Saturday, September 21, 2013

Zatannurday: Superbabes

Been talking about Superbabes all week.  Since I have done Batwoman and Wonder Woman I should also do my other favorite DC Superbabe.

Like with Tarot, Willow and Tara, Zatanna has most of her points in Magic.  Though at Zee's level she gets to be really powerful.

Character: Zatanna Zatara
Age: unknown, older than she looks
Apparent Age: early 30s
Origin: Supernatural Pupil (50cp)
50 CPs

Primary Stats
Muscles: 12 Muscles Damage: +1  Max Press: 200 
Health: 14   Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 2d6
Moves: 16  Bonus to hit: +1 Movement: 6" Hittability: 6 Initiative Bonus: 1
Brains: 26  Mental Attack Bonus: +3 Mental Hittability: 9
Will: 26  Regen Rate: 2pp/1rds HTK Regen/Day: 2d6
Personality: 101 ("enchanting")
Looks: 52
494 CPs

Secondary Stats
PP: 247
HTK: 114
Fame: 19
Bimbo Points: 1
XP:
Level: 24
CPs:  12 more to spend

Powers
Magic Spells
- Blast 5d6 (60cp)
- Costume Change (40cp)
- Flight 3 (24cp)
- Force Field 20 (120cp)
- Illusions (300cp)
- Misc spells (200cp)
Move things Without Touching Them 200cp
Read Minds (listen & talk) 30cp
Super Senses
- See Magic 20 cp
Visions of Elsewhere 40cp
1034 CPs

Gizmos
Wand (Focus) 10cp
Hat (40 cp to Psi Invulnerability) 10cp
20 CPs

Skills
Acrobatics 20cp
Animal Handler 20cp
Disguise 20cp
Catwalk 20cp
Contacts (Criminal) 20cp
Contacts (Supernatural) 20cp
Languages (English, Egyptian, Greek, Latin, Backwards Talk) 40cp
Occultist 50 cp
Stealth & Concealment 30cp
240 CPs

Character Description
Height: 5'7"
Weight: 137 lbs
Hair: Black
Eyes: Blue
Skin: Caucasian

At 24th level Zee packs a punch.  Most of her points went into powers as expected.  The issue here is Zee's magic is so flexible she can in theory do just about anything.  This is not a new issue, she has the same problem in most games, but here it begins to stand out.  She is full 15 levels more than Willow and Tara and only outclasses them in raw magical talent.

I based these stats on these stats:



30 Day D&D Challenge, Day 21: Favorite Dragon (Color/Type)

Day 21: Favorite Dragon (Color/Type)

Another interesting one.
I always liked the Silver Dragons, felt they were custom made for AD&D Paladins.  One of the things that was great moving from "Basic" D&D to AD&D were the "good" dragons. I also liked the black and blue dragons. I liked that they had acid and lighting weapons, which I thought were pretty cool.

My favorite unique Dragon comes from my son.  The dragon is Aži Dahāka. Here he is for both Pathfinder and Basic stats.

Friday, September 20, 2013

Willow & Tara: Superbabes

Of course I had to do this.

Witches and magic using types are always a good test of any supers system.  Either they break them or they get broken and don't work quite as well.  In Superbabes it takes a lot of XP and levels to do anything super-like with magic.  The Magic Spells are twice the cost of the powers, but you gain a lot of flexibility.   In Superbabes though you are are also limited by the powers listed.

I am keeping with my conceit that the characters here are aging real time so I can experiment with how they might grow.  Though in truth I have not really played either character in a number of years now, so they are semi-retired.

In both cases their primary stats are not really high. I really wanted to keep them to human norms.  The unfortunate side effect to this is this also means a low number of Power Points.  So I would maybe create a Power called Power Well that characters can dump CPs into to get PP out.  But that might bend the rules a bit.

Character: Willow Rosenberg
Age: 32   Apparent Age: early 30s
Origin: Supernatural Pupil (50cp)
50 CPs

Primary Stats
Muscles: 10  Max Press: 200 (seems a bit high)
Health: 14   Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 2d6
Moves: 14 ("Agile")  Bonus to hit: - Movement: 5" Hittability: 5 Initiative Bonus: 1
Brains: 24  Mental Attack Bonus: +2 Mental Hittability: 7
Will: 26  Regen Rate: 2pp/1rds HTK Regen/Day: 2d6
Personality: 20
Looks: 17
250 CPs

Secondary Stats
PP: 125
HTK: 55
Fame: 6/16 (normal/supernatural world)
Bimbo Points: 1
XP:
Level: 10
CPs: 2 more to spend

Powers
Magic Spells
- Blast 6d6 (72cp)
- Flight 2 (16cp)
- Force Field 10 (60cp)
- Misc spells (100cp)
Move things Without Touching Them 200cp
Suck it Up (Magical) 100cp
Super Senses
- See Magic 20 cp
Read Minds (listen & talk) Tara only 20cp
588 CPs

Gizmos
Doll's Eye Crystal, Magical Focus 100pp
20 CPs

Skills
Occultist 50 cp
Scientist 50cp
Computer Ops 20cp
Electronics 20cp
Contacts (Supernatural) 20cp
Languages (English, Hebrew, Greek, Latin) 30cp
190 CPs

Character Description
Height: 5'3"
Weight: 120 lbs
Hair: Red
Eyes: Green
Skin: Caucasian


Character: Tara Maclay
Age: 33   Apparent Age: early 30s
Origin: Supernatural Pupil (50cp)
50 CPs

Primary Stats
Muscles: 10  Max Press: 200 
Health: 15   Regen, Combat: - Regen, At rest: 1pp/4rds  HTK/Day: 1d20
Moves: 15 ("Dancer")  Bonus to hit: - Movement: 6Hittability: 6 Initiative Bonus: 1
Brains: 17  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 22  Regen Rate: 1pp/1rds HTK Regen/Day: 1d6+4
Personality: 24
Looks: 16
238 CPs

Secondary Stats
PP: 119
HTK: 58
Fame: 4/14 (normal/supernatural world)
Bimbo Points: 2
XP:
Level: 10
CPs: 0 more to spend

Powers
Healing II 100cp
Magic Spells
- Blast 6d6 (72cp)
- Force Field 20 (120cp)
- Misc spells (90cp)
Move things Without Touching Them 200cp
Super Senses
- See Magic 20 cp
- Sensitive touch 10 cp
Read Minds (listen & talk) Willow only 20cp
672 CPs

Gizmos
Miss Kitty Fantastico II (Familiar, 200pp)
40 CPs

Skills
Occultist 50 cp
Equestrian 20cp (maybe the only time this skill was used in Superbabes!)
First Aid 20cp
Contacts (Supernatural) 20cp
Languages (English, Latin, Russian, Irish Gaelic, Japanese (free)) 30cp
Animal Handler 20cp
160 CPs

Character Description
Height: 5'5"
Weight: 130 lbs
Hair: Blond
Eyes: Blue
Skin: Caucasian

So both girls ended up around 10th level.  They have quite a bit of power, but are not as powerful as other characters around the same levels.  Batwoman or Red Sonja could best them in a purely physical fight.
I would have to work up a few spells and even some rituals. Rituals in this case would be spells that do not take CPs but do burn PP.  Usually only a one time deal.
I cheated and gave them Gizmos that store PP. Well, its not a cheat, but it is bending the rules a bit.
Again. Pretty happy with what I have here.  

