I have waxed on about Borders and it's previous incarnation Waldenbooks before.
http://timbrannan.blogspot.com/2011/04/o-is-for-otherworlds-club.html
http://timbrannan.blogspot.com/2010/09/reflecting-on-d-sometimes-you-cant-go.html
Sad to report that Borders is now facing it's final doom.
I will miss Borders, even if I rarely if even buy gaming material there anymore.
The trouble I think is the same reason why you don't see that many old-school record stores anymore. The digital media revolution came and Borders did not change fast enough. Yes there was also that revolving door of CEOs, and I have heard others complain about how the quality of the stores just went down hill.
I feel bad for the employees; this is a hard time to be out of work. I still feel bad for the company too, they seemed to have been doomed really since the start of the 2000s. And I also can't help but feel a tinge of guilt. Sure there was nothing *I* could have done. But I did choose to buy from Amazon and my FLGS instead, though my involvement one way or the otehr would not have helped Borders. It will help my FLGS though.
I hate to see this happen all the same.
Wednesday, July 20, 2011
Tuesday, July 19, 2011
Pipes of the Susurrus: Sleeping not yet dead...
"I watched as the faerie woman produced a long flute that appeared to be carved from the leg bone of some animal. At least I hoped it was animal. She began to play the horrific looking instrument and despite her effort the music, if indeed it could be called that, never rose above the level of a whisper. The small army of undead soldiers chasing us suddenly stopped and began to sway to her phantasmagorical playing. She paused briefly and took the flute from her lips.
'Come now.' She said, winded from her playing. 'The dead do not sleep long under the susurrus.'"
In many role-playing games that feature vampires, zombies, and other forms of the walking dead, one feature is fairly constant. The Undead are immune to sleep, charm, and other mind-affecting magic. In Ghosts of Albion for example the dead do not sleep, in most fantasy RPGs you also can't charm them or use some form of mind-affecting magic to get them to do your bidding unless you are the necromancer that summoned them.
Given that undead are frequently encountered (even outside of horror games) and used as adversaries then it should stand to reason that someone would have found a way around this. Well in my games it is the fae or maybe the elves in yours.
The following text is released as Open Text under the OGL. No other part of this post or art is released under the OGL.
Pipes of the Susurrus
Pipes of the Susurrus or Susurrus Pipes appear as a variety of different woodwind instruments. The most common is that of a flute, but pan pipes are also common enough. Rumor persists of a greater Pipes of the Susurrus in the form of a set of bagpipes and created by the Queen of the Seelie Court herself.
In all cases, the pipes are made of bone.
In order to use the pipes, the wielder must have the appropriate skill (Perform, Music, Instruments, or what is acceptable in your system) and spend time practicing the unique music that comes from the pipes.
Once done then they may use the pipes to induce a sleep-like state in all undead that can hear the music. The stupor remains with them for the duration of the playing and for half that time again. If the undead are attacked then the spell is broken.
Alternately a spellcaster can spend some time with the pipes and use it as a new material component when casting spells that would normally be ineffectual against the undead. This extends to sleep, charm, and hold spells, but not to ESP or other mind-reading spells.
Pipes of the Susurrus are very rare. The secret of their manufacture are not known to many and the ones that have been made are often destroyed. Intelligent undead (Vampires, Liches, Ghosts) know them on sight and will make all attempts to destroy them. The undead fears the pipes since they induce not a sleep-like state for them, but a death-like state, and most undead fear death more than mortals do.
Section 15
"Pipes of the Sururrus" Copyright 2011, Timothy S. Brannan
'Come now.' She said, winded from her playing. 'The dead do not sleep long under the susurrus.'"
- From the Journal of Larina Nix
In many role-playing games that feature vampires, zombies, and other forms of the walking dead, one feature is fairly constant. The Undead are immune to sleep, charm, and other mind-affecting magic. In Ghosts of Albion for example the dead do not sleep, in most fantasy RPGs you also can't charm them or use some form of mind-affecting magic to get them to do your bidding unless you are the necromancer that summoned them.
Given that undead are frequently encountered (even outside of horror games) and used as adversaries then it should stand to reason that someone would have found a way around this. Well in my games it is the fae or maybe the elves in yours.
The following text is released as Open Text under the OGL. No other part of this post or art is released under the OGL.
Pipes of the Susurrus
Pipes of the Susurrus or Susurrus Pipes appear as a variety of different woodwind instruments. The most common is that of a flute, but pan pipes are also common enough. Rumor persists of a greater Pipes of the Susurrus in the form of a set of bagpipes and created by the Queen of the Seelie Court herself.
In all cases, the pipes are made of bone.
In order to use the pipes, the wielder must have the appropriate skill (Perform, Music, Instruments, or what is acceptable in your system) and spend time practicing the unique music that comes from the pipes.
Once done then they may use the pipes to induce a sleep-like state in all undead that can hear the music. The stupor remains with them for the duration of the playing and for half that time again. If the undead are attacked then the spell is broken.
Alternately a spellcaster can spend some time with the pipes and use it as a new material component when casting spells that would normally be ineffectual against the undead. This extends to sleep, charm, and hold spells, but not to ESP or other mind-reading spells.
Pipes of the Susurrus are very rare. The secret of their manufacture are not known to many and the ones that have been made are often destroyed. Intelligent undead (Vampires, Liches, Ghosts) know them on sight and will make all attempts to destroy them. The undead fears the pipes since they induce not a sleep-like state for them, but a death-like state, and most undead fear death more than mortals do.
Section 15
"Pipes of the Sururrus" Copyright 2011, Timothy S. Brannan
Monster Mash Movie Blogathon
I am joining the ranks of the Monster Movie Blogathon over at Forgotten Classics of Yesteryear.
For my participation I'll be watching the 1958 classic "The Screaming Skull". It's for research. I promise.
For my participation I'll be watching the 1958 classic "The Screaming Skull". It's for research. I promise.
Monday, July 18, 2011
ENnies Voting
The 2011 ENnies Voting has begun.
http://www.ennie-awards.com/vote/
Please go now and vote for your favorite product or company.
For me I am voting a fairly straight ticket of Dresden Files and D&D like products.
I'd also like to put out a plug for Kurt Wiegel from Game Geeks as a 2012 judge.
He is a huge RPG evangelist and he gets to try out a lot of games. I think his honesty (and frankly his exposure to all sorts of games) makes him a great potential judge for 2012.
So please. Make your voices heard.
http://www.ennie-awards.com/vote/
Please go now and vote for your favorite product or company.
For me I am voting a fairly straight ticket of Dresden Files and D&D like products.
I'd also like to put out a plug for Kurt Wiegel from Game Geeks as a 2012 judge.
He is a huge RPG evangelist and he gets to try out a lot of games. I think his honesty (and frankly his exposure to all sorts of games) makes him a great potential judge for 2012.
So please. Make your voices heard.
Saturday, July 16, 2011
Zatannurday: Justice League Dark
I have not talked about the big DC Reboot coming up in September.
For the most part I am looking forward to it, but I am not happy about loosing Oracle. But today is Saturday and that means we are talking about Zatanna.
Here is the cover for the new title Justice League Dark.
The title deals with all the DC magical heroes dealing with all things dark and dangerous. So Zee, John, Madame Xanadu. I am hoping to see some Raven there too.
Here is JLD #1.
Looks like they are going after Enchantress. This should be fun.
More information is here, http://en.wikipedia.org/wiki/Justice_League_Dark
This might be one of the first comics I buy on a regular basis. Hope it is good.
For the most part I am looking forward to it, but I am not happy about loosing Oracle. But today is Saturday and that means we are talking about Zatanna.
Here is the cover for the new title Justice League Dark.
The title deals with all the DC magical heroes dealing with all things dark and dangerous. So Zee, John, Madame Xanadu. I am hoping to see some Raven there too.
Here is JLD #1.
Looks like they are going after Enchantress. This should be fun.
More information is here, http://en.wikipedia.org/wiki/Justice_League_Dark
This might be one of the first comics I buy on a regular basis. Hope it is good.
Friday, July 15, 2011
Mini D&D books
Yesterday some of you asked me about the mini-D&D books I had on my shelves. They are really cool and I picked them about 10-12 years ago (it was before my kids were born I know that).
They were made by WotC and some Italian game company.
The info I have, from the box, is 21st Century Games, S.r.l. and they are located in Italy. I cna't find anything about them. Every so often you see them on Ebay and generally not too expensive.
They are small and really hard to read, but I really like them.
The three boxed sets I own. There was a Dragonlance one and a Realms one, but I did not get those. I think my FLGS still has the Realms one.
It is blury, but you can see the sets are complete, minus dice and the "Gateway to Adventure" catalog.
For an idea of scale here are my two Expert Sets.
And the expert books.
Even the backs are detailed. Even though they were made by (or at least for) WotC, all the info is TSR.
The Greyhawk boxed set is the coolest since the maps are portable.
Here are the books I got. I have heard there were more, but I have never been able to confirm that.
Compared to their "big brothers".
Anyone else have these?
They were made by WotC and some Italian game company.
The info I have, from the box, is 21st Century Games, S.r.l. and they are located in Italy. I cna't find anything about them. Every so often you see them on Ebay and generally not too expensive.
They are small and really hard to read, but I really like them.
The three boxed sets I own. There was a Dragonlance one and a Realms one, but I did not get those. I think my FLGS still has the Realms one.
It is blury, but you can see the sets are complete, minus dice and the "Gateway to Adventure" catalog.
For an idea of scale here are my two Expert Sets.
And the expert books.
Even the backs are detailed. Even though they were made by (or at least for) WotC, all the info is TSR.
The Greyhawk boxed set is the coolest since the maps are portable.
Here are the books I got. I have heard there were more, but I have never been able to confirm that.
