Monday, June 21, 2010

Busy Weekend becomes Busy Week

Work will be crazy this week so posts will slow unless I can find something ready to go.

I spent the weekend at the wedding of long-time friend Jon Cook.  What was interesting about this wedding is it was at a civil war re-enactment.  So everyone in the wedding party and many guests were wearing their Civil War period costumes.  Since I was one of the best men in the wedding, so did I.

If you have that Facebook thing, you can see my pictures.
http://www.facebook.com/#!/album.php?aid=2061854&id=1065752655

What is also cool is Jon is the one that introduced me to Dungeons & Dragons more than 30 years ago.  Well, let me clarify.  I had seen and read the books before, Jon was the one that ran the first game I was ever in.
Jon and I played for years.  Eventually we also discovered other players including Erik, the other best man, and Bob who can be seen with his daughter in the picture here on the right. I dedicated my first book of witches to both of them.

Neither of the play anymore.  Jon stopped playing in High School when he got a job.  Bob and I played all through High School and then somewhat into college.  But they lead me down a path that eventually got me to Ghosts of Albion and one of the reasons I bought the outfit I did.  It all comes around I guess.

But in any case.  Yeah. Busy week coming up.

Thursday, June 17, 2010

Willow & Tara: The Dragon and the Phoenix

Note: Work still keeping me busy.  Here is one I have been meaning to post for a while. Enjoy!

A lot of what I put up here is based on my playtest of Buffy and Ghosts of Albion.  Those playtests were part of a larger series I ran featuring the characters Willow & Tara.  I started them out in a WitchCraft game back in 2001 which led to Buffy and then to Ghosts.  But I thought I'd post the game summaries, playtest notes and actual play reports here to give context to the crunch I have posted and for the crunch I'll continue to post.

These games ran between 2001 and 2006 and reflect a lot of what was going on in my life and in my own RPG freelance career.   I hope you enjoy.

Willow and Tara: The Dragon and the Phoenix



The Dragon and the Phoenix originally began as the means for my Buffy playtest group to tell a Willow & Tara centric story in a new way. Originally titled "Road Stories", it began with the death of Tara's father and then followed Willow and Tara in their cross-country trip across the Southern US in Robert Maclay's (Tara's father) old 67' Thunderbird.

There would be some strangeness along the way. That is of course till March 2002 came around and we heard that Tara was going to be murdered. Now I was (and still am) a huge Willow and Tara fan, but most of my playtesters were even bigger fans than I was. We were angry as all hell, so we changed course rather quickly. Road Stories was scrapped, and we worked to come up with a new idea. In our talks (and we were less concerned now with playtesting and more with providing ourselves with something we had lost) The Dragon and the Phoenix was born. We were going to bring Tara back. We decided rather early that there were not going to be any of the issues that plagued Buffy herself the season before. As Lisa, one of my playtesters and the brain behind the episode Heaven Bleeds, stated "without Willow even Heaven would have seemed like Hell to Tara".

The ideas flowed in pretty quickly. The name of the series, the "past episodes" of the demonic army and Yoln came from an AD&D game I had played in the 80s just before going off to college. One of my characters, Morgan, had been a character that I had set up to die and have regretted it nearly the instant it happened and ever since. So to bring her into this and make her death parallel to Tara's (and to some extent Buffy's) was poignant on a personal level but also because I felt I could do a much better job of it. In AD&D Morgan had been a Bard (1st Edition) with a particular hatred for vampires. In The Buffy game I retconned her into a Slayer.  The death Morgan was something that had bugged me forever.  I can even recall a time walking to class in 1994 thinking I had done her wrong and that had been 7 years ago at that point.

The choice of Leviathan as the big bad was also pretty easy. I loved old Godzilla movies and had this vision in my head of the Cast standing, looking up and facing a giant monster like that. I was also using the Armageddon Playtest docs in my game, so it seemed an obvious choice. Adding that Willow and Tara are the only ones to stop it was also my snarky remark that anyone playing in a world without a resurrected Tara was doomed to be consumed by the Mad God.