30 Day D&D Challenge, Day 20: Favorite Monster (Humanoid/Natural/Fey)

Day 20: Favorite Monster (Humanoid/Natural/Fey)

Odd choices. I do like fey creatures. It is all the celtic myths and stories I have read over the years as well as A Midsummer's Night Dream.  If I had to pick one I would say Hags. For the obvious reasons to be sure, but also I reclassified Hags in my games to be more faerie like. Yes they are still ugly, mean old crones that will rip out your arms and love to eat children.

One of the hags I "created" for my witch book was the synthesis of these ideas.  The Wood Hag is a new hag type, but all the ideas came from fairy tales of hags, the Wicked Witch archetype and some things I read in "Man and His Symbols" by Carl Jung.

Wood Hag (Makava) Basic Era

Armor Class: 2 [17]
Hit Dice: 8d8+8** (45 hp)
No. of Attacks: 2 claws/1 bite
Damage: claw 3d6, bite 2d6
Special Attacks: Witch spells
Special Qualities: Dark vision 60’, Iron Vulnerability
Movement: 40’
No. Appearing:
1 (90%) Solitary or 3 (10%) Hag Covey
Saves As: Witch 10
Morale: 9
Treasure:
4d6 CP, 6d8 SP, 8d8 GP, Gems: 50% 1d8, Magic 50% any 1d6, +1 2 potions
Alignment: Chaotic (evil)
XP: 1,700


Wood Hag (Makava) 3.x
Large Monstrous Humanoid/Fey (Hag)
Hit Dice 8d8+8 (45 hp)
Initiative +2 (Dex)
Speed 40ft.
AC 17 (-1 size, +2 Dex, +6 natural)
Attacks 2 claws +12, bite +12
Damage claw 3d6, bite 2d6
Face/Reach 5ft. by 5ft/10ft.
Special Attacks Blood drain, Spells
Special Qualities Dark Vision 120ft., Fast Healing 5, Iron Vulnerability
Saves Fort +4, Ref +8, Will +8
Abilities Str 20, Dex 14, Con 15, Int 16, Wis 15, Cha 9
Skills Concentration +12, Hide +10, Knowledge (Witchcraft) +9, Listen +8, Spot +8,
Feats Alertness, Blind-Fighting, Combat Casting, Fear Resistance
Climate/Terrain Any Forest
Organization Solitary or Covey (3 hags of any type plus 2-12 trolls)
Challenge Rating 6 or 13 (covey)
Treasure Standard
Alignment Always Chaotic Evil
Advancement As witch

The Makva, or the Wood Hag, is a relative of the other Hags and possibly the Night Hag. The Makva makes her home in the deepest forests where she feeds on unsuspecting travelers. She is particularly fond of children. Her normal appearance is very hag-like, tall (7’ tall), green skin with black hair, although some have been spotted with green or red hair. She also has long clawed hands with nails as hard as iron talons. Their mouths are filled with rotting black teeth and foul breath. The Wood Hag can appear as kindly grandmother, or a fetching young wood nymph as she chooses. The wood hag loves nothing more than to temp men of good character into a wanton embrace and then switch back to their normal form before killing them. She is also fond of attacking people as they sleep in the woods.
The wood hag is more solitary than the other Hags. More often than not a wood hag will be found alone. Wood hags often employ trolls to protect their homes and for mutual protection. At any given time there will be 2 to 12 trolls around the wood hag’s home. They will fight for the wood hag, but they are not commanded to do so. They will retreat or flee if the combat goes against them. The wood hag will also ally her self with evil witches and warlocks. They have also been known to consort with demons and vampires as well. Makva do not get along well with Night Hags. Some have theorized that Makva were once part of the Night Hag “society” but were removed for being too chaotic.
Wood Hags have often been confused with witches and many of the tales told to frighten children about witch have been about wood hags. It is almost certain that the tale of Hansel and Gretel could have been about a wood hag (or even the witch Baba Yaga). Makva are believed to live up to 800 years, but this has never been confirmed. They have been known to keep harpies as pets. Wood Hags usually have a grove of Elder trees growing nearby.

Combat
The wood hag is very strong (strength 20) and will attack with her claws and a bite. She is also a competent spellcaster and may use spells from the witch’s spell list.
Spell-Like Abilities: The Makva can also employ the following spell like powers three times per day at will: ray of enfeeblement and magic missile. They can cast an Advanced Illusion four times per day and can use the following powers at will, Know Alignment, Polymorph Self and Sleep. Wood hags are immune to Sleep, Charm, and Hold spells.
Blood drain (Su): The bite of a Wood Hag also drains blood. Any successful bite hit can permanently drain one point of Constitution unless the victim can make a Fortitude save (DC 13). Any character drained to zero will become a wraith haunting the woods around the wood hag. Constitution points can be healed normally.
Vulnerability (Ex):A Makva cannot touch iron and takes extra damage from weapons made of pure or cold forged iron. Weapons made from this material grant an additional +3 to hit and damage per hit.


Section 15: Wood Hag (Makava) Copyright 2013 Timothy S. Brannan


Thursday, September 19, 2013

Batwoman: Superbabes

There is almost something not right about stating up Batwoman in Superbabes.  First of the character would not be amused, but she is also not "Super", well at least anymore than Batman is.  And "babe" is never something she would seek out. Yes she is athletic, rich and very attractive.  She considers herself a soldier first and foremost.  Plus she has a lot of pathos that you don't see in the world of Superbabes.  She was kicked out the Army for being gay. Her mother and twin sister were murdered. She had been kidnapped. Spent most of her days after the Army in an alcohol and sex-fueled daze. And she has some father issues as well.

