Here is my stab at converting a really powerful demon to Unisystem. Orcus is an old fave of a lot of D&D players and I have every D&D product he ever appeared in. Let me know what you think on my take.
Note: Some of this information is based on previous works, some of it is based on historical records and some more is completely made up.
Orcus, Demon Prince of Undead
Orcus is beyond a doubt one of the most powerful demon lords in existence. Not only is his physical might great, his ability to create and control vast legions of undead monsters has given him the justified title of Demon Prince of the Undead. But Orcus has not always been this way. There was a time when the demon prince was a god and was worshipped openly.
History of Orcus
Before the 5th century BCE the Cult of Orcus spread throughout the Etruscan lands (what is now Italy), Orcus was then the God of the Dead. Never a benign god, he was worshipped out of fear and for his believed mastery over death. Once the Romans came to power in 509 BCE the cult was outlawed and moved underground, both literally and figuratively. The Romans, heavily influenced by the Greeks, equated Orcus to Hades/Pluto, Dispater or Thanatos. Ancient burial chambers became the new altars for the God of the Dead where bulls, sacred to the god, were sacrificed.
By 3rd century CE the rise of the Mithras Cult in Rome further pushed Orcus out of the mainstream. Mithras was seen as a God of Light and many paintings showed Mithras fighting the Bull of Darkness. Orcus went from being a necessary evil, to malicious evil incarnate.
While the Mithras Cult did not last, its relative and heir Christianity continued to demonize the cult, even to point that Orcus was no longer a god, but a demon that plagued on mankind. Orcus symbolic death as a god and revival in a lesser status as a demon also changed his powers. He was no longer responsible for the stewarding of souls in the afterlife, that task belonged to God and Satan for good and evil souls respectively. Instead, his powers became twisted after his Fall and he was to rule over the Undead, those that have moved beyond the grace of God or the grasp (supposedly) of Satan. Orcus does not revel in his new position, he despises the undead as much as he does the living.
Motivations and Goals
Orcus appears to be a slowly calculating and meticulous demon. He is in fact, merely lazy. He is a genius and his power is great, but he lacks the desire for long term planning. His typical response to any situation is to use as much brute force as possible. When his own demonic advisors advised him on a ill-fated battle with his arch-enemy Demogorgon, he killed every one of them and half of his own army. Orcus is rage personified. That is not to say he does not have plans. Orcus ultimate goal is to be reinstated to Godhood. While he loathes his worshippers, he grants them powers and undead to further his own causes. He also supports many seemingly random and violent acts that result in multiple deaths. Modern sages believe that the chemical accident in Bhopal India in 1984 was a result of Orcus plans.1
Any undead-creating necromancy is believed to be currently, or at one time, attributed to Orcus teachings.
Appearance
He can appear as anything he chooses, other known forms he has adopted include a grossly fat middle aged human male (which some say is his original true form), that of an angel-winged specter of death, a statuesque pale woman, or even a tall thin African male. In any form the Demon Prince reeks of death and destruction.
His most often used form is that of a grossly fat demon lord. As described in the Monster Manual by the great sage Gygax, "He stands some 15' tall but walks somewhat stooped over. His oversized stomach (fat from eating the souls of the unfortunates he turns into undead) nearly drags the ground. He is covered in short goatish grey fur that is matted and mange in spots. His head is also goat-like, although his horns are similar to those of a ram. His great legs are also goat-like, but his arms are human. Vast bat-like wings sprout from his back, and his long snaky tail is tipped with a razor sharp poisonous tip."
The Cult of Orcus
Orcus' greatest manifestation in this world is through his cult. These small groups are loosely organized and even more loosely aligned. What they share is common worship for the Demon Prince. The motives of the individual worshippers vary. Some are necromancers wanting to learn more about the nature of life, death, and undeath. Others are undead themselves and regard Orcus as their Prince and God, one that has not abandoned them as God or Satan has. But most are anarchists who see Orcus as a means of causing more evil and chaos in the world. Cultists revel in raising undead, typically zombies, but sometimes more powerful undead such as vampires as well.
The Wand Of Orcus
Orcus holds the Wand of Death (Orcus' Wand) which is a rod of obsidian topped by a skull. This instrument causes death (or annihilation) to any creature, save those of like status (other demonic lords, arch-fiends, avatars, powers, greater ethereals etc.) merely by touching their flesh. This power can be used at the will of the wielder. Often Orcus sends his wand to the Earthly realms to allow it to fall into the hands of some mortal to wreak havoc. When Orcus needs it back he summons it and it comes, usually current wielder in tow, immediately to his side.
