Ever see and image and think to yourself, "man there is story and an adventure there!"
Well one day I am going to have to come up with a good adventure for either Buffy or Witch Girls Adventures for this image:
"One day, years before either would move to Sunnydale, Tara and her best friend Faith were at McDonalds."
Despite my fondness for both characters nothing is coming to mind.
Friday, April 9, 2010
KISS Meets the Phantom of the Park
KISS Meets the Phantom of the Park
(1978)
Back in 1978 the rock group KISS stumbled on some mystic talismans and they were granted the power to protect, huh-the Earth, no wait, smaller than that; Magic Mountain in Southern California, from a washed up inventor who spent a lot time complaining about that darn loud rock and roll music. It was like an occult Footloose. Only funnier.
With that Phantom Menace out of the way KISS went on to protect world or take a lot of drugs and sleep with thousands of girls across the world. I am a bit hazy on the 70s really.
Note: Yeah some of the score may seem high, but I wanted to reflect the goofiness of the movie (so they are munchkins here) and the over-power feeling of the comic.
Stats are for use with Buffy, Angel or Ghosts of Albion but work best under Army of Darkness.
Peter Criss the Cat Man
King of Beasts - Lord of the Hunt - Personifies the primal animal instinct, the rough beast that stirs in each of us. Embracing instinct rather than intellect, he knows neither cruelty nor mercy. His is the element of earth.
Life Points 73
Drama Points 10
Attributes
Strength 5
Dexterity 6
Constitution 7
Intelligence 3
Perception 5
Willpower 3
Qualities
Acute Senses (Hearing, Smell, Vision) all at 3
Artist
Attractiveness 1
Chosen One
Good Luck 3
Hard to Kill 5
Poison Resistance 2
Natural Toughness 2
Nerves of Steel
Situational Awareness
Drawbacks
Addiction 2
Adversary 2
Conspicuousness
Reckless
Violent
Secret
Skills
Acrobatics 8
Art 5 (Singing and Drums, not acting)
Computers
Crime 2
Doctor 1
Driving 2
Getting Medieval 2
Gun Fu
Influence 1
Knowledge 1
Kung Fu 6
Languages 1
Mr. Fit-it
Notice 4
Occultism 3
Science 1
Sports 1
Wild Card
Maneuver Bonus Base Damage Notes
Punch +12 10
Kick +11 12
Jump Kick +9 18
Dodge (Acr) +14 -
Grapple +14 -
Wall Flip +11 -
Ace Frehley the Space Ace
The Celestial - Scion of the Cosmos - Represents the principles of universal balance, the ultimate harmony of the cosmos. Observes situations dispassionately and sees all sides of a dilemma. His is the element of air.
Life Points 50
Drama Points 10
Attributes
Strength 3
Dexterity 4
Constitution 4
Intelligence 6
Perception 7
Willpower 6
Qualities
Chosen One
Fast Reaction Time
Hard to Kill 4
Nerves of Steel
Supernatural Attack (Laser beams)
Teleport
The Sight
Drawbacks
Addiction 2
Adversary 2
Conspicuousness
Emotional Problems (Aloof)
Secret
Skills
Acrobatics 5
Art 6
Computers 9
Crime 3
Doctor 3
Driving 2 (maybe 5 for starships)
Getting Medieval 5
Gun Fu 3
Influence 7
Knowledge 4
Kung Fu 6
Languages 8 (Telepathic knowledge of languages)
Mr. Fit-it 2
Notice 4
Occultism 3
Science 2
Sports 2
Wild Card
Maneuver Bonus Base Damage Notes
Laser +13 7
Punch +10 6
Kick +9 8
Dodge +10 -
Grapple +12 -
Gene Simmons the Demon
The Demon - Lord of the Wasteland - Creature of fire and shadow, blood and thunder. He embodies vengeance and terror, the darkest impulses of mortal souls, but also the purgative flames of rebirth, the destruction that proceeds creation. His is the element of fire.
Life Points 99
Drama Points 10
Attributes
Strength 8
Dexterity 6
Constitution 9
Intelligence 3
Perception 4
Willpower 6
Qualities
Artist (singing, bass)
Chosen One
Cause Fear
Fast Reaction Time
Hard to Kill 7
Natural Toughness 6
Nerves of Steel
Supernatural Attack (Fire Breath)
Drawbacks
Adversary 4
Conspicuousness
Reckless
Violent (deranged)
Secret
Skills
Acrobatics 5
Art 4 (bass and singing)
Computers 1
Crime 3
Doctor
Driving 1
Getting Medieval 9
Gun Fu 1
Influence 5
Knowledge 2
Kung Fu 7
Languages 1 (only growls a lot)
Mr. Fit-it 1 (more like Mr. Break-it)
Notice 2
Occultism 4
Science 1
Sports 2
Wild Card
Maneuver Bonus Base Damage Notes
Fire Breath +12 24 Fire damage as well
Punch +13 16
Kick +12 18
Slam Tackle +15 16
Dodge +12 -
Grapple +15 -
Paul Stanley the Star Child
The Starbearer - Prince of Hearts - He who draws from the deep wells of the soul and emotion, bringer of passion and pain. He can move a heart to tender love or murderous rage. His is the element of water.
