great and the monsters/characters are good fantasy fare.
Includes a PDF for easy viewing.
4 to 5 out of 5 Stars

The Northland Saga Part 1 - Veangeance of the Long Serpent, Swords and Wizardry Edition
The Northland Saga Part 1 - Veangeance of the Long Serpent, Pathfinder Edition
I picked this up because I am playing in a Pathfinder game called "The Northlands Group" (unrelated). I am glad I did since this is a very interesting little adventure for low-mid level characters. Combining different cultures (Eskimo, Viking/Norse and others) and working on the "Lot's of planets have a north" theory, this adventure can be easily dropped into any campaign world. Brought to us by Frog God Games, which is what was Necromancer Games, it has the same high quality layout and writing you would expect from Necromancer.

This adventure comes in both Pathfinder and Swords & Wizardry versions, but I did not see any loss of fidelity from one version or the other, just the mechanics have changed. The Pathfinder version is longer by 4 pages, but that is entirely due to stat blocks. It would be interesting to me anyway to hear how the playtests for the different versions went. Is there that much of a difference in playability. In any case this adventure is a very good example of how the game design can change in 3+ decades, but game play is still what matters.

Designed as part of Frog Gods new Northlands campaign setting it shows a lot of promise and certainly will be something I am going to want to pick up and use.
5 out of 5 Stars

Undefeatable: The Collected Feats Sourcebook (PFRPG)
The collected volumes of Undefeatable for d20/Pathfinder. 90+ pages of feats for all sorts of characters and situations.
A good resource to have. Nothing jumped out at me as particularly broken or munchkin, and I read many feats that were of the very useful sort. Some do seem to blur the line a bit between 3.x feat and 4e powers, but that is not a big deal to me.
4 out of 5 Stars

[PFRPG] Moon's Folly
I love little towns with a lot of mystery. I love weird, freaky cults and weird, freaky goings on. And I love material that I can use in any setting, especially my own.
So I snatched up Moon's Folly in a hurry.
So take a town, plant it near a pre-historic megalithic structure. Fill it full of humans, elves, fey and lycanthropes and all peacefully worshiping the Moon Goddess, add your PCs and I am sure something is going to happen. But in case you are at a loss for ideas, there are plenty in this book. Did I mention that there some lumberers wanting to cut down the forest for profit? Yeah they are there too.

Reminds me a bit of the Village of Hommlet, if Hommlet was in the Scottish Highlands surrounded by dryads.
There are plenty of other secrets and plenty of NPCs to keep a Game Master occupied.

The one thing it is missing though is some sort of threat the Characters can solve the old-fashioned way, with sense violence. Not a requirement mind you, but players do enjoy a good combat session. The Keep had the Caves of Chaos, Hommlet had the Temple of Elemental Evil and Moon's Folly could do with something similar.

All in all, an enjoyable work and a great starting place for a group of new adventurers.
4 out of 5 Stars

Tobyart 006
Tobyart 007
Tobyart 008
Tobyart 009
Tobyart 010
Good line art to use as a character portrait, stock image or even for your own publications.
The license is included and easy to understand
5 out of 5 Stars

Bill Coffin's Septimus
Bill Coffin's Magnum Opus Septimus is yours for the asking.
Using the D6 system you can now play in this far future setting of a dying empire and a huge Dyson's Sphere.

This book is the ultimate in expression of the D6 system. Everything you need to play for years is here. Like the characters, there is so much to uncover here that it would take a group years to run out of ideas. If you area fan of Dune, Foundation or of the D6 system, then this really is a must have.
4 out of 5 Stars

Arcane Flavor
Need more background for your wizards or a cool place for them visit? Then this is the book for you. Living in a world full of magic should make for some magical lands and people, Arcane Flavor present five such cultures. Easily added to any campaign world. Each city, culture or locale also comes with new powers, spells, feats or rituals that are common to that region (and no where else!)
Cailleath is a fey city like no other. It's people are a strange assortment for any world and getting stranger all the time! It is a magic cosmopolitan filled with wonders not possible anywhere else in the world, or worlds, given it's nature.
The Valok are nomadic peoples with their own stories and songs and these contain power.
The Merry-Bedlam Company stretches this idea even further with a large extended theater family whose original race is no longer clear.
Karxal is a arid nightmare of a land, all the more reason to find arcanists devoted to beauty.
And finally to strike fear into hearts of power mad wizards everywhere are The Ternion.