My playtest group was also watching a lot of Charmed, so quite a bit of those mythos entered into our games as well. The Demonic Wasteland influenced Leviathan's plane. Warlocks became more Charmed like with their quasi-demon heritage (and thus ok to kill by characters taking a Geas never to take a human life) and witches were given other choices as a secondary power other than just TK. As development in the Buffy game progressed, so did the Dragon and the Phoenix. Each adventure was designed to take advantage of the new rules in the books. Want to play the next adventure, well you'll need to pick up the next book. But we moved from that when Buffy development slowed down. Eventually we moved all moved on to Ghosts of Albion where we were joined by the kindred spirits of Amber Benson and Chris Golden. There are a number of new rules and things we wrote for Willow and Tara that later were tweaked for William and Tamara. Given the parallels, we all felt that this was very appropriate. Did we make Willow and Tara Protectors? No, that was never considered, plus given the Anamchara casting rules there was no need. Once Ghosts got into full swing The Dragon and the Phoenix had to take a back seat but when the core of the rules were laid out we went back to it. We dropped Willow and Tara into the Ghosts of Albion world and used their current stats with the magic-richer world of Ghosts. To quote my co-author of Ghosts and Dragon Garner Johnson the amount of power they could summon up was "just sick". We knew we had done good.

We tried out the other adventures with a mix of unpublished Buffy books and Ghosts rules. In "Enemy Within" we compared Thom Marion's revised Werewolves with the Ferals of Ghosts of Albion. We used Army of Darkness' mass combat rules to detail how an army of demons and angels could fight an army of tainted demonic dragonmen. Magics were mixed and matched. The episode Silent Lucidity added cinematic Bast, but while they were nice the rules for them never gelled for us.  A lot of things worked and they ended up in the Ghosts of Albion book and some I have posted here.  Other things didn't.

We decided to "release" the adventures for people to play since there was quite a bit of controversy over Tara's death and most of the people we knew gave up watching the show at this point (myself included), so this was our replacement. Outside of Garner and myself none of playtesters had ever gamed before, but all had written fan-fiction. I grabbed them for a few reasons, first if the Buffy game was going to work it had to appeal to non-gaming fans. The fact that they learned to play the game and even get to a point to where they were working on adventures is a testament to the game. Secondly I wanted fan-fic authors, and good ones at that, because they understood dialog and plot. Most RPG adventures make good dungeon crawls but terrible "books". I wanted people to feel like they were IN the show that the adventure and drama was now indeed their own. How well did this work? I was driving home one day after going to the store and I had just been given the first draft of "Identity Crisis". The main author, Sass, had pitched to me as an excuse for Tara to do a strip tease for Willow and the two of them get caught. I had read it and of course I was amused, the dialog was great the B-plot was snappy as hell and I was building up the A-Plot (the Buffy part) and then it dawned on me. Tara was alive and well and I soon could care less what was going on in the "canon", the Dragon and the Phoenix was the only thing that was "real", anything else was just a rumor.

We also had some surprising help. Amber Benson  remarked that Garner and I now knew Tara better than anyone (except maybe for Chris). We even had a writer on the show that was sending us scripts long before the shows would film. So we worked spoilers for the other Season 7 into the narrative and mocked them. The writer has asked to remain anonymous and that is the way it will stay. This person agreed with us but was powerless to do anything. We were also hearing about how toxic the set had become and how most people were counting down the days till the show was over.

Similar to the authors I got Willow & Tara fans (collectively known as "Kittens") to do the covers for the adventures, you can see them all here.

There are a lot references to music and songs in the episodes. I do my best work to music. I wrote my dissertation while listening to the Ramones and "Ghosts of Albion" was written on a steady diet of Black Sabbath and Iron Maiden when I needed horror elements and Sinéad O'Connor, Enya and Máire Ní Bhraonáin (I guess we are distantly related), and Lorrena McKinnett for when I needed to write about the fae or ancient history. Dragon had a lot of influences, but mostly I listened to a lot of Linkin Park.

The Dragon and the Phoenix was a great success in my mind. Of the adventures we released, 1 through 5, it has been translated into German, French and Spanish. There are two "unauthorized" fan-fics by authors not related to the project set in the same universe not to mention the works of the authors involved from the dramatic ("Unexpected Consequences") to the silly (Willow and Tara's drunken adventures in a adult book store by Sass) to Lovecraftian inspired horror (Garner's "Those that Feed"). Plus two more series and a mini-series that comprise what we call "Willow & Tara the Series". "Road Stories" was later revived as "Season of the Witch" and the ghost of Robert Maclay is added to the cast. "Mid Semester's Night Dream" was a mini-series featuring a semi-retired (from monster hunting) Willow & Tara being asked to investigate a suspected vampire at a private boarding school. This lead to "Generation Hex" where Tara is still teaching at the school and they have help the next generation of hunters of the supernatural.