Life Points 55
Drama Points 10
Attributes
Strength 4
Dexterity 4
Constitution 5
Intelligence 5
Perception 7
Willpower 7
Qualities
Attractive
Artist (Guitarist)
Chosen One
Empathy
Enhanced Senses
Fast Reaction Time
Hard to Kill 3
Hypnotise
Nerves of Steel
Supernatural Attack (Laser beam eye)
Drawbacks
Adversary 4
Conspicuousness
Emotional Drawback (Arrogance)
Secret
Skills
Acrobatics 2
Art 5 (guitar and singing)
Computers 1
Crime 2
Doctor 3
Driving 2
Getting Medieval 4
Gun Fu 2
Influence 4
Knowledge 6
Kung Fu 5
Languages 3
Mr. Fit-it 2
Notice 6
Occultism 5
Science 3
Sports 1
Wild Card
Maneuver Bonus Base Damage Notes
Laser Beam +12 24
Punch +9 8
Kick +8 10
Jump Kick +6 15
Dodge +9 -
Grapple +11 -
The KISS Talismans
The talismans are supernatural artifacts that give each member of KISS their power. They are fueled by their Willpower scores, but mostly they are McGuffins that provide the power for their enhanced states (any score above human norm).
They are unique, though there are these other guys (Eric Carr, Tommy Thayer, Eric Singer, and Vinnie Vincent) that also seem to have similar powers.
You know that sooner or later they will run into the Hex Girls!
(1978)
Back in 1978 the rock group KISS stumbled on some mystic talismans and they were granted the power to protect, huh-the Earth, no wait, smaller than that; Magic Mountain in Southern California, from a washed up inventor who spent a lot time complaining about that darn loud rock and roll music. It was like an occult Footloose. Only funnier.
With that Phantom Menace out of the way KISS went on to protect world or take a lot of drugs and sleep with thousands of girls across the world. I am a bit hazy on the 70s really.
Note: Yeah some of the score may seem high, but I wanted to reflect the goofiness of the movie (so they are munchkins here) and the over-power feeling of the comic.
Stats are for use with Buffy, Angel or Ghosts of Albion but work best under Army of Darkness.
Peter Criss the Cat Man
King of Beasts - Lord of the Hunt - Personifies the primal animal instinct, the rough beast that stirs in each of us. Embracing instinct rather than intellect, he knows neither cruelty nor mercy. His is the element of earth.
Life Points 73
Drama Points 10
Attributes
Strength 5
Dexterity 6
Constitution 7
Intelligence 3
Perception 5
Willpower 3
Qualities
Acute Senses (Hearing, Smell, Vision) all at 3
Artist
Attractiveness 1
Chosen One
Good Luck 3
Hard to Kill 5
Poison Resistance 2
Natural Toughness 2
Nerves of Steel
Situational Awareness
Drawbacks
Addiction 2
Adversary 2
Conspicuousness
Reckless
Violent
Secret
Skills
Acrobatics 8
Art 5 (Singing and Drums, not acting)
Computers
Crime 2
Doctor 1
Driving 2
Getting Medieval 2
Gun Fu
Influence 1
Knowledge 1
Kung Fu 6
Languages 1
Mr. Fit-it
Notice 4
Occultism 3
Science 1
Sports 1
Wild Card
Maneuver Bonus Base Damage Notes
Punch +12 10
Kick +11 12
Jump Kick +9 18
Dodge (Acr) +14 -
Grapple +14 -
Wall Flip +11 -
Ace Frehley the Space Ace
The Celestial - Scion of the Cosmos - Represents the principles of universal balance, the ultimate harmony of the cosmos. Observes situations dispassionately and sees all sides of a dilemma. His is the element of air.
Life Points 50
Drama Points 10
Attributes
Strength 3
Dexterity 4
Constitution 4
Intelligence 6
Perception 7
Willpower 6
Qualities
Chosen One
Fast Reaction Time
Hard to Kill 4
Nerves of Steel
Supernatural Attack (Laser beams)
Teleport
The Sight
Drawbacks
Addiction 2
Adversary 2
Conspicuousness
Emotional Problems (Aloof)
Secret
Skills
Acrobatics 5
Art 6
Computers 9
Crime 3
Doctor 3
Driving 2 (maybe 5 for starships)
Getting Medieval 5
Gun Fu 3
Influence 7
Knowledge 4
Kung Fu 6
Languages 8 (Telepathic knowledge of languages)
Mr. Fit-it 2
Notice 4
Occultism 3
Science 2
Sports 2
Wild Card
Maneuver Bonus Base Damage Notes
Laser +13 7
Punch +10 6
Kick +9 8
Dodge +10 -
Grapple +12 -
Gene Simmons the Demon
The Demon - Lord of the Wasteland - Creature of fire and shadow, blood and thunder. He embodies vengeance and terror, the darkest impulses of mortal souls, but also the purgative flames of rebirth, the destruction that proceeds creation. His is the element of fire.