The product has good layout and everything is very clear to read. The art is also good.

The rules are 4th Edition, but there is enough background here that it would be good for any game.
5 out of 5 Stars

Smallville High School Yearbook
An excellent source book to use with Smallville focused on the what really is the core concept of the show; Clark in High School. As expected the layout and art is top notch, this is a fantastic looking book. I love the whole "Yearbook" motif, very clever.

In you play Smallville, then this is a must have.
If you play any other game based in or around a High School then this is also a great resource to have on hand for character development. I loved the idea of the cliques and think I see a bit of the "Leverage" design philosophy in this game as well. In the end it makes for a much cool game.

Very much worth the download.
5 out of 5 Stars

[PFRPG] The Genius Guide to Fire Magic
Every group has one. I have had several. That wizard that is a complete pyro. It makes sense, fire causes a lot of damage, cleans up dungeons and the preferred weapon against most undead. Now the Super Genius' have given us this useful tome.

Tons of fire magic (including a new one, Steam) and ways to use your fire based spells and spellcasters. I got this one for my sun and his "Fire Wizard" so I am going to be getting a lot of use out of this one.
5 out of 5 Stars

Zatannurday: H is for Hex Girls!



There was a recent episode of "Batman the Brave and the Bold" that featured a cross-over of Batman and Scooby-Doo.  This is the latest incarnation of Scooby, "Scooby-Doo Mystery Incorporated".

Of course this easily reminds me of the old Scooby-Doo movies that featured Batman and Robin in ther "Super Friends" years.  We have that one on DVD (both movies)  and we are looking forward to seeing this new one, "Bat-Mite Presents: Batman's Strangest Cases!".

This got me thinking.  If Batman and Scooby-Doo can have a crossover, why not Zatanna and the Hex Girls!  The set up should not be too hard really.  Both are scheduled to perform at the same town/locale and something weird happens (something weird always happens) and all four would be needed to solve the mystery/case!  It's really not all that far-fetched given the logic of both universes.  Plus Jennifer Hale does the voice of both Thorn and Zatanna so that is not a stretch, obviously I am not the only one to think so.  An on going gag can be that the Hex Girls are bit star struck with Zee and in the end she is the one that asks them to autograph copies of their CDs (That is if Zee is an NPC).

It would be a cool one-shot, or part of an on-going Hex Girls game.
Now the question is, what system to use?

For a one shot or one off adventure like this I would not use Smallville's version of Cortex since I think it works better with a season long plot and Hex Girls games are more "monster of the week".
Mutants and Masterminds 3rd Edition might also be a good choice.  Zatanna is already stated out in the DC Adventures book.

I have done Zatanna and Hex Girls for Witch Girls Adventures and that still feels like the best first choice.

Cartoon Action Hour would also be fun, and the new look for the Hex Girls that I was using for CAH:2 fits well with the Bruce Timm design of Zatanna.

So what would the focus of the adventure be?  Something bigger than a Chupacabra or ghost.  No we would need something worthy of Zatanna.  Maybe Modru.  I never liked that guy, and even though he is more of a Legion of Superheroes bad guy, he has the magic to go up against Zee.  Modru it is.
I think I'll even pull a cliché out of the bag and have Modru turn Zee evil and the Hex Girls (ie the players) have to turn her back to good and then defeat Modru.


And in typical Scooby-Doo/Hex Girls fashion the girls play a song (I am thinking "Magic" by America) at the end, with Zee on stage doing some magic.

Maybe this is the start of a Season 3.

