Sunday, November 20, 2011

Ghosts of Albion - In my Hands!

Got back home today from visiting family and found a nice big box waiting for me.
Inside...



A box of Ghosts of Albion books!





Coming soon to a Game Store near you!

4E: Witch Paragon Paths

Last week I discussed what I thought about the new witch class for 4E.  One of the slights I felt was the lack of some good witch Paragon Paths.  Obviously the Essentials format now includes a "default" Paragon Path and the book could not include multiple Paragon Paths for all the classes.    So I am going to take something I thought was a weakness of the class and turn it into a strength.  Today I want to look at what sort of previously published Paragon Paths work well for the witch.

First up, the Legendary Witch from Heroes of the Feywild is a perfect fit.  It really just extends the Heroic Tier witch and gives some power based on the coven the witch is in.  Nothing fancy really.

Starting with the core rule books (PHB and Essentials) and working out here are some of my choices.
The Blood Mage and Spellstorm Mage from PHB1 are good choices.  With a bit of fluff, these can become a Blood Witch and Tempenstarii with no changes to crunch.

Arcane Power gives us a number of options as well, but really only one Paragon Path stands out as sufficently "witchy".  The Weaver of Chance has background that is compatible with the witch's and the powers work well too.  In fact with this Path you can finally make the Scarlet Witch character you always wanted.

Moving out to the Campaign Worlds we get more choices since they are designed to be something more akin to what Prestige Classes were in 3e.  The Forgotten Realms is full of wizards, and even the Hatharans and Simbul are more or less witches. The Simbul is even called Witch Queen of Aglarond and the Paragon Path based around her, Simbarch of Aglarond, is a great one for a witch to take. Another nearly perfect one for the witch of a Full Moon coven is the Silverstar.  Neitehr of these need to be changed in terms of fluff or crunch.

From the sister book Heroes of Shadow, the witch can take on powers of Necromancy or Nethermancy as she chooses.  There is also the Ravenkin path as sort of a dark parallel to the Silverstar.  The Shadowthief and Shadow Shaper are also decent choices.

Moving on to the issues of Dragon, we have the Vistani Execrator (#380), which is thematically a good choice if your witch has some Vistani blood.  For witches that focus on their familiars there is the Familiar Keeper (#374).

There are others, based on races and skill or feat choices, but these look like they are the best to me.
Now the Legendary Witch doesn't look so lonely.


Saturday, November 19, 2011

Zatannurday: Happy Birthday Darwyn Cooke!

We have had the pleasure of seeing a lot of good artists at DC. But one of my favorites just had a birthday on Wednesday and here are some of his best Zatanna pics!

So Happy Birthday Darwyn Cooke!






And as a special bonus, head over to DC Women Kicking Ass for a awesome post on why Zatanna Kicks Ass.

Friday, November 18, 2011

Holiday Sales at Elf Lair Games

Hey all!

Quick one to let you all know that Elf Lair Games is offering some discounts on the print editions of the Spellcraft & Swordplay game.

Spellcraft & Swordplay: Core Rules Hardcover
Spellcraft & Swordplay:  Monstrous Mayhem Softcover

A great game and a great gift choice for the gamer (or non-gamer) in your life.

A Good Toy Goes to War

Normally Friday night is movie night at Castle Brannan.  We pop up some popcorn, order some Chicago-style pizza and watch what ever new movie is out.  Buying a BluRay disc sight-unseen is still cheaper for us than taking every out to the theater.

But tonight we are going to do something different.  We are going to try a new game.
The boys are a little burned out on D&D so I have wanted to try some new games.  I didn't get a chance to play Doctor Who with them last week, but tonight I would like to try out Toy War.

I picked this up as part of the the Teach Your Kids to Game event this week at DriveThruRPG.

My boys are at the ages where they have an odd collection of toys.  They still have some older stuffed animals and newer action figures.  This game allows you to take any toy in your house (2-3 per player in fact) and play with them in an RPG.
Actually reading through the rules I am struck more how they are closer to the War Gaming origins that I would have thought.

So tonight we are getting out some toys. My oldest has already picked out a small Dalek and my youngest has this giant polar bear and some seals that he got from The Petting Zoo.

It should be fun.   I'll keep you all posted.

Thursday, November 17, 2011

ChicagoWiz's Toys for Tots fundraiser

Many of you know that our very own ChicagoWiz is a very active supporter of Toys for Tots.
Well he is selling off some of his Battletech material to raise some money.  Please check out these auctions, help out some kids and get some game stuff dirt cheap.

Here is his message:

--------------

As part of my Toys for Tots fundraising drive, I'm auctioning off a lot of Battletech sourcebooks and some neat magazines/fanzines. All of these start at $5, and some have multiple items in the lot. I hope you bid generously and enjoy the items!

The Battletech Compendium (1990, Paperback)
The Battletech Compendium (1995, Paperback, Reprint)
The Battletech Compendium (1994, Hardcover)
Battletech Mechwarrior RPG Adventure Modules lot (1672, 1676)
Battletech Clan Sourcebooks lot (1642, 1645, 1685)
Battletech Sourcebook lot (1655, 1665, 1673) (Comstar, Objective Raids, Intelligence Operations Handbook)
Battletech Sourcebook lot (1639, 1659, 1670) (20 Year Update - 1639, Solaris: The Reaches (with maps) - 1659, Mercenary's Handbook 3055 - 1670)
Battletech Kurita/Draconis Combine Sourcebook lot (1620, 1698)
Battletech Kurita/Draconis Combine Sourcebook from 1987 (1620)
Battletech Fanzines - The Mech Factory/Tech Factory lot of 10 copies


Ral Partha Miniatures 1994 Catalog (NM, with inserts, OOP) - this bad boy is an actual print Ral Partha catalog and it's like it just was printed. Very good shape and just an amazing catalog to look at.
Renegade Legion - Centurion - Blood & Steel Wargame OOP - looks like a fun "Mech-like" game!

Well this is not a surprise

Though I did come very close to Lawful Good and Neutral Good.


I Am A: True Neutral Human Wizard (5th Level)

Ability Scores:
Strength-12
Dexterity-10
Constitution-11
Intelligence-17
Wisdom-15
Charisma-15

Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

Wednesday, November 16, 2011

DriveThruRPG November PDFs

Here are the latest PDF specials from DriveThruRPG for the month of November.