Compared to their "big brothers".
Anyone else have these?
Thursday, July 14, 2011
My collection is now complete!
So what is this I got in the mail today? A box? Addressed to me?
What could be inside? Let's open it up!
It's an Original Edition Dungeons and Dragons!
What's inside that box?
All the LBBs and supplements. I already had an Eldritch Wizardry, but this one is much better shape. Actually all the books are in good shape. Well the Blackmoor book has some black tape on it, but the LBBs are all in fantastic shape.
I even have the reference sheets.
Looks pretty good with my set of old-school Basic books.
and next to my favorite Original D&D "clone"
and on my shelf!
I am told this is the "5.5" edition. 6th Edition/Printing books in a 5th Edition box. I am not sure about the other books, but I am not collecting this as a "purist" I have always wanted a copy of this.
I have the PDFs, one of the first set of PDFs I bought when WotC had them fore sale, but holding these books is a really a different thing all together.
Original D&D has the distinction of the only version of D&D I only played once. Even then it was 1987 and I am sure my point of view was skewed from years of AD&D. That all being said, OD&D is one of those games that time and experience has only improved to me. The game is not for beginners really, which is kind of funny. Reading it gives me better appreciation for the Basic sets of Holmes and Moldvay.
I am not sure if I'll ever play it. Maybe one day when the kids are older I might pull it out. I can run the old Wee Warriors Palace of the Vampire Queen "kit" with it.
I can't help but think who was the first owner of this game and where he got it. I bought it from a private collector who was not the original owner.
So now my collection is complete. Till I find something else I need to obsess about!
What could be inside? Let's open it up!
It's an Original Edition Dungeons and Dragons!
What's inside that box?
All the LBBs and supplements. I already had an Eldritch Wizardry, but this one is much better shape. Actually all the books are in good shape. Well the Blackmoor book has some black tape on it, but the LBBs are all in fantastic shape.
I even have the reference sheets.
Looks pretty good with my set of old-school Basic books.
and next to my favorite Original D&D "clone"
and on my shelf!
I am told this is the "5.5" edition. 6th Edition/Printing books in a 5th Edition box. I am not sure about the other books, but I am not collecting this as a "purist" I have always wanted a copy of this.
I have the PDFs, one of the first set of PDFs I bought when WotC had them fore sale, but holding these books is a really a different thing all together.
Original D&D has the distinction of the only version of D&D I only played once. Even then it was 1987 and I am sure my point of view was skewed from years of AD&D. That all being said, OD&D is one of those games that time and experience has only improved to me. The game is not for beginners really, which is kind of funny. Reading it gives me better appreciation for the Basic sets of Holmes and Moldvay.
I am not sure if I'll ever play it. Maybe one day when the kids are older I might pull it out. I can run the old Wee Warriors Palace of the Vampire Queen "kit" with it.
I can't help but think who was the first owner of this game and where he got it. I bought it from a private collector who was not the original owner.
So now my collection is complete. Till I find something else I need to obsess about!
Wednesday, July 13, 2011
New Witch Magic items, Protection items
In most games witches and wizards seriously lack anything like melee skills and protection. This actually does not make much sense. I see the logic in not allowing them to wear armor; there is the training needed to wear it properly and the interference with movements, but if you are going into a situation where arrows, claws and swords are all around you and often pointing at you then I think you would come up with some ways to better protect yourself.
Well the witches in my books typically do. They create a variety of magic items that look like regular bits of clothing that can provide protection of one form or another. I have taken a lot of these from fairytales, legends and other places.
I am releasing these under the OGL, but they should be fine for any version of the "world's oldest fantasy role-playing game". All content is open and is copyright 2011 Timothy S. Brannan. Art copyrights are retained by their owners and are used here by permission (the broom) or public domain (hand of glory).
Broom of Protection: This broom appears to be an ordinary witch’s besom or other mundane broom. It’s magic is revealed when the witch uses it to sweep.
This broom provided protection as a Sanctuary spell when the witch sweeps a clockwise circle around herself and others. The effects last five rounds and may be repeated 3d6 times.
Broom of Protection, Threshold: This broom also appears as a normal broom. It’s magic is evident when placed across a door as a bar or propped up against a door to hold it closed. Once so placed the door cannot be opened save via magic. If placed across a threshold where there is no door then no one can pass through also save via magic or by making a save vs. Rods, Staves and Wands (or a Will save).
Charm Bracelet: This silver chain is worn on the wrist and has a number of metal charms attached. The number of charms, 1 to 4, indicates the level of protection the bracelet will provide. So 1 charm is +1 to AC and Saves, 2 charms are +2 to AC and Saves and so on.
Charm Bracelet, Luck: This silver chain appears to be a charm bracelet, but instead of providing protection directly it provides a +1 to any one roll. The number of times it can be used in a day is indicated by the number of charms, 1d6. The luck bonus must be announced before the roll is made. It may only provide a single +1 bonus per use.
Cingulum: This nine-foot long cord in often wrapped many times around the waist as a belt. Magical varieties confer +1 to +5 bonuses to AC. The material to make this cord maybe anything the witch has on hand (leather, hemp rope, cotton, silk) but the manufacture must be of high quality. The cingulum typically has a number of knots equal to its bonuses. The magic does not become active till it is wrapped around the waist and knotted.
Garters
Garters are bits of clothing, usually cloth or leather, but can be made of more exotic materials such as snake skin, used to hold up a pair of stockings or socks. Some garters are also worn without supporting any other item of clothing or on the arm. Only one garter may be worn per appendage.
Garter of Protection, Red: This garter is almost always red. It confers a natural armor protection of +1 to +5. Normally worn on the upper arm this garter is made of the finest leather available.
Garter, Snakeskin: This garter is made of the recently shed skin of a large snake (less than 24 hours old). The skin is treated and infused with the witch’s magic. The end product is a bright snakeskin garter that allows the wear to escape any bonds as if they had escape of the snake cast on them.
Hand of Glory: This was a right hand of a murderer that was severed while the corpse was still hanging from the gallows. This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). When the hand was ready, candles were fitted on it between the fingers. These were called the “dead man’s candles” were made from another murderer’s fat, with the wick being made from his hair. Another method of curing the severed and dried hand was to dip it in wax. After this process the fingers themselves could be lit. If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it him or herself, and it does not count against the wearer’s two-ring limit. The hand can wear only one ring at a time.
Even without a ring, lighting the hand itself allows its wearer to use daylight and see invisibility each once per day.
The following phrase is spoken to invoke the hand:
“Let those who rest, more deeply sleep;
Let those awake their vigils keep.
Oh, Hand of Glory, shed thy light
And guide us to our spoil tonight.”
Mantel of Protection: This leather mantle can be worn over cloaks, coats or armor. It provides +1 protection to AC and a -1 bonus to saving throws.
Oil of Death Armor: This oil is rubbed onto the user’s body. Anyone touching the user with bare skin must save vs. Death or take 2d4 points of damage (save negates). This spell lasts a number of rounds equal to 2d6. Many Patrons could consider use of this potion evil.
Sky Clad Oil: This oil is rubbed on the body to protect the user from the elements while sky-clad (nude). The oil is only effective on bare skin. The user can survive temperatures of -60 degrees to +200 degrees Fahrenheit, but only when uncovered. Any part of her body covered by clothes will not receive the magical protection.
Any other class can use this oil, but witches are very secretive about its nature (reflected in the price). This oil can also be safely used with any other type of body potion or oil, in particular Flying Ointment.
The oil’s effects last 6 hours, typically midnight till dawn.
Talismans
Talismans are small items that can have any spell of third level or lower. The talisman can be made of paper, wood, clay or even metal. Often they are worn and kept till evoked. To evoke a talisman takes only an instant and the effects are instant. The command word or gesture to evoke the talisman is often inscribed on the talisman itself.
Unless otherwise noted a talisman can only be used once.
Hand of Fatima: A small brass talisman in the shape of a hand. Provides protection against any evil spell or spell like effect directed at the wearer, in particular the evil eye. These talismans may only be used once per day.
Isis’ Talisman of Protection: This talisman confers a +1 protection bonus to saves and AC. Effects last as per level of creator. This talisman is usually in the form of a fine crafted gold ahnk. These talismans may only be used once per day.
Talisman of Good Luck: This talisman is one of the most often found. This minor magic item provides +1 to any single roll. The talisman must be invoked before the action is taken (before the roll is made).
Typically luck talismans are in the form of a four-leaf clover, a rabbit’s foot, a horseshoe or a copper coin. Any other small item maybe use. The item is not consumed in the invocation, but it useless after the first use.
Talisman of Protection Against Conception: Even in historical times there were means of birth control practiced, this is one of the magical ones. Worn by tantric witches during their worship practices, witches during the rites of Beltane or any woman that wishes to prevent an unwanted pregnancy.
The talisman provides protection for one full lunar month (one moon phase to the next) then it becomes inert. This is if the talisman is used or not.
Mundane (non magical) pregnancies are completely blocked and magical ones (via a fertility spell) give a +1 to any saves.
Since they only last one month regardless of if it is used or not the materials are often not the highest quality. Also an owner can return to the witch to have the talisman “recharged” at the same price.
Note: A lot of these talismans are sold that are completely useless. Only the witch’s reputation, or the ability to detect magic, can one be sure. In places where witchcraft. is outlawed possession of these talismans is also considered a crime.
"Witch Protection Items", Copyright 2011 Timothy S. Brannan
Well the witches in my books typically do. They create a variety of magic items that look like regular bits of clothing that can provide protection of one form or another. I have taken a lot of these from fairytales, legends and other places.
I am releasing these under the OGL, but they should be fine for any version of the "world's oldest fantasy role-playing game". All content is open and is copyright 2011 Timothy S. Brannan. Art copyrights are retained by their owners and are used here by permission (the broom) or public domain (hand of glory).