Here are some other Hex Girls posts

Friday, April 8, 2011

Season of the Witch: Episode 13

Episode 13: All Along the Watchtower

May/June, 2005
Heatherfield, WA

No previously on “Willow & Tara: Season of the Witch” we pick up right where we left off.

Willow and Tara are separated by the newly repaired veil. A lot of things happen at once. Tara is screaming for Willow and collapses, but does not pass out. Cordelia and Bob both disappear. The Guardians “power down” and revert to their normal forms.

The members of the Witches’ Committee attempt to use magic to capture Tara, but all discover that they no longer have any magic at all. S.A.V.E. (Nigel, Faith and a couple of field agents) gets in between them with guns (Faith, btw no longer feels like a Slayer). At some point the Daughters of Flame had arrived and are now surrounding Tara to protect her from anyone that might cross their line. It looks like everyone is going to resort to physical fighting. In what would later be called “Tapping a Line” in my games, Tara, the only Mage in the group, screams “Enough” and summons up enough magic to physically move everyone away from her. Think of those anime shows where the hero summons up magic. So lit from the bottom, hair flying wild, glowing eyes.

Tara manages to round up the groups and sets them into figuring out what is going on. I tell her player she can still feel Willow, but it is weak and distant. She can tell that Willow is still alive, but that is it.

With Bob and Cordilia gone I get their players to play Nigel (and Faith, representing S.A.V.E.) and Morgan (representing the Witches’ Committee). I slip them notes with what their ultimate goal is. S.A.V.E. wants to keep the veil closed so there are no more magical threats. Nigel though wants Tara to be with Willow because of his own guilt with Megan and Bob. The Witches Committee wants the veil to be removed since they have the most to gain in a world of magic. Lilith is also there, being represented by Anya. She is an NPC, but Lilith’s interests are maintain the status-quo. But she has plans for either outcomes. The Guardians for the first time in years have nothing to guard. They have no powers and they feel lost.

While meeting and discussing the various merits of all the plans, Tara and company get a visitor. The Lich from Episode 10. Tara meets with him alone, everyone else is too terrified and too surprised to see him still walking around (they had gotten reports that all magical creatures were gone or dead).

On the other side of the veil, Willow is having the opposite problem. She is super powerful, but everything she throws at the veil does nothing to change it. She is joined by Coyote. He mocks her a bit, saying this what the old Willow would have wanted, all this power. Willow tells him if the price for power is Tara then it is not worth it; That she would rather be a normal human, living a normal life as long as she is with Tara. Coyote tells her that maybe she can have both and he wanders off. Willow follows.

Tara and the Lich are meeting in a room, the Daughters begged her to allow a body guard, but Tara didn’t want one. The Lich tells her that they are linked, that she owes him but in the present state of the world there is no way she could pay him back. Tara figures out the other reason they are linked. Everyone else’s magic is gone, but his and hers. He was a Mage too. The Lich says that the only way they can settle their debt, and he indicates his mark on her, is to bring magic back to the world and not just the trickle that leaked through the Veil, all of it. Tara asks him what he wants in return. The Lich is silent.

Willow follows Coyote to the court of the Fae. Both the leaders of the Seelie and Unseelie Courts are there. The Seelie King and Queen treat Willow with an odd amount of respect. The Unseelie Queen is down-right friendly. King Oberon address Willow and says it has been over a hundred years since they last met. Willow is confused. Queen Maeve (the Unseelie Queen) tells her that the King refers to her past life when the Veil was erected by herself and her Anamchara.
The Seelie want the veil to remain closed, and have offered Willow a home on this side of it. The Unseelie want it open, Maeve enjoys humans and will miss the interactions. The court leaves Willow to think about her future, Coyote joins her.

Tara has decided to drop the veil. Living in a world with no magic is one thing, but living in a world with no Willow is another thing all together. Since she and the Lich are the only ones with magic she doesn’t even bother to tell the others.

Willow can feel Tara’s anxiety but does not know what it is about. She decides that living in a world full of magic is meaningless without Tara. She goes back to the Veil. Laughing, Coyote follows her telling her it is time to destroy the world.