Series Details
The Dragon and the Phoenix - Buffy game with original cast set in an alternate season 7. Tara comes back to help the Cast defeat Leviathan. A mix of "Buffy" and "Armageddon". (2002 to 2003).

This Season is designed with the idea of bringing back the character of Tara Maclay who was murdered near the end of Season 6. This Season takes place in a different Sunnydale, though the history is the same, the future is new. The Cast must deal with the notion of what love is and what it means to be a family. Other issues are of course, working together and the handling or mishandling of power.

The following information is for all the episodes.

Special Guest Stars
Though the character of Cordelia Chase should be played as an NPC. Notes will also be given for playing Giles and/or Anya as NPCs.
Tony Foster. A rookie officer on the SD Police force who stumbles into the Slayer's world. Knows a little bit about what goes on in Sunnydale (ie not a dumb cop). Is attracted to Buffy.
Luna. A Seraphim that may be aiding the cast.
Kara Maclay. Tara's "twin sister".

Little Bads
The Knights of Elohim. These three fallen angels provide most of the problems for the cast in the first episode and reoccur in a later one. They seek to return the Earth to the demons so that they may be first in the eyes of God again.

Strawberry Switchblade. She was a friend of Dawns (introduced early) and was killed by the Vampire Chicas. Now she is pissed off at Dawn and Buffy for letting her get killed. Wants to kill or turn Dawn.

Yoln. The Hand of Leviathan. Yoln was a human general in the armies of Hell. He was part demon himself. During the Dark Ages he attempted to seize control of Earth, but during a pivotal able battle in Gaul (France) he met a girl. This girl was the only person who ever bested him in battle. They fought, but Yoln ran her through with his sword, Pillager. Though she knew she was dying, she took his sword from her body and she fought him back to his dimensional portal with his own sword. She even managed to wound him, cutting off his right hand and broke his sword in the process. This girl, Morgan, died after defeating Yoln. She was also a Slayer.

Big Bad Leviathan. Ancient. Colossal. Primordial. Leviathan is a dead god. But dead does not mean the same to gods as it does to mortals. "He" is being drawn into this world. Doing so destroys everything. The world, the cosmos, everything. He has cultists spanning the globe and there is a prophecy that he will reawaken and his birth will be heralded by the death of the Slayers. (Same Leviathan from Armageddon.)

Important Items
The Codex Albius - The White Codex. The spellbook Tara returns from Heaven with. Provides all the new spells in the series. Normally in exile Tara would have had to give this up along with her healing power, but the fact she still has both leads to Cast to believe that Tara's exile may not be exactly what they think it is. This sets up the tension of will Tara need to return when the adventure is over.

The Ankh - Given to Willow by Isis. This prevents her from feeling the effects of the dark magic. Believed to have been influenced by Set, it is learned in time that the "Dark Magic" is in fact Taint and set up by Leviathan centuries ago to use Willow as his portal into this realm. The Ankh can be later used to stop Nox in episode 11 (cast choice).

Pillager - Yoln's Hellforged Sword. His first task in the series is to find the pieces he needs to reforge it. Once he has this he goes on a killing spree, killing every demon (who he feels betrayed him in the 7th Century) and supernatural creature he can find.

The Hand of Yoln - A gauntlet from Yoln's battle with the Slayer Morgan. She had cut off his lower arm with his own sword before knocking him into a portal to the Astral. The gauntlet has been protected by an order of Witch Knights, an order blending both Christian and Pagan beliefs. The gauntlet appears as a clawed hand and may be used to kill Yoln (cast believes), in fact it is the last piece Yoln needs to fully manifest into reality.

The Spear of Destiny - Also known and The Spear of Cúchulainn or the Gáe Bolg. This is the weapon the cast must find to kill Yoln. Buffy, Willow and Tara's first quest for it takes them to 7th Century Gaul were it is being protected by members of the Church and the Ban-Drui. Yoln was leading an army of demons to take it by force but is defeated by the Slayer of that time. She dies, but passes a bit of her soul on to Tara (who tires to heal her).

I will give episode summaries and actual play reports in the future.

Wednesday, June 16, 2010

Character Life-Span Development

So I am working on getting my Life-Span Development course up and running for the next term and it got me thinking about the life-span development of characters in games.
I know sometimes people just want the collection of numbers so they can beat the crap outta monsters and steal their stuff.  That is fine and I like to do that too sometimes.  Other times, most times I would say, I prefer to invest in a character and know what makes them tick.