Broom of Protection: This broom appears to be an ordinary witch’s besom or other mundane broom. It’s magic is revealed when the witch uses it to sweep.
This broom provided protection as a Sanctuary spell when the witch sweeps a clockwise circle around herself and others. The effects last five rounds and may be repeated 3d6 times.
Broom of Protection, Threshold: This broom also appears as a normal broom. It’s magic is evident when placed across a door as a bar or propped up against a door to hold it closed. Once so placed the door cannot be opened save via magic. If placed across a threshold where there is no door then no one can pass through also save via magic or by making a save vs. Rods, Staves and Wands (or a Will save).
Charm Bracelet: This silver chain is worn on the wrist and has a number of metal charms attached. The number of charms, 1 to 4, indicates the level of protection the bracelet will provide. So 1 charm is +1 to AC and Saves, 2 charms are +2 to AC and Saves and so on.
Charm Bracelet, Luck: This silver chain appears to be a charm bracelet, but instead of providing protection directly it provides a +1 to any one roll. The number of times it can be used in a day is indicated by the number of charms, 1d6. The luck bonus must be announced before the roll is made. It may only provide a single +1 bonus per use.
Cingulum: This nine-foot long cord in often wrapped many times around the waist as a belt. Magical varieties confer +1 to +5 bonuses to AC. The material to make this cord maybe anything the witch has on hand (leather, hemp rope, cotton, silk) but the manufacture must be of high quality. The cingulum typically has a number of knots equal to its bonuses. The magic does not become active till it is wrapped around the waist and knotted.
Garters
Garters are bits of clothing, usually cloth or leather, but can be made of more exotic materials such as snake skin, used to hold up a pair of stockings or socks. Some garters are also worn without supporting any other item of clothing or on the arm. Only one garter may be worn per appendage.
Garter of Protection, Red: This garter is almost always red. It confers a natural armor protection of +1 to +5. Normally worn on the upper arm this garter is made of the finest leather available.
Garter, Snakeskin: This garter is made of the recently shed skin of a large snake (less than 24 hours old). The skin is treated and infused with the witch’s magic. The end product is a bright snakeskin garter that allows the wear to escape any bonds as if they had escape of the snake cast on them.
Hand of Glory: This was a right hand of a murderer that was severed while the corpse was still hanging from the gallows. This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). When the hand was ready, candles were fitted on it between the fingers. These were called the “dead man’s candles” were made from another murderer’s fat, with the wick being made from his hair. Another method of curing the severed and dried hand was to dip it in wax. After this process the fingers themselves could be lit. If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it him or herself, and it does not count against the wearer’s two-ring limit. The hand can wear only one ring at a time.
Even without a ring, lighting the hand itself allows its wearer to use daylight and see invisibility each once per day.
The following phrase is spoken to invoke the hand:
“Let those who rest, more deeply sleep;
Let those awake their vigils keep.
Oh, Hand of Glory, shed thy light
And guide us to our spoil tonight.”
Mantel of Protection: This leather mantle can be worn over cloaks, coats or armor. It provides +1 protection to AC and a -1 bonus to saving throws.
Oil of Death Armor: This oil is rubbed onto the user’s body. Anyone touching the user with bare skin must save vs. Death or take 2d4 points of damage (save negates). This spell lasts a number of rounds equal to 2d6. Many Patrons could consider use of this potion evil.
Sky Clad Oil: This oil is rubbed on the body to protect the user from the elements while sky-clad (nude). The oil is only effective on bare skin. The user can survive temperatures of -60 degrees to +200 degrees Fahrenheit, but only when uncovered. Any part of her body covered by clothes will not receive the magical protection.
Any other class can use this oil, but witches are very secretive about its nature (reflected in the price). This oil can also be safely used with any other type of body potion or oil, in particular Flying Ointment.
The oil’s effects last 6 hours, typically midnight till dawn.
Talismans
Talismans are small items that can have any spell of third level or lower. The talisman can be made of paper, wood, clay or even metal. Often they are worn and kept till evoked. To evoke a talisman takes only an instant and the effects are instant. The command word or gesture to evoke the talisman is often inscribed on the talisman itself.
Unless otherwise noted a talisman can only be used once.
Hand of Fatima: A small brass talisman in the shape of a hand. Provides protection against any evil spell or spell like effect directed at the wearer, in particular the evil eye. These talismans may only be used once per day.
Isis’ Talisman of Protection: This talisman confers a +1 protection bonus to saves and AC. Effects last as per level of creator. This talisman is usually in the form of a fine crafted gold ahnk. These talismans may only be used once per day.
Talisman of Good Luck: This talisman is one of the most often found. This minor magic item provides +1 to any single roll. The talisman must be invoked before the action is taken (before the roll is made).
Typically luck talismans are in the form of a four-leaf clover, a rabbit’s foot, a horseshoe or a copper coin. Any other small item maybe use. The item is not consumed in the invocation, but it useless after the first use.
Talisman of Protection Against Conception: Even in historical times there were means of birth control practiced, this is one of the magical ones. Worn by tantric witches during their worship practices, witches during the rites of Beltane or any woman that wishes to prevent an unwanted pregnancy.
The talisman provides protection for one full lunar month (one moon phase to the next) then it becomes inert. This is if the talisman is used or not.
Mundane (non magical) pregnancies are completely blocked and magical ones (via a fertility spell) give a +1 to any saves.
Since they only last one month regardless of if it is used or not the materials are often not the highest quality. Also an owner can return to the witch to have the talisman “recharged” at the same price.
Note: A lot of these talismans are sold that are completely useless. Only the witch’s reputation, or the ability to detect magic, can one be sure. In places where witchcraft. is outlawed possession of these talismans is also considered a crime.
"Witch Protection Items", Copyright 2011 Timothy S. Brannan
DriveThru RPG July Codes
It is that time again.
Here are the products you can get from DriveThru RPG for 20% off.
And for one lucky person you can get a free copy of Smallville.
The contest for that will be simple. Tell me your favorite super hero and how you would like to play them in a "Smallville" like game. If you need some hints/help then look over the DTRPG site reviews and my own coverage on Smallville.
The post does not need to be long, but it should tell me why you want to play that character.
I'll choose the winner on based on what you post here. Make sure I have a way to email you.
Deadline is Midnight Central Time, Friday July 15. I'll pick a winner on Friday.
Good luck!
Here are the products you can get from DriveThru RPG for 20% off.
- Modern Magic [Ninja Monkey Press]
- Imperium Chronicles RPG [Imperium Group]
- Bean: the D2 RPG [Fabled Worlds Publishing]
- World vs. Hero [Word Mill]
- Smallville Roleplaying Game [Margaret Weis Productions]
And for one lucky person you can get a free copy of Smallville.
The contest for that will be simple. Tell me your favorite super hero and how you would like to play them in a "Smallville" like game. If you need some hints/help then look over the DTRPG site reviews and my own coverage on Smallville.
The post does not need to be long, but it should tell me why you want to play that character.
I'll choose the winner on based on what you post here. Make sure I have a way to email you.
Deadline is Midnight Central Time, Friday July 15. I'll pick a winner on Friday.
Good luck!
Sunday, July 10, 2011
But....I am not done yet!
Very busy day. Everyone has crashed early. I am taking some time to sit down a look over the campaign material for the next few adventures comparing it with all the material I want to use and something dawned on me.
I am not quite ready to give up 3.x just yet.
Don't get me wrong, I love my 4e game and my Pathfinder playing helps fill some of that need. But as a DM there is still so much ground to cover, so much I can still do.
Maybe it is just the lack of caffeine or just having a huge investment of 3.x books looking back at me.
I am sure I'll find something to do with it all.
I am not quite ready to give up 3.x just yet.
Don't get me wrong, I love my 4e game and my Pathfinder playing helps fill some of that need. But as a DM there is still so much ground to cover, so much I can still do.
Maybe it is just the lack of caffeine or just having a huge investment of 3.x books looking back at me.
I am sure I'll find something to do with it all.
Saturday, July 9, 2011
Zatannurday: Brandon Peterson
Zee by Brandon Peterson.
Soure: http://www.comicartfans.com/GalleryPiece.asp?Piece=158528&GSub=25016
You can also find his site here: http://www.brandonpeterson.com/blog/index.php
Soure: http://www.comicartfans.com/GalleryPiece.asp?Piece=158528&GSub=25016
You can also find his site here: http://www.brandonpeterson.com/blog/index.php
Friday, July 8, 2011
The Best Blog You Are Not Reading
Time for another installment of "The Best Blog You Are Not Reading".
This time I want to focus on a writer's blog that helps you figure out what your characters are all about.
The Blog That Helps You Diagnose Your Characters
So if you are not into role-playing and see your character only as a collection of numbers and no name, then this is probably not for you.
The author, Joshua D. Hoyt, is a writer and also has a Master's Degree in Counselling Psychology and working on another on in School Psychology. I have a Masters and Ph.D. (ABD) in Educational Psychology myself and working on a Ph.D. in Curriculum Instruction myself, so I appreciate what he is writing here.
Now most people reading my blog are not writers (though some are) and most are gamers. But we all deal with characters of some sort. Players might want some sort of insight as to why things are done and GMs in particular (who don't have time to RP a character from tabula rasa) will gain some help in making their NPCs more life-like.
Some of the work is rather simple stuff, his run on Maslow's Hierarchy of Needs was good, but his Schema and Traits discussion was very interesting.
My favorite so far though has been his working through the Erikson stages of Development. I liked this since I have been working on a character life-span development idea now for sometime.
I like this blog since it allows me to use both my gamer and academic backgrounds. And besides that it is kinda fun.
This time I want to focus on a writer's blog that helps you figure out what your characters are all about.