At the Veil Tara is followed by the throng, wanting to see what she is going to do. She summons up her magic and tries to bring down the Veil. Nigel asks her to stop, telling her that if she drops the Veil she might not get it back up again.

On the other side Willow feels Tara at the Veil and uses her own magic to lower it. The Seelie Court detects this and are right on her heels trying to stop her. The Unseelie try to stop them.

The Veil is weakening as it does the people with magic on the other side begin to feel the return. The Guardians are first, and they are unsure what to do. The decide to help Tara. The Witches Committee member, Morgan, lends her magic as do the Daughters of the Flame.

On Willow’s side she can feel the flow of magic more and knows Tara is on the other side helping. Maeve is also lending her magic. So total we have five Guardians, three Daughters of the Flame, Morgan, Maeve, Willow and Tara, and the Lich for a total of 13 witches/mages.

The Veil falls.

Willow and Tara are reunited as magic rushes into the “real” world, banality rushes into the magical one.

The Guardians of the Veil are now the Guardians of the Watchtowers, each a mage in her respective element.
Morgan and the Daughters all have their magic levels increased.
Bob and Cordelia are back.
Maeve and the rest of the fae feel weaker in terms of magic, but they mention this is a temporary solution. King Obereon tells Willow and Tara that the pact forged in their past lives is now broken.
Two of the Daughters, Ceriweden and Brigh, offer themselves as their personal protectors as long as they draw breath.
Morgan can be heard on her cell phone talking away about setting up a press conference right away. She is ushered into a car that had just pulled up. She pauses to thank Willow and Tara and tells them they should come to offices, now that they are not trying to kidnap or kill them. They can do lunch.
Nigel and Faith mention they will figure out something to tell S.A.V.E., Faith kisses both girls on the cheeks and tells them not to be strangers anymore.

Tara looks out to see the Lich. It nods to her and she feels her mark burn. The Lich speaks in her mind, “there is still the debt”.

Tara feels ill, then light headed and she passes out.

--

Tara wakes in a hospital room. She is connected to an IV drip and Willow is sitting by her side. Bob is “pacing” the room. As soon as Tara sits up Cordelia orbs in. She tells them all the Elders are “Freaking out” but not as much as the demons. They are all crazy busy, but she felt they knew this was the direction everything was going to go. Now that they don’t have to cover up magic anymore they can concentrate more on fighting evil. Cordy gives Willow and Tara both a hug goodbye. She tells them she can’t be their Whitelighter anymore since they are Mages and she is needed elsewhere. But she will come by to see them when she can.
Cordelia orbs out.

Bob, who has been quiet this whole time says he has to go too. Tara protests, but he tells her that she is grown up and doesn’t need her daddy to help her back on to the horses anymore. He tells her this was how it was always going to be, he was here to help with the Awakening and that is what he did. He tells her he is tired, and he wants to see Megan again. Megan appears (played by Eliza Roberts again) she goes to Tara and hugs and kisses her. She also hugs Willow thanking her for being there and loving her daughter so much. She tells them both how proud she is of them and how exciting the future will be for them. She takes Bob’s hand and as they fade away they fade to their younger versions from the 1980s.

Tara is crying and Willow is holding her.

The doctor comes in, a young Indian man. He apologizes for being so late, saying that the ER has been a nightmare for the last 24 hours. He asks if Willow can leave so he can talk to the patient, Willow protests, but Tara mentions they are legal domestic partners and are married in the tenants of their faiths. That they are spending the rest of their lives together and that anything that she needs to know Willow needs to know too.

The doctor says, “Ok, this should be good news then. Congratulations Ms. Maclay, you are pregnant!”

The final scene is the stunned look on the girls’ faces.

--
Notes: Ok so big things here. Let’s break it all down.

No Big Bads: One of the things I wanted to do here was do a Season/Series/Arc/Campaign with no Big Bads. No final boss at the end of the level to fight. I am going to say that this was 100% a success. It did take some work to do. The mental place you are in when working on this game is a Big Bad. It’s what the show does, it’s what a lot of shows do.

