Friday, August 21, 2009

Bodhmall, the Druidess, er.. Nature Priestess

Regular readers know of my search in 4e for the best Druid class. I have been largely disappointed with the class we got in Player’s Handbook 2 and instead have expressed my fondness for the Nature Priest in Ari Marmell’s Advanced Player’s Guide from Expeditious Retreat Press.
Well now I have the Wokan from Dave Arneson’s Blackmoor 4e.

A bit of background on the Wokan, the Wokani made their appearance in Mystara many years back. They were basically the witches or even witch-doctors of the world. In fact many publications set in Mystara (the Glantri books are a good example) have “witch” in older versions and “wokani” in newer versions of the same copy-pasted text. So I figured they were a good place to look too.

Now for Bodhmall nic Tadg.
Bodhmall (“Bode-vull”) is a character of mine, she is described in Irish myth as the sister of Muirne the White Neck (or sometimes Cumhail) and the foster mother of Fionn mac Cumhail. She is a wise woman and a druidess. In my games I deal with a younger Bodhmall. She is a druidess still, with a penchant for fire and weather based magic. Not quite an elementalist, but close. She also, along with Liath Luchara, form one of the enduring covens of witches in my games, the Daughters of the Flame. The Daughters appear time and time again in all my games, and I usually have Bodhmall and Liath, or their reincarnations, in my games somewhere.

For this experiment I built many different versions of Bodhmall to 12th level. This gave a wide choice in powers and a Paragon Path. Lets go to the data.

First up is the Druid from D&D Player’s Handbook 2
Short: Hate it. I am sure there are plenty of people that like it, but I never used the druid wild shape ability and this is all the stuff I didn’t like in 1st Ed Druids turned all the way up. There are some nice powers sure, but not enough to merit taking the class.

Secondly, using the Hybrid rules for Dragon/DDiThis build is a hybrid Druid/Shaman. Aw now there are more choices, but not enough fire based powers. Sure I could add Warlock into that mix, and given my success with warlock hybrids that is not a bad idea, but it isn’t what I want. Still though a hybrid fey-lock/druid might have some potential and take the Alchemy feat from Arcane Power. Druids can be ritual casters, but druids did not read, that was the deal with being a druid all this knowledge committed to memory.

Though the Keeper of the Hidden Flame is so close in concept to a Guardian from the Daughters of the Flame that I almost can’t pass it up.

Third, The Nature Priest from Advanced Player’s GuideGenerally speaking this class is weaker than the druid. The powers are about the same in terms of effects and damage done. But concept wise it is such a better fit that it is unreal. Lots of Fire-based powers, lots weather based ones. Going through and build Bodhmall to 12th level was so easy that I figured I had time to do this Blog post about it.
The cons here though are there is not a wide variety of powers to choose from, but the powers they do have a re very nice.

For a Paragon path I choose the Hierophant. Not as close as the Keeper of the Hidden Flame, but good enough and it is more “druidy” feeling.

Fourth, the Wokan from Dave Arneson’s Blackmoor 4eThe Wokan is not a perfect either. To pull out something from the half remembered Miller’s Analogies Test, Druids are to Nature Priests as Shamans are Wokans. I think that is what they are supposed to be too. The powers are nice, a little more powerful than the Druid in some ways. Quite a few powers that would make good Fey-lock powers. A Hybrid Wokan/Warlock (“Worlockan”?) might be interesting to see one day.

I did not pick a Paragon path for this one since I could tell right away it was not going to give me what I wanted.

The Winner?
There is a clear winner here. The Nature Priest is exactly what I want in a druid with all the extras that everyone seems to like. Not sure if the Nature Priest could be considered another build of Druid or not. They are so similar in some ways and so different in others; like comparing Warlocks to Sorcerers.

Though I am ready to chuck the druid from 4e and use the Nature Priest instead.

Dracula, use or not?

So, I have an adventure idea that is just jelling and it might be my next Gen Con adventure.

But here is my question to you all.

Is Dracula too overused to be a credible threat anymore?

I want to use him in a Ghosts of Albion game, set in Transylvania around 1850 or so. So sometime before he meets up with Harker and the events of "Dracula".

It could be that this encounter is what has prompted his move to England.

Looking for input.

Thanks!

Monday, August 17, 2009

Blackmoor!