Psionics Unleashed [Dreamscarred Press]
Phantasia Zoologica Volume I: Cats, Dogs & Horses (Pathfinder) [4 Winds Fantasy]
BASH! Ultimate Edition [Basic Action Games]
Forgotten Foes (Pathfinder) [Tricky Owlbear]
Due Vigilance- The Oktobermen (M&M 3E) [Vigilance Press]

Your general Support Code that gives 20% off the entire list above is: EarlyShopRPG2011
This code is good until December 10th, 2011.

Enjoy!

Tuesday, November 15, 2011

Heroes of the Feywild: The Witch

So I picked up the Heroes of the Feywild a while back.  I had been looking forward to this one for a while, especially when I saw that the Witch was going to be one of the character class options.
I then spent some time working on various witch characters and builds (and yes I did them all by hand). Here are my insights.

In General
Like Heroes of Shadow, Heroes of the Feywild assumes that these characters are either from or have strong ties to their "homeland" in this case the Feywild.  IF you have any interest at all in the Feywild or any sort of land of the Faerie (such as Avalon, Alfheim or any number of others) then this is a good book.  While not really compatible with older editions of D&D there is still plenty that can be used.  The feats even are written that they could even be used with Pathfinder or D&D 3.x.  I found plenty I can use for my current 3.x game that I run with the kids and Ghosts of Albion.  I actually ended up liking this book more than the Heroes of Shadow book out earlier.

The Witch
The witch is a new "sub-class" of wizard that basically learned in the Feywild.   On one level I didn't like this since the witch isn't really a type of wizard.  But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths and Epic Destinies the wizard can use.  In this respect it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user".   It gives the witch a lot of power to choose from.

The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch.  The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit.
Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens.  It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post Essentials line.
The Epic Destiny, the Witch Queen, though is quite good.  I had done something similar as a Prestige Class for 3.5.  This one is different but there are some interesting powers and effects.

Powers and Spells
What sets this witch apart from another Wizard or a Warlock are her spells and powers.  The witch relies on her familiar to learn magic.  Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap.  Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not for example have a fireball like spell, but she can change monsters into other animals and they take damage for it.  Heavy on the charms and transformations.  Lots of powers with the Psychic key-word.  Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level, than Pixie War Band.

I would like to see more on the relationship of Witches and Warlocks.  Especially given the Fey commonalities and interactions with Patrons.  I think I'll have to write that myself.

Non-Witch Material
There are three new races to play that are well suited to a Feywild/Faerie World sort of game.  The Hammadryad, the Satyr and the Pixie. All have something very interesting about them and I'll stat up some witches for each race as well.  There are other class builds as well the Berserker (Barbarian), Protector (Druid) and Skald (Bard).  All great for a psuedo-Celtic themed game of D&D.  Just add Player's Handbook 2 to the mix to get the base Bard and Gnome and you are set.  Honestly there is enough here to run a high-magic game and never leave the Feywild.

Overall I am very pleased with this witch class.  It's not perfect, but it is very, very close.  I might try a multi-classed warlock, but that might be splitting my roles a bit too much.

Monday, November 14, 2011

Give the gift of Adventure! Part 2

I think my intentions for my last post were not 100% clear.  I am going to blame the antihistamines and try it again with a  different point of view.

This holiday season I'd like to challenge the members of the Old School Community (and the New School and No School ones as well) to give a gift of your favorite game.  It really doesn't matter which one to be honest.
The only requirements are you need to give it to a kid who has not played before, or who has only played a little, and then promise them you will show them how to play.

So pick the D&D 4E boxed set or the Pathfinder one.
OR for the normal audience of this blog, pick a game from the OSR and give it to them.

My favorites are Labyrinth Lord, Basic Fantasy RPG and Spellcraft & Swordplay.  Order them now so you can have the print version in time to give.

Speaking of which DriveThruRPG is running a special this week on Teach Your Kids to Game.  There are a ton of great games here, many of which are not even discussed int he OSR realm or in the 4E/Pathfinder realms.
Here are some of the ones they suggested that I have reviewed in the past.
Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road - great game and available in softcover.
Cartoon Action Hour 2 - great easy game to learn and a great hook, play your favorite cartoon!
Cat - John Wick has been putting out some fun little games lately.  Cat might be one of my favorites.  Play a cat and fight monsters.
DC Adventures - what kid today doesn't like super heroes? And why not play the greatest super heroes in the world!
Meddling Kids - Got younger kids?  Maybe ones that like to watch shows with kids solving mysteries with their animal side kick?  Then this is the game for you!
Witch Girls Adventures - great game for kids that love magic, wizards and monsters.

These are ones I have known about but have not reviewed yet.
Toy War - grab some toys and play!
Faery's Tale - an excellent game that I really need to review.
Kids, Castles & Caves - I have this, but have not read it yet.  Looks great for younger kids.


So here are my questions.
Where are some good places to give games for those of you that don't have kids of your own?
What other ideas do you have to give the gift of gaming to others?

Sunday, November 13, 2011

Give the gift of Adventure!

I was out shopping today with my kids today at the toy store.  I was looking down the alisle of games and it got me thinking about Christmas and games.
I was thinking it would be a great idea to give a game this year for Christmas.  It can be anything, really the new Pathfinder box set, the D&D4 box set from last year, or even your favorite OSR product.

The idea here is to buy a game for someone, a kid or a group and introduce them to the hobby.  

So what are some of choices for gifts?
The Pathfinder box set is nice, but the 4E one beats it in one key respect, the 4E starter set is only 20 bucks; a great intro price.

 What would you like to give?
Who would like to give it too?

Saturday, November 12, 2011

Zatannurday: Zatanna XXX in 3D

I am not even sure I should post this one or not.
Obviously I have noting against porn or anything like that.  But this blog tends to be more PG or PG-13 rated.

So forwarned is forearmed.

Zatanna will be the star in a new Super Hero Parody Porn.

You can read all about it here, http://www.bleedingcool.com/2011/11/10/zatanna-and-emma-frost-come-to-superhero-parody-porn-xxx-in-3d/

It stars Chanel Preston as Zee.
Honestly she is not that bad as this pic will show,  no worries, this is a safe one.