But there are also a lot of reasons to include her.  For starters the system includes what is obviously a "Batman" option; the Adventuress.  Also, unlike the Batman himself, there are a lot of things going on in Kate's world that make her perfect for this game. She is still learning how to be a super hero for example.

Also given the recent shake-up of her creative team it would be a good idea to showcase her here.

Character: Batwoman
Secret ID / AKA: Kate Kane, Katherine Kane, the Twice Named Daughter of Kane
Age: 24   Apparent Age: mid 20s
Origin: Adventuress (0cp)
0 CPs

Primary Stats
Muscles: 18 ("Peak")  Damage: +4 Max Press: 900
Health: 17  Regen, Combat: - Regen, At rest: 1pp/3rd  HTK/Day: 1d10
Moves: 20  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 2
Brains: 15 ("Remarkable")  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 20 ("Forthright") Regen Rate: 1pp/2rds HTK Regen/Day: 1d6+3
Personality: 8 ("Unpleasant") Batwoman and Kate have some issue relating to others.
Looks: 18
232 CPs

Secondary Stats
PP: 116
HTK: 57
Fame: 15
Bimbo Points: 0
XP:
Level: 9
CPs: 3 left to spend

Powers
Hit Em Harder +2d6 20cp
20 CPs

Gizmos
Batsuit ("Uniform of the Bat") Obvious, hard to loose Gizmo
Invulnerabilty 12 60cp
Super Senses
- See Far Away 10cp
- See in the Dark 5cp
- Good Hearing 15cp
Go Places, Line of Sight (Grapple gun) 50cp

Batarang (free)
140 CPs


Skills
Soldier 200cp
- Acrobatics
- Demolitions
- Detect & Deactivate Alarms & Traps
- First Aid
- Fire Pistols/Rifles
- Fire Unknown Weapons
- Mechanic
- Melee Weapons
- Skydiving
- Stealth and Concealment
- Squad Tactics
- Survival
- Thief
- Trapping

Blind Fighting 25cp
Contacts (Criminal) 20cp
Interogation 30cp
Martial Artist 7 levels 350cp
Persuasion 20cp
Streetwise 10cp
655 CPs

Character Description
Height: 5'10"
Weight: 135 lbs
Hair: Red
Eyes: Blue
Skin: Extremely pale Caucasian
Unique Characteristics: Out of uniform Kate has a number of unique tattoos.

So this one was a real test of the Adventuress Origin.  Kate can't have any ability above 20 and really no super powers.  Everything comes from her own skills and the gizmos she has.
I didn't refer to her previous stats or even her official ones in DC Adventures in order to make her more "organic".  She ended up about a level higher than I wanted, but I really wanted her Martial Arts at 7 or even 8.

Links
Elegy
Unisystem
Marvel Heroic Role-Playing

Batman Wikia
DC Wikia
ComicVine

Temple of Elemental Evil - For Free!

Not sure how this one got missed.  But WotC is giving away a free copy of The Temple of Elemental Evil.


Go get your copy of this classic from DNDClassics.com

30 Day D&D Challenge, Day 19: Favorite Monster (Elemental/Plant)

Day 19: Favorite Monster (Elemental/Plant)

The classifications here show a really strong 3.x bias.  Elementals orplants never really impressed me much.  But I do rather like Effrit. I talked about them a bit in April with my A to Z of demons.  I touched on them under Iblis and Jann.  Though this is really a cheat since I treat them like a type of demon.  Truthfully if I were rebuilding the D&D cosmos I'd make all the elementals closer to demons.  At least very, very chaotic.


Wednesday, September 18, 2013

White Dwarf Wednesday #80

White Dwarf kicks of the 80s in this August, 1986 issue.
The cover seems to be a bit of a throw back to earlier issues, or at least earlier themes.
The new editor and staff waste no time and hit us up with a new reader survey.  More on that in a bit.

Open Box gives us Call of Cthulhu 3rd Edition. I do not recall any edition wars around this.
We have reviews for the FASA Doctor Who advnetures "The Hartlewick Horror" and "The Legions of Death".  I just picked up Legions of Death last Friday.  The Hartlewick Horror gets the edge, but I fear it was because of the inclusion of the 4th Doctor's stats.   Palladium is breaking into the gaming scene more and more with The Mechanoids.  Yes I know they were around before this, but two issues in a row of product reviews is still better than they had been doing.  And the AD&D module Destiny of Kings is reviewed.  I blame my braces at the time but I always called this one "Density of the Kings". Realms of Magic for MSH and OA1 Swords of the Daimyo are also reviewed.    Three TSR products with two of them AD&D. Not so bad really.

The Doctor Who RPG gets some love with a section on Combat.  Ok. So the irony here is that there actual little combat the characters should be doing in Doctor Who.  The FASA game though was a little more combat focused than the current C7 RPG is.  The biggest problem comes from the author's own point of view that he normally runs a D&D game. Ah well.

Critical Mass bemoans the recent injection of so many Lovecraftian elements in the recent batch of Sci-Fi books.

Some more Abilities for the Judge Dredd game.

"Clouding the Issue" by Chris Barlow covers detection powers in a game and how to make it more difficult or easy depending on your tastes.  This is one of those articles that were common at the time; adding more realism to your game or at giving the game another layer of complexity.

Graeme Davis has an article on crime in the 20th Century.  Focus is on the Pulp Era with such suggestions as Call of Cthulhu, Dardevils, and Indiana Jones.

The star of this issue though is "Ancient & Modern" a scenario for AD&D and Call of Cthluhu. Each player gets two characters, one for each system and they run through the linked scenarios.   I love crazy stuff like this. The adventure is long (10 pages and nicely done) and it is still continued next week month.  The interplay between the two is nice and build on each other.  Frankly I love it.  I might just have to run this one sometime.

'Eavy Metal covers painting various textures.

The Back to the Readers Poll is up.  33 questions. Notable are the inclusions of questions about computers and LARPing. Of course there are also more games.


Letter is next and now two pages long.

There is an article about leveling up in MERP.  Again, another example of adding a level of "realism" to the games.  Or if you would rather role-playing.  I get where this is coming from, you get your points from leveling up and they should be spent with some sort logic.  By the way to keep this topical the article could just as easily work for Superbabes or any other game where gaining a level gives you points for buying new skills, powers, magic and so on.

Fracas, the rumors and news column covers the new wargame coming out for the Trek Universe/Star Fleet Battles.  A plug for Dagon 13, a magazine for Mythos fiction is made.  The Immortals set from TSR is announced as well.

We end with ads.

Ok so there is something a little sterile about the recent couple of issues.  Sure the content of the last two has been better than the content of the dozen or so issues before it, but it is lacking some of that White Dwarf charm.  For a lack of a better word it feels a lot like Imagine.

