Switch of pace tonight.
The Haunting in Connecticut (2009)
I am not really sure what to say about this one. Typical haunted house centered around some kid movie that was better when it was called "Poltergeist" or "Ammityville Horror". Based on a True Story no less.
Honestly I had high hopes for this one, but fought falling asleep to it all night. Might mine it for a Ghosts of Albion episode. Or see if I can sell it back to Half-Priced Books tomorrow without making my wife upset (she got it for me for my birthday last year). You all won't tell her right?
Instead of another flick tonight I watched The Haunted History of Halloween on the History Channel. Not bad, I knew 90% of it already though. Beat. Gotta go to bed. Guy Fawkes was scarier than the Haunting movie.
Thursday, October 28, 2010
Wednesday, October 27, 2010
Jim Shipman (content thief) is at it again
The industry's biggest art thief and all around douche-bag Jame Shipman is trying to take his stolen wares to a smaller-yet-still niche.
Ed and Joe over at Esoteric Murmurs posted this:
http://esotericmurmurs.blogspot.com/2010/10/spam-from-tunnels-trollss-favorite.html
Basically Shipman is now using his email list as a way to sell his stolen content.
If you need some more info on who Jim Shipman is and why he is a thief then read these:
http://forum.rpg.net/showthread.php?t=483885
http://eposic.net/blog/archives/298
http://falckart.blogspot.com/2009/12/stolen-art.html
http://mxyzplk.wordpress.com/2009/12/11/outlaw-press-aka-jim-shipman-is-a-big-crook/
http://mxyzplk.wordpress.com/2010/01/19/outlaw-pressjim-shipman-sinks-to-demented-pathetic-new-lows-in-art-theft-scandal/
http://mxyzplk.wordpress.com/2010/01/07/outlaw-press-thieving-update/
http://timbrannan.blogspot.com/2010/01/more-from-outlaw-press.html
http://unclebear.com/2009/12/putting-the-outlaw-in-outlaw-press/
http://www.enworld.org/forum/general-rpg-discussion/269217-outlaw-press-stolen-artwork-accusations.html
http://forum.rpg.net/showpost.php?p=11324399&postcount=843
http://rpg.brouhaha.us/?p=1998
But most of all, read this one:
http://eposic.net/blog/archives/298
If you want to buy Tunnels & Trolls then only support the company that makes Tunnels & Trolls, Flying Buffalo:
DriveThruRPG http://rpg.drivethrustuff.com/index.php?manufacturers_id=2238&affiliate_id=10748
Website: http://www.flyingbuffalo.com/
Ed and Joe over at Esoteric Murmurs posted this:
http://esotericmurmurs.blogspot.com/2010/10/spam-from-tunnels-trollss-favorite.html
Basically Shipman is now using his email list as a way to sell his stolen content.
If you need some more info on who Jim Shipman is and why he is a thief then read these:
http://forum.rpg.net/showthread.php?t=483885
http://eposic.net/blog/archives/298
http://falckart.blogspot.com/2009/12/stolen-art.html
http://mxyzplk.wordpress.com/2009/12/11/outlaw-press-aka-jim-shipman-is-a-big-crook/
http://mxyzplk.wordpress.com/2010/01/19/outlaw-pressjim-shipman-sinks-to-demented-pathetic-new-lows-in-art-theft-scandal/
http://mxyzplk.wordpress.com/2010/01/07/outlaw-press-thieving-update/
http://timbrannan.blogspot.com/2010/01/more-from-outlaw-press.html
http://unclebear.com/2009/12/putting-the-outlaw-in-outlaw-press/
http://www.enworld.org/forum/general-rpg-discussion/269217-outlaw-press-stolen-artwork-accusations.html
http://forum.rpg.net/showpost.php?p=11324399&postcount=843
http://rpg.brouhaha.us/?p=1998
But most of all, read this one:
http://eposic.net/blog/archives/298
If you want to buy Tunnels & Trolls then only support the company that makes Tunnels & Trolls, Flying Buffalo:
DriveThruRPG http://rpg.drivethrustuff.com/index.php?manufacturers_id=2238&affiliate_id=10748
Website: http://www.flyingbuffalo.com/
October Movie Reviews: Legend of the Seven Golden Vampires
Back to Hammer for this one in the LAST true Dracula films from the House of Hammer.
Though there is not a lot of Dracula in it and no Christopher Lee.
Legend of the Seven Golden Vampires (1974)
Dracula is visited by a Chinese monk who needs him to resurrect the Seven Golden Vampires, the most powerful vampires in China. Dracula initially refuses, but decides he needs to get out of his castle for a bit. We learn here that Dracula can speak Chinese/Mandarin or at least understand it. This scene featured Dracula rising from his coffin in one motion that we would later see in "Fright Night" and "Bram Stoker's Dracula". Dracula takes over the body of the monk and heads off to China.
There Prof. Lawrence Van Helsing (unknown if it is the same Lawrence Van Helsing from Dracula AD 1972, but it is safe to assume it is) is lecturing to a Chinese university about vampires. His son, Leyland is also there. The other professors scoff at him, but one student takes him seriously. He is the grandson of the man that killed one of the seven Golden Vampires and want's Van Helsing's help to kill the others. They travel along with his son, another woman paying for everything, and the seven siblings (6 brothers and 1 sister). Of course the Chinese siblings are all Kung-Fu masters.
There are lots of kung-fu fights which is as unexpected as it gets in a Hammer film and then there is the final confrontation with the last of the Golden Vampires and Dracula himself.
All in all a very interesting tale. I like how even Van Helsing was stumped on the differences between West and East vampires. He even postulates, given China's rich history of the supernatural, that the vampire my have originated there and moved west.