I have no idea what the story is about but it features Catwoman, Supergirl and oddly enough, Emma Frost.

Did I also mention it is in 3D?
No? Well yeah it is in 3D.  The Red/Green type, but still.

If you are curious here is a link, Not safe for work.
http://superheroine3d.com/

Up for pre-order now, and you can use your 3D glasses on the website too.  How's that for value add.

Friday, November 11, 2011

Red Sonja: She Devil with a Sword: Red Sonja / Witchblade Crossover

Red Sonja: She Devil with a Sword: Red Sonja / Witchblade Crossover: Dynamite Entertainment (Press Release) Join Dynamite Entertainment and Top Cow Productions as they bring two of comics most celebrated ...

Read More at Red Sonja: she Devil with a Sword

Rethinking Immortality in my games

I never played the "Basic" D&D game all the way through to the Immortals set.  Mostly because I was more B/X than BECMI.
I had also gone on to AD&D and "looked down" on the "kids game" of Basic D&D.  But some characters in my games did achieve immortality, others had it thrust on them.
Like many gamers of my age I saw Immortality not as a pathway to Godhood, but rather a Kewl Way of Not Dying.  Eventually what was considered immortality became heavily influenced by the Highlander movie.  And that was that for a number of years.  I only have one immortal character and I don't play him very often.

A while back I was watching "Morgane et ses Nymphes" for the October Challenge and I started thinking about immortals and immortality some more.   Over the weekend I re-watched one of my favorite old Doctor Who episodes, The Brain of Morbius and this got me thinking about it again.  In BoM there is the Sisterhood of Karn, protectors of the Sacred Flame.  I have used them as inspiration before for my own Daughters of the Flame coven.  Like the "nymphes" of Morgan Le Fay, this was a sisterhood of immortals.  They also had something else in common, they never changed.  They not only never grew old, they never learned anything new, never experienced anything different.  In one scene in "Morgane" two girls are play chess and one complains she has never won.  Why? Simple she could never learn anything from all her past games their ability was frozen in time at the point they became immortals.

Now think about vampire tales of the last few years.  Where is it you usually find vampires?  Well not crypts anymore and if it is outside of Bon Temps, then it seems to be in High School.  Buffy, Twilight, The Vampire Diaries, My Babysitter's a Vampire; the list goes on.  The issue is vamps, like other immortals, are stuck in the mentality of when they were made immortal.  Yes Anne Rice goes in a completely different direction with this.  Ignoring Lestat's "I'm the super vampire and perfect in every way" schtick, there is the horrifying reality of Claudia; a intelligent woman trapped in the body of a child.

Immortals then need to work hard to overcome this lack of inertia. In games with skills I think I will have Immortal characters have to pay twice the listed cost for skills. This would help explain why and how an immortal character/npc is stuck in older modes of thinking and doing things (or just hanging out at high schools all the time).

Now with D&D like games?  Maybe I'd follow the lead of the demi-human races.  Since an immortal can't die, I'd have to give them a huge bump in XP per level.  Maybe a 20% penalty.

Just some random thoughts.


TRPBTNTWA

I know I am about a week late on this one.  But here is my contribution to "Things Role Playing Bloggers Tend Not To Write About".  You can see the original posting at Monsters and Manuals, followed by Back to the KeepTower of the Archmage and Stargazer's World.

Book binding.
Maybe I have been lucky, but even some of the most notorious examples of crappy binding in RPG biz have held up for me.  So it hasn't been an issue.

"Doing a voice".
I do voices all the time.  It helps set the tone of the game and the NPC I am portraying.  Plus my kids like it.

Breaks. How often do you have breaks within sessions?
At least one break for snacks or lunch.  The characters can get a short rest, why not the players.

Description. Exactly how florid are your descriptions?
Description is the difference between a game and an immersive experience. I want the players to be able to see in their minds eye just as vivid as their characters would.

Where do you strike the balance between "doing what your character would do" and "acting like a dickhead"?
As a player I don't play dick-heads.  I think PC-on-PC violence is stupid (see below) and regardless of the story at hand the group is supposed to be acting like a group of heroes.

PC-on-PC violence. Do your players tend to avoid it, or do you ban it? Or does anything go?
As  a player I don't do it.  As GM I forbid it. It has no place at my table.  Act like the heroes you are supposed to be, not the asshole you think you can get away with being. I don't find it fun and that is not why I play.
(Actually bloggers tend to talk about this one a lot)

How do you explain what a role playing game is to a stranger who is also a non-player?
Most people know about D&D so I say it is like that.

Alcohol at the table?
Eh. I did it a couple of times in college and it never really worked out.
Now I am at an age where I don't need to have a beer at every social gathering.  Mt. Dew is still fine with me.

What's acceptable to do to a PC whose player is absent from the session? Is whatever happens their fault for not being there, or are there some limits?
Players have lives outside of the game.  If they can't make it they can't make it.  If so then I work out an excuse for the character to be absent or GM-PC them in passive mode.  They are there, but not contributing as much.


Wednesday, November 9, 2011

Delays

Hey everyone.

I know. I am late with a few projects.
Not to get into too deeply, but have had some illnesses and surgeries at home (everyone is fine, except for me and I have a bad cold) and work has been really, really busy.

So without further ado here is the status of various projects.

Eldritch Witchery
Done.  In the hands of the editor now.  There might be rewrites.

The Witch
85-90% done.
I am working on some of the spells and had to redo how I do ritual magic in Basic Eras games.
This one I am going to hold off on till Dec. 22.  The release will include blog posting on Befana, The Christmas Witch.

Vampire Queen Adventure
Done.  Need to get it typed up and sent off.

Here There Be Dragons...
Slower progress here.  But we have a lot of ideas and have been working on it a lot.
Bought some more art yesterday for it too.
We are hoping to release it on April 23, 2012; St. George's Day.

In the meantime Ghosts of Albion should be out in stores by the end of this month!

Having a Wicked time in Oz

File under: You Knew This Was Coming Sooner or Later

Ever since I was little, I mean really little, I have enjoyed "The Wizard of Oz".  I can recall being about 4 or so and being frightened of the flying monkeys, the Winkies and of course the Wicked Witch.  I also remember we had this old copy of the Wizard of Oz book in the house and I remembered how different it was than the movie.