Justice Issue 7: Superbabes

Doing something a bit different from the supernatural characters I wanted to try out my other supers character "Justice".

You can read about the character in my various posts and her introduction here.
Justice is very much a perfect fir for Superbabes.  She is young, good looking and of strong moral fiber.  Where she doesn't fit really is she not really a good candidate for "Good Girl Art" she is more a straight forward super-hero.  Plus she has some angsty background elements (she did nearly kill someone with her heat vision).  But besides all that she was a fun character to stat up.

So continuing the the theme of Justice's posts here being an issue in her comic what does Issue 7 give us?  Well this is the time that Justice had to team up with a bunch of other Superbabes from across the multiverse (Taryn, Tarot,... to stop a threat.   If it is going to be something that requires all these heroes (including a younger version of her own mother) then it would have to been something that had also took out the original Superbabes team.
How about this. The big bad is this fetish dude known as The Refrigerator. He captures women and freezes them.  Plenty of subtle and overt S&M and dominance context that makes this guy a bit creepier than Mr. Freeze or Captain Cold, yet fits rather well in this.  After all the perfect foil for a Good Girl is a creepy misanthrope.  All these heroes are gathered together, kick his ass and rescue the original team.  Yeah it's a bit like the X-Men #1 that introduced us to Wolverine, but that's fine. Or any similarities to this scene are probably totally intentional.


Character: Justice
Secret ID / AKA: Astra Kal-El, Astra Kent
Age: 24   Apparent Age: mid 20s
Origin: Extrateristrial (25cp)  Closest thing really.
25 CPs

Primary Stats
Muscles: 32  Damage: +2d6 Max Press: 3,200
Health: 22 ("Amazon" natch)  Regen, Combat: 1/10rds Regen, At rest: 1pp/1rd  HTK/Day: 3d10
Moves: 51  Bonus to hit: +5 Movement: 11" Hittability: 11 Initiative Bonus: 5
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 17 ("Driven") Regen Rate: 1pp/4rds HTK Regen/Day: 1d6+2
Personality: 20
Looks: 75
466 CPs

Secondary Stats
PP: 233
HTK: 60
Fame: 8
Bimbo Points: 1
XP:
Level: 6
CPs: 32 more to spend (still has some skills to learn but I want to improve her Flight later on).

Powers
Flight 10 40cp
Don't Breathe III 20cp
Invulnerabilty 12 60cp
Hit Em Harder 2 +2d6 10cp
Blast (Heat Vision) 2d6 12cp
Super Senses
- See Far Away 10cp
- See Through Things 25cp
- Good Hearing 15cp
222 CPs

Gizmos
none

Skills
Melee Weapon (Sword) 10cp
Blind Fighting 25cp
Law Student 20cp
Contacts (Criminal) 20cp (thanks to the Batman)
Contacts (Government) 20cp
Detect & Deactiveate Alarms & Traps 30cp
Streetwise 10cp
Acrobatics 20cp
155 CPs

Character Description
Height: 6'1"
Weight: 135 lbs
Hair: Black
Eyes: Blue (but wears a blindfold)
Skin: Caucasian
Unique Characteristics: Wears a red blindfold.

Movement
Ground: 11"
Flight: 40"

Again, I am pretty pleased with this build.  Justice and the build I did for Wonder Woman showed that you can spend the points really fast.

30 Day D&D Challenge, Day 18: Favorite Monster (Immortal/Outsider)

Day 18: Favorite Monster (Immortal/Outsider)

This one should be another obvious one.  Demons.  I have always been fascinated with them both as a subject and as a monster in *D&D.  Unrepentant engines of destruction or vile schemers and tempters.  What's not to love?  When I am playing a Paladin then I love nothing more than to fight against them. When playing a witch I love summoning them and binding them to gain infernal knowledge and boons.
Plus, as they say, they are legion I will never run out of ideas or uses for them.

There is the argument that sometimes they are played like nothing more than high-level goblins with magic, I think there is room for those kinds and other kinds of demons as well.

Tuesday, September 17, 2013

Tarot Witch of the Black Rose for Superbabes

I have posted about Tarot before.  Unlike the characters of Superbabes and Femforce, Tarot is often considered to be part of the "Bad Girl Art" type.  Not that she is the opposite of the Good Girl Art, but rather the situations she gets herself in never would have happen to Nightveil or Miss Victory.

I am not going to lie. I like Tarot. Its a guilty pleasure to be sure, but my enjoyment of it is honest.  Plus +HOlly Golightly and creator Jim Balent are both really cool.

Tarot in Superbabes is actually a good fit.  She has some magic, some skills and combat ability and certainly the chance to earn Bimbo Points.  If you read the comic then yeah. She does some really cool comic things, but then ends up loosing her clothes while sledding due to some faeries (ok to be fair the whole vacationing lot, Jon, Mother and Raven, did too).

Character: Tarot, Witch of the Black Rose
Secret ID / AKA: Rowan
Age: she isn't saying   Apparent Age: mid 20s
Origin: Supernatural Pupil (50cp)
50 CPs

Primary Stats
Muscles: 14  Max Press: 700
Health: 17 ("Buxom" seems right)  Regen, Combat: - Regen, At rest: 1pp/3rds  HTK/Day: 2d10
Moves: 19 ("Fast")  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 1
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 19  Regen Rate: 1pp/2rds HTK Regen/Day: 1d6+3
Personality: 18 ("Sparkling")
Looks: 51 ("So gorgeous she is hard to look at")
308 CPs

Secondary Stats
PP: 154
HTK: 50
Fame: 5/15 (normal/supernatural world)
Bimbo Points: 1 (there will be more)
XP: 15,002 ("Big Leaguer")
Level: 9 ("Junior Heroine")
CPs: 4 more to spend

Powers
Magic Spells (Tarot admits she is still a student here)
- Blast 4d6 (48cp)
- Flight 10 (80cp)
- Force Field 10 (60cp)
- Go Places (teleport) (200cp)
Healing II 100cp
Visions of Elsewhere 40cp
Visions of the Past 30cp
588 CPs

Gizmos
Armor (Invulnerability 4)
Sword of the Goddess (free gizmo)
20 CPs

Skills
Occultist 50 cp (gained for free at 1st level)
First Aid 20cp
Melee Weapon (Sword) 10cp
Persuasion 20cp
Blind Fighting 25cp
Contacts (Supernatural) 20cp
Survival 20cp
Weaponsmith 25cp
140 CPs

Character Description
Height: 5'4"
Weight: 140 lbs
Hair: Red
Eyes: Green
Skin: Caucasian
Unique Characteristics: She has a black rose tattoo/birthmark on her left shoulder.