Life Points 99
Drama Points 10
Attributes
Strength 8
Dexterity 6
Constitution 9
Intelligence 3
Perception 4
Willpower 6
Qualities
Artist (singing, bass)
Chosen One
Cause Fear
Fast Reaction Time
Hard to Kill 7
Natural Toughness 6
Nerves of Steel
Supernatural Attack (Fire Breath)
Drawbacks
Adversary 4
Conspicuousness
Reckless
Violent (deranged)
Secret
Skills
Acrobatics 5
Art 4 (bass and singing)
Computers 1
Crime 3
Doctor
Driving 1
Getting Medieval 9
Gun Fu 1
Influence 5
Knowledge 2
Kung Fu 7
Languages 1 (only growls a lot)
Mr. Fit-it 1 (more like Mr. Break-it)
Notice 2
Occultism 4
Science 1
Sports 2
Wild Card
Maneuver Bonus Base Damage Notes
Fire Breath +12 24 Fire damage as well
Punch +13 16
Kick +12 18
Slam Tackle +15 16
Dodge +12 -
Grapple +15 -
Paul Stanley the Star Child
The Starbearer - Prince of Hearts - He who draws from the deep wells of the soul and emotion, bringer of passion and pain. He can move a heart to tender love or murderous rage. His is the element of water.
Life Points 55
Drama Points 10
Attributes
Strength 4
Dexterity 4
Constitution 5
Intelligence 5
Perception 7
Willpower 7
Qualities
Attractive
Artist (Guitarist)
Chosen One
Empathy
Enhanced Senses
Fast Reaction Time
Hard to Kill 3
Hypnotise
Nerves of Steel
Supernatural Attack (Laser beam eye)
Drawbacks
Adversary 4
Conspicuousness
Emotional Drawback (Arrogance)
Secret
Skills
Acrobatics 2
Art 5 (guitar and singing)
Computers 1
Crime 2
Doctor 3
Driving 2
Getting Medieval 4
Gun Fu 2
Influence 4
Knowledge 6
Kung Fu 5
Languages 3
Mr. Fit-it 2
Notice 6
Occultism 5
Science 3
Sports 1
Wild Card
Maneuver Bonus Base Damage Notes
Laser Beam +12 24
Punch +9 8
Kick +8 10
Jump Kick +6 15
Dodge +9 -
Grapple +11 -
The KISS Talismans
The talismans are supernatural artifacts that give each member of KISS their power. They are fueled by their Willpower scores, but mostly they are McGuffins that provide the power for their enhanced states (any score above human norm).
They are unique, though there are these other guys (Eric Carr, Tommy Thayer, Eric Singer, and Vinnie Vincent) that also seem to have similar powers.
You know that sooner or later they will run into the Hex Girls!
Wednesday, April 7, 2010
Don't Fear the Reaper-Jones: Cat's Claw Reveiw
The second Death's Daughter book is out and Callie is back!
Calliope Reaper-Jones is the eponymous Death's Daughter in Amber Benson's second book of the series, Cat's Claw. Like the first one, Callie is tossed into another adventure. This time not to save her dad and potential immortality, but return on all the favors book one cost her. Starting with returning the adorable little hell hound Runt (Griselda) to Hell, or rather the North Gate of Hell where Runt's father, Cerberus, needs Callie to do something for him.
Callie rushes of to Purgatory to find the soul of a long dead Egyptian architect, that has somehow fallen off the radar. In the mean-time she has to deal with the shade of her former-not-quite-lover Daniel, aka the Former Protégé of the Devil, some weird aura-expert that seems to know what Callie’s immortal unique kill is, and a mess of angry Egyptian gods.
I won’t go into all the detail here, that would be ruining it for everyone, but there are twists and turns and trips to Hell, Purgatory and Vegas.
Let’s instead talk about the author and her creation.
Amber Benson is the creator of this tale, but I would not be surprised if there wasn’t a tiny Callie in her brain screaming at her telling to write. And how to write. And when. And how much.
Callie is a wreck, but thankfully Amber Benson is not. This book is much better than the first one and the tale is very fun. I really did not want to put it down once I started. People have accused Callie as being too fashion conscious and maybe even a little shallow. Well that is how she is supposed to be. It’s all a façade. Callie doesn’t want to be immortal or the Scion of Death, or anything. She wants to be a New Yorker. She wants nice shoes and maybe a nice bag to go with them. A hot guy would be nice too. Trouble is Callie wants “Sex in the City” and she is stuck with “Dante’s Inferno”.
I think Amber does a fantastic job here of showing the superficial Callie and the REAL Callie that lies just beneath. If Callie was a vapid, air head she would have died in the first book; immortal or not. But she isn’t.
Now that we have the second book in hand we can see what we have in store. This is a modern Divine Comedy. Like Dante, our first tale was in Hell and our second in Purgatory. There are also many references to Dante’s magnum opus here too.
We get to know Callie a bit more here too. There is less focus on the secondary characters and more on her. This is good, but I did miss seeing the scenes with her sister, Clio. I liked the introduction of Callie’s magic; the girl has some power and I hope we get to see it in the next book.