Oz is a fascinating place really, and I was amazed the first time I learned how much of it was there beyond Dorothy and her friends. I learned about names like Mombi and Ozma.
I will admit I have always wanted to put a "pumpkin head" in my games largely in part due to "Journey Back to Oz".  In my WitchCraft games we also used to call witch hunters "Dorothies".

So I was thrilled when I heard of Douglas Wall's Adventures in Oz RPG.
http://fdouglaswall.blogspot.com/  and
http://www.kickstarter.com/projects/575175333/adventures-in-oz-beyond-the-deadly-desert
It is, like the literary Oz, a great game for the younger set. The rules are fast, simple to learn and you can be up and playing in no time at all.
They game is also really, really fun. If you never play it, the book offers a good resource to using Oz in your own games.

I think Oz is a bit under rated to be honest.  It's not the drug referenced lands of Alice or even the purely fantasy of Peter Pan, it is, in a way, pragmatically American.  But it is fertile land as well. It gave us "The Wiz" and "Tin Man" and of course, "Wicked".

I never saw Wicked on stage, despite living in Chicago.  I did read the book and enjoyed it.  The world of Wicked is not exactly the same as that of Oz.  The names and places are familiar, but there is some differences.  Most notable is the character of Elphaba.

Elphaba is the Wicked Witch of West.  Though here she is a smart, green skinned young woman with a talent for sorcery and getting into trouble.  In the musical (and in the book) she is friends with Glinda (the good Witch) and learns that the Wizard is nothing more than a fake.

She fights against the Wizard, and for animal rights. Falls in love. Creates the Scarecrow and Tin Woodsman. Plus she is the protector of her younger sister Nessarose, aka the Wicked Witch of the East.

The main feature of the musical (and the book to a lesser extent) is the close friendship that Glinda and Elphaba have.  After all, check out those posters for the musical.

Running a game in a "Wicked" version of Oz is not that difficult. It just takes a bit creativity on the Narrator's part.

Elphaba
Template: Sorcerer

Basic Skills
Athletics: 1
Awareness: 4
Brains: 5
Presence: 3
Sneaking: 2
Wits: 4

Traits: Sorcery, Magical Toolkit, Yookoohoo Magic

Elphaba also possesses the Grimmerie, the most powerful book of magic in all of Oz.  She can cast any known spells and only Glinda is her equal in magic.  She also made a pair of Ruby Slippers for her sister to help her walk (takes the place of the Silver Slippers of the game and novels).

In musical Elphaba is the daughter of the Wizard, so she is both of Oz and Earth. Despite rumor to the contrary she has no particular dislike of water.

Playing in this world the characters could encounter Elphaba since after her supposed murder she found a life outside of Oz.  Maybe even in the desert.

If you want more Oz goodness then check out Doug's Kickstarter for his next Oz book, http://www.kickstarter.com/projects/575175333/adventures-in-oz-beyond-the-deadly-desert

Tuesday, November 8, 2011

Horror is everywhere

I have recently seen some posts on how to do horror games.  Inevitably someone posts something like "You can't do Horror with XXXX system."

To which I always mentally add "Maybe YOU can't, but the rest of us have."
Horror is about tone. It is about style. The system can support it, even add to it.  Think about the game Dread and it's Jenga block mechanic or Call of Cthulhu and it's sanity system. Those are system supported horror.  But can you do horror with say Toon or d20?  Yes. But expect it to be a little different.

In d20 systems the characters will have more power as the level up.  You could take the cheap path and up the baddies too, but that isn't horror really.  You need to get them where their fears live.  Even the most powerful character will find themselves in a situation they can't control or even properly understand.  Lovecraft said it best, the greatest fear is the fear of the unknown.  So keep players in the dark.  The powers they have are not the ones they need.  Modern supernatural books do a good job of this.  When solving a problem Harry or Rachel have all the magic they need, but what they don't have are answers. They have allies, they don't have knowledge of who or what their enemy is.

What about Toon?  Well if a picture is worth a 1,000 words then here are 100 score words to illustrate my point.

Toon:

Toon + Horror:


Artist here: http://sideshowmonkey.deviantart.com/art/CASPER-ISSUE-41-by-Hartman-191809383
Yes that is the same Hartman who did animation for Rob Zombie.  So Wendy here is cut from the same cloth as The American Witch.

I'll keep talking about how you can do horror in future posts.

Monday, November 7, 2011

Jeff Dee kickstarter

Jeff Dee has new Kickstarter project to recreate all his old Egyptian gods art from the original Deities and Demigods (one of my favorite books).

I guess at some point TSR threw out all the art he did. So he is not only redoing them, but also doing some new ones for gods not pictured.

You can read more and donate some money here:
http://www.kickstarter.com/projects/jeffdee/re-creating-my-egyptian-art-from-deities-and-demig

I have supported other Kickstarters in the past and would love to support this one too.

Saturday, November 5, 2011

Zatannurday: Zee with ink?

The new cover for Justice League Dark #5 is out now.

Is it me or does Zee look like she has a tattoo on her right arm?


Hard to say at this point.

Friday, November 4, 2011

Heroes of the Feywild: first look

I got my copy of Heroes of the Feywild today.

I skipped right ahead to the witch and her associated paragon paths and epic destiny.

So far??

I LIKE IT.

No really, I do.  The witch is really cool.
I can't wait to roll up a new witch character and compare her not only the 4e warlock and the Pathfinder witch.

I will be honest here.  I like this witch much, much more than the Pathfinder one, but I'll no more soon.

Details later.

Thursday, November 3, 2011

Ghosts of Albion. In print!!

Posted by Eden's Zombie Lord, George Vasilakos.


Ghosts of Albion. In Print!!!

To say I am excited is a major understatement!!

No idea when it will hit your shelves, but it is coming!

Wednesday, November 2, 2011

Well...it's not YDIS

But I got called out anyway.

http://misstress-of-doom.blogspot.com/2011/10/it-only-gets-better.html

Out of the Closet blog. That made me laugh.

Mistress of Doom doesn't quite have the same level of gravitas as YDIS.  But give her time and I am sure she will end up pissing someone off just the right way to get some attention.