Orcus in Your games
How Orcus' presence is felt in your world is of course up to you, but here are some suggestions for adding him to the various Unisystem games. In any case, Orcus is extremely powerful and should be able to wipe out most groups of characters. Orcus works the best when he is the invisible force behind the curtains, the master that manipulates all the puppet strings. He is intelligent and thousands of years old, he should be played that way. Balancing this out are Orcus' mental problems, vices, and attitude that he is invincible.
Orcus in WitchCraft (pre-Reckoning)
Orcus keeps a low profile, relying instead on his secret network of worshippers to further the cause of evil in his name. Members of the Twilight Order, whether willing knowing or not, are modern day relations to the Orcus Mystery Cults of pre-Christian times. The Twilight Order was descended from early Etruscan death cults, though most of the priestly aspects of the Order have been stripped away. Some members of the Twilight Order thought, in particular evilly inclined Necromancers, still venerate Orcus with the original rituals. The other Twilight Order chapters ignore these aberrations in general except in times when their actions reflect poorly on the Twilight Order as a whole. There are in truth, only a very few chapters of the House of Thanatos that will identify themselves directly with Orcus. While most Thanatoi will disguise this with words like Atlantian Scholars or Lemurian Necromancers there is a connection with Orcus that many either don't know about, or ignore. Typically the members of the House of Thanatos oppose Orcus, as they seem him as a rogue and evil element in a situation that is already too delicate (the balance between the living world and the Death Realms).
Orcus in Armageddon (post-Reckoning)
Like nearly every other demonic and angelic being the return of Leviathan shocked even mighty Orcus. Not one to let an opportunity pass him by Orcus is making use of the chaos to spread his influence even further. Of course the Mad Gods seeping influence into the Death Realms is also a cause for concern for the Prince of the Undead. Orcus has discovered that while he can (like most other demons) spend longer times in the Earthly realms, his power over undead that have been exposed to Taint, the Arisen Hordes and the Sheol is very little. Orcus may not care for his undead creations, but the insult of taking them away from him is too much. So in addition to increasing his own power base, Orcus fights the Cult of Leviathan.
Orcus in AFMBE and Army of Darkness
Orcus is not an active or direct mover in the world. Like the generals of old, he prefers to sit back and let the rank and file do his fighting. To Orcus the rank (emphasis on the rank) and file are zombies. Raising undead is something Orcus does. Not just to spread his word, but to inflict as much mass suffering, confusion and evil he can. A zombie/deadite uprising could be due to a group of priests or would-be-priests that have stumbled on a tome to raise the dead. Orcus often rewards these priest by making them the first thing the zombies kill.
Orcus and his cult make a great (if somewhat stereotypical) bane for players in a Dungeons and Zombies game.
Orcus in Ghosts of Albion
Orcus has no special interest in Albion. His cult never got to Albion's shores and his greatest enmity is with those in the Mediterranean that destroyed his cult. That being said, Albion is a place of great mystical power and to tap that power source would be a significant boost to his own power. The recent events of the summoning of Balberith and discovery of Charlemagne's crown by the Necromancer might shift his attention. As one of the most overly populated cities in the world at this time, London is ripe for a supernatural take over.
Unisystem Stats
Orcus
Other names: Thanatos, Thanter, Dis Pater, Pluto, Dis, Hades.
Type: Greater Seraphim (Demon)* (formerly a pagan god/primal of death)
Association: Infernal Legions
Attributes
Strength: 21
Dexterity: 13
Constitution: 17
Intelligence: 10
Perception: 11
Willpower: 9
Secondary Attributes
Endurance: 245
Speed: 60
Armor: 24
Essence: 162
Channelling level: 7
Life Points: 469
Qualities
Acute Senses (all)
Age (as a demon) +20
Charisma +2
Essence Channelling +20 (7)
Hard to Kill +13
Increased Essence Pool +5
Increased Life Points +9
Natural Toughness
Nerves of Steel +3
Seraphim Greater (Demon)
Supernatural Senses
Drawbacks
Adversary (lots, powers of good and evil) 10
Attractiveness 3
Covetous, Greedy 2
Covetous, Lecherous 3
Cruel 3
Delusions (will be a god again) 3
Lazy 3
Paranoia 2
Taint Vulnerability (part of (fallen) Seraphim quality)
Skills
Languages (all) +10
Theophany skill
Brawling +13
Bureaucracy +12
Cheating +9
Craft, Weapons +10
Craft, ritual items +12
Dodge +8
Gambling +10
Hand weapons, mace +15
Hand weapons, sword +12
Hand weapons, others +10
Magic Theory +16
Magic bolts +12
Myths & Legends, Etruscan +16
Myths & Legends, Roman +16
Notice +14
Occult Knowledge +16
Questioning +14
Rituals (Roman, Etruscan, Twilight Order) +12
All other skills at +5
Metaphysics / Theophanies (Malefaica)*
Destroyer 8 Destruction
Dark Aura
Dark Vision
Decay
Domain of the Dead
All Necromantic Metaphysics at level 10
Bad Luck 9
Create Ward 9
*Because Orcus was once the God of the Dead he still holds some of those powers beyond what a typical demonic prince would have.