This is a period piece to be sure. Not the 1804 period from the movies, but rather the mid 70's. Kung-fu was where the money was.
It was not a great movie, and for the last Dracula film, pretty lacking in the Dracula department. It features John Forbes-Robertson as Dracula looking exactly like he did in Hammer's "Vampire Lovers" (where he was supposed to be Dracula, sort of), but he is only seen at the beginning and end and he dies like punk.
Enjoyable as a Kung-fu movie with Vampires, but lacking as a Hammer film or a Dracula one.
Though there is not a lot of Dracula in it and no Christopher Lee.
Legend of the Seven Golden Vampires (1974)
Dracula is visited by a Chinese monk who needs him to resurrect the Seven Golden Vampires, the most powerful vampires in China. Dracula initially refuses, but decides he needs to get out of his castle for a bit. We learn here that Dracula can speak Chinese/Mandarin or at least understand it. This scene featured Dracula rising from his coffin in one motion that we would later see in "Fright Night" and "Bram Stoker's Dracula". Dracula takes over the body of the monk and heads off to China.
There Prof. Lawrence Van Helsing (unknown if it is the same Lawrence Van Helsing from Dracula AD 1972, but it is safe to assume it is) is lecturing to a Chinese university about vampires. His son, Leyland is also there. The other professors scoff at him, but one student takes him seriously. He is the grandson of the man that killed one of the seven Golden Vampires and want's Van Helsing's help to kill the others. They travel along with his son, another woman paying for everything, and the seven siblings (6 brothers and 1 sister). Of course the Chinese siblings are all Kung-Fu masters.
There are lots of kung-fu fights which is as unexpected as it gets in a Hammer film and then there is the final confrontation with the last of the Golden Vampires and Dracula himself.
All in all a very interesting tale. I like how even Van Helsing was stumped on the differences between West and East vampires. He even postulates, given China's rich history of the supernatural, that the vampire my have originated there and moved west.
This is a period piece to be sure. Not the 1804 period from the movies, but rather the mid 70's. Kung-fu was where the money was.
It was not a great movie, and for the last Dracula film, pretty lacking in the Dracula department. It features John Forbes-Robertson as Dracula looking exactly like he did in Hammer's "Vampire Lovers" (where he was supposed to be Dracula, sort of), but he is only seen at the beginning and end and he dies like punk.
Enjoyable as a Kung-fu movie with Vampires, but lacking as a Hammer film or a Dracula one.
Tuesday, October 26, 2010
Druthers for Ghosts of Albion, Witch Girls Adventures and d20
Druthers
For Ghosts of Albion, d20 (3.x) and Witch Girls Adventures.
Druthers are special sort of magical construct often associated with witches and witchcraft. Their kind has not been seen on Albion's shores in many centuries, but they were known to have existed and are referenced in many rarer occult tomes. It is believed that the secret is still known to some witches and to encounter one is a sure sign of witchcraft.
The name comes from an old piece of doggerel scribbled inside a witch's Book of Shadows
"If I really had my druthers,
I'd have my wooden druthers too."
A wooden druther is a corrupt form of "wouldn't I'd rathers", or something the witch doesn't want. So the wooden druther performs tasks that the witch would rather not do herself. The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won't do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees, requiring a Perception + Notice check of 3 or SL to detect.
A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks.
Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.
For Ghosts of Albion
Druther
Motivation: To follow orders
Creature Type: Magical Construct
Attributes: Strength 7, Dexterity 2, Constitution 6, Intelligence 1, Perception 1, Willpower 1
Ability Scores: Muscle 20, Combat 7, Brains 2
Life Points: 67
Drama Points: 1
Armor Value: 4
Powers: Hard to Kill 3, Immune to cold, fear, poisons, sleep, water, and any mind effecting spell, Natural Toughness, Vulnerability to fire.
Manoeuvres
Name Score Damage Notes
Punch 7 14 Bash
Slam tackle 7 14 Bash
Stake 8 14 If equipped with stakes
Takedown 12 7
Dodge 7 Defence action
Grapple 9 Resisted by Dodge
Combat
A druther is mindless in combat. It instinctively strikes with its wooden fists with almost no regard to what else is going on. One thing druthers excel at is killing vampires. The druther is equipped with built in stakes in the form of fingers if the witch so chooses. The druthers biggest weakness is fire, something a vampire is not likely to use and they have no blood to drink.
Immunities: A druther is immune to cold and water. Stabing weapons only do 1 point of damage per hit. Fire damage against a druther is treated the same as against a vampire.
Some magicians value the wood from an inanimate druther to use to make magical fires.
For Ghosts of Albion, d20 (3.x) and Witch Girls Adventures.
Druthers are special sort of magical construct often associated with witches and witchcraft. Their kind has not been seen on Albion's shores in many centuries, but they were known to have existed and are referenced in many rarer occult tomes. It is believed that the secret is still known to some witches and to encounter one is a sure sign of witchcraft.
The name comes from an old piece of doggerel scribbled inside a witch's Book of Shadows
"If I really had my druthers,
I'd have my wooden druthers too."
A wooden druther is a corrupt form of "wouldn't I'd rathers", or something the witch doesn't want. So the wooden druther performs tasks that the witch would rather not do herself. The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won't do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees, requiring a Perception + Notice check of 3 or SL to detect.
A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks.
Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.
For Ghosts of Albion
Druther
Motivation: To follow orders
Creature Type: Magical Construct
Attributes: Strength 7, Dexterity 2, Constitution 6, Intelligence 1, Perception 1, Willpower 1
Ability Scores: Muscle 20, Combat 7, Brains 2
Life Points: 67
Drama Points: 1
Armor Value: 4
Powers: Hard to Kill 3, Immune to cold, fear, poisons, sleep, water, and any mind effecting spell, Natural Toughness, Vulnerability to fire.