Until then I'll give her some free clicks.  What the hell.

Now if I can only remember where I left my flash-drive with my 10,000 page massive Willow/Tara and Xena/Gabrielle crossover epic.  Maybe it is in that jar she mentions.

Sir Gannon, the Gold Knight

I normally don't mix my professional day-to-day job with my gaming or blog writing,  but I was on campus recently and this thought came to me.

So here is a character you can steal for your game.

Sir Gannon, the Gold Knight
There is a small hamlet on the shores of a large lake in the Land of Penn that has known peace for nearly three generations.  The land has had a history of great war, the Burg of Getty in east still sees the ghosts of long dead warriors from their bloody battles there. Even the home of the King in the Burg of Harris is constantly prepared for war and many of the best warriors come to this town to learn the arts of combat.   But these towns do not have the one thing that has insured peace of small village of Erie.
They are not the home of Sir Gannon, the Gold Knight.

Gannon began, and many say remain to this day, a modest man of simple means.  He inherited his father's castle at a young age.  While he could have been content with the life of a land-owner he instead began his trainning for the priesthood.  He spent long hours in quiet meditation, prayer and scholarship.  His studies began early as a child and continued long past what others had done into his manhood.  He turned his father's castle to a place where all could come and learn as he had done to make their lives better or just to satisfy an intellectual hunger.  He only asked that help contribute to the town, and embrace his values of good over evil, charity over greed, and lawfulness over chaos.  Some said he was naïve of the world and even old-fashioned, but Gannon knew better, he simply wished for a peaceful, quiet life.
Gannon would have been at peace, but peace was not offered to him.  His land was plagued by foul undead, goblins and fell spellcasters.  Reluctantly he took up the sword and defended the people that had come to learn from him.
He doned the only armor he had available to him, his father's magical gilded platemail and he met the challenges.  For years Sir Gannon defended his lands.  He always meant to exchange his armor for something less ostentatious, but his renown had grown.  While not vain, he knew that the stories of "The Golden Knight" were often enough to persuade evil men and creatures to find spoils elsewhere. Plus the sight of his gilded armor on horseback was a welcomed and reassuring sight to those he defended.

Though now the great Sir Gannon is old and there are few willing, or able, to take up his cause.

Here is the great Sir Gannon as a Spellcraft & Swordplay Paladin (Warrior Elite-path).

Sir Gannon, The Gold Knight
Paladin 10th level
Strength: 16
Dexterity: 13
Constitution: 11
Intelligence: 16
Wisdom: 17
Charisma: 18
HD: 10+7 (60 hp)
AC: 12 (magical Field Plate and shield)
Attacks: 8+6
Special: +2 to Con-based saves (+4 total), Combat Style Mastery: Mounted Combat +2, Healing touch 20hp per day, +2 to all saves, disease immunity, detect and dispel evil, Holy Sword +3 ("Aggredior"), Holy Mount ("Charger").

Sir Gannon has recently taken on a young squire to aid him.  Del is not a knight, but he will to aid the Gold Knight and that makes up for his lack of combat skill.
Bards are an elite path found in Monstrous Mayhem.

Del, his squire
3rd level Bard
Strength: 11
Dexterity: 16
Constitution: 12
Intelligence: 14
Wisdom: 12
Charisma: 16
HD: 2+2 (11 hp)
AC: 3 (magic leather)
Attacks: 2+1
Special: Favored Abilities (Indigence, Charisma) +1, Open Locks +3, Trapsmith +3, Pick Pockets +4, Stealth +4, Perception +2, Expert Linguist, Climb, Vital Strike, Uncanny Dodge, Lore +1,  Prestidigitation

Currently Sir Gannon and Del are perusing what they believe to be a coven of evil witches.  They are in fact Succubi.  The Succubi though have no greater plans than to stir up some trouble and maybe claim a couple of souls, or at least enough gold to move on to the next town.  They were summoned by an old warlock that died before he could send them back and now they are running free.  They have taken false names to hide their True Names.

Succubi, witches and warlocks all appear in Eldritch Witchery.

"Sabrina", "Raven" and "Destiny"

AL: E
SZ: M
AC: 7
Move: 90' / Fly: 120'
HD: 6 (25)
Attacks: Claw/Claw/Special (2 dagger-2)
Special: Fly 120', Energy Drain (kiss), Darkvision, Dominate, Magic Resistance (fire), Immune to mundane weapons
Treasure: 6
XP: 345

Tuesday, November 1, 2011

What happening on the Web today?

Here are some posts that I thought you might like to take another look at.

ChicagoWiz is closing down shop.
http://oldguyrpg.blogspot.com/2011/11/winding-down-and-what-ill-leave.html

Tenkar wants to know if you can do Horror with OSR/d20 games.
http://www.tenkarstavern.com/2011/11/can-d20-ogl-osr-be-used-for-effective.html

Ckutalik over at Hill Cantons wants to know if it is time for an RPG Publishing Co-Op.
http://hillcantons.blogspot.com/2011/11/time-for-diy-gaming-publishing-coop.html

Laura, a new blogger to me, does a fantastic analysis of Mina Murray from the novel Dracula.
http://turntheworldoffwithhersmile.blogspot.com/2011/10/re-reading-dracula-was-mina-murray.html
You might recall I did something similar only with the movie versions of Mina, http://timbrannan.blogspot.com/2011/09/juxtaposition-blogathon-mina-harker.html
Actually just go read her whole blog, Who Can Turn The World Off With Her Smile?, it's great.



Halloween Purchases

Every halloween I treat myself to a horror-themed RPG purchase.

This year was no different except I didn't limit myself to one.
So here are my Halloween RPG gifts to myself and what I thought of them.

Mutants & Masterminds Threat Report #43: Dracula
Drac is one of my favorite villains of all time and he is especially fun in a Supers game.  I really liked what they did here and the plot hooks are good ways to pull Dracula into your games quickly.