Combat
Wand of Orcus, 1 attack, bonus: +34, damage: d10(6)x27, Destruction power
Melee, claws, 2 attacks, bonus: +26, damage: d4(2)x27
Melee, horns, 2 attacks, bonus: +26, damage d4(2)x27
Melee, tail, 1 attack, bonus: +24, damage d4(2)x27, poison tip (Poison strength rating 6, damage 2d6(6)).
Orcus can also summon any number of animated dead to aid him. He is limited only by the number of bodies available, but summoning takes time and effort. Typically he can summon up to 50 zombies and 50 skeletons at one time. He can also summon greater willed undead like vampires (vampyres) or wights (Ghosts of Albion). The creature is allowed a contested Will test against Orcus to avoid the summoning. Orcus can also summon up to a dozen lesser demons and fiends to aid him.
1I mention this because this accident had a very profound effect on me back then.
Note: I have no idea who is the artist of the top picture of Orcus. But it has been making the blogs. I have said it before and I'll say it again, Orcus' plane in the Abyss it needs to make "Tomb of Horrors" look like "Candyland".
Monday, April 12, 2010
Sunday, April 11, 2010
Xena and Gabrielle
For your enjoyment.
Xena and Gabrielle stats for use with the Ghosts of Albion and Army of Darkness games!
I am setting these AFTER "Friend in Need". Obviously Xena had to come back to life for some reason and now her and Gabrielle are back to doing what they do best.
Friend in Deed
Friend in Deed (FinD, and it is "in Deed" and not "indeed") is my "lets go find Xena and bring her back to life because she is the Promised One" adventure/episode. Takes place after the series finale ("Friend in Need", get it?), Gabrielle is struggling to live up to Xena's legacy and struggling to continue living without Xena. While her intentions were initially good, she has been spiraling into darkness and depression. She has forgotten what she had learned as Eli's student. She has been traveling on the Path of the Warrior, trouble is she is close to leaving that and been straying onto the Path of Vengeance.
And that was about as far as I got.
I know the plot is to rescue not only Xena (she is in an in-between spiritual plane) but also Gabrielle. I always imagined Gabrielle trying to continue Xena's journey but feeling like she was failing and sinking deeper into depression. That is where your characters come in and help her save the day! Or something.
One idea I had was to have a group of characters, hearing of the prophecies in The Dragon and the Phoenix believe they apply to Xena and Gabrielle instead of Willow and Tara. In the end they discover the truth, but still Xena is brought back. Besides killing off Xena was kind of stupid.
Either way I am a sucker for happy endings.
I gave them both Anamchara. I think it is appropriate.
Here they are!
Xena, Warrior Princess of Amphipolis
Very Experienced Hero
Life Points 83
Drama Points 20
Attributes
Strength 6
Dexterity 6
Constitution 6
Intelligence 3
Perception 4
Willpower 6
Qualities
Promised One (regenerate 6 LP per hour)
Anamchara (Gabrielle)
Attractiveness +2
Hard to Kill 7
Fast Reaction Time
Natural Toughness (+4 to Armor)
Nerves of Steel
Situational Awareness
Drawbacks
Adversary (lots, old enemies, forces of evil, Greek Gods-Ares in particular, Caesar)
Honorable (Minimal)
Love, Tragic (various significant others and offspring)
Love (Gabrielle)
Mental Problems (Mild Cruelty)
Useful Information
Initiative 11
Actions 3
Natural Armor 4
Perception 1d10 + 9
Fear 17
Skills
Acrobatics 8
Art 1
Crime 4
Doctor 1
Driving 3
Getting Medieval 8
Influence 2
Knowledge 4
Kung Fu 8
Languages 4
Notice 5
Occultism 3
Science 1
Sports 3
Wild Card
Combat
Maneuver Bonus Base Damage Notes
Nerve Pinch 14 * Incapacitates the target by cutting off oxygen to their brain
Must make survival checks. See suffocation rules.