Well this course, which I took as an undergrad many years before, has had me thinking; what effects a character at different stages of development?  Obviously we have a Nature vs. Nurture thing going on here.  In a game that can be viewed almost as Stats and Concept vs. Game system.
I have explored this a bit with my Willow and Tara conversions, but to do it properly I would need something different.  I want to look how a character develops over time, using different games.  For this I need a pretty strong character concept and games that help emulate reality at particular age levels.

Given a number of factors (games I have, books I read and interest) I would want to create a character in a modern supernatural fantasy setting.  One where magic is not known, but is real.  Why not use Willow or Tara or even characters like Rachel and Ivy or the Hex Girls?  Simple, their pasts are fixed and their futures often times are being determined by other factors; either by books or games.

But how should I do this in depth detailed life-span development of a character?  Well first I should see what games I have and what ages they cover.  I'll also use the stages from the course I am writing as a guide.  Why not.  I went to grad school for years, I rarely get to use that here.

So here are the stages and the games I think will cover them well.

Life Stage Game
Infancy NA
Childhood Little Fears
Pre-Teen and Teen Witch Girls Adventures
Adulthood Unisystem / True 20 / Cortex / Savage Worlds
Later Life ???? maybe Mage to reflect the higher power levels?
After Life* Giest; In Nomine

*Maybe I'll use this or not.

I am sure there must be others.
Any suggestions?

If I go with the above then I am certainly going with an urban supernatural deal.  Possibly some sort of supernatural character like a witch or vampire (shocked I know).  I did have an idea for this new game featuring two twin sisters that are witches.  Maybe I can develop them here.

Here is what I have so far.

Kim and Kelley's life had always been surrounded by the strange, supernatural and sometimes horrific.  They were both born on Oct 31, Kelley a few minutes before Kim and Kim a few minutes before her mother died.  Raised by their father Kim and Kelly began encountering ghosts at age 5.  They spent their life together learning about magic and monsters.  Then one day something happened to Kelley...

I obviously don't want to develop too much here since I want the games to help in the development.  Kim and Kelley are not a veiled reference to Kim and Kelley Deal, but they were certainly an influence.  They are more an allusion/homage to Kim Harrison and Kelley Armstrong, two of my favorite authors in this genre.  I wanted to have twins since I could assume the stats are mostly the same and then do different things in the world to them.  I plan to focus on Kim in terms of stats.  I have no idea what either of these girls look like or anything.  Kinda nice to make a new start here.

Plus I would want to include some games that detail world or character development very well.  Something like Dresden Files would be good or even OVA or Cartoon Action Hour.

Something to think about.

Problem Player, Part 2

Wow. Lots of posts on this. Both here and the redirect on Facebook.

I'll keep you all posted.  In the end though like I said, it is the GM's choice.

Tuesday, June 15, 2010

Problem Player

So I play a lot of games.  It is cool really, it gives me the chance to meet all sorts of people and really get to know them.  I have made some great friends while gaming and I hope to continue to do so.

But this time I am not talking about any of that.

Today I want to talk about the problem player.
We have this guy in one of my groups.  I am not going to mention his name or which group he is in, but suffice to say he is just not working out.  He seems to be a nice enough guy.  He isn't a freak or psycho or anything like that. He just doesn't fit the group dynamic well.
So far through his actions at least two characters have died over the course of the game.  I am not sure what exactly he is trying to do half the time and he spends the session getting so jacked up on caffeine that it is hard to watch him.  No he is not running around like a squirrel on meth or anything, but there it is like his whole boody is vibrating at a frequency that only he and the Flash can relate too.

I think part of the problem too is there is a significant age difference between him and the other players.  The GM is ready to cut him, based on the "he should know better" principle, a couple of the players want him out now and the rest are rather non-committal.

I want to restate it is not that he is screwing up.  I am playing a different character type than I am used too (we all are really) and all of us have made silly rules mistakes that noobs would not make and some "type" mistakes (ie I keep thinking I can throw spells so I put myself in situations that would be good for that).

But he is not bringing anything to the table really.  He is a good guy, but he just doesn't "get it" I think. He throws off the group dynamic.

What are your opinions?  Have you run into the same situations?  How do you / did you handle it?