The Blog That Helps You Diagnose Your Characters
So if you are not into role-playing and see your character only as a collection of numbers and no name, then this is probably not for you.
The author, Joshua D. Hoyt, is a writer and also has a Master's Degree in Counselling Psychology and working on another on in School Psychology. I have a Masters and Ph.D. (ABD) in Educational Psychology myself and working on a Ph.D. in Curriculum Instruction myself, so I appreciate what he is writing here.
Now most people reading my blog are not writers (though some are) and most are gamers. But we all deal with characters of some sort. Players might want some sort of insight as to why things are done and GMs in particular (who don't have time to RP a character from tabula rasa) will gain some help in making their NPCs more life-like.
Some of the work is rather simple stuff, his run on Maslow's Hierarchy of Needs was good, but his Schema and Traits discussion was very interesting.
My favorite so far though has been his working through the Erikson stages of Development. I liked this since I have been working on a character life-span development idea now for sometime.
I like this blog since it allows me to use both my gamer and academic backgrounds. And besides that it is kinda fun.
Thursday, July 7, 2011
Strigoi: A New witch monster for Basic-era games
A long time ago, back in the far off time of 2000, the OGL was released. Back on the OGL and OGF list there were many discussions over what is and what couldn't be considered PI (Product Identity).
What was intended was it a way for publishers to protect their IP (Intellectual Property) while still releasing other material into the OGC pool. Among the "top tier" publishers this worked out well. Sword and Sorcerery Studios, Mongoose, Necromancer and so on all played nice and thing more or less worked out. Typically they protected "fluff" and text writeups while stat blocks were open.
Occasionally you would get someone that would try to claim some material they scraped off the net as PI (say the names of devils and demons) or the history of some historical figure, but for the most parts these were ignored when they were frowned apon. The telling thing I think is the ones that did it well are still here to tell us about it.
Well...some people still don't quite have a grasp on this yet.
Check out this post from Kobold Quarterly, on the Strigoi.
http://www.koboldquarterly.com/k/front-page9247.php
It is a good write-up for Pathfinder and I detect a bit of "4th Edition Envy" in some of the text.
What I don't like is the little bit at the end of each page where it says "(This post is Product Identity.)"
Hmmm...Ok....I guess.
I don't think that is very neighborly of them, and others tend to agree.
http://carjackedseraphim.blogspot.com/2011/07/this-bugs-me.html
http://quicklyquietlycarefully.blogspot.com/2011/07/strigoi.html
In truth they can't make "strigoi" PI anymore than they could make it copyrighted. The post can certainly be PI. Their unique expression of a strigoi in Pathfinder can be PI. The name cannot.
Plus, and not to put too fine a point on it, they can't make a claim of PI without the rest of the license as stated in the license itself.
Obviously the author wants to keep his creation for appearing in other publications and that is cool, I respect that. There are better ways to go about it and his PI declaration doesn't quite pass the "reasonable person test".
In any case here is my contribution. I am declaring the following monster stat-block, write-up and all text below and including the name of the monster to be Open Content.
My OGL documentation is here, http://timbrannan.blogspot.com/p/open-game-license.html and this post is copyright Copyright © 2011 Timothy S. Brannan.
Strigoi
Armor Class: 4 [15]
Hit Dice: 5d8+4** (28 hp)
No. of Attacks: 2 claws, 1bite
Damage: 1d6+2, 1d6+2 / 1d4+1
Special: Blood drain, transform into a large bird, undead
Movement:: 40 ft., Fly 60 ft
No. Appearing: 1
Saves As: Fighter 7
Morale: 10
Treasure: none
Alignment: Chaotic
XP: 660
The much feared Strigoi is an undead form of a particularly evil witch. They are most common among the witches of the Classical and Family (Gypsy) traditions and many are part of the Mara covens. They ways to become a Strigoi are varied, but it is believed to be part of a curse. The Strigoi loses her ability to cast spells, but it is offset with her increased strength and speed (treat as 18 in both strength and dexterity).
The Strigoi leaves her grave at night, usually an unhallowed one, to feed on blood much in the same manner as a vampire. She can transform into a large, evil looking bird; something akin to a giant crow with sharp teeth in her beak.
In human form the Strigoi can appear much as she did in life. Most Strigoi have red hair and blue eyes, though scholars debate on whether there traits were present before the witch was cursed. Most Strigoi do not attempt to hide what they are and retain the palor and look of death. Grave dirt clings to their clothes and their faces are smeared with gore.
Strigoi are predisposed to return to their loved ones in an attempt to reenter their lives. This often leads to the Strigoi destroying her former family.
Weaknesses of the Strigoi
The Strigoi cannot enter a home unless invited in first. A Stigoi also cannot pass a line of grain or salt laid out in front of them. Garlic is also effective, as is silver, but mirrors are not.
Strigoi can only be hit with silver or magical items.
Like all undead Strigoi take damage from holy water and avoid holy items. They do not care for light (or Light spells), but they are not destroyed by the sun as are vampires.
To permanently kill a Strigoi one must hammer an iron stake or nail through their head into their coffin. Their heart and blood sac (a new organ that looks like a second heart but is more akin to a stomach) must be cut out and burned.
Strigoi are turned as are Wraiths.
Living Strigoi
A type of witch known as a Strigoaică or a Strigoi Viu is a type of living Strigoi. She appears as a normal human witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a Strigoi on their own deaths. It is rumored that these Strigoi retain their spellcasting abilities after their transformation.
"Strigoi" Copyright © 2011 Timothy S. Brannan
Released under the OGL as Open Gaming Content
What was intended was it a way for publishers to protect their IP (Intellectual Property) while still releasing other material into the OGC pool. Among the "top tier" publishers this worked out well. Sword and Sorcerery Studios, Mongoose, Necromancer and so on all played nice and thing more or less worked out. Typically they protected "fluff" and text writeups while stat blocks were open.
Occasionally you would get someone that would try to claim some material they scraped off the net as PI (say the names of devils and demons) or the history of some historical figure, but for the most parts these were ignored when they were frowned apon. The telling thing I think is the ones that did it well are still here to tell us about it.
Well...some people still don't quite have a grasp on this yet.
Check out this post from Kobold Quarterly, on the Strigoi.
http://www.koboldquarterly.com/k/front-page9247.php
It is a good write-up for Pathfinder and I detect a bit of "4th Edition Envy" in some of the text.
What I don't like is the little bit at the end of each page where it says "(This post is Product Identity.)"
Hmmm...Ok....I guess.
I don't think that is very neighborly of them, and others tend to agree.
http://carjackedseraphim.blogspot.com/2011/07/this-bugs-me.html
http://quicklyquietlycarefully.blogspot.com/2011/07/strigoi.html
In truth they can't make "strigoi" PI anymore than they could make it copyrighted. The post can certainly be PI. Their unique expression of a strigoi in Pathfinder can be PI. The name cannot.
Plus, and not to put too fine a point on it, they can't make a claim of PI without the rest of the license as stated in the license itself.
Obviously the author wants to keep his creation for appearing in other publications and that is cool, I respect that. There are better ways to go about it and his PI declaration doesn't quite pass the "reasonable person test".
In any case here is my contribution. I am declaring the following monster stat-block, write-up and all text below and including the name of the monster to be Open Content.
My OGL documentation is here, http://timbrannan.blogspot.com/p/open-game-license.html and this post is copyright Copyright © 2011 Timothy S. Brannan.
Strigoi
Armor Class: 4 [15]
Hit Dice: 5d8+4** (28 hp)
No. of Attacks: 2 claws, 1bite
Damage: 1d6+2, 1d6+2 / 1d4+1
Special: Blood drain, transform into a large bird, undead
Movement:: 40 ft., Fly 60 ft
No. Appearing: 1
Saves As: Fighter 7
Morale: 10
Treasure: none
Alignment: Chaotic
XP: 660
The much feared Strigoi is an undead form of a particularly evil witch. They are most common among the witches of the Classical and Family (Gypsy) traditions and many are part of the Mara covens. They ways to become a Strigoi are varied, but it is believed to be part of a curse. The Strigoi loses her ability to cast spells, but it is offset with her increased strength and speed (treat as 18 in both strength and dexterity).
The Strigoi leaves her grave at night, usually an unhallowed one, to feed on blood much in the same manner as a vampire. She can transform into a large, evil looking bird; something akin to a giant crow with sharp teeth in her beak.
In human form the Strigoi can appear much as she did in life. Most Strigoi have red hair and blue eyes, though scholars debate on whether there traits were present before the witch was cursed. Most Strigoi do not attempt to hide what they are and retain the palor and look of death. Grave dirt clings to their clothes and their faces are smeared with gore.
Strigoi are predisposed to return to their loved ones in an attempt to reenter their lives. This often leads to the Strigoi destroying her former family.
Weaknesses of the Strigoi
The Strigoi cannot enter a home unless invited in first. A Stigoi also cannot pass a line of grain or salt laid out in front of them. Garlic is also effective, as is silver, but mirrors are not.
Strigoi can only be hit with silver or magical items.
Like all undead Strigoi take damage from holy water and avoid holy items. They do not care for light (or Light spells), but they are not destroyed by the sun as are vampires.
To permanently kill a Strigoi one must hammer an iron stake or nail through their head into their coffin. Their heart and blood sac (a new organ that looks like a second heart but is more akin to a stomach) must be cut out and burned.
Strigoi are turned as are Wraiths.
Living Strigoi
A type of witch known as a Strigoaică or a Strigoi Viu is a type of living Strigoi. She appears as a normal human witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a Strigoi on their own deaths. It is rumored that these Strigoi retain their spellcasting abilities after their transformation.
"Strigoi" Copyright © 2011 Timothy S. Brannan
Released under the OGL as Open Gaming Content
Conventions and other maddness
Been a slow blogging week here at the Other Side.