Just like it took me a while to like Kim Harrison’s Rachel Morgan, it took me a bit to like Calliope Reaper-Jones, but now I do. I see through the façade to the real Callie now. I can’t wait till she sees it too!
If you like modern-supernatural-horror/chick-lit books and are not afraid to pick up some new terms (I did have to look up what Manolos are and how much they cost…yikes!) this is an fun read.
Cat's Claw is a fun book that manages to improve on the first one of the series and makes me excited for the third. Don't know if we will have more after that, a trilogy seems about right, but if we do then I am up for that one too.
Calliope Reaper-Jones is the eponymous Death's Daughter in Amber Benson's second book of the series, Cat's Claw. Like the first one, Callie is tossed into another adventure. This time not to save her dad and potential immortality, but return on all the favors book one cost her. Starting with returning the adorable little hell hound Runt (Griselda) to Hell, or rather the North Gate of Hell where Runt's father, Cerberus, needs Callie to do something for him.
Callie rushes of to Purgatory to find the soul of a long dead Egyptian architect, that has somehow fallen off the radar. In the mean-time she has to deal with the shade of her former-not-quite-lover Daniel, aka the Former Protégé of the Devil, some weird aura-expert that seems to know what Callie’s immortal unique kill is, and a mess of angry Egyptian gods.
I won’t go into all the detail here, that would be ruining it for everyone, but there are twists and turns and trips to Hell, Purgatory and Vegas.
Let’s instead talk about the author and her creation.
Amber Benson is the creator of this tale, but I would not be surprised if there wasn’t a tiny Callie in her brain screaming at her telling to write. And how to write. And when. And how much.
Callie is a wreck, but thankfully Amber Benson is not. This book is much better than the first one and the tale is very fun. I really did not want to put it down once I started. People have accused Callie as being too fashion conscious and maybe even a little shallow. Well that is how she is supposed to be. It’s all a façade. Callie doesn’t want to be immortal or the Scion of Death, or anything. She wants to be a New Yorker. She wants nice shoes and maybe a nice bag to go with them. A hot guy would be nice too. Trouble is Callie wants “Sex in the City” and she is stuck with “Dante’s Inferno”.
I think Amber does a fantastic job here of showing the superficial Callie and the REAL Callie that lies just beneath. If Callie was a vapid, air head she would have died in the first book; immortal or not. But she isn’t.
Now that we have the second book in hand we can see what we have in store. This is a modern Divine Comedy. Like Dante, our first tale was in Hell and our second in Purgatory. There are also many references to Dante’s magnum opus here too.
We get to know Callie a bit more here too. There is less focus on the secondary characters and more on her. This is good, but I did miss seeing the scenes with her sister, Clio. I liked the introduction of Callie’s magic; the girl has some power and I hope we get to see it in the next book.
Just like it took me a while to like Kim Harrison’s Rachel Morgan, it took me a bit to like Calliope Reaper-Jones, but now I do. I see through the façade to the real Callie now. I can’t wait till she sees it too!
If you like modern-supernatural-horror/chick-lit books and are not afraid to pick up some new terms (I did have to look up what Manolos are and how much they cost…yikes!) this is an fun read.
Cat's Claw is a fun book that manages to improve on the first one of the series and makes me excited for the third. Don't know if we will have more after that, a trilogy seems about right, but if we do then I am up for that one too.
Dave Arneson
I was not going to mark this day anymore than I marked Gary's. But I did want to say a couple of things since I have been so engrossed in Blackmoor of late.
Days of death strike a more resonate chord in humans. People always talk about where they were the day Kennedy or Lennon died. I for one always remember where I was the day I had heard Marvin Gaye had been killed or Curt Cobain had died. It is natural to want to mark them.
Me. I will always remember 8/16/2008 as my Dave Arneson day. That was the day I met him and got a chance to thank him for all he had done.
So again. Thank you Dave.
Days of death strike a more resonate chord in humans. People always talk about where they were the day Kennedy or Lennon died. I for one always remember where I was the day I had heard Marvin Gaye had been killed or Curt Cobain had died. It is natural to want to mark them.
Me. I will always remember 8/16/2008 as my Dave Arneson day. That was the day I met him and got a chance to thank him for all he had done.
So again. Thank you Dave.
Tuesday, April 6, 2010
Races of Mystoerth: Gypsy Elves
The Gypsy Elf
"Thousands of years ago the elves were a unified race. The elven people stood strong and diverse.
Then the War came and the Elves were Sundered. The elves were divided by the war.
But some chose not to fight, some took in their brothers and sisters from all sides.
These elves were cursed by Corellon Larethian to wander the lands till the day when all elves stood as one people again. The other elves took pity on them, calling them, in their own tongues The Wanderers. But not the Wanderers themselves. They knew a powerful secret.
They knew they were Free."
- From the Songs of the Ranagwithe
The Gypsy Elf, or as the call themselves "The Free Elves" (Ranagwithe in their own language) , has a long history in my game and one shared with the evolution of my Witch class. Originally I was going to even make a few Gypsy Elf witches to play, but oddly enough I never did. Though there are mythos of the gypsy elves that are tied indirectly with various occult, but mostly pagan, beliefs.