Savage Worlds Horror Companion
I am not a huge Savage Worlds fan, but you can't say I don't give the game a fair shake.  I also keep getting books for it in hopes that I begin to feel some of that same love that others do for this game.  I thought this one might do it.  But no.
Now don't get me wrong, this is a fine book.
There is a lot of meat here (145 pages).  There are new Hindrances and Edges for heroes (though a lot of the horror standards are in the main core book)  There are even ways to make monsters into friends (to quote the late, great Joey Ramone) or rather to make monsters into Player Characters.  I particularly like their Dhampyr and might yoink it for Unisystem.  There are new weapons, not as extensive as the listings in some other games, but still fine, though if you wanted to do "Savage Ghostbusters" or even "Savage Blade the Vampire Hunter" then everything you need is here.  There is an obligatory section on sanity. It is better than most, but I still don't like it (AGAIN that is more about me as a former QMHP than as a gamer).  There is a good section about Rituals and one about Magick (with a k) that does much in strengthening what I have always perceived as SW's greatest weakness, it's magic system. Lots and lots of great monsters too, much more than I expected. So this is a huge plus.   The book falls down a bit at the Game Mastering Section. But in it's defense what it does cover is perfectly suited to a Savage Worlds game.  So SW Gamemasters can start here and then move out to other sources to get more info. All in all this was a good purchase.

Rotworld
Believe it or not, I Am not a huge fan of Zombie games.  I love All Flesh Must Be Eaten, but as an addition to my WitchCraft/Ghosts of Albion games.  Rotworld will be similar.
Produced by Daniel Proctor of Labyrinth Lord and GORE fame, Rotworld capitalizes on the 5 billion dollar a year business of Zombies (As of October 2011).  RW uses the old Time Master system that Proctor bought from Pacesetter.  He did not however buy Chill, so he can't say it is compatible with Chill 1st Edition.  But with some work it is and that is why I picked it up.  I love Chill and plan to see what sort of goodness Rotworld could add to a Chill game.  OR the other way around.  Either way this small game (65 pages) packs a punch and shows that "Old School Gaming" is more than just making the next retro-clone of Holmes Basic or AD&D 1st ed.  I hope Rotworld is successful so Goblinoid Games does a generic horror game with this system.  There are not a lot of monsters in this book, outside of zombies, but there is plenty of  text on character creation, combat and skills.  There is a good Game Master section (Corpse Master) about how to setup and run a game.
Rotworld is a fine game.  It won't unseat AFMBE as the premiere Zombie survival game out there, but it is a lot of fun and great for an evening's distraction or even gathering up a bunch of friends with fond memories of gaming in the early 80s.

Darker Paths 1: The Necromancer
The Necromancer is the first in a set of alternate classes for the Adventures Dark and Deep RPG. Adventures Dark and Deep is an interesting "what if" experiment in gaming.  The what if here is "what if Gary Gygax had not left TSR and headed the development of the AD&D 2nd Edition rules. Based on interviews, publications of the man himself at the time, and a healthy dose of conjecture, we get a game that is familiar yet new at the same time.
The Necromancer is one of the more popular "alternate classes" developed for any fantasy RPG.  Almost always an alternate class and never a core one, the necromancer is the ultimate foe in many games or the ultimate PC in others.  But as long as horror and undead are popular in game, then the necromancer is right there with them.
Darker Paths 1: The Necromancer packs a lot of  punch in a small book. At only 24 pages, we get a new class, a "new" race and 75 new spells.  No small feat really. The material is for the Adventures Dark and Deep game, but it certainly can be used with any retro-clone, near-clone or any other game that emulate AD&D 1st ed or Basic D&D.  The art is mixed, but very evocative of the era.  Some new pieces and some public domain works (and it looks like the editor did his research too).
If you like Necromancers and play an older edition of the game, whether an honest older edition or a newer clone, then this is a good choice.

Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other.  In the end I think I just need to review the product as is.  Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D.  Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales.  This must be recalled when reading the rest of this book.  These witches are more Baba Yaga and not Circe for example.  There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom.  Their Charisma must start high, but it degrades as the witch rises in level.  Interesting.  I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one.  It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules.  That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid.  She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons.   Like other witches of folklore, this witch can also have multiple familiars.  A nice touch in my mind.
The spells are the real gem of this book.  Nearly 50 new spells there are a lot of classics here.  There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).
Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book.  In the end this is a very good evil witch class.  It does make me wonder how the author might do a good witch.

Happy Halloween!

Monday, October 31, 2011

Spellcraft & Swordplay: The Necromancer

The Necromancer

One of the most oft created sub class, new class or alternate class is the Necromancer.
Gamers in good campaigns look to them as the penultimate foe. Gamers in evil campaigns dream of controlling scores of undead.

The Monstrous Mayhem book for Spellcraft & Swordplay introduced the Necromancer Elite Path.  He is also featured in the Deluxe Core Rule book.

The Necromancer
Level 8
HD: 6+4 (36 hp)
Attacks: 5+3 (Staff, spells)
S: 10 D: 12: Con: 13 Int: 18 Wis: 16 Cha: 13
Bane of the Dead, Enhanced Undead, Skeletal Minion, Undead Apotheosis: +3
Spells:
First Level: Bane, Chill Ray, Detect Evil, Inflict Light Wounds
Second Level: Cause Fear, Death Knell, Hold Person, Protection from Good
Third Level: Curse, Speak with Dead, Unholy Blight
Fourth Level: Death Ward, Vampiric Killer
Fifth Level: Shadow Armor

The Necromancer prowls the night looking for crypts to raid or fresh corpses to use in his unholy experiments of the dead.

He is armed with a Skull Staff that gives him a +1 on his spellcasting rolls.

October Challenge: Spielberg Film Fest


Steven Spielberg is one of the best, if not the best director of the modern age. Say what you like about some of his movies, there is no doubt that he can do horror and suspense. I decided to end my October Horror Challenge with some really, really good movies. So this weekend I did some ones I have seen before.
There is different kind of horror here, and I'll go as far as to say was invented by Spielberg; the Suburban Horror film.  Look at his movies, Close Encounters, Poltergeist, and ET. He took something so innocuous and innocent made it the stage for aliens and ghosts.

Close Encounters of the Third Kind (1977)
The movie that made Spielberg a household name.  If you ever read "The Demon Haunted World" by Carl Sagan he points out that while reports of ghosts, demons and angels have declined, reports of of alien abductions have risen.  Close Encounters captures this like no other film.  Here the aliens end up being benevolent there is no indication in the film till the end that this has to be the case.