Manoeuvres
Name Score Damage Notes
Punch 7 14 Bash
Slam tackle 7 14 Bash
Stake 8 14 If equipped with stakes
Takedown 12 7
Dodge 7 Defence action
Grapple 9 Resisted by Dodge
Combat
A druther is mindless in combat. It instinctively strikes with its wooden fists with almost no regard to what else is going on. One thing druthers excel at is killing vampires. The druther is equipped with built in stakes in the form of fingers if the witch so chooses. The druthers biggest weakness is fire, something a vampire is not likely to use and they have no blood to drink.
Immunities: A druther is immune to cold and water. Stabing weapons only do 1 point of damage per hit. Fire damage against a druther is treated the same as against a vampire.
Some magicians value the wood from an inanimate druther to use to make magical fires.
Animating a Druther
The only know spell came from an ancient tome called the Manual of Druthers. The spell has been copied, but it is still very rare to find. Only an Occult Library of Amazing has a chance of having the spell and even then it must specialize in the tomes of Witchcraft. It is also known to be used very rarely among Shamans, but since Shamans do not write their spells down the chances of acquiring that version is even rarer still.
Construction
Witches can construct a druther if she can learn how.
The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather and form these pieces herself. The witch will need her consecrated witch tools, special oils and fine incense. After creating the body for the druther, the witch will have to cast the animating spell, then sprinkle the ashes from the burned incense on the wood.
Animate Druther (Ghosts of Albion)
Quick Cast: No
Power Level: 3
Philosophy: Witchcraft, Shamanism
Requirements: The manual creation of a druthers body and an hour long ritual in which the spell components are burned and poured over the druther.
Components: Rare oils rubbed into the wood of the druther, incense to be burned. Price at least £100.
Effect: The witch must prepare the druthers body out of wood and/or sticks. This should take at least a day to gather materials and make the body. Longer times are needed for more complex druthers. The oil is then rubbed into the wood while muttering the spell. Incense is burned and the ashes are sprinkled on to the druthers body. Successful casting means the druther is animated and will respond to the witchs commands.
Spell failure results in a druther that can never be animated. The witch will need to burn the wood and start over. Spell Backfire can result in a Rogue Druther.
Creation: Alteration (+5), Casting Time (-2), Touch (-1), Permanent (+6), Unusual materials (-2), Philosophy ().
Drudges
Sometimes druthers are referred to as "Drudges", mostly due to their ability to menial work, usually around the home. While a druther may be used to do the witch's dirty work, a drudge will do the witch's dirty laundry. Adventurers have reported of a witch with intricately carved wood drudges as her household staff. A drudge butler was so well made that they could not tell it was a magical construct at all.
Rogue Druthers
The druther has a strong tie to its animating elemental force. Sometimes though, a druther will break free of the witch's control, but not of its wooden body. These druthers are known as rogues and take out their frustration the only way know, to throw themselves into any combative situation it can.
A rogue druther will enter into any situation where its goal is to get itself destroyed, preferably by fire, to free its spirit.
For d20
The only know spell came from an ancient tome called the Manual of Druthers. The spell has been copied, but it is still very rare to find. Only an Occult Library of Amazing has a chance of having the spell and even then it must specialize in the tomes of Witchcraft. It is also known to be used very rarely among Shamans, but since Shamans do not write their spells down the chances of acquiring that version is even rarer still.
Construction
Witches can construct a druther if she can learn how.
The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather and form these pieces herself. The witch will need her consecrated witch tools, special oils and fine incense. After creating the body for the druther, the witch will have to cast the animating spell, then sprinkle the ashes from the burned incense on the wood.
Animate Druther (Ghosts of Albion)
Quick Cast: No
Power Level: 3
Philosophy: Witchcraft, Shamanism
Requirements: The manual creation of a druthers body and an hour long ritual in which the spell components are burned and poured over the druther.
Components: Rare oils rubbed into the wood of the druther, incense to be burned. Price at least £100.
Effect: The witch must prepare the druthers body out of wood and/or sticks. This should take at least a day to gather materials and make the body. Longer times are needed for more complex druthers. The oil is then rubbed into the wood while muttering the spell. Incense is burned and the ashes are sprinkled on to the druthers body. Successful casting means the druther is animated and will respond to the witchs commands.
Spell failure results in a druther that can never be animated. The witch will need to burn the wood and start over. Spell Backfire can result in a Rogue Druther.
Creation: Alteration (+5), Casting Time (-2), Touch (-1), Permanent (+6), Unusual materials (-2), Philosophy ().
Drudges
Sometimes druthers are referred to as "Drudges", mostly due to their ability to menial work, usually around the home. While a druther may be used to do the witch's dirty work, a drudge will do the witch's dirty laundry. Adventurers have reported of a witch with intricately carved wood drudges as her household staff. A drudge butler was so well made that they could not tell it was a magical construct at all.
Rogue Druthers
The druther has a strong tie to its animating elemental force. Sometimes though, a druther will break free of the witch's control, but not of its wooden body. These druthers are known as rogues and take out their frustration the only way know, to throw themselves into any combative situation it can.
A rogue druther will enter into any situation where its goal is to get itself destroyed, preferably by fire, to free its spirit.
For d20
Druther
Medium Construct
Hit Dice: 9d10+20 (69 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +6/+11
Attack: Slam +11 melee (2d6+5)
Full Attack: 2 slams +11 melee (2d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision, immunities, fire vulnerability
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 20, Dex 9, Con , Int , Wis 11, Cha 3
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-15 (Large); 15-20 (Huge)
Level Advancement: None
The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won't do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees, requiring a DC 25 Spot check to notice.