I am really busy at work and I have been re-working both Ghosts of Albion adventures I'll be running.
Speaking of which, I will be at a local Convention, Cyphan, at the end of July.
http://www.cyphan.com/cyphan/CYPHAN_HOME.html
I will be running both of the same adventures I'll be running at Gen Con, "Obsession" and "Dinosauria!" on Friday and Saturday respectively.
You can see the schedule here: http://www.cyphan.com/cyphan/GAMING.html
Cyphan has a more Steampunk feel to it than Gen Con, so maybe I'll make a mad-scientist like character to fit into that mix. He/She would be perfect for "Dinosauria!" really.
I have also been active in paying some more attention to my other (co-owned) blogs, Red Sonja: She Devil with a Sword and Amazon Princess.
I am really busy at work and I have been re-working both Ghosts of Albion adventures I'll be running.
Speaking of which, I will be at a local Convention, Cyphan, at the end of July.
http://www.cyphan.com/cyphan/CYPHAN_HOME.html
I will be running both of the same adventures I'll be running at Gen Con, "Obsession" and "Dinosauria!" on Friday and Saturday respectively.
You can see the schedule here: http://www.cyphan.com/cyphan/GAMING.html
Cyphan has a more Steampunk feel to it than Gen Con, so maybe I'll make a mad-scientist like character to fit into that mix. He/She would be perfect for "Dinosauria!" really.
I have also been active in paying some more attention to my other (co-owned) blogs, Red Sonja: She Devil with a Sword and Amazon Princess.
Tuesday, July 5, 2011
PDF reviews at DriveThru RPG
Blazing headache today.
I was holding on to this post for a rainy day, but today is good.
Some more DriveThru RPG reviews. No theme today. Just a bunch of random pdfs that caught my attention.
I am trying out a new database to keep track of my reviews now too.
Action! System Core Rules (Free Version)
Good game for action/adventure RPGs.
It is designed to focus on "realism", so no super science or magic, but perfect for say a spy, detective, cop or any other type of action game.
4 out of 5 stars
Bardic Lore: Riastradh
Very cool for any Celtic flavored game and cool for any game to be honest.
The warp-spasm of Cú Chulainn is something that has been in the stories of the Ulster cycle, but never really implemented well in a game. This is a pretty good way to do it.
If you are running a Celtic game, then this is a good product to have. Great price as well.
5 out of 5 stars
Out for Blood
If there was anything you ever wanted to know about vampires or those that hunt them then this is your book.
In the 200+ pages there are 18 new prestige classes, new uses for skills, feats, and of course tons of vampires. There are a handful of new spells and campaign ideas for using or hunting vampires in your game.
What I liked best about this book though was the Fist of Light Prestige Class. It was exactly what I was looking for in one of my games and I was happy to see someone else had done all the work for me.
The layout is very clean and clear and easy enough to read onscreen. The art varies, but most it is rather good.
5 out of 5 stars
Paths of Power
Ideas and options for alternate magic systems in d20. Lots of great ideas here and can be used as a tool kit, options or just a way to give characters a different feel.
5 out of 5 stars
Teenage Demon Slayers
I do not own or ever have played a Pocket Universe game, but I was working on a "magical high school" campaign for my players and I saw this. I saw Jeff Dee's name and picked up a copy.
It makes for a good resource and translating the ideas to other games or systems is fairly easy.
It can't comment on the playability of the material, the readability was fine.
4 out of 5 stars
Campaign Builders: Modern High
Campaign Builders are quick books to help you get started with a campaign mode. In this case a modern high school (and two popular variations, the Horror High and Ninja School).
I grabbed this for ideas to help with a anime/supers/magic flavored high school game I Was working on at the time and it was a great help. The coolest feature here (and since used in other games) is the "Allowance" mechanic. This might not be the first place it has been used like this, but what they do have here is very good.
It is a great product for the price. I might have liked to see more school types and paid a little more, but all in all I am very happy with it.
4 out of 5 stars
Venture 4th: Pact of Ghosts
An interesting addition to the 4th edition game. I liked many of the powers and did not feel they were too overpowered or underpowered. I also liked the different flavor they gave to the Warlock class.
3rd party publishers of D&D4 material are at a severe disadvantage. They can't add their material to the DDi and that makes them less attractive. But if you can get past that this is a very good class build and one I plan on using in my games.
4 out of 5 stars
Silver Age Sentinels D20: Stingy Gamer Edition
Silver Age Sentinels is a fantastic d20 based supers game. It has the problem of being "that other d20 Supers game" and never got the foothold in the market it would have.
This version includes all the rules but is missing some of the text that I felt made SAS worth buying.
4 out of 5 stars
Villains for 2.0
You get 10 detailed NPCs/concepts/archetypes to use either as heroes or as villains for Mutants and Masterminds 2nd ed.
The art is comic book fare, but that is actually to it's benefit here. The archetypes are not particularly original, but they are afterall archetypes.
If you need a bad guy quickly then this is good product. I bought it for just one of the archetypes and was happy with the rest.
4 out of 5 stars
Character Builder Complete: Celtic
A 36 page, form-fillable character folio with a celtic theme. "Builder" is a bit of a mis-nomer, there is nothing here that contains rules, but nearly everything is here to build a character of any class. For d20/OGL 3.x.
4 out of 5 stars
Librum Equitis - Volume 2
Twenty new prestige classes and some new spells.
The book is good if you are looking for some more prestige classes, but I found I never used any of them myself.
I did like the new spells.
4 out of 5 stars
I was holding on to this post for a rainy day, but today is good.
Some more DriveThru RPG reviews. No theme today. Just a bunch of random pdfs that caught my attention.
I am trying out a new database to keep track of my reviews now too.
Action! System Core Rules (Free Version)
Good game for action/adventure RPGs.
It is designed to focus on "realism", so no super science or magic, but perfect for say a spy, detective, cop or any other type of action game.
4 out of 5 stars
Bardic Lore: Riastradh
Very cool for any Celtic flavored game and cool for any game to be honest.
The warp-spasm of Cú Chulainn is something that has been in the stories of the Ulster cycle, but never really implemented well in a game. This is a pretty good way to do it.
If you are running a Celtic game, then this is a good product to have. Great price as well.
5 out of 5 stars
Out for Blood
If there was anything you ever wanted to know about vampires or those that hunt them then this is your book.
In the 200+ pages there are 18 new prestige classes, new uses for skills, feats, and of course tons of vampires. There are a handful of new spells and campaign ideas for using or hunting vampires in your game.
What I liked best about this book though was the Fist of Light Prestige Class. It was exactly what I was looking for in one of my games and I was happy to see someone else had done all the work for me.
The layout is very clean and clear and easy enough to read onscreen. The art varies, but most it is rather good.
5 out of 5 stars
Paths of Power
Ideas and options for alternate magic systems in d20. Lots of great ideas here and can be used as a tool kit, options or just a way to give characters a different feel.
5 out of 5 stars
Teenage Demon Slayers
I do not own or ever have played a Pocket Universe game, but I was working on a "magical high school" campaign for my players and I saw this. I saw Jeff Dee's name and picked up a copy.
It makes for a good resource and translating the ideas to other games or systems is fairly easy.
It can't comment on the playability of the material, the readability was fine.
4 out of 5 stars
Campaign Builders: Modern High
Campaign Builders are quick books to help you get started with a campaign mode. In this case a modern high school (and two popular variations, the Horror High and Ninja School).
I grabbed this for ideas to help with a anime/supers/magic flavored high school game I Was working on at the time and it was a great help. The coolest feature here (and since used in other games) is the "Allowance" mechanic. This might not be the first place it has been used like this, but what they do have here is very good.
It is a great product for the price. I might have liked to see more school types and paid a little more, but all in all I am very happy with it.
4 out of 5 stars
Venture 4th: Pact of Ghosts
An interesting addition to the 4th edition game. I liked many of the powers and did not feel they were too overpowered or underpowered. I also liked the different flavor they gave to the Warlock class.
3rd party publishers of D&D4 material are at a severe disadvantage. They can't add their material to the DDi and that makes them less attractive. But if you can get past that this is a very good class build and one I plan on using in my games.
4 out of 5 stars
Silver Age Sentinels D20: Stingy Gamer Edition
Silver Age Sentinels is a fantastic d20 based supers game. It has the problem of being "that other d20 Supers game" and never got the foothold in the market it would have.
This version includes all the rules but is missing some of the text that I felt made SAS worth buying.
4 out of 5 stars
Villains for 2.0
You get 10 detailed NPCs/concepts/archetypes to use either as heroes or as villains for Mutants and Masterminds 2nd ed.
The art is comic book fare, but that is actually to it's benefit here. The archetypes are not particularly original, but they are afterall archetypes.
If you need a bad guy quickly then this is good product. I bought it for just one of the archetypes and was happy with the rest.
4 out of 5 stars
Character Builder Complete: Celtic
A 36 page, form-fillable character folio with a celtic theme. "Builder" is a bit of a mis-nomer, there is nothing here that contains rules, but nearly everything is here to build a character of any class. For d20/OGL 3.x.
4 out of 5 stars
Librum Equitis - Volume 2
Twenty new prestige classes and some new spells.
The book is good if you are looking for some more prestige classes, but I found I never used any of them myself.
I did like the new spells.
4 out of 5 stars
Monday, July 4, 2011
The Dragonslayers vs. The Lost Caverns of Tsojcanth, Part 2
I have been re-reading the original S4, the original tournament module it was based on and the update Iggwilv's Legacy and something occurred to me. For a module centered around Iggwilv and her interest in demons, there are surprisingly few demons in this adventure.