Gen Con was great.

But I only picked up ONE book my entire time there, the new 4e Blackmoor book.
Reading it back in my hotel room I was overwhelmed with the feeling I was reading a new version of the D&D Rules Compendium.

There are a lot things in this book that are familiar to me. Wokan(i), Arcane Warrior, Nobles. The races are standard 4e, and even explains how to work in some of the newer ones.

But what I like is now I have another piece of my puzzle. I am placing Blackmoor on my North Pole, past the land of Black Ice (Greyhawk). Blackmoor sits inside a crater carved out the north pole where the former Blackmoor had once stood. This explosion created a crater (in Mystara this would have blown a hole in the planet, making it hollow) and the refugees settled here. Blackmoor then becomes something like Shangri-la and Atalntis. There are people there, shut off from the world, maybe even thinking the rest of the world had been destroyed.

Some survivors of the great Blackmoor explosion went south and settled in the lands that later became the "Known World" that is why these lands know about Blackmoor, use similar names for things and why so many different cultures have settled in such a small area.

My Blackmoor is only about 500 miles across and about 250,000 square miles of area, so about the size of France. Geothermal activity keeps the area warmer than would be expected, and the high mountains keep the area remote.

Though it doesn't *exactly* fit with my plans for my world, I might keep the Dragonborn there as well. They are a different sub-species as my Dragon-isle ones. These would be more "human" for lack of a better word.

More after I read the book some more.

Tim

Sunday, August 16, 2009

Good Night Gen Con!!

And there is another Gen Con come and gone.
Ran some "Ghosts of Albion" games and they went great! If I can I'll be posting them here for you all to download and play at home!

Got to play in some games too. D&D4e, Victoriana. Wanted to get into a Bounty Head Bebop game, but timing didn't allow it.

I have some ideas for some new adventures for next year.
"GoA: Wilderness", based on a comic by Amber Benson and Christopher Golden.
"GoA: Synchronicity", a Buffy / Ghost of Albion crossover.
"GoA: Victoriana", a Ghosts of Albion / Victoriana dual stated adventure.
and one that sounds great to do on paper, but maybe not for a Gen Con game, "Ghosts of Albion: Ravenloft".

I did not buy a bunch of stuff this time around. I picked up an Elmore print for my game room, and Dave Arneson's Blackmoor 4e. Some dice to give out during Ghosts, and Pokemon cards for the boys.

The long drive is tomorrow.

Work is on Monday. Not looking forward to all the email that has backed up while I was gone.

Tuesday, August 11, 2009

Elizabeth Bathory, Witch Girls Adventures

Now here is something to get us through Gen Con. The Witch Girls Adventures version of Elizabeth Bathory. I can see a mini-series of adventures featuring Bathory here at the Willow-Mistt school. First with her take-over and the cast slow finding out she is not just named after the sadistic vampire, but is in fact her all the way to the final battle.

I like her numbers here but would need to playtest them to be sure.

Elizabeth Bathory
Witch Girls Adventures
Vampire
Rank: 5 (or 6 depending on how the cast finds her)
Age: 449 (looks either in her late 20s or 449)
Motivation: To stay young and beautiful forever.

Body: d10
Mind: d12
Senses: d8
Will: d10
Social: d8 +1
Magic: d12

Life Points: 20
Reflex: 13
Resist Magic: 15
Zap Points: 24

Skills (Rank)
Acting d8 +7
Athletics d10
Art d12
Basics d12
Casting d12 +4
Focus d10 +6
Fib d8 + 11
Fighting d10 +2
Hear d8 +1
Instrument d8 +6
Leader d8 +9
Look d8 +4
Magical Etiquette
Mundane Etiquette d8 +7
Mysticism d12 + 4
Mythology d12 + 4
Potions d12 +2
Scare d8 +6

Traits
Beautiful* (only when fed. If not then Hags Syndrome)
Rich
Wicked
Imperial

Magic
Alteration 1
Divination 2
Illusion 3
Mentalism 2
Necromancy 2
Offense 1
Protection 2

Signature Spell: Glamour

Abilities
Common Vampire abilities
Magic Immunity: Bathory is immune to Mentalism and Necromancy type magic.
Shape Shift: Bathory can become a paragon raven or paragon wolf at will.
Special Immortality: Bathory can only die if she is forced to see herself in her “hag” state.