A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks.
Combat
A druther is mindless in combat. It instinctively strikes with its wooden fists with almost no regard to what else is going on.
Immunities: A druther is immune to cold and water. Piercing weapons only do 1 point of damage per hit.
Construction
Witches can construct a druther. If the witch has access to a manual of druthers, then she can create a druther from that work. Otherwise a witch may opt to create one from scratch. The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather these herself. The witch will need her consecrated witch tools and fine incense. After creating the body for the druther, the witch will have to cast spells, then sprinkle the ashes from the burned incense on the wood.
CL 10th; Craft Construct, air walk, bless growth, feral spirit, lesser strengthening rite, minor creation, caster must be at least 10th level; Price 3,600 gp; Cost 2,000 gp + 1,000 XP.
Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.
Treants, dryads, and wood nymphs view a druther in the same manner a human views the undead or a flesh golem. Most will attempt to destroy them when they can. Some witches and wizards value the wood from an inanimate druther to use to make magical fires.
For Witch Girls Adventures
Druthers
In the world of Witch Girls, Druthers are a fairly common sight. Often charged with doing all sorts of repetitive minimal tasks, in fact self respecting witch family would do without a couple in their homes. While such tasks as making diners is beyond them, setting tables or doing dishes are common enough tasks.
Rank 1 Monster
Druther
Body: D8 Mind: D2 Senses: D2
Will: D4 Social: D2 Magic: D2
Life Points 16
Skills: Fighting +1
Magic: Druthers are immune to many magical effects especially ones that affect the mind. They do however take double damage from any fire based attack.
Cryptozoology fact: Druthers (and Drudges) are near mindless constructs made of wood.
Cryptozoology fact: Druthers take extra damage from fire.
Animate Druther
Elementalism Rank 4
The Witch can bind an elemental spirit to the form of a Druther she has built. Often it is customary to only compel the elemental spirit to service for a year and a day then the Druther falls apart.
October Movie Reviews: Quick Round Up
Round-up of a bunch of movies I saw over the last couple of weeks that I have not had the time for full write-ups on. All of these are new views.
.
Daughters of Satan (1972)
Tom Selleck is an art dealer who finds a bad painting of some witches being burned at the stake. The center witch looks just like his wife. His wife become possessed with the spirit of the dead witch and the other two show up. Selleck is the reincarnation of the man that set them on fire. Murder and mayhem ensues. OR something like that. I nearly fell asleep while watching.
The Uninvited (2009)
A pretty cool film about a girl that is sent to a mental hospital for 10 months following the accidental death of her mother. The girl has blocks in her memory and is certain that her fathers new girl friend is some how to blame. It is a remake of a 2003 Korean film. While more psychological thriller than actual horror, it has all the trappings of a horror film. I won't say more because I don't want to spoil the ending.
Sharktopus (2010)
Half shark, half octopus. Yeah. You know how sometimes a movie can be so bad it is actually good? Of course you do. Well this one went past that point to where it is just bad again. I have this love-hate relationship with Roger Corman. While he is only the Producer here (and has some screen time) this is clearly in his realm. Sometimes Corman can be campy fun, other times you get, well Sharktopus.
The Girl with the Dragon Tattoo (2009)
I also struggled with whether or not this was horror enough. Yes there is a mystery and there are very horrific things going on in this movie. I choose to include it because of those horrific elements (murder, torture, rapes, all multiple times) and because the movie was so good. If you don't know the story yet, well you were not one of the millions of people that read the book. Basically a man on his way to prison for perjury gets a case where he must investigate a missing woman from 40 years ago. The case is very cold and all he has to go on is a few scribbled notes and a few old photos. He gets help from a hacker Lisabeth (who also has issues of her own like being brutally raped by her guardian) who discovers the notes are bible references. The case then explodes to something much larger than one missing girl. Again, no spoilers.
The Others (2001)
I also have a love/hate relationship with Nicole Kidman. She is a fantastic actress, but she can grate on my nerves. And I am no fan of her (former? present?) goof-ball religion.
But the Others is a fantastic little ghost story set after WWI involving a woman and her children and their haunted house. There is a mystery here of course, and mists. It is in fact very much a Ravenloft-esque story. I also don't want to spoil the ending of this one either. But I have to admit, I really liked this one; Very spooky and moody.
Don't know where this puts me on the roster yet. 23 by my quick count, or 24 if you let me count the BBC Count Dracula as two. Puts me about 2 behind schedule. I have two with me now. So that should be good.
.
Daughters of Satan (1972)
Tom Selleck is an art dealer who finds a bad painting of some witches being burned at the stake. The center witch looks just like his wife. His wife become possessed with the spirit of the dead witch and the other two show up. Selleck is the reincarnation of the man that set them on fire. Murder and mayhem ensues. OR something like that. I nearly fell asleep while watching.
The Uninvited (2009)
A pretty cool film about a girl that is sent to a mental hospital for 10 months following the accidental death of her mother. The girl has blocks in her memory and is certain that her fathers new girl friend is some how to blame. It is a remake of a 2003 Korean film. While more psychological thriller than actual horror, it has all the trappings of a horror film. I won't say more because I don't want to spoil the ending.
Sharktopus (2010)
Half shark, half octopus. Yeah. You know how sometimes a movie can be so bad it is actually good? Of course you do. Well this one went past that point to where it is just bad again. I have this love-hate relationship with Roger Corman. While he is only the Producer here (and has some screen time) this is clearly in his realm. Sometimes Corman can be campy fun, other times you get, well Sharktopus.