In the game Gypsy Elfs wander the world, in and out of the land of faerie, searching for their lost home. They will find it only on the day when all the elves are reunited as a race. Until then they wander.
I have pictured them as not being xenophobic as human gypsies are often portrayed, but rather as gregarious travelers. Why this change? It helps the taboos I have set up for them and it seemed to be more logical. Plus I did not want to do another Romani or Irish Traveller clone.
Like their human counterparts, Gypsy Elves travel all over the known world. However, unlike the Human Gypsies, Gypsy Elves are much more gregarious. The origins of the Gypsy Elves (and Shadow Elves) date back to what has become to be known as the Sundering of the Elves. When the Dark elves broke free from the light elves they split into several races. The light elves of course became the Eladrin/High Elves and the dark became the Drow.
There were elves that remained outside of the conflict. One group was a band of light elves that protected both the dark and light elves from each other. When the gods split the elves apart, the gypsy elves were left without a home to call their own. Since they never harmed another elf before they were not forced into the dark underground. Ever since then the Gypsy Elves have wandered from place to place looking for a home. While Gypsy elves tend to be neutral to all other races, they are always treated as “good” to other elves. There are several universal elven customs that apply only to Gypsy Elves.
At any point in time other elven species may be found in a group of Gypsy Elves, as they may freely travel as long as they abide by the Gypsy Elves rules and lifestyle. These “Free Wanderers” can make up to 10% of the tribe’s population.
As long as the other elves do not fight amongst themselves or the other Gypsy Elves they may remain with the tribe as long as they like. Also any Gypsy Elf is invited to remain in any Elf community, but few rarely do.
Consequently the racial make-up of Gypsy Elves is somewhat mixed. Actually there is no Gypsy Elf race. It is the human populations of the world call them “Gypsy”. The elves refer to them only as “Wandering Elves”. Gypsy Elves often refer to themselves as the “Free Elves. Either name in the elven language is Ranagwithe.
Gypsy Elves are on friendly terms with humans. They find Human Gypsies to be too xenophobic for their tastes. But they will travel with them for mutual benefit. This helps to explain the high amount of Half-Elves.
Gypsy Elves, like their Elf cousins, produce fine art, in particular music and dance. Many have excelled in woodcarving and sell these pieces of art in communities they pass through. What these elves cannot make, they buy. In this respect they are very good terms with humans.
Gypsy Elves are careful never to take more from the land or their hosts then they absolutely need. It has been said that there will be no evidence of a gypsy elf camp 24 hours after they leave.
4th Edition Gypsy Elves
Related to the elves, eladrin and drow, gypsy elves wander the world for their lost home and in hope that they elven races will be reunified.
Racial Traits
Avg. Height: 5'2"-5'10"
Avg. Weight: 90-150lb
Ability Scores: +2 Dex, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elvish, plus one other of the player’s choice
Skill Bonuses: +2 Nature, +2 Stealth
Gypsy Weapon Proficiency: You gain proficiency with the shortsword.
Elvish Reflexes: You gain a +1 racial bonus to your Reflex defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Versatile Linguist: You gain one extra language (above and beyond other bonuses) that you have learned in your travels.
Fey Origin: You are considered a fey creature for the purposes of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Elven Fate: You can use elven fate as an encounter power.
Elven Fate Gypsy Elf Racial Power
Your race has twisted the strands of fate for so long that every action can be foretold.
You may re-roll any one die and use the roll of your choice.
Encounter
Free Action Personal
Effect: Reroll any roll. Use either roll.
Play a gypsy elf if you want . . .
✦ to be good at stealth and moving in natural environments.
✦ to play a worldly hero with an air of mystery and mystique.
✦ to be a member of a race that favors the bard, ranger, rouge, sorcerer or warlock classes.
3.x/Pathfinder Gypsy Elves
+2 Dexterity, +2 Charisma, -2 Intelligence: Gypsy elves are agile of foot and hand. They also process a gregarious personality. Their lack of a permanent home and their ad-hoc means of education give the impression that they are unintelligent or uncouth.
Medium: Gypsy elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gypsy elves have a base speed of 30 feet.
Low-Light Vision: Gypsy elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Like Elves, gypsy elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Gypsy elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Keen Senses: Gypsy elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with crossbows, rapiers, shortbows (including composite shortbows), and short swords, and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Gypsy elves begin play speaking Common, Elven and one additional language of the player’s choice. Gypsy elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Note: In the Pathfinder RPG Gypsy elf spellcasters often choose the Oracle and Witch classes.
Physical Qualities
Gypsy Elves look much like their Elf cousins. Traveling and encountering different lands and peoples for more than a millennium has altered the appearance of the race. They stand about the same height as elves. They are typically darker completion, having an almost olive skin color, though darker shades are not uncommon. Their hair also tends to be dark. Blacks and browns are very common. Once in a great while a blond or redhead will be born, and this is usually a cause for great celebration. If a child is born with white hair then this is considered a great omen of change; good or ill.
Playing a Gypsy Elf
Gypsy Elves are natural born adventurers. Young Gypsy Elves are expected to spend some time away from their clans in order to see the world. It is expected that they will seek out other elves in order to share stories and news.