AttacksBite: 10 damage and drains a person of all Life and Zap points. Bathory only feeds on young witches.
Claws: 6

Plot HookElizabeth manages to get on the Board of Directors of the Willow-Mistt School. Through manipulation, magic and outright threats she manages to get Amora Mistt removed as Headmistress and herself put in her place.
Bathory then starts recruiting the best and brightest senior girls to her side, to help ease the transition, to have lackeys in the school and of course when her plans comes, to have these girls nearby so she can drain them of their life-force. She will have also vamped one of the teachers to her side, some she will be grooming as her Scion (I am thinking Connie Li, but certainly NOT Ursula Scratch, too cliché).

Once the big dance comes on Walpurgis Night, Bathory will have worked out a ritual to drain every girl in the School of their magic, blood and life.

That is of course, unless the Stars can do something about it.

The teachers can’t help since going after Elizabeth violates some magical contract they have all signed and she has manipulated to her advantage (something like teacher cannot threaten the school and since she is Headmistress and on the Board and maybe tapped into the energies of the school, she *is* the school). The senior class are all her thralls now (they will willing drain their dates for their mistress at the dance). I would have to say she had Tandy arrested for something, she looks like she is too clever to fall for Bathory’s magic. Ebony would have to be magicked somehow. Leaving Ursula and the Krofts left to help the kids. I like the idea of Ursula having to team up with Susan and Derrick.
Or just do what I did when I originally ran this, make is a inter-term like J-Term (a term in the Winter during break where students can take an extra class for more credit) or Summer Term. I like Summer better, then the dance becomes the Mid-Summer's Ball (figure a 4 week term May 21 to June 22/July 1). Most of the faculty will be away; of course only to show up at the final battle against Bathory’s vampire minions with a very pissed of Amora in the lead. Of course the Stars will need to stop (the rapidly aging) Bathory themselves.
In the grand tradition of horror movies, anime and TV shows, I might need a few red shirt teachers and students to go down in the battle. I am not one to kill characters randomly or even to make a point, but in this case it might be needed.

Elizabeth Bathory in Witch GirlsElizabeth began her life as a young woman as an apprentice witch. She enjoys the power she gains from magic, but has never had the frame of mind to complete her studies much beyond the beginning phases.
She hates the formal training witches receive (part of her reasons to attack the school) but loves that some many potential victims are under one roof.

Monday, August 10, 2009

Elizabeth Bathory, Chill

Going back to my roots here for a bit. Elizabeth Bathory was one of my favorite evil characters in the old Mayfair Chill game. This was the game that convinced me (long before we ever saw Ravenloft for AD&D) that vampires need to played as characters and not monsters. Of course this is the defacto way of doing things now, but back then this was a new and powerful insight. Despite the fact that in the book Bathroy looked like Susan Lucci (and still not a bad choice), my earliest opinions on what Elizabeth Bathory acts like as a vampire come from the 1971 movie Les lèvres rouges, known here in the States as "Daughters of Darkness" (not to be confused with the movie Vampyres, which also had been called Daughters of Darkness).