The Girl with the Dragon Tattoo (2009)
I also struggled with whether or not this was horror enough. Yes there is a mystery and there are very horrific things going on in this movie. I choose to include it because of those horrific elements (murder, torture, rapes, all multiple times) and because the movie was so good. If you don't know the story yet, well you were not one of the millions of people that read the book. Basically a man on his way to prison for perjury gets a case where he must investigate a missing woman from 40 years ago. The case is very cold and all he has to go on is a few scribbled notes and a few old photos. He gets help from a hacker Lisabeth (who also has issues of her own like being brutally raped by her guardian) who discovers the notes are bible references. The case then explodes to something much larger than one missing girl. Again, no spoilers.
The Others (2001)
I also have a love/hate relationship with Nicole Kidman. She is a fantastic actress, but she can grate on my nerves. And I am no fan of her (former? present?) goof-ball religion.
But the Others is a fantastic little ghost story set after WWI involving a woman and her children and their haunted house. There is a mystery here of course, and mists. It is in fact very much a Ravenloft-esque story. I also don't want to spoil the ending of this one either. But I have to admit, I really liked this one; Very spooky and moody.
Don't know where this puts me on the roster yet. 23 by my quick count, or 24 if you let me count the BBC Count Dracula as two. Puts me about 2 behind schedule. I have two with me now. So that should be good.
Monday, October 25, 2010
D&D: Back to Basics
So I have spent a lot of time (and money it seems) on "Basic" D&D recently. I now have every version of "Basic D&D" that has ever been made. That's a lot of rules for characters 1st-3rd level.
and
I REALLY should be doing something with these rules.
I started out with Holmes Basic, moved to Moldvay/Cook and then AD&D. I never played Mentzer Basic (or any of the BECMI rules) though I now have that boxed set as well and the Rule Cyclopedia.
And this doesn't even scratch the surface of the Retro-Clones.
Of course my kids and I want to play 4e. I am in a Pathfinder game, I am running a 3.x game, I played the hell out of 1st and 2nd Ed. It is getting (or has gotten) insane.
So to help me figure this out I am bouncing some ideas here.
My friend Jason Vey has pointed out (and rightly so) that in 4E the characters already start out as heroes. There is no growth from a normal, mundane person to powerful hero; ie like Luke Skywalker, Harry Potter or Bilbo Baggins. This is an important observation. There is a powerful archetype at work here. So powerful in fact it has it's own name, The Hero with a Thousand Faces.
Look over the builds I have done for some classic D&D icons ([1][2][3][4]) despite my attempts to "normalize" these characters there is one glaring truth. For low level characters they are awfully powerful.
Compare that all to this post. http://bxblackrazor.blogspot.com/2010/10/explaining-d6-damage_21.html
JB makes a good point in here that Normal people are supposed to be weaker. In Basic D&D a normal person has 1-4 hp (as do Magic-Users) so any weapon that does 1d6 has a pretty good chance of killing them outright, and there is still as chance it will kill any demi-human, cleric or thief too.
Now it depends on what I want my game to "be". Is this a tale of normal people that become heroes? Or potential heroes that rise up to a greater challenge? There is a lot to be said about that farm kid learning to be a hero. But also the biggest gripe I have about playing those early days of D&D is that characters are often too damn weak.
Take the Wizard/Magic-User for example. Here we have someone that supposedly has been to magic school. They have learned spell theory, occult knowledge, and all they know is one spell?
Really? We don't make archers take just one arrow, so why do this? Plus outside of XP bonuses the Prime Requisites has little meaning in day to day play in Basic. AD&D improves this a bit.
So I had this idea.
I am going to figure out the make up of the party. I am letting my players play two characters each, with the caveat that these two have some past history.
Then I was going to run these characters through one of the D&D Basic sets to build up their powers to what you see in D&D4. So run them levels 1 through 3 and then move on.
So far my oldest son wants to play a Dragonborn Paladin and a Dragonborn Sorcerer and they are brothers. My youngest wants to play a ranger and a bard, both are 1/2 elf. Ok. Problems already. These classes or races are not even covered in the D&D basic rules.
I suppose I could go very simple and basically use "Dwarf" as a dragonborn and elf as a half-elf; tweaking as needed.
The idea has some appeal to me, but I am not just the only one playing here.
My kids, whose game this is for, could care less about Basic D&D or anything else Old School. They like and want to play D&D4.
So despite a lot of good games now in my possession, and a lot of good ideas I am sticking with the new game. I'll go with the philosophy that while some heroes are made, others are born to greatness and their challenges need to match up to them. Plus, just because someone has a lot of "kewl powerz" doesn't mean they know what to do with them.
Maybe I'll pull some "Basic" ideas out every so often.
Or maybe I'll just get a separate Basic D&D game going.
and
I REALLY should be doing something with these rules.
I started out with Holmes Basic, moved to Moldvay/Cook and then AD&D. I never played Mentzer Basic (or any of the BECMI rules) though I now have that boxed set as well and the Rule Cyclopedia.
And this doesn't even scratch the surface of the Retro-Clones.
Of course my kids and I want to play 4e. I am in a Pathfinder game, I am running a 3.x game, I played the hell out of 1st and 2nd Ed. It is getting (or has gotten) insane.
So to help me figure this out I am bouncing some ideas here.
My friend Jason Vey has pointed out (and rightly so) that in 4E the characters already start out as heroes. There is no growth from a normal, mundane person to powerful hero; ie like Luke Skywalker, Harry Potter or Bilbo Baggins. This is an important observation. There is a powerful archetype at work here. So powerful in fact it has it's own name, The Hero with a Thousand Faces.
Look over the builds I have done for some classic D&D icons ([1][2][3][4]) despite my attempts to "normalize" these characters there is one glaring truth. For low level characters they are awfully powerful.