Special thanks to Jason Vey for coming up with the elven name Ranagwithe.
"Thousands of years ago the elves were a unified race. The elven people stood strong and diverse.
Then the War came and the Elves were Sundered. The elves were divided by the war.
But some chose not to fight, some took in their brothers and sisters from all sides.
These elves were cursed by Corellon Larethian to wander the lands till the day when all elves stood as one people again. The other elves took pity on them, calling them, in their own tongues The Wanderers. But not the Wanderers themselves. They knew a powerful secret.
They knew they were Free."
- From the Songs of the Ranagwithe
The Gypsy Elf, or as the call themselves "The Free Elves" (Ranagwithe in their own language) , has a long history in my game and one shared with the evolution of my Witch class. Originally I was going to even make a few Gypsy Elf witches to play, but oddly enough I never did. Though there are mythos of the gypsy elves that are tied indirectly with various occult, but mostly pagan, beliefs.
In the game Gypsy Elfs wander the world, in and out of the land of faerie, searching for their lost home. They will find it only on the day when all the elves are reunited as a race. Until then they wander.
I have pictured them as not being xenophobic as human gypsies are often portrayed, but rather as gregarious travelers. Why this change? It helps the taboos I have set up for them and it seemed to be more logical. Plus I did not want to do another Romani or Irish Traveller clone.
Like their human counterparts, Gypsy Elves travel all over the known world. However, unlike the Human Gypsies, Gypsy Elves are much more gregarious. The origins of the Gypsy Elves (and Shadow Elves) date back to what has become to be known as the Sundering of the Elves. When the Dark elves broke free from the light elves they split into several races. The light elves of course became the Eladrin/High Elves and the dark became the Drow.
There were elves that remained outside of the conflict. One group was a band of light elves that protected both the dark and light elves from each other. When the gods split the elves apart, the gypsy elves were left without a home to call their own. Since they never harmed another elf before they were not forced into the dark underground. Ever since then the Gypsy Elves have wandered from place to place looking for a home. While Gypsy elves tend to be neutral to all other races, they are always treated as “good” to other elves. There are several universal elven customs that apply only to Gypsy Elves.
- No Gypsy Elf may harm another Elf. Even Drow and Half-Elves.
- No other elf, Drow or Half-, may harm a Gypsy Elf.
- No Elven community may refuse lodging to a band of Gypsy Elves. The Gypsy then must agree to be on their way soon after.
At any point in time other elven species may be found in a group of Gypsy Elves, as they may freely travel as long as they abide by the Gypsy Elves rules and lifestyle. These “Free Wanderers” can make up to 10% of the tribe’s population.
As long as the other elves do not fight amongst themselves or the other Gypsy Elves they may remain with the tribe as long as they like. Also any Gypsy Elf is invited to remain in any Elf community, but few rarely do.
Consequently the racial make-up of Gypsy Elves is somewhat mixed. Actually there is no Gypsy Elf race. It is the human populations of the world call them “Gypsy”. The elves refer to them only as “Wandering Elves”. Gypsy Elves often refer to themselves as the “Free Elves. Either name in the elven language is Ranagwithe.
Gypsy Elves are on friendly terms with humans. They find Human Gypsies to be too xenophobic for their tastes. But they will travel with them for mutual benefit. This helps to explain the high amount of Half-Elves.
Gypsy Elves, like their Elf cousins, produce fine art, in particular music and dance. Many have excelled in woodcarving and sell these pieces of art in communities they pass through. What these elves cannot make, they buy. In this respect they are very good terms with humans.
Gypsy Elves are careful never to take more from the land or their hosts then they absolutely need. It has been said that there will be no evidence of a gypsy elf camp 24 hours after they leave.
4th Edition Gypsy Elves
Related to the elves, eladrin and drow, gypsy elves wander the world for their lost home and in hope that they elven races will be reunified.
Racial Traits
Avg. Height: 5'2"-5'10"
Avg. Weight: 90-150lb
Ability Scores: +2 Dex, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elvish, plus one other of the player’s choice
Skill Bonuses: +2 Nature, +2 Stealth
Gypsy Weapon Proficiency: You gain proficiency with the shortsword.
Elvish Reflexes: You gain a +1 racial bonus to your Reflex defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Versatile Linguist: You gain one extra language (above and beyond other bonuses) that you have learned in your travels.
Fey Origin: You are considered a fey creature for the purposes of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Elven Fate: You can use elven fate as an encounter power.
Elven Fate Gypsy Elf Racial Power
Your race has twisted the strands of fate for so long that every action can be foretold.
You may re-roll any one die and use the roll of your choice.
Encounter
Free Action Personal
Effect: Reroll any roll. Use either roll.
Play a gypsy elf if you want . . .
✦ to be good at stealth and moving in natural environments.
✦ to play a worldly hero with an air of mystery and mystique.
✦ to be a member of a race that favors the bard, ranger, rouge, sorcerer or warlock classes.
3.x/Pathfinder Gypsy Elves
+2 Dexterity, +2 Charisma, -2 Intelligence: Gypsy elves are agile of foot and hand. They also process a gregarious personality. Their lack of a permanent home and their ad-hoc means of education give the impression that they are unintelligent or uncouth.