Monday, June 14, 2010

Willow & Tara: Kult

Going to the vaults today!
It's the start of a new term here so I am crazy busy. I had some other posts ready, but this one was all good to go.  Plus I have been talking about Anime and Supers for so long I missed my favorite topic; Horror gaming.

So without further ado, one of the premier horror games of the 90's and into the 2000s.  Kult.


Kult, Death is Only the Beginning

Kult is a very interesting game. I had heard about it from the WitchCraft RPG list and decided to check it out. I found a copy of 1st Edition on eBay and really liked it. It was not a game I played much, but freely stole ideas from. Kult is a very different kind of world from WitchCraft, World of Darkness, Call of Cthulhu or even Ravenloft. It is almost “Dark City” in it’s feel and tone. Sort of gothic-noir-splatterpunk, something I noticed that the new World of Darkness seems to have adopted and the eventual evolution of Chill. The pervasive dread in the game is more Call of Cthulhu, while the world on the surface looks much like WitchCraft. It also has a tone (to me) similar to Warlock, Black Spiral. The two *could* be set in the same world, with some tweaking, but that might be more than I want to do.

In the end I found that WitchCraft was more enjoyable, but I keep my copy of Kult handy, just in case.

Conversions

Conversions between Kult and other systems are not too bad. Kult has 8 abilities, 4 physical, 4 mental, that range from 2-20. There are two ways to generate abilities, one (the D&D method) is roll a 2d10 for each (ì=11). The other (the WitchCraft method) is to parse out 100 points to the 8 abilities (ì=12.5). For a d20 conversion the best bet is to match up the Abilities and -2 to get a d20/D&D (ì=10.5) score.
For Unisystem conversion I take a modification of my D20 to Unisystem conversion.
To generate a Unisystem value from a Kult one, divide the Kult Ability by 2 and minus 4.
BTW: To generate a Unisystem value from d20 I divide the d20 score by 2 and minus 3 (or -2 depending on the game’s power level) I find this works a little better than just dividing by 3.

The abilities match up like this.

Kult Unisystem d20/D&D
Strength Strength Strength
Agility Dexterity Dexterity
Constitution Constitution Constitution
Comeliness Attractiveness Quality *
Education Intelligence Intelligence
Ego Willpower Wisdom
Perception Perception Perception Skill
Charisma Charisma Quality Charisma

*These conversions are covered by Qualities in Unisystem. Since these scores run both positive and negative a slightly different conversion is needed. Figure either quality can run from -5 to +5 for normal humans, but use -3 to +3 as a more realistic range. So add 6 to the Unisystem Quality/Drawback to generate the Kult ability. So a character with a -5 Charisma has a Kult ability score of 1.

Both Kult and Classic Unisystem have a set of similar Secondary Attributes that are derived from the Primary Abilities. Convert the Primary Attibutes/Abilites and then generate the Secondary ones anew from these numbers. This is the best way to handle Essence.

Kult also offers a couple of extra quirks. Dark Secrets are similar to WitchCraft’s character concept. The difference is basically that concepts define what you are, Dark Secrets define what made you the way you are today. Subtle, but in these two worlds it is a big difference. Dark Secrets can be ported over to WitchCraft as is for added (darker) variety without much trouble. The archetypes for either game would work well in the other game.

The other is Mental Balance, Kult’s quasi-equivalent to CoC’s Insanity or Mythos score. Since mental balance is the ration of Advantages to Disadvantages, Unisystem characters will always be on the positive side. To convert I am thinking that Kult to Unisystem characters will have to have a Quality called “Positive Mental Balance” or a Drawback called “Negative Mental Balance”. No points should be converted, gained or loss from these.

Willow and Tara in Kult

(Special thanks to Ronnie Bradley for helping put these together and notes from his Willow & Tara based Kult game.)



Ron’s Notes:
As anyone who has casually glanced at the GM’s section of the Kult rulebook will be aware, the world according to Kult is very different from the world according to the Buffyverse. So how do you make the two worlds collide? I offer these thoughts.

The theory that there are a multitude of Heavens and Hells within the Buffyverse can easily be explained by the idea that man’s grasp of the reality is crippled by it’s own inability to grasp the concept of one complete city. Each “dimension” is in fact merely a part of Metropolis, with it’s own rituals and doors, rather than separate entities. The ending of Buffy season 5, in fact, could be easily seen as the Key dropping the illusion completely, as any player of Kult would be hard pressed to find a better single image of Metropolis than the building that suddenly has an infestation of demons in it when the illusion shatters.