All in all not a bad fit.  I like her at 9th level which lines up nicely with her other builds.
She has a winged cat familiar named Pooka as well as a two lovers, Skeleton Man (Jon Webb) and Boo Cat (a werecat).  Given how often they are endangered or get Tarot into trouble they should be worth a couple of Bimbo incident-free Bimbo Points.

Links to other Tarot stats
And Tarot's home on the Internet http://www.jimbalent.com 

30 Day D&D Challenge, Day 17: Favorite Monster (Animal/Vermin)

Day 17: Favorite Monster (Animal/Vermin)

I am not sure I really have a favorite Animal or Vermin type.  I do recall a character getting into a fight with a large bear back in the AD&D days and he was a lot tougher to kill than some so-called "monsters" I had faced up to that point.  He even clawed the face of my character and he got a permanent reduction in Charisma.


Monday, September 16, 2013

When I say "Warlock" what do you think?

Working on something new and looking to mine the collective intelligentsia of my readers.

When I say "Warlock" what comes to mind for you?

Share your thoughts below.


Review: Superbabes the Femforce RPG

Superbabes was always one of the games that seemed to exist out there in the periphery for me, but I never knew if anyone actually played it.   I was able to pick up a copy a while back and it has been sitting in my collection, unused and unread.  Recently I have been doing some more research on the game and found it had a small bu loyal following.  I knew I had to give it a try.



The first disclaimer about the game. Superbabes is billed as the Femforce RPG.  Not a Supers RPG or even a comic RPG but a very specific comic, Femforce.  Femforce was created in 1985 and is still running in some form today.  The comic is based on number of public domain and original female super-heroes.  Based on the "good girl" art of the the pulp era.  This is an important distinction.   Don't go into Superbabes expecting angst, or shades of grey.  There won't be any cases of the heroes getting into sexual situations that would besmirch their character. Sure they can be curvy, sexy and maybe have the occasional wardrobe malfunction.

Superbabes came out in 1993 (also something to keep in mind).  The first edition was part of a boxed set that included 132 page rulebook, two Femforce comics, a poster, cut out miniatures and more. My box had more sheets and some maps too.


The game was written by Marc Schezzini and Cameron Verkaik, art comes from the various artists from the comics.

Superbabes starts out pretty much like all RPGs, introduction, where to get dice are RPGs evil... typical drill.  The tone of the book is somewhat tongue in cheek.  Some of the language can sound snarky or even condescending, but I actually think that is part of the humor of the game.

Characters begin with an Origin (which can cost Creation Points). Some are easy to figure out, Extraterristrial, Biological quirk, Supernatural and Adventuress.  Adventuress is the interesting one since it doesn't cost any points, but your are limited in how high your Attributes can go.  This is the "Batman" er rather "Batwoman" option.

You start out with 600 Creation Points to build your superbabe. Your abilities are bought on a 2 CP for 1 point of ability option.  The abilities are roughly equal to the D&D standard. They include Muscles, Health, Moves, Brains, Will, Personality and Looks.  Human normal is between 1 and 20 with average at 10.  The charts go to 1,000.  The levels have numbers (17-18) and titles (Peak Performer for Muscles for example). Some are silly, but others I used as an idea of what to rank various characters.  Secondary abilities are then calculated.  All the primary ones adjust HTK (hit points) in some way.  Interestingly enough the better looking you are the LESS HTK you have.  But before you create the female version of Dogg the Bounty Hunter,  Looks also help your Fame.
You start at Level 0 and then as soon as you get 1 XP you go to Level 1.  You gain 50 CP for every level you go up.

You can buy superpowers, gizmos and skills with your remaining points.   Both are very much taken from the AC Femforce comics.  So no Death Touch powers.  People looking for a full Super RPG might want to look elsewhere OR spend some time with the Game Master making the powers you like.  But I think that defeats the purpose of this game.  There are no "drawbacks" to give you extra CP; remember these are good girls.

Skills cover the basics with some "professions" that bundle skills.
Gizmos are devices that hold powers and can be ranked as obvious or not.  Vehicles and bases though are not gizmos. So they are bought with cash and not CPs.   Stuff are also not Gizmos, but things that can be made by anyone.  This includes the amazing Span-XX material.  All costumes are made from this and can stretch and grow with the character.

The remainder of the book is dedicated to combat, vehicle  chases and the normal things you find with supers games.   There is also a starting adventure.

What sets this game off from the rest, outside of subject matter, is the use of the Bimbo Points.  Like Hero Points, Bimbo points allow you to change the outcome or situation you character can find herself in.  The difference here is you are trading a success now for some GM controlled mishap later.  So you could take a Bimbo Point to avoid some damage in a fall, but then expect to have something go on later.  What?  Well there is a huge table for it.  Things like "Character linked to Public Figure in Tabloids" or "Men's Magazine publishes compromising photos of character". So are embarrassing, others could cause your character to loose Fame and others are pure plot device.   It is actually a nice little mechanic and even neater given when it came out.

There are a lot of similarities between this game and Villains and Vigilantes.  Outside of both being level-based supers, characters take damage to Power Points before their HTK points.  In fact there is a general tone of both games that makes them feel rather close.

The other game this is likely to invoke is Macho Women with Guns.  Both feature female centric characters and both exist to bust stereotypes.  Where MWWG attempts to do this with over the top humor and embracing the cliche head on, Superbabes attempts to subvert it.  While there is plenty of what we might call fanservice in the game and the comics, you can also play it straight.  If Superbabes in Good Girl Art, then MWWG is Bad Girl Art.

At the end of the day there is nothing wrong with Superbabes. It is a fun little game with an interesting premise and history.  You could do the same sort of game with any number of other games, but I think some of the charm would be lost. Certainly some of the innocence.

Building a Character
There are other reviews out there for Superbabes if you want more details.  There is a particularly good on over at RPG.Net and another in Dragon Magazine #208.  What I like to do when putting a system through the ropes is build a few characters.

"Teen Witch" is one of my Supers characters that I never get a chance to play.  Well...that isn't entirely true. I have played her in a low powered M&M game (PL 5) and in Marvel Super Heroes/FASRIP.  I also stated her up for BESM 3.0 but never got to play her there.
She is a teen that discovers she has magic. She is also my "embracing the stereotype" character.  She has a talking cat named Mojo and her "supers" outfit includes a broom, black pointy hat and striped leggings.  In this case I figured she was at least 2nd level now. So that gave me the ability to buy a flying broom as a gizmo.