Medium: Gypsy elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gypsy elves have a base speed of 30 feet.
Low-Light Vision: Gypsy elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Like Elves, gypsy elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Gypsy elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Keen Senses: Gypsy elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with crossbows, rapiers, shortbows (including composite shortbows), and short swords, and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Gypsy elves begin play speaking Common, Elven and one additional language of the player’s choice. Gypsy elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Note: In the Pathfinder RPG Gypsy elf spellcasters often choose the Oracle and Witch classes.
Physical Qualities
Gypsy Elves look much like their Elf cousins. Traveling and encountering different lands and peoples for more than a millennium has altered the appearance of the race. They stand about the same height as elves. They are typically darker completion, having an almost olive skin color, though darker shades are not uncommon. Their hair also tends to be dark. Blacks and browns are very common. Once in a great while a blond or redhead will be born, and this is usually a cause for great celebration. If a child is born with white hair then this is considered a great omen of change; good or ill.
Playing a Gypsy Elf
Gypsy Elves are natural born adventurers. Young Gypsy Elves are expected to spend some time away from their clans in order to see the world. It is expected that they will seek out other elves in order to share stories and news.
Special thanks to Jason Vey for coming up with the elven name Ranagwithe.
Sanctuary
You feel lost. Hurt.
Helpless. Desperate.
Alone.
Something happened to you or to people you love.
And no one understands.
No one believes.
And no one can help.
But we understand.
We believe.
We can help.
We are Sanctuary.
Someday everything is going to be alright.
Sanctuary
Sanctuary began in my 1st Edition AD&D game. Located in the Principalities of Glantri (from Mystara and Basic D&D), Sanctuary was a group of healers that specifically dealt with the attacks on normal people by supernatural creatures, werewolves and undead in particular. Since many of the rulers of the land were the very monsters they were fighting Sanctuary had to become covert and hidden. The only way to know you were in a "Sanctuary" was by a open palm hand in blue paint.
Eventually they were one of the groups that lead to the political coup of Glantri, tuning it in to a Theocratic Monarchy, but that was many years ago.
I revived the idea of Sanctuary for modern horror games back around 2004 or so. They are group that helps people deal with the after-math of a supernatural creature attack. You or your loved ones are attacked by a vampire or werewolf? Well going to the police or the hospital won't be much help (even if they do know) and talking to a therapist will either get you a nice quiet rest or hooked up with enough anti-psychotics to dull every pain (and in fact many do just that).
But Sanctuary is different. They staff doctors, social workers, psychologists and even an array of computer experts to help rebuild lives. Like all social services they are understaff, over worked, under funded and at least six months behind on their case loads.
I had wanted to introduce them in Season 2 of my Willow and Tara game, Season of the Witch. But it never worked out. Instead they worked out much better in my Season 3 Willow and Tara game, Generation HEX. Here the girls could contribute to Sanctuary a little more.
In the world they are a bit like occult social services and clinic as well as occult relocation program.
In an episode or adventure I use Sanctuary in my modern occult/supernatural games as part resource and part plot device. Typically in their role of helping someone the monster of the week does not want helped.
I have not worked out any stats for the group, typically all I need is an NPC ready to go as a councilor or social worker and the monster. Though in Generation HEX I did have an older Sarah Bailey working at Sanctuary. She basically was there to yell at the cast saying she often had to clean up the messes and broken lives they left behind.
As a group they are not very old, game time wise. I put their development around the 1990s. Maybe they got their start up funds from the Clinton administration. But this goes along with my theory of supernatural games needing to up the ante each generation. Back in the days of Chill monsters were rare, but as time went on more and more of the beasties were crawling out of the woodwork. So there has been more of an in-game and in-universe need for a group like this.
Those with a good memory might be able to guess where the name and the symbol of this group comes from.
Helpless. Desperate.
Alone.
Something happened to you or to people you love.
And no one understands.
No one believes.
And no one can help.
But we understand.
We believe.
We can help.
We are Sanctuary.
Someday everything is going to be alright.
Sanctuary
Sanctuary began in my 1st Edition AD&D game. Located in the Principalities of Glantri (from Mystara and Basic D&D), Sanctuary was a group of healers that specifically dealt with the attacks on normal people by supernatural creatures, werewolves and undead in particular. Since many of the rulers of the land were the very monsters they were fighting Sanctuary had to become covert and hidden. The only way to know you were in a "Sanctuary" was by a open palm hand in blue paint.
Eventually they were one of the groups that lead to the political coup of Glantri, tuning it in to a Theocratic Monarchy, but that was many years ago.
I revived the idea of Sanctuary for modern horror games back around 2004 or so. They are group that helps people deal with the after-math of a supernatural creature attack. You or your loved ones are attacked by a vampire or werewolf? Well going to the police or the hospital won't be much help (even if they do know) and talking to a therapist will either get you a nice quiet rest or hooked up with enough anti-psychotics to dull every pain (and in fact many do just that).