Richard Dreyfus' descent into madness is key to this movie; the fear, uncertainty and doubt. We even have a final girl, in the form of Dreyfus.
I chose this movie because I had just picked it up on Blu-Ray and it holds up really, really well.  Even the bits that are dated seem fine and there is not a lot of those.  This movie could be released today and have just as much impact.
Though I wonder if these days the aliens might appear different, or if the inside of the spaceship might change.  Between this movie and now there is a whole lot of "Alien" culture that has happened.

Tally, 28 movies, 24 new


Poltergeist (1982)
While watching all the haunted house movies at the start of this challenge I kept thinking back to Poltergeist as the best haunted house movie ever. So I re-watched it over the weekend.  Man does it hold up really, really well. The pacing of the movie is perfect, the characters are interesting and the scares are top notch.  It is everything promised in CEot3K and more.  The family setting is perfect really, better than that of Close Encounters. While the events in CE destroy the family, the events in Poltergeist bring them together. One of the iconic scenes is Jobeth Williams kissing Craig T. Nelson in front of the closet before she goes in.  It works so well because Speilberg wrote the screenplay and he got a horror director, Tobe Hooper, to do the directing.  Everything you would want in a horror movie is here, save for gore and nudity.  But hey, the suspense and atmosphere of this film more than makes up for any perceived lacking.  In fact I'll set any scene of buckets of blood up against Carol Anne talking to the "TV People" and having a conversation with them where she tells them all sorts of things like her age. The movie really is a masterpiece.

And let us not forget the "Poltergeist Curse".

Tally, 29 movies, 24 new

Jaws (1975)
There are only a handful of movies that have ever scared me a on a deep, primal level.  The Exorcist is one and Jaws is another.  I am not alone in this.  Jaws has so deeply influenced our pop culture that people will regularly throw out "We'er gonna need a bigger boat.", watch "Shark week" on Discovery Channel and then there is the music.  The score of Jaws competes with the score of the Exorcist as the most easily recognized horror movie score.  Even the mere start of the "duh-dum, duh-dum, dum, dum oh wee-ooo!" and people know it.  Even if they have never seen the movie.  Again we take something familiar and safe, a day out on the beach, and turn it into a literal blood bath.
Like the first two this film is very nearly perfect in every respect.  Ok, so, some the things the shark does are a bit much, but it is still a shark and not a ghost or alien.
Roy Scheider, like Craig T. Nelson and Dreyfus of a later film, has tyified the role of the "Speilberg Dad". A role, oddly enough, missing from his Magnum Opus, E.T.  The Speilberg Dad though is strong, loves his family and is ready to do battle with the monsters, even if he has no idea what he is doing at all.  Dreyfus in CE is the dad that fails, but Scheider here and Nelson in Poltergeist are cut from the same cloth.
Like Poltergeist lets pretend the sequels don't exist ok?

Tally, 30 movies, 24 new

Jurassic Park (1993)
Jurassic Park combines everything from the previous movies into a new experience.  This is an age old tale of science and man's hubris gone wrong. Filled with the cutting edge tech of the day and all the right buzz words and pop-cultural refs, Jurassic Park could have been a much lesser movie in the hands of anyone else.  But instead we get Micheal Crichton's book as viewed through the eyes of Speilberg.   I mean even look at that movie poster, very subtle in the same ways that the Jaws one is.

In this movie we treated to breath taking views and wonders. Then the "screaming and blood" starts.
So much of this movie is right that it is easy to ignore what it gets wrong (those are Velociraptors, it should be called Cretaceous Park...), but none of that matters when there is a T-Rex chasing after you.

I can remember back in college my wife (then my girlfriend) had just finished reading this book and she was going on and on about how great of a movie it would make.  She was right.

Tally 31 movies, 24 new.

That is the final review for this Challenge!
I watched more new movies this year than last year and that was my personal goal.

More Spellcraft & Swordplay love

A couple more good posts on Spellcraft and Swordplay this fine Halloween morning.

A new post at newer blog (for me anyway), Adventures and Shopping.
http://adventuresandshopping.blogspot.com/2011/10/classic-old-school-rpg-spellcraft.html

And a mini-review from Tenkar's Tavern,
http://www.tenkarstavern.com/2011/10/mini-review-spellcraft-swordplay.html

Looking forward to seeing more.

Sunday, October 30, 2011

Going back to School with Spellcraft & Swordplay

I was over at my regular DM's house this weekend helping get his new router up and running.  He mentioned that he wants a new fantasy game to run at the high school.  He is a high school football coach and he runs the D&D group.

I had just gotten a couple of copies of the Spellcraft & Swordplay core rules from Drivethru's Print on Demand service and I gave him a copy to try out.  Well he came back to me says he going to give it a try with his group.



You can read his blog here, http://rhoninsramblings.blogspot.com/2011/10/kids-in-agc-have-requested-fantasy-game.html, and check on his group's progress.

I am glad to see this game getting some more love!


OSR Publisher's List, Graphical Guide

There is a rather impressive list of many of the Old School products over at Dargon's Foot.

http://www.dragonsfoot.org/forums/viewtopic.php?f=48&t=51024

I suggest having a look!

Saturday, October 29, 2011

October Challenge: Alone in the Dark (2005)


I really, really should know better. But I saw some names, and thought maybe, just maybe.
But no.  I got Boll'ed again.

Alone in the Dark (2005)
Well it had Christian Slater as a poor man's Nick Cage.  And some cool looking monsters, but I am thinking they are more from the video game than the mind of Boll.
The movie starts out good enough.  Ancient Native American artifacts.  Monsters that come from a world of darkness.  Shadowy government agency.  All the things you need for a cool movie.
The build up of combining the artifacts and half-human sleeper agents is also very cool.
In right up to the final battle at the gold mine everything was ok.  Slow, but ok.
Then the story just falls apart.  Christian Slater's rogue, neer-do-well character is brought back into the fold of the Government organization and then it all goes to crap.
We never learn why the bad guy was doing what he wanted to do, why some of the creatures were out but not all of them.  Why Slater's character's implant was "dead".  Why Tara Reid still gets work when she can't act for a damn.
These are questions that Uwe Boll will never answer for us.