Sword 14 24 Slash/stab
- Decapitation 9 24 x5 damage
Chakram 14 24 Slash or Bash (depending on how thrown)
Punch 14 12 Bash
Kick 13 14 Bash
- Flying/spin kick 11 21 Bash, war cry optional, but very cool
- Sweep kick 13 6 Bash
Dodge 14 Defense action
Parry 14 Defense action
Gabrielle, The Battling Bard of Potidaea
Very Experienced Primitive Screwhead
Life Points 46
Drama Points 15
Attributes
Strength 3
Dexterity 3
Constitution 3
Intelligence 4
Perception 5
Willpower 4
Qualities
Anamchara (Xena)
Artist (Bard)
Attractiveness +3
Hard to Kill 4
Fast Reaction Time
Nerves of Steel
Situational Awareness
Drawbacks
Adversary
Honorable (Serious)
Love, Tragic (various significant others and offspring)
Love (Xena)
Useful Information
Initiative 8
Actions 2
Perception 1d10 + 7
Fear 13
Skills
Acrobatics 4
Art (writing) 5
Crime 1
Doctor 3
Driving 2
Getting Medieval 5
Influence 3
Knowledge 4
Kung Fu 4
Languages 2
Notice 2
Occultism 3
Science 1
Sports 2
Wild Card
Combat
Maneuver Bonus Base Damage Notes
Nerve Pinch 7 * Incapacitates the target by cutting off oxygen to their brain
Must make survival checks. See suffocation rules.
Xena taught this to Gabrielle in Friend in Need.
Grand Katana 13 17 Slash/stab (+5 to hits and damage)
- Decapitation 8 17 x5 damage
Chakram 8 12 Slash or Bash (depending on how thrown)
Sais 8 6 Slash/stab
Punch 7 6 Bash
Kick 6 8 Bash
Dodge 8 Defense action
Parry 8 Defense action
Weapons of note
The Chakram of Darkness
Xena's (and used by Gabrielle after FIN) weapon of choice is her Chakram. A metal throwing ring, the Chakram is razor sharp. Xena was able to throw the chakram in such a way that it could hit multiple opponents and fly back to her. Despite its razor sharpness she could catch it and she could also use it to inflict slash damage or bash damage.
It was later revealed that this was in fact the Chakram of Darkness and had the ability to kill a god. Xena balanced it with the Chakram of Light and this ability was lost.
The Grand Katana
Made of the finest craftsmanship in the world, all other swords are toys compared to the Grand Katana.
Back in her evil warrior days Xena challenged the Sensei. The girl Akemi used it to kill her father. In order to regain her honor Akemi begged Xena to kill her with it. When Xena returned to Akemi's home, Akemi's ghost lead her to the sword. It was given the ability to harm malicious spirits and Gabrielle used it to avenge Xena's murder.
Its craftsmanship is so fine and the enchantments are such that it adds +5 to any attack and damage. The Grand Katana is also a unique weapon with a long history. Possessing it automatically gives the wielder a reputation and an extra 2 points of Adversaries representing those who want the sword for themselves or to return it to its rightful owners.
Anti-Magic Tattoo
Gabrielle has a large coiled dragon tattoo on her back that makes her immune to most forms of evil magic. She is immune to effects of any offensive spell below PL 4 and can negate up to 40 points of LP damage from any malicious spell-like supernatural attack.
Akemi's ghost tattooed Gabrielles back in long and painful procedure. It is unknown if others have learned this skill or at what level they are capable of enchanting the tattoo.
Directors Note: This is Level 4 tattoo. Anti-Magic tattoos cost 3 points per level and require someone with the knowledge to apply it. The Cast member then can no longer use Magic.
Links
http://en.wikipedia.org/wiki/Xena:_Warrior_Princess
http://www.imdb.com/title/tt0112230/
Whoosh!, the largest Xena related website on the web. http://www.whoosh.org/
Nerd Girls of Note: Lucy Lawless
Why is Xena important?
I get asked why I like a show that was so obviously full of fluff and a terrible butchering of history and myth.