Character: Teen Witch
Secret ID / AKA: Taryn Nichols
Age: 15   Apparent Age: 15
Origin: Supernatural Pupil (50cp)
50 CPs

Ok so first we have her origin.  Since the Teen Titans were such a big influence on super hero gaming I am making her a teen.  She is the daughter of my regular witch character Larina so supernatural pupil seems right.

Primary Stats
Muscles: 9 (she is just a young kid with some super powers), Max Press: 180
Health: 14  Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 2d6
Moves: 10  Bonus to hit: - Movement: 4" Hittability:Initiative Bonus: 1
Brains: 15  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 14  Regen Rate: 1pp/10rds HTK Regen/Day: 1d6
Personality: 16 (Likable)
Looks: 14 (Cutie)
184 CPs

Since she is a teen I don't feel I need superpowered stats just yet.  I might improve them over time since that is also how I get more PP.  Very much like WitchCraft in that respect, that the Primary Abilities/Stats sum up to your Power Points.  I am in for 184 Creation points here.

Secondary Stats
PP: 92
HTK: 14
Fame: 2 (mostly unknown)
Bimbo Points: 2 (Taryn is due for some embarrassing moments)
XP: 1002 (just hit level 2)
Level: 2 ("Junior Heroine")
CPs: 16 more to spend

These are derived, more or less, from the Primary Stats.

Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (60cp)
- Flight 10 (80cp)
- Super Senses: Sensitive Touch (20cp)
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp
380 CPs

Magic Spells are not cheap.  For that cost though I get more flexibility.  You don't see it here, but when I roll out Zatanna or Tarot later this week it becomes obvious.  I like to keep my Telekinesis seperate from my spells. Something that started with Buffy.  I also like my magic using characters to be able to see more magic than other.  So that is a seperate power too.
I am in for 380 Creation Points now.

Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs

The broom she bought at 2nd level.  In the game she challenged a guy to a race, him on his motorcycle her on her broom. She won and maybe gained a potential "bad guy" boyfriend.  I think I know how her Bimbo Points will be called in.  For 40 CPs worth of flight I paid 20 CPs on an obvious Gizmo.

Skills
Occultist 50 cp (gained at 1st level)
(she is only 15, not a lot of skills yet)
50 CPs

She is just learning so not a lot of skills yet.  50 CPs.

Character Description
Height: 5'0"
Weight: 95 lbs
Hair: Short black with purple and green streaks
Eyes: Green with cat-like slits
Skin: Caucasian
Unique Characteristics: Cat-like eyes

There is also a place for measurements and quote. Again the parallels to MWWG and V&V should be obvious. I am not going to bother with those.

Compared to her other sheets (M&M, MSH & BESM 3.0) I am pretty pleased with the results.

30 Day D&D Challenge, Day 16: Favorite Monster (Aberration)

Day 16: Favorite Monster (Aberration)

The 3rd edition of the D&D game describes an Aberration as "(a creature that) has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three."
Given that my favorite are the Mind Flayers or Illithids.
I loved their weird alien looks and quasi-Lovecraftian origins.

Back when 3.0 was just getting going I wanted to resurrect an idea I came up with back in college.  I wanted to run a campaign based around the idea that the Illithids and the Vampires have joined forces to blot out the sun.  Again, based on something I had read in Dragon.  In this world all the humanoids joined forces to defeat this threat.   I still might have to do this one some day.
Eventually I figure that the vampires will betray the illithids, cause that is just the way things happen.


Sunday, September 15, 2013

Superbabes Week is here!

I have been going through my collection and wanted to spend some quality time with some of the lesser known, or lesser remembered games.  So this week I want to cover Superbabes: The Femforce RPG.



If you don't know about Superbabes or Femforce, then I hope you find the week enjoyable.
I'll discuss the merits of how much Looks should affect your ability to get hit by a weapon, the pros and cons of level based supers and what exactly is a Bimbo Point!

ETA: In the mean time, here is a character build.

Larina "Nix" Nicohols
Larina "Nix" Nichols

Character: Witch Queen
Secret ID / AKA: Larina Nichols
Age: 45   Apparent Age: 30s 
Origin: Supernatural (50cp)
50 CPs

Primary Stats
Muscles: 10 , Max Press: 200
Health: 12  Regen, Combat: - Regen, At rest: 1pp/5rds  HTK/Day: 1d10
Moves: 12  Bonus to hit: - Movement: 4" Hittability:Initiative Bonus: 1
Brains: 19 ("Savant")  Mental Attack Bonus: +2 Mental Hittability: 7
Will: 21  Regen Rate: 1pp/10rds HTK Regen/Day: 1d6+4
Personality: 18  ("Sparkling")
Looks: 16 (Babe)

Secondary Stats
PP: 108
HTK: 60
Fame: 5
Bimbo Points: 1 (Larina is a serious witch thank you very much)
XP: 
Level: 13 ("Junior Heroine")
CPs: 16 more to spend

These are derived, more or less, from the Primary Stats.

Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (Scream)
- Big Blast (Lightning Bolt)
- Invisibility
- Illusions
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp

Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs

Skills
Occultist 50 cp (gained at 1st level)
Language 100 cp
150 CPs

Gizmos
Book of Shadows (obvious) 100 cps

Character Description
Height: 5'5"
Weight: 125 lbs
Hair: Long red hair
Eyes: Blue
Skin: Caucasian
Unique Characteristics: Large triple-moon Goddess tattoo between shoulder blades

Total CPs: 650

30 Day D&D Challenge, Day 15: Favorite Monster (Undead)

Day 15: Favorite Monster (Undead)

Again this one should really be no surprise to anyone here.  While I like all types of undead there is only one that is my favorite; Vampires.

A little known fact, my interests in D&D and in horror was originally all about vampires. So before I was "the Witch guy" I was "the Vampire guy".

While the game had some great ideas in the games and books, some of the best material for the game came from Dragon Magazine.  I still have my print copy of Best of Vol. 2 with the Varieties of Vampires and issue 126 with various Silver Age ideas on how to play vampires.

I think that was the one of the things that makes me, despite my age and when I started playing, puts me more in the mind set of the Silver Age gamer.  I liked it when vampires stopped being just monsters and became a fully realized NPC type.  You can see this in how vampires were stated out:
Palace of the Vampire Queen: No name, just stats in her encounter area.
Vault of the Drow: Has a name, Belgos, a picture, and even a girlfriend.
Ravenloft: Strahd gets a name, a writeup even before the adventure starts and motivation.
He got more detail in his one shot than most gods or demons got before this.