But Sanctuary is different. They staff doctors, social workers, psychologists and even an array of computer experts to help rebuild lives. Like all social services they are understaff, over worked, under funded and at least six months behind on their case loads.
I had wanted to introduce them in Season 2 of my Willow and Tara game, Season of the Witch. But it never worked out. Instead they worked out much better in my Season 3 Willow and Tara game, Generation HEX. Here the girls could contribute to Sanctuary a little more.
In the world they are a bit like occult social services and clinic as well as occult relocation program.
In an episode or adventure I use Sanctuary in my modern occult/supernatural games as part resource and part plot device. Typically in their role of helping someone the monster of the week does not want helped.
I have not worked out any stats for the group, typically all I need is an NPC ready to go as a councilor or social worker and the monster. Though in Generation HEX I did have an older Sarah Bailey working at Sanctuary. She basically was there to yell at the cast saying she often had to clean up the messes and broken lives they left behind.
As a group they are not very old, game time wise. I put their development around the 1990s. Maybe they got their start up funds from the Clinton administration. But this goes along with my theory of supernatural games needing to up the ante each generation. Back in the days of Chill monsters were rare, but as time went on more and more of the beasties were crawling out of the woodwork. So there has been more of an in-game and in-universe need for a group like this.
Those with a good memory might be able to guess where the name and the symbol of this group comes from.
Monday, April 5, 2010
Pathfinder: Going forward in reverse
So it is now official. WE are moving our 4th Ed. D&D over to Pathfinder.
I am of two minds about this.
On one hand Pathfinder is a lot of fun. It is easy to do and given the years long 3.x game I have been playing with my kids it is easy to teach them. 4e's combats just take so damn long, it is hard to do more than two encounters per day.
On the other, I really enjoy Fourth Edition and have a lot of nice toys for that too. I love the DDi and I am lamenting that there is nothing similar for Pathfinder. Yes I know about Hero Lab, but I am not sure how well it works and whether it would work for me.
I am not going to debate the merits of one over the other. I am sick to death of edition wars and I don't want to contribute to either side on this. Both games are fun, both games "can do D&D" and both are good games. Everything else is just details.
So I am in the process of converting back some of my 4e characters to Pathfinder. Not difficult really, the systems have more in common than I think some people would like you to believe. I focus more on concept than actual class. So some warlocks become witches, other sorcerers.
Chances are some 4e-isms will enter our Pathfinder games. Passive Insight and Passive Perception come to mind right away. Though we are not likely to use healing surges at all. Though my son made a good joke about that on Saturday. One of the boys (all of them 6/7 to 10 years old), made a joke about "being bloodied" and "needing a healing surge". Liam said, "sorry you have to wait for the universe to upgrade to 4th edition first!".
So we will use terms like "bloddied" and that might mean something in the future, but not quite yet. I also like some of the ideas behind skill challenges and I would like to import Dragonborn over for my son. After all what is D&D if you can't house rule it?
I am certain we will come back to 4e, and it is also likely that my current 3.x game with my two kids will become a 4e game some day. But now just to be honest I am happy to be gaming regularly and I hope we stick with this for a long time to come. It's a new world, but no more new than 4e, and the adventures still feel like adventures.
Course now I have to figure out if a character I play in both games (which is likely to happen) is the same character or maybe a Mirror/Mirror, alternate universe deal. These are important things to consider afterall...
I am of two minds about this.
On one hand Pathfinder is a lot of fun. It is easy to do and given the years long 3.x game I have been playing with my kids it is easy to teach them. 4e's combats just take so damn long, it is hard to do more than two encounters per day.
On the other, I really enjoy Fourth Edition and have a lot of nice toys for that too. I love the DDi and I am lamenting that there is nothing similar for Pathfinder. Yes I know about Hero Lab, but I am not sure how well it works and whether it would work for me.
I am not going to debate the merits of one over the other. I am sick to death of edition wars and I don't want to contribute to either side on this. Both games are fun, both games "can do D&D" and both are good games. Everything else is just details.
So I am in the process of converting back some of my 4e characters to Pathfinder. Not difficult really, the systems have more in common than I think some people would like you to believe. I focus more on concept than actual class. So some warlocks become witches, other sorcerers.
Chances are some 4e-isms will enter our Pathfinder games. Passive Insight and Passive Perception come to mind right away. Though we are not likely to use healing surges at all. Though my son made a good joke about that on Saturday. One of the boys (all of them 6/7 to 10 years old), made a joke about "being bloodied" and "needing a healing surge". Liam said, "sorry you have to wait for the universe to upgrade to 4th edition first!".
So we will use terms like "bloddied" and that might mean something in the future, but not quite yet. I also like some of the ideas behind skill challenges and I would like to import Dragonborn over for my son. After all what is D&D if you can't house rule it?
I am certain we will come back to 4e, and it is also likely that my current 3.x game with my two kids will become a 4e game some day. But now just to be honest I am happy to be gaming regularly and I hope we stick with this for a long time to come. It's a new world, but no more new than 4e, and the adventures still feel like adventures.
Course now I have to figure out if a character I play in both games (which is likely to happen) is the same character or maybe a Mirror/Mirror, alternate universe deal. These are important things to consider afterall...
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