Simple.
Xena is important.
Xena concluded her run in 2001. At the time she started there were not a lot of strong female characters on TV and certainly very, very few in the lead role. Sure X-Files had Dana Sculley, but she was supposed to be the "straight man" to Mulder.
Once Xena got popular we got Buffy, Charmed, Dark Angel, Alias, Birds of Prey, the list goes on. More than any of these other shows (yes, even Buffy) Xena has been studied by academics on it's effects on media, pop-culture and women's studies. We have (well...had) planets named after her, she has become a pop cultural reference and an icon to many.
In my games certainly Xena and Gabrielle are spiritual ancestors (but not actual ancestors as in some Uberfics) of Willow and Tara. Something I had hoped to demonstrate in "Friend in Deed".
Maybe I'll get around to running it one day.
B/X Blackrazor is also talking about Xena on his Blog.
B/X BLACKRAZOR: The Problem with Xena
Purchase the Buffy the Vampire Slayer game from Noble Knight Games.
Xena and Gabrielle stats for use with the Ghosts of Albion and Army of Darkness games!
I am setting these AFTER "Friend in Need". Obviously Xena had to come back to life for some reason and now her and Gabrielle are back to doing what they do best.
Friend in Deed
Friend in Deed (FinD, and it is "in Deed" and not "indeed") is my "lets go find Xena and bring her back to life because she is the Promised One" adventure/episode. Takes place after the series finale ("Friend in Need", get it?), Gabrielle is struggling to live up to Xena's legacy and struggling to continue living without Xena. While her intentions were initially good, she has been spiraling into darkness and depression. She has forgotten what she had learned as Eli's student. She has been traveling on the Path of the Warrior, trouble is she is close to leaving that and been straying onto the Path of Vengeance.
And that was about as far as I got.
I know the plot is to rescue not only Xena (she is in an in-between spiritual plane) but also Gabrielle. I always imagined Gabrielle trying to continue Xena's journey but feeling like she was failing and sinking deeper into depression. That is where your characters come in and help her save the day! Or something.
One idea I had was to have a group of characters, hearing of the prophecies in The Dragon and the Phoenix believe they apply to Xena and Gabrielle instead of Willow and Tara. In the end they discover the truth, but still Xena is brought back. Besides killing off Xena was kind of stupid.
Either way I am a sucker for happy endings.
I gave them both Anamchara. I think it is appropriate.
Here they are!
Xena, Warrior Princess of Amphipolis
Very Experienced Hero
Life Points 83
Drama Points 20
Attributes
Strength 6
Dexterity 6
Constitution 6
Intelligence 3
Perception 4
Willpower 6
Qualities
Promised One (regenerate 6 LP per hour)
Anamchara (Gabrielle)
Attractiveness +2
Hard to Kill 7
Fast Reaction Time
Natural Toughness (+4 to Armor)
Nerves of Steel
Situational Awareness
Drawbacks
Adversary (lots, old enemies, forces of evil, Greek Gods-Ares in particular, Caesar)
Honorable (Minimal)
Love, Tragic (various significant others and offspring)
Love (Gabrielle)
Mental Problems (Mild Cruelty)
Useful Information
Initiative 11
Actions 3
Natural Armor 4
Perception 1d10 + 9
Fear 17
Skills
Acrobatics 8
Art 1
Crime 4
Doctor 1
Driving 3
Getting Medieval 8
Influence 2
Knowledge 4
Kung Fu 8
Languages 4
Notice 5
Occultism 3
Science 1
Sports 3
Wild Card
Combat
Maneuver Bonus Base Damage Notes
Nerve Pinch 14 * Incapacitates the target by cutting off oxygen to their brain
Must make survival checks. See suffocation rules.