In 3e I liked the templates on paper but when it came to stating out a new vamp it was a pain in the ass.


Saturday, September 14, 2013

Zatannurday: Cosplay Summer's End 2013

Can Summer really be over? Are we done with cons till Spring? As a young man's thoughts turn to Halloween, here are some of the last of the Zatanna cosplay pictures I have been holding on to.


Zatanna Zatara - II by ~Taeyen on deviantART


Zatanna Zatara cosplay by ~MyattaNyatta on deviantART


zatanna zatara by ~Thecupcakemechanic on deviantART


Let the magic begin by ~MangaGirl232 on deviantART


Zatanna by ~laNane on deviantART

And a special one posted a last week by Justice League Detroit.




Till next year!

30 Day D&D Challenge, Day 14: Favorite NPC

Day 14: Favorite NPC

My favorite NPC has to be Omar, the celebrated Dwarf merchant of Crazy Omar's.
I loved the idea of this supposedly crazy dwarf walking around his warehouse/shop wearing silk pajamas, singing in dwarven opera and wearing a fez (before fezs were cool).
Omar though is best in very small doses.  Too much and he becomes a cartoon character or at worst an ex dues machina for my players to get the exact thing they need.
Still though, after all these years he is still fun to play.  I just wish I knew some good Dwarven Opera to sing!


Friday, September 13, 2013

Cryptworld is up on DriveThruRPG!

Cryptworld is up on DriveThruRPG!



Get your copy now!

If you loved Chill like I did then this is the game to get.

Orcus and Vanth

We all know who this guy is:


But who is this?

 

Her name is Vanth and she is another Etruscan chthonic god depicted as a demon and she adorns funerary art.
What is their relationship other than the obvious historical one?

Well I also read a lot of science blogs and this picture of the largest trans-Neptunian objects came up (in a discussion of the Oort cloud.)


Vanth is the moon of Orcus.

I can't even begin to tell you how many ideas came flooding in on that one!

Vanth orbits Orcus in a tight precise circle and they are tidal locked.  Vanth is never far from Orcus then and she always keeps her face toward her master.

Mythological Vanth shares a role similar to that of Charon.  She brings the souls of departed to the underworld. She has a torch to light her way, a key to unlock the gates of the underworld, a scroll with the information on the deceased and a sword. According to myth Vanth appears as woman, much like an Erinyes and described as young and vibrant.

There is a Pathfinder creature called a Vanth, but it lacks some of the charm of this demon.

No I think I prefer Vanth to be a vassal of Orcus. Responsible for bringing him the choicest souls to be corrupted into foul undead.  In truth that picture of Orcus above should be reversed, Vanth (the woman) should be the one presenting the skeleton to her lord.

It could be that this unique Vanth has many of the lesser vanths at her disposal.  Maybe the souls her lord rejects become part of her own army.

I also saw this picture of Stephanie vanRijn that had me thinking of the relationship between Thanatos and Eros. Maybe this what Vanth looks like to humans.

Vanth
Hit Dice: 11+15** (70 hp)
Armor Class: 1 [19]
Attacks: 1 sword (1d10+4)
Special: Flight, Magic resistance (55%), regenerate (3 hp/round),  +2 or better weapons to hit.
Move: 24' / 60'
Save: F12 (Basic) 12 (S&W)
Alignment: Chaotic Evil
Challenge/XP: 11/3,000

I will have to develop here more later.


http://amusedgrace.blogspot.com/2013/08/this-is-other-piecei-did-earlier.html
https://en.wikipedia.org/wiki/Vanth
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-vanth

30 Day D&D Challenge, Day 13: Favorite Trap/Puzzle

Day 13: Favorite Trap/Puzzle

I love making my players think so there are a lot of these I love.  But mostly I enjoy the riddles or word-play.  I don't need "Save or Die" poisonous darts, but a puzzle or a maze between where you are and where you need to be?  That stuff is golden in my book.  Combining the two (mazes and word play) is a great way to baffle my players.


Thursday, September 12, 2013

Ghosts of Albion: Derby Day at DriveThruRPG

Go get your FREE copy of Ghosts of Albion Derby Day now at DriveThruRPG!


It includes the Ghosts of Albion Quick Start rules to get you going.

Enjoy!

Prestige Class: Imbolc Mage

Trying some more Prestige Classes for Witches.  This one is actually quite near and dear to me.  It was also one of the first Prestige Classes I ever wrote.

The Imbolc Mage is a special sort of witch infused with the divine vengeance of the Goddess.  They are nominal leaders of the Imbolc Guard.  I wanted to create something that felt it could have been a part of witch history for a long time and work in the game.  I had help from a good friend Lisa Countryman and her ideas on the original Imbolc Mage.  The Imbolc Mage is her baby so I have kept the name closed for the OGL, but the rest is all fair game.

Section 15: Imbolc Mage, Copyright 2013, Timothy. S. Brannan & Lisa Countryman.
OGC Declaration: The terms "Imbolc Mage" and "Lady Imbolc" are closed in terms of the OGC. All other content is considered Open.
Art is Copyright © Anne- Claire PAYET 2009 and used under Creative Commons

Imbolc Mage
Incantation by `Eireen
Witches speak of Warlocks in hushed tones. Most are disgusted by these betrayers of the Goddess' law, but more than few also fear them. But there is one witch that even the darkest Warlocks of the Scholomance fear, for she is the righteous fury of the Goddess made mortal. She is the Imbolc Mage.

The Mages of Imbolc are so rare that every single one has been recorded. Most have died in the pursuit of the Goddesses’ vengeance. Imbolc Mages exist to destroy evil, and they save a special hatred for those who call themselves warlocks.

Like becoming witch, one does not chose to become an Imbolc Mage, the Goddess makes that choice.
If the witch has the potential to become an Imbolc mage a series of tests and trails are performed by a coven 19 witches trained in the martial use of the sword. The witches who train the prospective are always of the strongest Neutral Good alignment. The test is a small price to pay and only a fraction of the battles the new Imbolc Mage will certainly face. The training is tough and many do not succeed. There is no dishonor in failure, it simply means the prospective was not destined to bear the mantle of the Imbolc mage. If the prospective does succeed, she is filled with the power of the Goddess and is known to all as Lady Imbolc.
History records that nearly all Imbolc Mages have come from the ranks of strong witches. Amazon and Celtic Classical traditions being the most representative, but few chaste Tantric witches and a fewer number of Lorelei have served as well. Some druids and sorceresses have also become Imbolc Mages. With the rise of evil becoming greater more Imbolc Mages have been chosen and some have come from nonwitch backgrounds. In most cases the Imbolc Mage will join the Daughters of the Flame (q.v.) coven dedicated to the Goddess Brigit, but the Imbolc Mage works alone and is not considered to be a full member of that coven. Game Masters can choose a coven that suits their game the best.