The reason for Demons who are good becomes more obvious. With the disappearance of the Demiurge, there really is no proper side of “good” as we understand the term, or “evil” for that matter. There are only the Archons and Death Angels with their own agenda, vendettas and characteristical quirks. In this regard, it easy to consider that a monster, even one in demonic form, might be a “good guy”, even in the sense of wishing to help mankind break some of the shackles. GM’s should always remember that the black and white has gone, only the grey remains, and those who wish to take advantage of that grey.

The Bete-noir of course is another reason for some demons being good guys. Any demon seen on the show who is “good” (I am thinking of Lorne in “Angel” Or Whistler) could easily be a Bete-noir who has allied him or herself to the powers of good, or to aid mankind at least.

A note on Purgatory. This place has become a virtual hell for all and sundry as they suffer for their own sins. Angel most certainly went to Purgatory as opposed to Hell, although to the layman there wouldn’t be much difference aesthetically, so it was an easy mistake to make. The bigger question becomes, who did release him? Was it an Archon or Death Angel? Or was it a lesser being with it’s own agenda? Maybe that which set him free hoped he would fight for the powers of good, as he did. Or maybe they had Angelus in mind. Either way, he was freed. I bring Angel up to give you an example of how the world of Buffy must be augmented to deal with the Kult backstory, which must take precedence.

As for the First? I leave that open to individual GM’s as to who or what it was in the end. There are plenty of ideas that would fit the First so rather than tie down the creative brain I will let GM’s in their own campaigns set their own agendas.

I will now deal with the specifics of Willow and Tara in their Kult guises.
(Note: Hey, me again.  I tweaked Ron's stats to better reflect my versions of the girls. These stats are from early on in the Dragon and the Phoenix time-line.)

Willow Rosenberg

STR: 11 Load Capacity: 11/33/6/10
AGL: 12 Movement: 6/36
EGO: 16 No. of Actions: 2
CON: 18 Initiative Bonus: +0
PER: 17 Damage Bonus: +1
EDU: 18 Endurance: 120
CHA: 15 Mod. To Ego Throw: +3
COM: 17 Mental Balance: -15

Damage Capacity:
5 Scratches = 1 light wound
4 Light wounds= 1 serious wound
3 Serious wounds = 1 fatal wound

DARK SECRETS

Forbidden Knowledge
Guilty of Crime
Occult Experience
Supernatural Experience

ADVANTAGES

Magical Intuition 20
Math Talent 10
Mechanically Inclined 5
Influential Friends 15

DISADVANTAGES

Black Sheep 5
Dependent 15
Magic Addiction 10
Mortal Enemy (The First) 15
Nightmares 5
Guilt 5
Rival (Amy) 10
SKILLS

Basic Skills

Climb 7
Dodge 11
Hide 8
Read/write native language 18
Search 15
Sneak 12
Swim 14
Throwing 8
Unarmed Combat 16

Projectile weapons
Bows 6
Handguns 8
Heavy Weapons 4
Machineguns/Automatic Weapons 1
Rifles & Crossbows 6

Melee & Throwing weapons
Axes 10
Daggers 8
Impact Weapons 11
Pole Arms 8
Swords 8
Throwing Weapons 5
Whips and Chains 8

EGO-Based
Accounting 19
Alternative Medicine 12
Astrology 12
Computers 24
Cosmology 16
Cryptography 21
Electronics 20
First Aid 14
Info Retrieval 25
Lore: Dreamworlds 10
Lore: Metropolis 10
Meditation 16
Numerology 20
Occultism 18
Security Systems 22
Written Report 16

CHA-Based
Acting 14
Instruction 18
Seduction 12

PER-Based
Forensics 14

Academic Skills

Natural Science 16
Spec: Computer Science 25

Magic

All five basic lores at 25*

Notes
Black sheep really covers her moving towards the Wiccan faith and acceptance of her Lesbianism. This would certainly upset her father, which is why the disadvantage is included. Note that this is a disadvantage as it causes lack of family interaction and is not a statement of guilt on the part of Willow.

Influential Friends refers to the Watchers Council and Giles contacts.

Dependent is Tara, which is why the score is at it’s highest.

Nightmares refer to Killing Rack and her treatment of Tara and her friends whilst under the influence of dark magic. Her Guilt is related to that.