Compare that all to this post. http://bxblackrazor.blogspot.com/2010/10/explaining-d6-damage_21.html
JB makes a good point in here that Normal people are supposed to be weaker. In Basic D&D a normal person has 1-4 hp (as do Magic-Users) so any weapon that does 1d6 has a pretty good chance of killing them outright, and there is still as chance it will kill any demi-human, cleric or thief too.
Now it depends on what I want my game to "be". Is this a tale of normal people that become heroes? Or potential heroes that rise up to a greater challenge? There is a lot to be said about that farm kid learning to be a hero. But also the biggest gripe I have about playing those early days of D&D is that characters are often too damn weak.
Take the Wizard/Magic-User for example. Here we have someone that supposedly has been to magic school. They have learned spell theory, occult knowledge, and all they know is one spell?
Really? We don't make archers take just one arrow, so why do this? Plus outside of XP bonuses the Prime Requisites has little meaning in day to day play in Basic. AD&D improves this a bit.
So I had this idea.
I am going to figure out the make up of the party. I am letting my players play two characters each, with the caveat that these two have some past history.
Then I was going to run these characters through one of the D&D Basic sets to build up their powers to what you see in D&D4. So run them levels 1 through 3 and then move on.
So far my oldest son wants to play a Dragonborn Paladin and a Dragonborn Sorcerer and they are brothers. My youngest wants to play a ranger and a bard, both are 1/2 elf. Ok. Problems already. These classes or races are not even covered in the D&D basic rules.
I suppose I could go very simple and basically use "Dwarf" as a dragonborn and elf as a half-elf; tweaking as needed.
The idea has some appeal to me, but I am not just the only one playing here.
My kids, whose game this is for, could care less about Basic D&D or anything else Old School. They like and want to play D&D4.
So despite a lot of good games now in my possession, and a lot of good ideas I am sticking with the new game. I'll go with the philosophy that while some heroes are made, others are born to greatness and their challenges need to match up to them. Plus, just because someone has a lot of "kewl powerz" doesn't mean they know what to do with them.
Maybe I'll pull some "Basic" ideas out every so often.
Or maybe I'll just get a separate Basic D&D game going.
Ailuromancy: Metaphysics of the Bast for WitchCraft
What is Halloween without witches and black cats? How about cats that are witches?
Ailuromancy: Metaphysics of the Bast
Similar to invocations, Ailuromancy is the metaphysical philosophy of the Bast. They have remained undiscovered because the Bast do not write down their formulae or teachings, nor do they share these with humans except under the rarest of circumstances. These can only be learned from master to student and are almost all exclusive to the Bast.
Casting Ailuromancy is the same as an invocation. Bast can gather in groups for group castings, they can use places and times of power, use rituals to tap ambient essence and are subject to crowd effects.
Where humans typically need hands free or be able to speak, the Bast must be able to see or otherwise sense what is around them. For example to Steal Breath, the Bast must be able to see the creature they are stealing from. They must also have their tails free. In some Ailuromancy intricate tail movements replace human hand gestures.
Number 9
For Bast nine, not seven, is the more potent magical number. So Bast covens and group castings are some multiple of nine, or at least three. Three groups of three is a very powerful magical grouping. Treat nine Bast as seven in castings. Seven is still powerful, but not as much as it is to humans.
Group Magic Essence Table: Bast
Size of Group Increased Essence
3 54
5 50
6 81
7 70
9 135
11 110
13 132
If Bast are in a group of humans then the standard rules apply. These are only for Bast casting Ailuromancy.
Names
Very important to Ailuromancy are the names (plural) of the Bast using it. While not related to Ailuromancy itself (other than both being unique to the Bast), the importance of names is in the casting.
All Bast have three names. First is his human or common name, the one that he usually goes by and will answer to from anyone. There is his Bast name, the name he is given by his family or ancestors. Even Bast born and removed from their family at a very young age will still always know his Bast name. These names are often unique since they include a personal identifier and a family name. They can be one used in by another Bast in the same family, but the other family member must have died years ago before that name can be used again.
Lastly, and most important to the topic at hand, is his magical name, his very personal name that he shares with no one. Each name is unique and is passed down throughout the Basts multiple lives. The Bast must sit in deep, deep concentration in order to retrieve his own name. Once this is done then the Bast may use Ailuromancy.
The Essence imprints of Ailuromancy have a particular smell to Bast. Humans must always pass a Difficult Perception test in order to detect it, even if they have experienced it before. While they never share this information with others, the Essence pattern is like a signature of their one true personal name.
The Invocations
Ailuromancy has three basic powers.
Spiritual
The spiritual ailuromancy are ones that effects spirits or essence patterns. Unlike humans, Bast have spirits and not souls. This gives them a different outlook on how essence is used and manipulated.
Bad Luck
2 Essence Points per -1 penalty given (up to -5 max)
One of the most classic ailuromancies used. The Bast must actually cross the path of the victim to impose a -1 penalty to any one task or test per 2 Essence points spent. Gifted can easily notice this sort of ailuromancy, given its similarity to Good Luck. So only a simple Perception task is required. Many Bast are unwilling to use this for that very reason; it instantly brings attention to themselves.
Whisker Bane
Same as Warding WC p. 224
Caterwaul
2 Essence Points
The Bast lets out a discordant wail that can cause irritation or damage depending on their mood.
At level 1 the Caterwaul is merely annoying. It causes no damage.
At level 2-3 the Caterwaul cause d4(2) points per level of LP damage to any that can hear it.
At levels 4-5 the Caterwaul can do d6(3) points per level of LP and causes a Fear reaction to anyone that fails a Willpower (doubled) roll.