Sword 14 24 Slash/stab
- Decapitation 9 24 x5 damage
Chakram 14 24 Slash or Bash (depending on how thrown)
Punch 14 12 Bash
Kick 13 14 Bash
- Flying/spin kick 11 21 Bash, war cry optional, but very cool
- Sweep kick 13 6 Bash
Dodge 14 Defense action
Parry 14 Defense action
Gabrielle, The Battling Bard of Potidaea
Very Experienced Primitive Screwhead
Life Points 46
Drama Points 15
Attributes
Strength 3
Dexterity 3
Constitution 3
Intelligence 4
Perception 5
Willpower 4
Qualities
Anamchara (Xena)
Artist (Bard)
Attractiveness +3
Hard to Kill 4
Fast Reaction Time
Nerves of Steel
Situational Awareness
Drawbacks
Adversary
Honorable (Serious)
Love, Tragic (various significant others and offspring)
Love (Xena)
Useful Information
Initiative 8
Actions 2
Perception 1d10 + 7
Fear 13
Skills
Acrobatics 4
Art (writing) 5
Crime 1
Doctor 3
Driving 2
Getting Medieval 5
Influence 3
Knowledge 4
Kung Fu 4
Languages 2
Notice 2
Occultism 3
Science 1
Sports 2
Wild Card
Combat
Maneuver Bonus Base Damage Notes
Nerve Pinch 7 * Incapacitates the target by cutting off oxygen to their brain
Must make survival checks. See suffocation rules.
Xena taught this to Gabrielle in Friend in Need.
Grand Katana 13 17 Slash/stab (+5 to hits and damage)
- Decapitation 8 17 x5 damage
Chakram 8 12 Slash or Bash (depending on how thrown)
Sais 8 6 Slash/stab
Punch 7 6 Bash
Kick 6 8 Bash
Dodge 8 Defense action
Parry 8 Defense action
Weapons of note
The Chakram of Darkness
Xena's (and used by Gabrielle after FIN) weapon of choice is her Chakram. A metal throwing ring, the Chakram is razor sharp. Xena was able to throw the chakram in such a way that it could hit multiple opponents and fly back to her. Despite its razor sharpness she could catch it and she could also use it to inflict slash damage or bash damage.
It was later revealed that this was in fact the Chakram of Darkness and had the ability to kill a god. Xena balanced it with the Chakram of Light and this ability was lost.
The Grand Katana
Made of the finest craftsmanship in the world, all other swords are toys compared to the Grand Katana.
Back in her evil warrior days Xena challenged the Sensei. The girl Akemi used it to kill her father. In order to regain her honor Akemi begged Xena to kill her with it. When Xena returned to Akemi's home, Akemi's ghost lead her to the sword. It was given the ability to harm malicious spirits and Gabrielle used it to avenge Xena's murder.
Its craftsmanship is so fine and the enchantments are such that it adds +5 to any attack and damage. The Grand Katana is also a unique weapon with a long history. Possessing it automatically gives the wielder a reputation and an extra 2 points of Adversaries representing those who want the sword for themselves or to return it to its rightful owners.
Anti-Magic Tattoo
Gabrielle has a large coiled dragon tattoo on her back that makes her immune to most forms of evil magic. She is immune to effects of any offensive spell below PL 4 and can negate up to 40 points of LP damage from any malicious spell-like supernatural attack.
Akemi's ghost tattooed Gabrielles back in long and painful procedure. It is unknown if others have learned this skill or at what level they are capable of enchanting the tattoo.
Directors Note: This is Level 4 tattoo. Anti-Magic tattoos cost 3 points per level and require someone with the knowledge to apply it. The Cast member then can no longer use Magic.
Links
http://en.wikipedia.org/wiki/Xena:_Warrior_Princess
http://www.imdb.com/title/tt0112230/
Whoosh!, the largest Xena related website on the web. http://www.whoosh.org/
Nerd Girls of Note: Lucy Lawless
Why is Xena important?
I get asked why I like a show that was so obviously full of fluff and a terrible butchering of history and myth.
Simple.
Xena is important.
Xena concluded her run in 2001. At the time she started there were not a lot of strong female characters on TV and certainly very, very few in the lead role. Sure X-Files had Dana Sculley, but she was supposed to be the "straight man" to Mulder.
Once Xena got popular we got Buffy, Charmed, Dark Angel, Alias, Birds of Prey, the list goes on. More than any of these other shows (yes, even Buffy) Xena has been studied by academics on it's effects on media, pop-culture and women's studies. We have (well...had) planets named after her, she has become a pop cultural reference and an icon to many.
In my games certainly Xena and Gabrielle are spiritual ancestors (but not actual ancestors as in some Uberfics) of Willow and Tara. Something I had hoped to demonstrate in "Friend in Deed".
Maybe I'll get around to running it one day.
B/X Blackrazor is also talking about Xena on his Blog.
B/X BLACKRAZOR: The Problem with Xena
Purchase the Buffy the Vampire Slayer game from Noble Knight Games.
Friday, April 9, 2010
Campaign ideas, or lack thereof...
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.
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.
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.
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