The Awakening: The big season focus was on the Awakening, or the return of all Magic. Or as we said at the time, Magic was being outed. I felt that the world as it was could no longer exist. You can’t explain everything with gangs and PCP, you can’t even explain anything really. So the best plan was to have a world where everyone knew magic was real. We do it all the time in D&D and ShadowRun. My major influence here was the Piers Anthony “Incarnations of Immortality” series. Magic has returned to the world and it allows me make some rather big changes.

Pregnant: Yup. I got Tara knocked up. Well. Not me personally.
I wanted to keep the identity of the other parent secret for a while, but my Season 3 never quite got together the way I wanted. It got together in a completely different way, but more on that later.
Tara is pregnant. At the time we were building “The Dragon and the Phoenix” there was a meme of Tara getting pregnant stories. There were tons of them. Examples,  http://www.uberwillowtara.com/artfamily.htm  and http://www.uberwillowtara.com/artmothers.htm
I thought we should do our own take too. Taking a cue from Lisa , our co-author and resident Tara expert, I went to her Willow & Tara epic tale (700+ pages) “Unexpected Consequences” and got the name for Tara’s child, Brianna. Brianna was born Feb 2, 2006.

Who is the “father”? Well I wanted to do a lot of Red Herrings and things like that. Maybe even implicate the Lich, but in the end that never came to pass. Season Three picked up many years later, with a small “Mini-series” in between.

The father of Brianna is Willow.

You can even see where (and when) I came up with the idea, http://edenstudiosdiscussionboards.yuku.com/reply/21984#reply-21984

During the adourflame the girls suffered provide the magical catalyst, and they were certainly having enough sex at the time. This is also (I am told) a fairly common theme in lesbian authored Sci-Fi stories, so I suppose I should not have been surprised there were so many fics out there of it.

Ghosts of Albion: A lot of what happened in Season of the Witch made it one way or the other into Ghosts of Albion. These were our play tests. Anamchara casting rules became “William and Tamara Casting Together”, faeries, expanded vampires, magical philosophies, all of it came from these games. Mages obviously never made it to Ghosts, but we also did not have Protectors in Season of the Witch (except Milicent, and she was only there in the beginning).
This lead to a number of discussions with Chris Golden, Amber, and all my players on how different were William and Tamara compared to Willow and Tara. The answer of course is not much at all.

This was the last time I played with that group. I had a more local group forming at this point and we were getting back into D&D and Ghosts of Albion. We played a lot of games, thus continuing my “conversions” threads over the years, but it was not the same without my witches.

Where are Willow and Tara now?

Well the character sheets (hundreds of them, for several dozen games) sit in a 4-inch binder in my game room.

The characters?

Willow created a small software company that produced a new type of data encryption method. It was quickly bought by a larger company making millions for Willow and Tara. Willow was hired by the same company as an executive consultant. She helps other companies set up her software to protect their data. Willow herself uses the same software on her home computers to protect all the magical texts she has scanned in over the years.
Willow took her money to have special Subaru Outback converted to a hybrid car.

Tara completed her degree and is teaching Art History at a local private school. She is also a youth councilor at the school. She still has her mother’s spellbook/journals as well as her own. She wants to complete a Ph.D. but thinks she will wait till after Brianna is older. She is also starting to think she wants another child.

Brianna is four and is the spitting image of Willow.

They all live in a converted Brownstone in Boston, MA. Tara takes her bike to work everyday (when it is cold she laments giving her dad’s car to the vampires). They have not seen Cordy again, but have heard of her and some of her charges. They have seen Dawn a few times, she is currently in medical school where she uses her psychic powers to diagnosis and treat patients.

G is for Guardians

New Quality: Guardians of the Watchtowers for Classic and Cinematic Unisystem

Hail! Guardians of the Watchtower of the East, Powers of Air! from Calling the Guardians rite.
Guardians! Unite! - Wil Vandom, W.I.T.C.H.