Since I need to up the ante anyway I am thinking that I am going to replace some of the monsters with demons. It will be one of the last times I'll use demons in a 3.x adventure and I have tons of books on them. So stirges for example would be replaced by chasme (fly demons), the dao in the greater caverns (the "ante-chamber of the garden of 1001 delights") will be replaced by incubi and succubi.
I won't go overboard, but I think I have a few good places where I can do this and it will work out well.
I'll keep you posted.
Since I need to up the ante anyway I am thinking that I am going to replace some of the monsters with demons. It will be one of the last times I'll use demons in a 3.x adventure and I have tons of books on them. So stirges for example would be replaced by chasme (fly demons), the dao in the greater caverns (the "ante-chamber of the garden of 1001 delights") will be replaced by incubi and succubi.
I won't go overboard, but I think I have a few good places where I can do this and it will work out well.
I'll keep you posted.
Sunday, July 3, 2011
Happy 4th of July
Posting will be light this weekend (you may have noticed).
Celebrating the July 4th Weekend.
Celebrating the July 4th Weekend.
Saturday, July 2, 2011
Friday, July 1, 2011
Willow & Tara: Icons
I have been missing my regularly scheduled Willow and Tara posts. I posted everything for Season 1: The Dragon and the Phoenix and Season 2: Season of the Witch.
Season 3 was going to be more "supers" or even "anime" like. So I played around with Mutants and Masterminds and Big Eyes, Small Mouth quite a bit to get what I wanted, but I never quite got it there. The idea behind Season 3: Generation HEX was Willow and Tara would play a less central role as educators of the next generation of witches growing up in a world where everyone knows all about magic.
Again I never quite got it working. But the releases of Mutants and Masterminds 3rd Ed, as well as Bash, Icons and Villains and Vigilantes has got me thinking about it all again.
So here are the girls using Icons, plus some new Icons related supplements I picked up.
Icons
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.
Icons though is perfect for trying out a couple of episodes. The biggest issues of "Generation HEX" is it lacked a bit of an identity. "Dragon" was a "Buffy Game", "Season of the Witch" was a "Ghosts of Albion" Game. So the best thing I think is to try out a couple of different "episodes" or "issues" in the various games that went to inspire the series. Now I had stopped work on "Generation HEX" long before Icons came along, but there are still things I can do.
Since I am experimenting I am used the the official module The Mastermind Affair as my test.
You can read my review of the adventure on DriveThruRPG's site.
Since I am rebuilding this season I also grabbed a ton of books on playing in High School and supers:
Prowess: 2
Coordination: 3
Strength: 2
Intellect: 7
Awareness: 6
Willpower: 7
Height: 5'3" Weight: 114 lbs.
First Appearance (Icons): Season 3, Episode1: We Could Be Heroes.
Powers
Wizardry (magic) 7 (Telekinesis, Blast)
Detection
Mind Control 4
Supersenses (magic, ghosts, astral [sight, hearing, touch]) 3
Telepathy 2 (4 /w Tara)
Specialties
Science, Occult, Electronics, Computers, Languages
Stamina: 9
Determination: 1
Aspects
Qualities
Connections, Motivation: "To learn more magic"
Challenges
Personal: Out Lesbian.
Relationship: Tara
Tara Maclay
Season 3 was going to be more "supers" or even "anime" like. So I played around with Mutants and Masterminds and Big Eyes, Small Mouth quite a bit to get what I wanted, but I never quite got it there. The idea behind Season 3: Generation HEX was Willow and Tara would play a less central role as educators of the next generation of witches growing up in a world where everyone knows all about magic.
Again I never quite got it working. But the releases of Mutants and Masterminds 3rd Ed, as well as Bash, Icons and Villains and Vigilantes has got me thinking about it all again.
So here are the girls using Icons, plus some new Icons related supplements I picked up.
Icons
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.
Icons though is perfect for trying out a couple of episodes. The biggest issues of "Generation HEX" is it lacked a bit of an identity. "Dragon" was a "Buffy Game", "Season of the Witch" was a "Ghosts of Albion" Game. So the best thing I think is to try out a couple of different "episodes" or "issues" in the various games that went to inspire the series. Now I had stopped work on "Generation HEX" long before Icons came along, but there are still things I can do.
Since I am experimenting I am used the the official module The Mastermind Affair as my test.
You can read my review of the adventure on DriveThruRPG's site.
Since I am rebuilding this season I also grabbed a ton of books on playing in High School and supers:
- Smallville High School Yearbook (Cortex Plus)
- Hope Prep #0: Orientation (Icons)
- Hope Prep School Freshman Handbook (M&M 3)
- Mutants and Masterminds 2nd Edition Beginners Guide
Prowess: 2
Coordination: 3
Strength: 2
Intellect: 7
Awareness: 6
Willpower: 7
Height: 5'3" Weight: 114 lbs.
First Appearance (Icons): Season 3, Episode1: We Could Be Heroes.
Powers
Wizardry (magic) 7 (Telekinesis, Blast)
Detection
Mind Control 4
Supersenses (magic, ghosts, astral [sight, hearing, touch]) 3
Telepathy 2 (4 /w Tara)
Specialties
Science, Occult, Electronics, Computers, Languages
Stamina: 9
Determination: 1
Aspects
Qualities
Connections, Motivation: "To learn more magic"
Challenges
Personal: Out Lesbian.
Relationship: Tara
Tara Maclay
Prowess: 2
Coordination: 2
Strength: 3
Intellect:
Awareness: 7
Willpower: 6
Height: 5'5" Weight: 128 lbs.
First Appearance (Icons): Season 3, Episode1: We Could Be Heroes.
Powers
Wizardry (magic) 6 (Telekinesis, Force Field)
Aura 3 (supernatural creatures affected only, fear aura)
Blast 2
Emotion Control 2
Healing 4
Supersenses (magic, ghosts, astral [sight, hearing, touch]) 3
Telepathy 2 (4 /w Willow)
Specialties
Art, Occult, Psychiatry, Languages
Stamina: 8
Determination: 1
Aspects
Qualities
Connections, Motivation: "To protect the innocent"
Challenges
Personal: Out Lesbian.
Relationship: Willow
These are built assuming this is the start of Season 3 and the girls have quite a bit of experience. I like these builds, but I think I am going to need more practice in this game.
Icons has some great advice/hints/tips on making an archenemy, I think I am going to have to take that advice and figure out someone for the girls to battle.
Thursday, June 30, 2011
Icons
I go in and out of moods for my games a lot. Gamer ADHD as it has been called.
I have been going through my Icons collection of late with the idea to revive my long dead Supers game.
I have already stated Justice for Icons, but I have not used it for Willow and Tara just yet. So here is my point of view on Icons. Some of this I mentioned before, but I wanted to pull it all together in one place.
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.
I have been going through my Icons collection of late with the idea to revive my long dead Supers game.
I have already stated Justice for Icons, but I have not used it for Willow and Tara just yet. So here is my point of view on Icons. Some of this I mentioned before, but I wanted to pull it all together in one place.
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.
Other Icons products:
Hope Prep #0: Orientation
Icons and M&M 3
Ever since the X-Men went to class and the Teen Titans went to their tower, being a super powered teen has always been popular in comics. It was popular before that too, but let's stick with high school. Hope Prep is another in a long line of Schools for .... you get the idea.
This book was written for ICONS, but I am certain that the same applies for other versions (M&M).
The idea here is a day spent learning about your new school, Hope Prep. A new bad guy organization is introduced, which I really liked and will use. And it works as a good introduction to supers roleplaying and the game systems as well.
Each scene is detailed well, but not in a way that tells the GM what everyone needs to do, but instead a framework of what is going on and how to move from one scene to the next. Very nice.
There is a starter map of the school grounds and some materials to print and give to your players.
All in all, a very fun intro and certainly makes want to get some more from this line of products.
5 of 5 Stars
Hope Prep School Freshman Handbook
Icons and M&M3
EDITED TO ADD:
I just found this awesome Character sheet for Hope Prep for Icons from the author's own blog.
http://www.meliorvia.com/2011/06/open-house-sale-and-icons-character.html
ION Guard
Bash! and ICONS
If you need a reason to buy BASH or ICONS then this is it. At just about 60 pages this supplement presents the Intergalactic Ordinance Network Guard or ION Guard, an intergalatic police force defending the universe from all sorts of bad guys.
Yes we have seen this before, but the the presentation in this book is so enduring you ignore the obvious DNA of this product and just pull on your ION Fist, say your Oath and protect the Galaxy. NPCs are detailed as well as bad guys for you to fight. The layout of the book is awesome and I honestly can't say enough good about it.
Dislike: would have liked to see more bad guys.
5 out of 5 stars.
Field Guide to Superheroes Vol. 3 (ICONS)
A hefty collection of archetypes for the ICONS game. Lots of familiar territory here with some standard comic book archetypes. What I came here for was the Magician, Occult hero and the Psychic.
In all cases an archetype is presented with some explanatory notes on how this character works in the comics and the game. Examples from comics are given and ways to use the character. Then we also get a full write up of a ready to use character, either as an NPC or PC for your own games. Usually 4 pages per archetype.
Very good book for the price and now I want to pick up the first two as well.
5 out of 5 stars.
Icons vs. Bash vs. Mutants and Masterminds
This is something I think I need address, but at the moment I don't feel qualified enough to do this. I think I am going to have to play some games and try them out to see which ones I like the best.
More on Icons tomorrow.
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.
Other Icons products:
Hope Prep #0: Orientation
Icons and M&M 3
Ever since the X-Men went to class and the Teen Titans went to their tower, being a super powered teen has always been popular in comics. It was popular before that too, but let's stick with high school. Hope Prep is another in a long line of Schools for .... you get the idea.
This book was written for ICONS, but I am certain that the same applies for other versions (M&M).