Tara Maclay

STR: 12 Load Capacity: 12/36/6/120
AGL: 10 Movement: 5/30
EGO: 15 No. of Actions: 2
CON: 18 Initiative Bonus: +0
PER: 15 Damage Bonus: +1
EDU: 16 Endurance: 120
CHA: 14 Mod. To Ego Throw: +0
COM: 18 Mental Balance: +35

Damage Capacity:
5 Scratches = 1 light wound
4 Light wounds= 1 serious wound
3 Serious wounds = 1 fatal wound

DARK SECRETS

Family Secret
Occult Experience
Supernatural Experience
Victim of Crime

ADVANTAGES

Code of Honor 5
Empathy 15
Faith 5
Forgiving 5
Influential Friends 15
Motherliness 5
Magical Intuition 20

DISADVANTAGES

Anxiety 5
Black Sheep 5
Dependent 15
Nightmares 5

SKILLS

Basic Skills

Climb 7
Dodge 12
Hide 9
Read/write native language 17
Search 12
Sneak 10
Swim 14
Throwing 8
Unarmed Combat 6

Projectile Weapons
Bows 4
Handguns 2
Heavy Weapons 2
Machineguns/Automatic Weapons 1
Rifles & Crossbows 3

Melee & Throwing Weapons
Axes 7
Daggers 5
Impact Weapons 8
Swords 5
Throwing Weapons 4

AGL-Based

Dancing 15

EGO-Based

Alternative Medicine 15
Astrology 16
Cooking 18
Creative Writing 12
Erotica 16
First Aid 19
Herbalism 20
Lore: Dreamworlds 14
Lore: Metropolis 12
Meditation 19
Occultism 16
Parapsychology 14

CHA-Based

Diplomacy 12
Etiquette 18
Fortune Telling 20
Riding 15
Seduction 10
Singing 20

PER-Based

Counseling 22
Drive Vehicle 14

Academic Skills

Humanities Scholar 14
Spec: Classical History 16

Magic

Five basic Lores at 25*

Notes

Black sheep refers more to how the Maclay family view and treat her as opposed to how she feels about herself.

Dependent is Willow, hence the High score.

Nightmares are of Willow’s abuse of her and her family’s abuse. This is also where her Victim of Crime secret comes from.

*Willow and Tara are two of the most powerful witches in my game. So they get the
benefit of the doubt in being very powerful.

One word on the two co-operating to create a spell or device together. Either of them can be the High Priest and the other adds their entire Ego score to the other. Further there is no “tune in” time required to focus themselves unless one of them is injured or out of sorts. This does make them powerful when they cast together but they always were. One other thing, any Endurance loss is automatically split evenly between them.

Sunday, June 13, 2010

Weekend Recap

My big birthday weekend is coming to an end and it was a blast.

Pathfinder
Finally leveled up in Pathfinder yesterday! Yeah!  We are all still making tweaks to our characters which is to be expected. Still enjoying this game but there are some minor rules tweaks we are still getting used to after 3.5 and 4.0.  I am also playing a Paladin.  Something I have not done in maybe 20 years or more, so I have to get used to being a front line fighter again and not the sneaky arcane type that fires magical bolts from the background.  So I have combat tactics to read up on.

New Games
Got Dresden Files.  Wow that is a good looking book, can't wait till the dead tree version is out.  Great stuff and I love the city creation guidelines and it does have one of the most detailed character creation systems I have seen.  I am not sure if I will like it as a game yet, but it goes a long way toward's selling Fate to me.

Mentioned this one on Friday, but I am still loving my new Monster Manual 3 for D&D 4.  The guys over at Wizards know their audience, all the monsters in this book appeared (more or less) originally in the various AD&D modules from the Golden Age of AD&D.  So there are your GDQ monsters, your S series ones (some, not all) and more.  It was nice to see some old faces.  There were new ones as well to keep things interesting.

I worry about D&D 4 though.  It seems to me that the wind is gone out of it's sails (and maybe sales too).  I like the game, but I see why some gamers don't.  The market is more factionalized than ever before and it is somewhat due to the one thing that was supposed to bring us all under one system to rule them all; d20.

I have new Witch Girls Adventures book on the way, so I want to talk about that soon too.

Wedding
Next week I have a Civil War reenactment wedding to go to.  I am in the wedding so I'll be wearing my Victorian suit.  I will be wear a full wool suit, in Illinois, at the start of Summer, outside.  I must be insane.
I want to get XP for this like it was a LARP and be able to apply to any of Ghosts of Albion characters.
In any case I won't be posting near the end of the week.