I have used the idea of witch guardians before, both here and in my various games.

Guardian of the Watchtower
5 point Quality
Prerequisite: The Gift (Classic) or Sorcery (Cinematic).
Optional: Three other Witches to complete the circle.

The Guardians of the Watchtowers are special spiritual guardians that guard the four cardinal directions (North, East, South and West) and the four classical elements (Water, Air, Fire, Earth). To a human Guardian they grant certain boons when dealing with their preferred element or direction.

When facing their chosen direction, or casting spell (invocation) that deals with their chosen element the witch is at a +2 for all spell casting roles. If it is the opposing element or direction then the roll is -1 and if they surrounded on all sides by their opposing element the they cannot cast at all. Directors/Chroniclers with a sense for more exclusion can up this to -2 for the opposing element/direction and -1 for the other two, but then no surrounding element restriction.

For example, Bonnie from The Craft is the Guardian of the Watchtower of the South, her element is Fire. She gains +2 when facing south or when casting a fire based spell (but not both at the same time). She is at a -1 when facing north or using a Water based spell. If she were surrounded by water she couldnt cast at all.

If we were to extend this example to W.I.T.C.H., then when Cornelia casts a Earth based spell she gains a +2, but since that shows mythology/cosmology is more elemental based she would be at a -1 when using Water or Fire based magic and -2 when using Air based magic. She would not however be at a loss of magic when she is flying (surrounded by air).
This can be used as source of rumor for your games as well. An old superstition says that submerging a witch in water will rob her of her magic, which is true, for a fire-based Guardian of the Watchtower, but completely ineffective on the Water Guardian like Irma Lair from W.I.T.C.H.

Classic:
Essence Channeling: +2
Invocation: Willpower + invocation level + 2

Cinematic:
Willpower + occultism + sorcery + 2

Often to use this added power the witches need to engage in a minor ritual. For the Craft girls it was a night long ritual that gave them their power permanently. For the girls of W.I.T.C.H. it is minor one that must be repeated (at least once per episode).

The advantage comes when all four (five for the W.I.T.C.H. example, with Wills element as pure magical essence) use their magic together. All minuses are dropped, regardless of the direction facing or element used, and all may contribute their +2 to the group spell casting. In W.I.T.C.H. they augment this by each girl facing their cardinal direction with Will in the center. The Craft witches join in a circle.

This could be extended to other numbers of witches as well. The girls from Scholastics T*Witches could be seen as day and night for example; Camryn getting the benefit under the light of the sun and Alexandra during the moonlit hours. Great dramatic potential comes when they are able to cast together under a total solar eclipse.

Examples
Witch group Number   Notes
W.I.T.C.H. 5 As listed, elements plus raw magic.
The Craft Girls 4 Elements and Directions
Charmed  3 Special case, Charmed One Quality supercedes
T*Witches 2 Day and Night or Sun and Moon
Ghosts of Albion, William and Tamara    2 Special case, Protector Quality supercedes
Willow and Tara  2 Special case, Anamchara Quality supercedes

Why 5 points?
For your 5 Quality or Metaphysics points you get the equivalent of raising your Will 2 points, or your Sorcery 2 points, or an invocation and Essence channeling increase of 2 points each. The drawbacks of course are this power increase is limited to only a quarter of the total spells/invocations out there and there is an associated power loss. Plus it is dramatically pleasing to have other witches to complete the circle.
Like most qualities there is a significant roleplaying element that goes beyond the stats. Sure, W.I.T.C.H. might be interesting with just Will, we have seen many shows like that, but then it would be just W. I guess. The drama comes from the interaction of all the different elements. No pun intended.

Using Guardians in Your Game
This obviously works best, both game level and dramatically, when you have a few witches to compliment the powers. In most game this would work great with a small coven of guest stars with great powers despite their young age or naivety in other occult matters. Personally, Id refrain from using them as villains, they could become quite powerful together and you would miss your chance to have them explain to the Cast who and what they are.
It is also possible that they are short one member and a Cast member has the complimentary outlook/power.