The idea here is a day spent learning about your new school, Hope Prep. A new bad guy organization is introduced, which I really liked and will use. And it works as a good introduction to supers roleplaying and the game systems as well.
Each scene is detailed well, but not in a way that tells the GM what everyone needs to do, but instead a framework of what is going on and how to move from one scene to the next. Very nice.
There is a starter map of the school grounds and some materials to print and give to your players.
All in all, a very fun intro and certainly makes want to get some more from this line of products.
5 of 5 Stars
Hope Prep School Freshman Handbook
Icons and M&M3
The Freshman Handbook is a great product in the Hope Prep product line. Meant to follow from the Hope Prep Orientation book, this book expands what you know and provides more information.
Like the Orientation Book, this book is multi-system. I had no issue moving from the ICONS version of one to the M&M version of the other.
This book contains everything a new student will need to know about their new school. There are class schedules with information on the teachers (and their powers, listed in back). While there is a wealth of information here it's utility will vary form GM to GM. While somw may like know where the students are at any given moment of any given day, there are others that will hand wave this.
One thing I found a distraction was the multi-colored text of the two students, Maza and Kid Courage. While interesting and provided a good insight to what was "really" going on, I found the font choice and color difficult to read sometimes.
4 of 5 Stars
EDITED TO ADD:
I just found this awesome Character sheet for Hope Prep for Icons from the author's own blog.
http://www.meliorvia.com/2011/06/open-house-sale-and-icons-character.html
ION Guard
Bash! and ICONS
If you need a reason to buy BASH or ICONS then this is it. At just about 60 pages this supplement presents the Intergalactic Ordinance Network Guard or ION Guard, an intergalatic police force defending the universe from all sorts of bad guys.
Yes we have seen this before, but the the presentation in this book is so enduring you ignore the obvious DNA of this product and just pull on your ION Fist, say your Oath and protect the Galaxy. NPCs are detailed as well as bad guys for you to fight. The layout of the book is awesome and I honestly can't say enough good about it.
Dislike: would have liked to see more bad guys.
5 out of 5 stars.
Field Guide to Superheroes Vol. 3 (ICONS)
A hefty collection of archetypes for the ICONS game. Lots of familiar territory here with some standard comic book archetypes. What I came here for was the Magician, Occult hero and the Psychic.
In all cases an archetype is presented with some explanatory notes on how this character works in the comics and the game. Examples from comics are given and ways to use the character. Then we also get a full write up of a ready to use character, either as an NPC or PC for your own games. Usually 4 pages per archetype.
Very good book for the price and now I want to pick up the first two as well.
5 out of 5 stars.
This might well be the most awesome product I have ever paid under a buck for.
You don't get many pages here, but you get alot. A "ripped from the tabloids" personality that can be a snap to play. All the Icons stats you need, a background, awesome art and a little paper mini to use in your game.
All for less than you would pay for a Mt. Dew out of a vending machine.
I just don't want to see more like this, I want to see LiLo and all her awesome powers of...well something I am sure.
Worth it for humor alone.
5 of 5 Stars
Icons vs. Bash vs. Mutants and Masterminds
This is something I think I need address, but at the moment I don't feel qualified enough to do this. I think I am going to have to play some games and try them out to see which ones I like the best.
More on Icons tomorrow.
Wednesday, June 29, 2011
Ghosts of Albion: Dinosauria!
This Gen Con I am going to introduce a new adventure for Ghosts of Albion. The first I have written in a while and I am quite excited.
The adventure is centered around the New Year's Eve 1853 party at the Crystal Palace. The characters are all invited to a most unique party inside one of the first ever models of a dinosuar!
You are invited by Mr. Benjamin Waterhouse Hawkins,
and Prof. Richard Owens,
I'll be presenting some details for players here and the characters they can play.
Currently I have an immortal sorceress, a cowboy with golden bullets that he may have gotten from the devil, an Algonquin shaman, a faerie lady, and an American occult scholar.
Stay tuned.
The adventure is centered around the New Year's Eve 1853 party at the Crystal Palace. The characters are all invited to a most unique party inside one of the first ever models of a dinosuar!
You are invited by Mr. Benjamin Waterhouse Hawkins,
and Prof. Richard Owens,
I'll be presenting some details for players here and the characters they can play.
Currently I have an immortal sorceress, a cowboy with golden bullets that he may have gotten from the devil, an Algonquin shaman, a faerie lady, and an American occult scholar.
Stay tuned.
15 Movies
Found this 15 Movies thing at The Girl with the White Parasol and at Defiant Success.
I watch a lot of movies so I figured what the heck.
Movie you love with a passion.
Hmm. Raiders of the Lost Ark is near perfect in my mind. But I also love the Lord of the Rings trilogy.
Movie you vow to never watch.
I doubt I will ever watch Human Centipede. Not because it looks stupid (it does) I don't want to do anything that might encourage this sort of "money shot" film making. Basically this entire movie was built around one scene. I refuse to be a part of that.
Movie that literally left you speechless.
Monster-a-Go Go. It was just so monumentally stupid I couldn't say anything.
Movie you always recommend.
Anything by Hayao Miyazaki.
Actor/actress you always watch, no matter how crappy the movie.
Actor: I'll admit it. Nick Cage. He plays the same character in every movie, but that is ok.
Actress: Linda Fiorentino. I even watched Jade. Twice.
Actor/actress you don't get the appeal for.
Actor: John Travolta. I really just can't stand this guy.
Actress: Julia Ormond. Have no idea what people see in her. She bores me to tears.
Actor/actress, living or dead, you'd love to meet.
Christopher Lee. I bet he is just a font of knowledge.
Sexiest actor/actress you've seen. (Picture required!)
Wow. So many really. I am rather fond of Anne Hathaway.
Dream cast.
Another tough one.
Dream casts are tough since so much depends on the script. Sometime you get an Oceans 11 and sometimes you get an Oceans 13. ;)
Favorite actor pairing.
I was always a big fan of Richard Pryor and Gene Wilder. I also like anything with Johnny Depp and Helena Bonham Carter.
Favorite movie setting.
Anything horror. But I really like Victorian.
Favorite decade for movies.
Comedy/Coming of Age: 80's
Classic Horror: 50's and 70's
Chick flick or action movie?
Horror.
Hero, villain or anti-hero?
Depends on my mood.
Black and white or color?
Love old horror in black and white, but I see in color
I watch a lot of movies so I figured what the heck.
Movie you love with a passion.
Hmm. Raiders of the Lost Ark is near perfect in my mind. But I also love the Lord of the Rings trilogy.
Movie you vow to never watch.
I doubt I will ever watch Human Centipede. Not because it looks stupid (it does) I don't want to do anything that might encourage this sort of "money shot" film making. Basically this entire movie was built around one scene. I refuse to be a part of that.
Movie that literally left you speechless.
Monster-a-Go Go. It was just so monumentally stupid I couldn't say anything.
Movie you always recommend.
Anything by Hayao Miyazaki.
Actor/actress you always watch, no matter how crappy the movie.
Actor: I'll admit it. Nick Cage. He plays the same character in every movie, but that is ok.
Actress: Linda Fiorentino. I even watched Jade. Twice.
Actor/actress you don't get the appeal for.
Actor: John Travolta. I really just can't stand this guy.
Actress: Julia Ormond. Have no idea what people see in her. She bores me to tears.
Actor/actress, living or dead, you'd love to meet.
Christopher Lee. I bet he is just a font of knowledge.
Sexiest actor/actress you've seen. (Picture required!)
Wow. So many really. I am rather fond of Anne Hathaway.
Dream cast.
Another tough one.
Dream casts are tough since so much depends on the script. Sometime you get an Oceans 11 and sometimes you get an Oceans 13. ;)
Favorite actor pairing.
I was always a big fan of Richard Pryor and Gene Wilder. I also like anything with Johnny Depp and Helena Bonham Carter.
Favorite movie setting.
Anything horror. But I really like Victorian.
Favorite decade for movies.
Comedy/Coming of Age: 80's
Classic Horror: 50's and 70's
Chick flick or action movie?
Horror.
Hero, villain or anti-hero?
Depends on my mood.
Black and white or color?
Love old horror in black and white, but I see in color
Tuesday, June 28, 2011
The Lesbian Vampire: Villain or Victim? Part 3
I am participating in the Queer Film Blogathon over at Garbo Laughs.
Let's bring this back around to what this blog is about; RPGs.
I have stated up and discussed a number of lesbian vampires based on all the movies I have discussed and even delved into why they do what they do.
Here are the links
So here she is for the Ghosts of Albion RPG.
Here is a description of Carmilla from the text:
She was slender, and wonderfully graceful. Except that her movements were languid--very languid--indeed, there was nothing in her appearance to indicate an invalid. Her complexion was rich and brilliant; her features were small and beautifully formed; her eyes large, dark, and lustrous; her hair was quite wonderful, I never saw hair so magnificently thick and long when it was down about her shoulders; I have often placed my hands under it, and laughed with wonder at its weight. It was exquisitely fine and soft, and in color a rich very dark brown, with something of gold. I loved to let it down, tumbling with its own weight, as, in her room, she lay back in her chair talking in her sweet low voice, I used to fold and braid it, and spread it out and play with it. Heavens! If I had but known all!
So based on that I think the perfect choice for casting is Anne Hathaway.