Hit Dice: d8

Requirements
To qualify as an Imbolc Mage, a character must fulfill all of the following criteria.

Alignment: Any Good.
Feat: any metamagic feat, except Spell Kiss.
Knowledge (religion): 7 Ranks
Knowledge (Witchcraft): 7 Ranks
Spell casting: Ability to cast 5th level spells
Special: Imbolc Mages can only be female.

In order to understand the nature of her foe, the potential Imbolc Mage must have survived an attack from an evil outsider. Note, survived does not mean she won or succeeded in defeating the outsider. Preferences are also made to witches that come from a strong family line of witches and have high Wisdom.

Imbolc Mages are not made, they are chosen. So the GM and the Player who wishes to play an Imbolc Mage must decide on the particulars of this calling. Were her ancestors powerful witches? Did she have an Imbolc Mage in her family tree? Is there some new evil that requires a new Imbolc Mage be called? What were the circumstances with her battle with the evil outsider?

Class Skills
The Imbolc Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill points at Each Level: 4 + Int modifier

Imbolc Mage Progression
Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +0 +2 Awesome Presence +1 level of existing class
2nd +1 +1 +0+3 Favored enemy +1 +1 level of existing class
3rd +2 +1 +1 +3 Bilocate +1 level of existing class
4th +2 +1 +1 +4 Favored enemy +2 +1 level of existing class
5th +3 +2 +1 +4 Wild Shape 1/day +1 level of existing class
6th +3 +2 +2+5 Favored enemy +3 +1 level of existing class
7th +4 +2 +2 +5 Ethereal Shift +1 level of existing class
8th+4 +3 +2 +6 Favored enemy +4 +1 level of existing class
9th +5 +3+3 +6 Astral Shift +1 level of existing class
10th+5 +3 +3 +7 Favored enemy +5, Extended Life +1 level of existing class

Class Features
All of the following are class features of The Imbolc Mage prestige class.

Weapon Proficiency: Once becoming an Imbolc Mage, training in the sword begins. Regardless of original class, the Imbolc Mage can choose the sword and attack without penalty. Often the sword becomes the new ritual tool of the Imbolc Mage, replacing the athame. Unlike the athame, the sword is sharp and will be used for combat purposes.
Most Imbolc Mages eschew the use of armor since it interferes with their spell casting abilities. Many will have several piece of magical protection in place.

Special: The Imbolc Mage gains special powers at each level of her progression.

Awesome Presence (Su): At first level, the Imbolc Mage is infused with the power of her Goddess. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. Witches that know of the Imbolc Mage will treat her with deference and respect. Enemies, in particular warlocks, can also detect this aura. Any morale checks made by enemies are at a –1 penalty. Natural animals are also calmed by her presence.
As a side effect of this change in her aura even the most good and lawful Imbolc Mages will appear to any magical scrying techniques as have a “touch of evil” about them. In all cases anyone who can see auras will see the Imbolc Mage’s aura is blinding bright.

Favored Enemy (Ex): The Imbolc Mage gains Warlocks as a favored enemy as per the ranger ability. All attacks, mundane, magical or martial, are done at a +1 bonus at second level and gain by +1 for every two levels. GMs who wish to have more flexibility or do not wish to use warlocks might extend this favored enemy status to any type of evil witch, wizard or spellcaster.

Wild Shape (Su): At fifth level the Imbolc Mage may Wild Shape once per day (take a shape and revert back). The shape maybe to any size that is one step removed from the Imbolc Mage. A medium-sized Imbolc Mage may wild shape to a small, medium or large creature. Unlike the Polymorph Self spell or druid ability, the Imbolc mage is restricted to natural animals. She may wild shape to a large dog, a lion or even a wolf, but never a wyvern or an owlbear. Typically the Imbolc Mage chooses one shape and sticks with that. This is a supernatural ability.

Bilocate (Sp): The Imbolc Mage can astral project (as the astral projection spell) onto the same plane she is currently occupying, in effect being in two locations at once. The projection is semi-real and may do anything the Imbolc Mage could do, including cast spells and assume a Wild Shape. The Imbolc Mage cannot do anything other than rest, though both incarnations are aware and conscious of the others surroundings. The Imbolc Mage may hold this projection a number of minutes equal to her level plus 10, or until the projection reaches zero hit points. Any damage to the projection also damages the Imbolc Mage at one half the amount loss. She may do this once per day. This is a spell like ability.

Ethereal Shift: The Imbolc Mage can enter the Ethereal Plane. For spell effects this is the same as if an Ethereal Jaunt spell were cast by a sorcerer of the same level. This may be performed once per day. This is a spell like ability.

Astral Shift: The Imbolc Mage can enter the Astral Plane. For spell effects this is the same as if an astral projection spell were cast by a sorcerer of the same level. This may be performed once per day and is a spell like ability.

Extended Life: Similar to the druid ability Timeless Body, the Imbolc Mage stops aging normally. Her aging is slowed to 75% of what is normal for her race. This supernatural ability also effects magical aging. Though this rarely aids her normal aging since most Imbolc Mages die due to violence rather than age.

Spells per Day: The Imbolc Mage continues training in magic as well as the sword. Thus, when a new Imbolc Mage level is gained, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (new Occult powers, metamagic or item creation feats, and so on). This essentially means that she adds the level of Imbolc Mage to the level of some other spell-casting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spell-casting class before she became an Imbolc Mage, she must decide to which class she adds each level of Imbolc Mage for purposes of determining spells per day when she adds the new level. Generally speaking this will be her highest spell casting class.

For example, Fionna is a 10th level witch and 2nd level sorceress. She is called to become an Imbolc Mage. She gains a level of Imbolc Mage and is now known as Lady Imbolc, and is a witch 10, sorceress 2, and Imbolc Mage 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/2nd level sorceress, if she goes up a level in witch or Imbolc Mage then she will cast as a 12th level witch/2nd level sorceress. Typically though, the new Imbolc Mage will forgo any advancement in any other class she has and concentrate solely on her advancement as an Imbolc Mage.

Imbolc Mages use the same spell list as witches.

A Bhrigid, scar os mo chionn, Do bhrat fionn dom anacal.  
     Oh, Brigid, spread above my head, your mantle bright to guard me.”
 - Prayer to Brigid