Delphine Seyrig really helped form the idea of vampire Bathory as a timeless aristocrat so convinced that what she was doing was right that there is no sign of psychosis at all. She was a royal and therefore all others exist to serve her. After all, she had been locked away and cheated death. Of course the memory of her imprisonment still haunted her, so she became more cautious and more selective. And that is how she was formed for me in Chill. These stats differ from her published ones but they fit better with the Unisystem ones from before. Elizabeth Bathory, Chill (these are my combined 1st and 2nd Ed version of Chill stats) BASIC ABILITIES Strength 90 Perception 100 Dexterity 80 Willpower 110 Agility 90 Luck/EWS 150 Personality 120 Stamina 120 Attack 2/90% Movement 75’ (225' as Raven or Wolf) EDGES & DRAWBACKS (2nd Ed) Name /CIPs/ Notes Attractive /4/ Psychological flaw /1/ Obsessions (stay young, stay beautiful) SKILLS Name (Rank) Score Dagger/Knife (M) 145 Acting/Drama (M) 165 Anthropology/ Archaeology (M) 160 Antiques (M) 130 Art Criticism (M) 160 History (M) 160 Hypnotism (M) 165 Investigation (M) 142 Language, Contemporary [all European languages] (M) 160 Language, Ancient (M) 150 Legend Lore (M) 160 Modeling (M) 142 Disguise(M) 155 Filching(M) 145 Graphology/Forgery (M) 145 Occult Lore (M) 116 Ritual Magic (M) 116 Movement: Varies according to form: in human form, can sprint without Stamina loss; can move 75' per round as mist or fog, 225' as raven or wolf. Disciplines: Animation of the Dead, Appear Dead (Self), Change Self (to large raven, large wolf, woman of any race, cloud of fog), Create a Feast, Darken, Dreamsend, Evil Eye, Flight*, Gnarl, Halt, Haywire, Influence, Purified Shell, Quiet, Slam, Sleep, Steal Memory, Summon, Swarm, Telekinesis, Teleport, Total Illusion, Wave of Fog, White Heat. *Bathory can use Flight any time, day or night, except for one hour after sunrise and one hour after sunset. To fly, she assumes the form of a cloud of sparkling lights that dance in the air, then materializes when the flight ends. She cannot be destroyed while in this dancing light form. IPs: 7200 Characteristics 1. Like other vampires from this region Bathory casts no reflection. Nor does her image appear on film or video tape. All paintings of Bathory have mysteriously disappeared. The quickest way to anger her is to take her photograph. 2. Daylight does not harm or affect Bathory; however, she cannot use the Evil Way for one hour immediately following sunrise, and one hour immediately following sunset. She is still not comfortable however moving about during the day. 3. Bathory can control people who are reduced to 5 or fewer Stamina points by her bite. The extent of this control equals a "C" result under the discipline Influence. 4. Bathory must rest once her Stamina or Willpower goes below 10. When she rests she appears dead. This rest need not take place inside a coffin: a crypt, the inside of a mausoleum, or any place of the dead will do. Twelve hours of uninterrupted rest restore all lost Willpower and stamina. If Bathory is disturbed before the 12 hours have passed, her Stamina and Willpower remain where they were when she began resting; she must start allover again and rest for an entire 12 hours in order to recuperate Willpower and Stamina. 5. The following items offer protection against Bathory: -A Patriarchal Cross (but no other type of cross or crucifix). This item is the holy symbol of the Greek Orthodox Church. Upon seeing this item, Bathory cowers and leaves the room or area in any manner available. Bathory cannot approach within 2-1/2' of the Patriarchal cross. A Patriarchal cross hung above the doorway to a room prevents her from entering or leaving by that doorway. -Garlic. The odor of a bulb of garlic within 2-1/2 feet causes Bathory to leave the room or immediate area. She will use the Evil Way (particularly the discipline Influence ) or her Hypnosis skill to make a subject remove the garlic. -Salt. Bathory cannot touch table salt nor cross directly over a line of table salt. However, as with garlic, she uses skills and Evil Way disciplines in order to make a subject remove the salt. Direct contact with table salt causes an automatic critical wound to Bathory with full damage results (including Stamina loss). -A Wild Rose. This flower has the same effect as garlic. It also immobilizes the Countess when placed upon her. If so immobilized, she can still use the Evil Way, except for any discipline that moves the rose or her own body. -Mountain Ash. When placed upon the Countess, this leaf has the same effect as a wild rose. 6. Bathory must drink the blood of three young (younger than 25 years old) female victims per the New Moon, or her Personality score drops by 50 points for one week. She will appear to have aged 10 years from her usual appearance (that of a beautiful 25 year old woman). For one entire week, she will appear to be a 35 year old woman. If for some reason, she cannot claim three victims from the time she appears as a 35 year old woman, she ages another 10 years and loses another 50 points from her Personality score. If she fails to claim three victims on the fourth successive week, she is destroyed forever. The victims of Elizabeth Bathory do not become vampires when they die, but remain dead after their Stamina falls to zero. The blood of a man does not fulfill Bathory's needs, so rather than perform her vampire attack on male victims, she attacks them with her skills and Evil Way disciplines. Often, she has been known to turn one male against another. 7. When draining blood from the body of her victim, Bathory drains 1d10 points of Stamina per minute. The blood drain lasts for 1d10 minutes. 8. There are several ways to destroy Bathory .If she sustains enough wound damage from table salt, she eventually dies. A wooden stake driven through her heart leaves her completely helpless for one minute. Then, she uses her Evil Way disciplines to change into sparkling lights and escape. Once the stake is driven through Bathory , her body should be set on fire immediately. Bathory's body is highly flammable in this state, catching fire and burning completely in 3 rounds, leaving no trace of its existence. 9. Bathory does not suffer wounds or Stamina loss from normal weapons. I did not see "Countess Dracula" till much later on. While it is a fun little flick in it's own right, I did gain anything new gaming-wise from it. Though a back to back Bathory film-fest might work out well one Halloween eve. Or maybe the weekend of August 21, when the Countess dashed off her mortal coil. Each of these three builds gives me something different. The Unisystem one is best at representing the fiendish side, the bloodthirsty sadist. The Mutants & Masterminds works better for me in terms of the power hungry vampire. And this Chill version is the best at figuring out how to convert a real life psychopath into an calm, cool, undead psychopath. Next up. Something that all three versions have contributed to, Elizabeth Bathory, Headmistress.