Countess Mircalla Karnstein, aka "Carmilla"
Vampire
Attributes
Strength 6
Dexterity 4
Constitution 5
Intelligence 3
Perception 3
Willpower 5
Qualities
Age (2)
Attractiveness (3)
Cloak of Beasts (Large Cat)
Emotional Influence
Fast Reaction Time (Vampire)
Hard to Kill 3 (2 from Vampire)
Mesmerize (See Me, Hear My Voice)
Natural Weapon (Vampire)
Reduced Damage 2 (Vampire)
Regeneration (6 Life Points per hour) (Vampire)
Sunlight Immunity
Vampire
Drawbacks
Adversary (1)
Bloodlust
Home Soil (Burial Shroud)
Love, Tragic
Emotional Problems, Emotionally Dependent (victims) (1)
Mental Problems, Covetous (Lechery) (1)
Minority (lesbian woman) (2)
Special Diet (only young women)
Useful Information
Initiative
Actions 1/1
Observation 1d10
Fear +5
Skills
Armed Mayhem 2
Art 0
Athletics 2
Crime 2
Drive / Ride 2
Engineering 1
Fisticuffs 1
Influence 4
Knowledge 4
Languages 5 (English, French, Latin, German, Romanian)
Marksmanship 0
Notice 3
Occultism 0
Physician 0
Combat
The Countess Mircalla Karnstein was one of members of the notorious Karnstein family, a family well known for it's depravity and dabbling in occult practices.
Mircalla was one of their lesser evil members, preferring to be left alone so she could dally with the serving girls of the castle. Though sometime after 1698 the young Mircalla suffered the same fate as many other members of her family, she was turned into a vampire. Like all members of the Karnstein vampire clan she must retain her burial shroud in order to keep her undeath. Loss of it will not allow her rest and she may be killed by the removal of her head.
Mircalla, like many vampires, can only alter her name in the form of an anagram or something that sounds similar; i.e. Carmilla, Millarca, Marcilla and so on.
Unlike other members of her family Mircalla has found a way to survive in the in the inhospitable world of science and reason.
Mircalla's favored victim are young women. Her curse is to prey only on the same sorts of women she loved in life. She can't help but fall in love with her victims, knowing all too well that she will be the cause of their deaths. Her compulsion to only use anagrams of her own name might be part of some desire to be discovered and put out of the constant pain she must be feeling, but her vampiric nature drives her ever forward to continue on and looking for the next victim.
If there are other survivors of the Karnstein clan, and there is at least some reason to believe this, then Mircalla does not enteract with them at all.
What we know about Mircalla and the Karnsteins comes from a variety of sources, most notable was the recollections of one of Mircalla's victims (published as a work of fiction no less) and the reports of the most excellent occult scholar and expert on vampires, Professor Hieronymus Grost. Grost has recorded a number of instances of encounters with the Karnstein clan.
All members, save the youngest, of the Karnstein Vampires are immune to the effects sunlight. They do need to keep their burial shroud with them in order to rest. Without it they are vulnerable and my be killed by beheading. A stake will only immobilize them, not permanently destroy them. The Karnsteins also have differing tastes in their prey and once chosen they rarely diverge from it. In Mircalla's case she must feed only on young women.
Mircalla can mesmerize her victims into thinking her feedings are nothing but bad dreams. Like other vampires she cannot enter someone's home without permission, but she rarely has trouble getting that.
Mircalla can also appear as large cat, either a large black house cat or a small panther-like cat. No reports are given whether this is a trait she shares with her family or unique to her.
Using Mircalla in Ghosts of Albion
Mircalla could very well be drawn to London in search of new prey. A metropolis the size of London would easily hide one lone predator. With the rise of the affluent middle class and "working rich", Mircalla would have plenty of chances to engage in society to bring her closer to her favored victims.
Mircalla is not a fighter. She will not engage in combat unless it is a last resort. She preys on her victims and gets out as soon as she can. If faced with destruction her choices are usually flee or fight in that order. In any case once discovered she will attempt to flee.
Using Mircalla in Buffy/Angel/Army of Darkness
In modern games Mircalla will be continuing her modus operandi. However she will have one additional level of Age (and corresponding skill points). If playing a high-school game, then Mircalla will often take on the guise of an exotic foreign exchange student who surrounds herself with the most popular girls in school. There will be no indication of anything amiss till students begin to complain of nightmares and a new wasting disease will hit the school, effecting only the young women and girls.
Let's bring this back around to what this blog is about; RPGs.
I have stated up and discussed a number of lesbian vampires based on all the movies I have discussed and even delved into why they do what they do.
Here are the links
- Elizabeth Bathory
- Fran and Miriam from Vampyres
- Ivy (and Rachel!) from the Rachel Morgan series by Kim Harrison
- Even a Vampire Tara, Unisystem and Cortex
- (And not to forget Madame Vastra and Jenny. They are not vampires, but they are awesome.)
So here she is for the Ghosts of Albion RPG.
Here is a description of Carmilla from the text:
She was slender, and wonderfully graceful. Except that her movements were languid--very languid--indeed, there was nothing in her appearance to indicate an invalid. Her complexion was rich and brilliant; her features were small and beautifully formed; her eyes large, dark, and lustrous; her hair was quite wonderful, I never saw hair so magnificently thick and long when it was down about her shoulders; I have often placed my hands under it, and laughed with wonder at its weight. It was exquisitely fine and soft, and in color a rich very dark brown, with something of gold. I loved to let it down, tumbling with its own weight, as, in her room, she lay back in her chair talking in her sweet low voice, I used to fold and braid it, and spread it out and play with it. Heavens! If I had but known all!
So based on that I think the perfect choice for casting is Anne Hathaway.
Countess Mircalla Karnstein, aka "Carmilla"
Vampire
Strength 6
Dexterity 4
Constitution 5
Intelligence 3
Perception 3
Willpower 5
Qualities
Age (2)
Attractiveness (3)
Cloak of Beasts (Large Cat)
Emotional Influence
Fast Reaction Time (Vampire)
Hard to Kill 3 (2 from Vampire)
Mesmerize (See Me, Hear My Voice)
Natural Weapon (Vampire)
Reduced Damage 2 (Vampire)
Regeneration (6 Life Points per hour) (Vampire)
Sunlight Immunity
Vampire
Drawbacks
Adversary (1)
Bloodlust
Home Soil (Burial Shroud)
Love, Tragic
Emotional Problems, Emotionally Dependent (victims) (1)
Mental Problems, Covetous (Lechery) (1)
Minority (lesbian woman) (2)
Special Diet (only young women)
Useful Information
Initiative
Actions 1/1
Observation 1d10
Fear +5
Skills
Armed Mayhem 2
Art 0
Athletics 2
Crime 2
Drive / Ride 2
Engineering 1
Fisticuffs 1
Influence 4
Knowledge 4
Languages 5 (English, French, Latin, German, Romanian)
Marksmanship 0
Notice 3
Occultism 0
Physician 0
Combat
Maneuver | Bonus | Damage | Notes |
Dodge / Parry | +6 | - | Defence Action |
Grapple | +7 | - | Defence Action |
Bite | +5 | 6 | Slash / Stab, needed for blood drain |
Punch / claw | +6 | 12 | Bash / slash |
The Countess Mircalla Karnstein was one of members of the notorious Karnstein family, a family well known for it's depravity and dabbling in occult practices.
Mircalla was one of their lesser evil members, preferring to be left alone so she could dally with the serving girls of the castle. Though sometime after 1698 the young Mircalla suffered the same fate as many other members of her family, she was turned into a vampire. Like all members of the Karnstein vampire clan she must retain her burial shroud in order to keep her undeath. Loss of it will not allow her rest and she may be killed by the removal of her head.
Mircalla, like many vampires, can only alter her name in the form of an anagram or something that sounds similar; i.e. Carmilla, Millarca, Marcilla and so on.
Unlike other members of her family Mircalla has found a way to survive in the in the inhospitable world of science and reason.
Mircalla's favored victim are young women. Her curse is to prey only on the same sorts of women she loved in life. She can't help but fall in love with her victims, knowing all too well that she will be the cause of their deaths. Her compulsion to only use anagrams of her own name might be part of some desire to be discovered and put out of the constant pain she must be feeling, but her vampiric nature drives her ever forward to continue on and looking for the next victim.
If there are other survivors of the Karnstein clan, and there is at least some reason to believe this, then Mircalla does not enteract with them at all.
What we know about Mircalla and the Karnsteins comes from a variety of sources, most notable was the recollections of one of Mircalla's victims (published as a work of fiction no less) and the reports of the most excellent occult scholar and expert on vampires, Professor Hieronymus Grost. Grost has recorded a number of instances of encounters with the Karnstein clan.
All members, save the youngest, of the Karnstein Vampires are immune to the effects sunlight. They do need to keep their burial shroud with them in order to rest. Without it they are vulnerable and my be killed by beheading. A stake will only immobilize them, not permanently destroy them. The Karnsteins also have differing tastes in their prey and once chosen they rarely diverge from it. In Mircalla's case she must feed only on young women.
Mircalla can mesmerize her victims into thinking her feedings are nothing but bad dreams. Like other vampires she cannot enter someone's home without permission, but she rarely has trouble getting that.
Mircalla can also appear as large cat, either a large black house cat or a small panther-like cat. No reports are given whether this is a trait she shares with her family or unique to her.
Using Mircalla in Ghosts of Albion
Mircalla could very well be drawn to London in search of new prey. A metropolis the size of London would easily hide one lone predator. With the rise of the affluent middle class and "working rich", Mircalla would have plenty of chances to engage in society to bring her closer to her favored victims.
Mircalla is not a fighter. She will not engage in combat unless it is a last resort. She preys on her victims and gets out as soon as she can. If faced with destruction her choices are usually flee or fight in that order. In any case once discovered she will attempt to flee.
Using Mircalla in Buffy/Angel/Army of Darkness
In modern games Mircalla will be continuing her modus operandi. However she will have one additional level of Age (and corresponding skill points). If playing a high-school game, then Mircalla will often take on the guise of an exotic foreign exchange student who surrounds herself with the most popular girls in school. There will be no indication of anything amiss till students begin to complain of nightmares and a new wasting disease will hit the school, effecting only the young women and girls.
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