Steal Breath
5 Essence Points
A Bast can come close to a person a literally steal their life force away. By inhaling the victims breath (and thus being in close proximity to do so) and spending five (5) Essence points the Bast causes the victims life foce to leave their body for the duration of the breath. This inflicts D6(3) Life Points of damage (undead are not affected) and D6(3) Essence and Endurance loss. The victim also needs to make a Constitution check (doubled) or be rendered unconscious for the next 1 to 4 turns. Sleeping victims do not wake up till this is over.
The Bast must be close enough to be able to steal the victims breath so this is most often done while the victim is prone or asleep.
The Essence stolen is actually lost. Bast can only perform this three times per victim or they themselves also begin to lose life points and essence equal to what is stolen.
Favor of Ra
Same as Essence Shield
Physical (effects the body)
The physical powers maybe purchased in levels where every level usually confers extra time or amount the power may be used. For example a Bast with Monkey Hands level 5 can use the power for 5 minutes for each Essence point spent.
Monkey Hands
1 Essence Point per minute per level
This invocation allows the Bast to manipulate objects while in Bast form that normally would be restricted to humans. Their dexterity does not change as this is a mild and directed form of Telekinesis.
Got Your Tongue
1 Essence Point per minute per level
The Bast can speak like a human while in cat form. This is useful on occasions where telepathic conversation is not desired or possible. In order to this the Bast must borrow a voice. They target a nearby human and use their voice. Once the initial contact is made (the Bast must be able to see the human) then the human can not speak for a matter of seconds. The voice the Bast uses is not exactly like the humans voice, it is often higher pitched and cannot be used to fool friends or voice recognition software.
Lick Wounds (Pashts Cure)
10 Essence Point per 10 LP per level healed
Similar to the Healing invocations the Bast can lick a wound to heal life point damage or remove poisons and toxins (at levels greater than 3), or cure disease (at levels greater than 5). The Bast must state what sort of cure it is performing, damage, removing poisons or curing disease.
Claws of Sekhmet
1 Essence Point per combat turn
The Bast invokes the name of Ras protector Sekhmet to lengthen and strengthen their own claws. Damage then becomes d6(3) x Strength+1 LP of damage.
Cait Sidhe
5 Essence Points per 5 minutes per level
The Bast can increase in size to about the size of a mountain lion. Strength and Constitution increase by 2 each, with Dexterity decreasing by 1. One level of Hard to kill is also added. Life Points are increased accordingly.
A Bast with Cait Sidhe at level 4 can spend 5 Essence points to remain this size for upto 20 minutes. The Bast may switch back at any time but to use this power again will cost another 5 Essence points.
Travel/Time
Cats and Bast are not bound by the same laws of time and space. They are believed to be able to enter dreams, travel to far away planets or simply be right underfoot when it is most inconvenient for them to do so.
Level 1: Disappear / Reappear
1 Essence Point
By spending a single point of Essence a Bast can seemingly disappear or reappear in any spot within eyesight. This is most often used for short hops of less than 10 feet. To use this Ailuromancy the bast must concentrate on the spot they are traveling too. This makes ill-suited for combat applications since the Bast would spend their attack moving; it is useful to avoid being hit.
Level 2: Return
3 Essence Points
This power allows the Bast to return to any spot she once visited. The spot is marked by the Bast in their minds. The travel to this spot can mundane or magical, but regardless of the spot, the time past, or reincarnation, the Bast can return to it.
Level 3: Moonjump
7 Essence points per 10 yards
The relationship between cats and the moon is a long standing one. With this power the Bast can move great physical distances during the light of the moon. Typically it can used from moving from roof top to roof top, or cross great physical distances. A Bast could also use this power to prevent damage from a great fall by simply moonjumping to a lower point in the fall. For example, someone pushes poor Mojo off of a 95 ft. tower. By spending 15 Essence points he moonjumps 90 ft (30 yards) and only falls 5 ft, something any Bast can survive.
Level 4: Dream Dance
14 Essence Points for 10 minutes
Bast are natural, but untrained Dreamers. Bu means of this Ailuromancy and 10 Essence points the Bast may enter the Dreamscape of a sleeper. The Bast can read the dream (understanding requires a Intelligence doubled roll) or very subtly influence it (Willpower doubled roll to plant a small, 10 words or less, suggestion). The Bast can attack other creatures sharing the Dreamscape (Mara, Vampires using Nightmare) but can not harm the dreamer himself.
(See WitchCraft: Book of Hod, Mindream)
Level 5: Greymalkin
21 Essence Points
The Bast can move from one place of Power to any Place power by walking through them as if they were a gate. Unlike Return, the Bast need not have been to their destination before, simply knows that it exists. To the Bast, different places of Power exist in addition to ones known. Nearly any Bast coven is built on a place of power, or as near as they can be. Most cities have a place or two hiding away.
Ailuromancy: Metaphysics of the Bast
Similar to invocations, Ailuromancy is the metaphysical philosophy of the Bast. They have remained undiscovered because the Bast do not write down their formulae or teachings, nor do they share these with humans except under the rarest of circumstances. These can only be learned from master to student and are almost all exclusive to the Bast.
Casting Ailuromancy is the same as an invocation. Bast can gather in groups for group castings, they can use places and times of power, use rituals to tap ambient essence and are subject to crowd effects.
Where humans typically need hands free or be able to speak, the Bast must be able to see or otherwise sense what is around them. For example to Steal Breath, the Bast must be able to see the creature they are stealing from. They must also have their tails free. In some Ailuromancy intricate tail movements replace human hand gestures.
Number 9
For Bast nine, not seven, is the more potent magical number. So Bast covens and group castings are some multiple of nine, or at least three. Three groups of three is a very powerful magical grouping. Treat nine Bast as seven in castings. Seven is still powerful, but not as much as it is to humans.