In Classic Unisystem games, this quality is most common among the Wicce, although some small groups of Solitaries can sometimes band together and form an ersatz covenant based on their own personal outlooks.

Thursday, April 7, 2011

Ghosts of Albion at Gen Con

I am going to be at Gen Con this year running Ghosts of Albion games again.

On tap is "Obsession (Revised)"  if you played Obsession in the past then this is the same game, but I am changing the beginning slightly.  The change is subtle, but I think it will change how the rest of the adventure plays out.

I am also going to run two games of "Dinosauria!".  The one during the day will be welcome for younger players (cause everyone loves dinosaurs) and the evening one will be geared more to the older crowd (tad more violent, but also things adults are more likely to get like an argument between Karl Marx and Charles Darwin. Yes they are NPCs).

Here are the locations and times.

RPG1120388 Obsession (Revised) Thu @ 7:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm D :: 8 Cost: $4

RPG1120389 Dinosauria! Fri @ 1:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm D :: 6 Cost: $4

RPG1120390 Dinosauria! Fri @ 7:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm C :: 3 Cost: $4

I am leaving Thursday and Saturday during the day to play some old-school D&D and 4e D&D with my boys.

Links to Wisdom OSR Wiki

I updated the Links to Wisdom Wiki a bit today.

I added a bunch of material that I have posted here.
Included now are:

F is for Familiars

Familiars

Familiars are as ubiquitous to witches as are cauldrons, pointy hats and brooms.

Despite their outward appearances, familiars are not animals, but rather spirits in the shape of animals. They can talk and understand human speech but only their witch can understand them. This connection is a mental one, but it is often described as speech. This connection also allows the witch to communicate with animals of the same kind. With their familiar present they can talk to any animal and understand what is being said. Some familiars also have a chance to know another language, which the witch then will know.

A witch starts at 1st level with a familiar. This familiar will show up when she first becomes a witch. The nature and form of the familiar will often be dictated by the circumstances of her becoming a witch. She may add other familiars as she progresses in level. The maximum number of familiars a witch may have is equal to her number of Retainers based on CHA. She may also only call a new familiar once per year and a day (alternately this can be once per level). This is for an additional familiar or to replace one that had been killed (familiars do not die of old age like natural animals). So a witch with a CHA of 18 can have a max of 7 familiars at a time, but will take her a minimum of 7 years (or levels) and 7 days to obtain them all.

A familiar adds 1 spell level of a spell the witch can learn. So a witch with a familiar can learn an extra 1st level spell, a witch with three familiars can learn any combination of three spell levels, so 1 3rd level spell, 1 2nd and 1 1st level spell, or 3 1st level spells. If the familiar is killed then the witch looses those spells the familiar knows. If she has cast those spells already this day then she loses an equal numbers of levels.

As the witch gains level the familiar also grows in power by gaining 1 hit point per level the witch gains and their armor class improves by -1 per level.

Anytime a familiar is killed or if the witch releases it she much make a saving throw vs. death or lose a number of hit points equal to that of the familiar.
Summoning A Familiar
At 1st level the witch gains her first familiar automatically. Once she gains a level she can attempt to summon a new one.

Summoning a new familiar is not something that can be done lightly. The witch needs to spend a day in deep meditation and purification. The day must begin for sunrise with the witch participating in a ritual bath and cleansing that must be complete before the sun has clear the horizon. She will spend the morning preparing the area for a familiar to come; laying out small treats for the type of animal she wishes; cheese for a rat, cream for cat, meats for a dog or wolf, and so on. She then will spend time preparing items for each sense, something for touch, taste, smelling, hearing and seeing. Then she will also appeal to the four elements, plus the fifth element of magic, and for the mind, body and spirit. So in total the witch must procure 13 items that are outside of the treat for the familiar to appeal to magic. These items must have significance to the witch and will be unique for each casting and each witch. In total these materials will cost the witch up to 100 gp.