Sunday, August 9, 2009

Elizabeth Bathory, Mutants & Masterminds

Here is Elizabeth for Mutants & Masterminds 2nd Edition.

It was playing M&M that I got the idea for her to be the new head mistress at a school of magical/gifted/special children. She would live of of their blood to make herself immortal. She would have taken over on Mid-winters night and had until Walpurgis Night (April 30) to get all of her required souls. Of course that is the night of the big school dance.

I plan to expand it for Witch Girls Adventures. Instead of a huge (and literal) bloodbath, I might take a page from the WitchCraft RPG and have her drain Essence instead; which to a witch is more precious than blood anyway.

Erzsébet Báthory
Mutants and Masterminds d20

PL: 12 (185 pp)

Str: 22 (+6) Dex: 20 (+5) Con:NA Int: 20 (+5) Wis: 16 (+3) Chr: 16 (+3)

Skills: Acrobatics 4 (+9), Bluff 8 (+11), Climb 2 (+8) , Concentration 2 (+5), Diplomacy 10 (+13), Disguise 6 (+9), Drive 2 (+7), Escape Artist 2 (+7), Gather Info 4 (+7), Handle Animal 2 (+5), Intimidate 8 (+11), Investigate 2 (+7), Arcane Lore 4 (+9), History 7 (+12), Art 6 (+11), Theology and Philosophy 6 (+11), Streetwise 3 (+8) , Medicine 1 (+4), Notice 6 (+9), Keyboards 3 (+6), Acting 4 (+7), Ride 4 (+9), Search 6 (+11), Sense Motive 8 (+11), Sleight of Hand 1 (+6), Stealth 4 (+9), Survival 6 (+9), Swim (+6)

Feats: Animal Empathy, Assessment, Contacts, Fascinate (2), Fearless, Fearsome Presence (1) , Inspire (1), Leadership, Minions (1), Rage (1), Skill Mastery (1)

Powers: Animal Control (wolves, rats, ravens) (8) , Drain Constitution (blood Drain) (1), Immunity (Fortitude Effects) (30), Insubstantial (dancing lights) (1), Protection (7), Regeneration (source: blood drain) (5), Shapeshift (Wolf, Raven) (2), Magic [- Emotional Control (2), Mind Shield (4)] (4+1)

Combat: Melee 10 [Unarmed +6 (Bruise)] Ranged 10 [Unarmed +6 (Bruise)] Defense 19 (14 flatfooted) Init +5

Saves: Toughness 7 (7 flat-footed) Fortitude NA Reflex 8 Will 7

Drawbacks: Weakness -Blood Dependence [Freq DC 10] [Sev DC 5], Weakness -Holy Items [Freq DC 10] [Sev DC 10] , Weakness -Sunlight [Freq DC 5] [Sev DC 15], Weakness -Garlic, Salt, Wild Rose [Freq DC 5] [Sev DC 5]

Complications: Obsessions: Stay young and beautiful. Temper.
Roleplaying Complications: Erzsébet Báthory is a proud and vain woman, she will always use some form of her real name.

Breakdown: Abilities 34 + Skills 32 (128 ranks) + Feats 12 + Powers 75 + Combat 38 + Saves 7 – Drawbacks -13 = 185