The monsters were really cool though and that is something.

Tally 27 movies, 24 new.

Game ideas:  I should stat up the xenos (hate that name) but maybe I'll just take some of their powers for an advanced Displacer Beast like monster.

Zatannurday: Halloween

Is it any surprise I love Halloween?  How about when Halloween and witch costumes get together?  Or Zatanna ones?  Well that is better than Christmas in my mind.

Here is a great Zatanna Halloween costume.



She is just missing a hat!  Found anyplace that sells costumes.

And another one found here,



Happy Halloween everyone!!

Friday, October 28, 2011

Elizabeth Bathory: Spellcraft & Swordplay

A while back I posted a bunch of character write-ups on Elizabeth Bathory.
I thought, given the season and to celebrate Spellcraft & Swordplay in physical print copies I'd bring them both together.  Based on my Dracula stats from early today, Bathory also has the advantage of being a coven witch.
This build is based on my earlier ones, as well as the material from Eldritch Witchery, which is coming out soon.

Elizabeth Bathory
Vampire / Witch (Demonic Tradition)

AL: E
SZ: M
AC: 5
Move: 90'
HD: 15 (48 hp)
Attacks: 2 claws (short sword), 1 bite OR Spells as a 6th level coven Witch
Special: Climb 40', Blood Drain, Animal Empathy (Improved; Rats, bats, wolves), Dominate, Spawn (Blood or Energy drain), Energy Drain (bite), Alternate Form (wolf, incorporeal gas, improved), Resist electricity, Immune mundane weapons, Vulnerable sun, fire, holy water (treat as 2d6 acid), witch abilities
Treasure: 8
XP: 2100
S: 21 D: 16 C: 18 I: 14 W: 16 Ch: 19

Bathory can not change into a bat as other vampires.  She can also only summon wolves. Unlike Dracula, Elizabeth is damaged by the sun.
In addition to being a vampire, Elizabeth Bathory is also a coven witch of the 6th level.  She is not the highest level witch, but she is the coven leader.
Her familiar is demonic black coated wolf with red eyes.  When she is done draining her victims she feeds the remains to this monster.

She may cast the following spells
First level: Charm, Ghostly Slashing, Increase Sex Appeal
Second level: Ecstasy, Rite of Remote Seeing, Virgin Innocence
Third level: Dance Macabre, Toad Mind
Fourth level: Masque

These spells, the Demonic tradition, and what a coven witch is will all be detailed in Eldritch Witchery.

Dracula: Spellcraft & Swordplay

I think it would be awesome to run a total old school dungeon crawl in Castle Dracula.  Not Castle Ravenloft, with it's puzzles and puns.  Castle Dracula.  It would be a blast.
And what better system to do it with than Spellcaft and Swordplay?

Anytime I stat up a character for S&S I have to ask myself the question, could this guy go toe to toe with Conan?  Sort of like what I did with Red Sonja.

Vlad Dracula
Warrior Vampire Lord

AL: E
SZ: M
AC: 4
Move: 90'
HD: 15 (54 hp)
Attacks: 2 claws (short sword), 1 bite OR 1 weapon as a 15th level warrior (8 + 6)
Special: Fly 40', Climb 40', Blood Drain, Animal Empathy (Improved; Rats, bats, wolves), Dominate, Spawn (Blood or Energy drain), Energy Drain (bite), Alternate Form (bat, wolf, incorporeal gas, improved), Resist electricity, Immune mundane weapons, Vulnerable sun, fire, holy water (treat as 2d6 acid), +2 to all Con based saves.
Treasure: 9
XP: 2400
S: 24 D: 18 C: 18 I: 15 W: 15 Ch: 17

This incarnation of Dracula is the Transylvanian warlord with vampire powers to make him far more brutal than he ever was in life.  He will be surrounded by an army completely loyal to him, though only human, not vampire.

As per the Vampire, Dracula is immune to sleep, charm and hold spells. He may summon 10-100 rats (5-20 giant rats), 10-100 bats (3-18 giant bats) or 3-18 wolves (2-8 dire wolves). Dracula may shapechange into a large bat or wolf, but his hit points remain unchanged. Dracula may also regenerate 5 hit points per round as long as he has fed.


Thursday, October 27, 2011

October Challenge: Legion (2009)


What happens if you take the line "Every Angel is terrifying" and make it into an entire movie?  You might get something like Legion.

Legion (2009)

I really enjoy the good War in Heaven movies.  It shows that The Plan isn't all it's cracked up to be.  Plus demons, as scary as they can be, are so over done.  "oh look, another one of hell's rejects, I wonder what it might do?"  But a rogue Angel?  Or a rogue Angel with a shotgun?  Yeah that sounds cool.
The story is really though nothing new.  Angel "falls" to Earth and cuts off his wings (and his symbolic link to the Master Plan) and then heads out to the desert.  Here he finds a pregnant woman and we learn that her baby has a huge destiny in front of him as mankind's next savior.
The angel in this case though is the Arch Angel Micheal.  And the woman and her unborn are not being hunted by demons, but other angels.   They make a stand off in the diner in the middle of the desert with Denis Quaid and Charles S. Dutton (two actors that are always really fantastic in what they do).
The baby comes and so do the trumpets.  Micheal's BBF Gabriel is here and the action turns up a bit.
Long story short, mother, baby and new boyfriend that always loved her from afar drive a new town with a car full of guns.  Not exactly a Christmas story, but hey.

I liked how the angels looked, there was an alieness about them that we only normally see in demons or Lovecraftian horrors.  These are not fat, nekkid babies with little wings.  These warriors that are willing to commit genocide in their Creator's name AND with the knowledge that what they are doing is right.
Plus they can posses people.  Why should demons have all the fun.

Now this movie got some pretty bad reviews.  Some of those are deserved.  The plot is thin at best, but this is a fun movie.  There are some good scares in it and really it combines many different horror tropes together rather nicely.
I liked it and thought it was fun.

Tally 26 movies, 23 new.

Game Ideas: This is an Armageddon or WitchCraft game blended with All Flesh Must Be Eaten.
In fact it has been done already, http://edenstudiosdiscussionboards.yuku.com/topic/4226.  I have to admit I really, really like Thom's take on the Arch Angels.