The witch has a base chance of obtaining a familiar equal to 65% + 3% per level up to 10th level. So even at 10th level the witch has 1% chance of there not being a familiar within the area.
Any roll of 100% (00) will result in a Special familiar.

Regardless of the result of the summoning, the witch will have spent the day in the ritual and will not have prepared any spells for that day. Any materials spent cannot be reused.

Special familiars are not in the shape of animals but are often creatures of the Faerie or even the other planes. Special familiars cans speak to anyone capable of understanding their language.

List of Familiars
(roll d%, this is not the same roll as discovering a familiar)
Rolls of 00 result in a Special Familiar.
Roll Familiar* Additional Powers to the Witch
1-3 Badger +2 to Constitution checks
4-6 Bat +2 to Dexterity checks
7-9 Beaver Double normal speed when swimming
10-12 Cat Night vision (night is treated like a light spell)
13-15 Coyote Surprised only on a roll of 1 on a d6
16-18 Crow +2 bonus to Magic Wand saves
19-21 Dog Surprised only on a roll of 1 on a d6
22-24 Eagle Improved vision
25-27 Ferret +1 to Dexterity checks, -1 to AC
28-30 Fox +1 to Intelligence and +1 to Wisdom checks
31-33 Frog +2 to Constitution checks,
34-36 Goat +2 to Constitution checks
37-39 Hawk Improved vision
40-42 Hyena +2 to Dexterity checks
43-45 Jackal +1 to Intelligence and +1 to Constitution checks
46-48 Lizard +1 to Intelligence and +1 to Dexterity checks
49-51 Lynx +2 to Dexterity checks
52-54 Mouse +2 to Dexterity checks
55-57 Owl +2 to Wisdom checks
58-60 Porcupine Improved AC, -2 bonus
61-63 Rabbit Surprised only on a roll of 1 on a d6
64-66 Raccoon Surprised only on a roll of 1 on a d6
67-69 Rat +2 bonus to Paralysis saves
70-72 Raven +2 bonus to Death saves, can speak to others
73-75 Scorpion +2 bonus to Poison saves
76-78 Snake +1 to Intelligence checks, +2 to Heal
79-81 Spider +2 bonus to Poison saves
82-84 Squirrel +2 to Dexterity checks
85-87 Swan +2 to Charisma checks
88-90 Toad Wide-angle vision, surprised only on a 1 on a d6
91-93 Turtle Improved AC -2 bonus
94-96 Weasel +2 bonus to Rods and Staff saves
97-99 Wolf +2 bonus to Spell saves

Special Familiars
Familiar Alignment Additional Powers to the Witch
Batling Lawful Improved hearing and +2 polymorph save bonus
Bear Neutral +2 to Strength to checks
Bendith ý mamau Neutral Improved hearing and a +2 wands save bonus
Blink dog Lawful Witch may dimension door once per day as the blink dog’s power.
Brownie Lawful +3 bonus to all Dexterity based rolls and effects
Butterfae Neutral +2 Wands saves and +2 to Spell saves
Cait Sidhe Neutral +4 to Wands saves
Celestial Animal Lawful Same as normal animal, +2 to Spell saves
Dire Animal Neutral Twice the bonus as a normal animal of it’s kind
Elemental, small Neutral Gain +5 to saves to the Elemental element
Fiendish Animal Chaos Same as normal animal, +2 to Poison saves
Imp Chaos Regenerate 1 hp per day
Mephit Chaos Gain +5 to saves to the Mephit’s element
Pseudodragon Lawful +3 to saves vs. Dragon Breath
Skitterwing Chaos Gain +5 to saves to charm and mind affecting magic
Sprite Lawful +2 bonus to all Dexterity based rolls (Reflex, AC)


Perform ritual. Roll d% to see if you summon a familiar, if yes roll a d% to see what you get.  A roll of 00 on either roll is an automatic special familiar.

More soon.
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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 is 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.

"Witch's Familiars" Copyright ©2011, Timothy S. Brannan