Group Magic Essence Table: Bast
Size of Group Increased Essence
3 54
5 50
6 81
7 70
9 135
11 110
13 132
If Bast are in a group of humans then the standard rules apply. These are only for Bast casting Ailuromancy.
Names
Very important to Ailuromancy are the names (plural) of the Bast using it. While not related to Ailuromancy itself (other than both being unique to the Bast), the importance of names is in the casting.
All Bast have three names. First is his human or common name, the one that he usually goes by and will answer to from anyone. There is his Bast name, the name he is given by his family or ancestors. Even Bast born and removed from their family at a very young age will still always know his Bast name. These names are often unique since they include a personal identifier and a family name. They can be one used in by another Bast in the same family, but the other family member must have died years ago before that name can be used again.
Lastly, and most important to the topic at hand, is his magical name, his very personal name that he shares with no one. Each name is unique and is passed down throughout the Basts multiple lives. The Bast must sit in deep, deep concentration in order to retrieve his own name. Once this is done then the Bast may use Ailuromancy.
The Essence imprints of Ailuromancy have a particular smell to Bast. Humans must always pass a Difficult Perception test in order to detect it, even if they have experienced it before. While they never share this information with others, the Essence pattern is like a signature of their one true personal name.
The Invocations
Ailuromancy has three basic powers.
Spiritual
The spiritual ailuromancy are ones that effects spirits or essence patterns. Unlike humans, Bast have spirits and not souls. This gives them a different outlook on how essence is used and manipulated.
Bad Luck
2 Essence Points per -1 penalty given (up to -5 max)
One of the most classic ailuromancies used. The Bast must actually cross the path of the victim to impose a -1 penalty to any one task or test per 2 Essence points spent. Gifted can easily notice this sort of ailuromancy, given its similarity to Good Luck. So only a simple Perception task is required. Many Bast are unwilling to use this for that very reason; it instantly brings attention to themselves.
Whisker Bane
Same as Warding WC p. 224
Caterwaul
2 Essence Points
The Bast lets out a discordant wail that can cause irritation or damage depending on their mood.
At level 1 the Caterwaul is merely annoying. It causes no damage.
At level 2-3 the Caterwaul cause d4(2) points per level of LP damage to any that can hear it.
At levels 4-5 the Caterwaul can do d6(3) points per level of LP and causes a Fear reaction to anyone that fails a Willpower (doubled) roll.
Steal Breath
5 Essence Points
A Bast can come close to a person a literally steal their life force away. By inhaling the victims breath (and thus being in close proximity to do so) and spending five (5) Essence points the Bast causes the victims life foce to leave their body for the duration of the breath. This inflicts D6(3) Life Points of damage (undead are not affected) and D6(3) Essence and Endurance loss. The victim also needs to make a Constitution check (doubled) or be rendered unconscious for the next 1 to 4 turns. Sleeping victims do not wake up till this is over.
The Bast must be close enough to be able to steal the victims breath so this is most often done while the victim is prone or asleep.
The Essence stolen is actually lost. Bast can only perform this three times per victim or they themselves also begin to lose life points and essence equal to what is stolen.
Favor of Ra
Same as Essence Shield
Physical (effects the body)
The physical powers maybe purchased in levels where every level usually confers extra time or amount the power may be used. For example a Bast with Monkey Hands level 5 can use the power for 5 minutes for each Essence point spent.
Monkey Hands
1 Essence Point per minute per level
This invocation allows the Bast to manipulate objects while in Bast form that normally would be restricted to humans. Their dexterity does not change as this is a mild and directed form of Telekinesis.
Got Your Tongue
1 Essence Point per minute per level
The Bast can speak like a human while in cat form. This is useful on occasions where telepathic conversation is not desired or possible. In order to this the Bast must borrow a voice. They target a nearby human and use their voice. Once the initial contact is made (the Bast must be able to see the human) then the human can not speak for a matter of seconds. The voice the Bast uses is not exactly like the humans voice, it is often higher pitched and cannot be used to fool friends or voice recognition software.
Lick Wounds (Pashts Cure)
10 Essence Point per 10 LP per level healed
Similar to the Healing invocations the Bast can lick a wound to heal life point damage or remove poisons and toxins (at levels greater than 3), or cure disease (at levels greater than 5). The Bast must state what sort of cure it is performing, damage, removing poisons or curing disease.
Claws of Sekhmet
1 Essence Point per combat turn
The Bast invokes the name of Ras protector Sekhmet to lengthen and strengthen their own claws. Damage then becomes d6(3) x Strength+1 LP of damage.
Cait Sidhe
5 Essence Points per 5 minutes per level
The Bast can increase in size to about the size of a mountain lion. Strength and Constitution increase by 2 each, with Dexterity decreasing by 1. One level of Hard to kill is also added. Life Points are increased accordingly.
A Bast with Cait Sidhe at level 4 can spend 5 Essence points to remain this size for upto 20 minutes. The Bast may switch back at any time but to use this power again will cost another 5 Essence points.
Travel/Time
Cats and Bast are not bound by the same laws of time and space. They are believed to be able to enter dreams, travel to far away planets or simply be right underfoot when it is most inconvenient for them to do so.
Level 1: Disappear / Reappear
1 Essence Point
By spending a single point of Essence a Bast can seemingly disappear or reappear in any spot within eyesight. This is most often used for short hops of less than 10 feet. To use this Ailuromancy the bast must concentrate on the spot they are traveling too. This makes ill-suited for combat applications since the Bast would spend their attack moving; it is useful to avoid being hit.
Level 2: Return
3 Essence Points
This power allows the Bast to return to any spot she once visited. The spot is marked by the Bast in their minds. The travel to this spot can mundane or magical, but regardless of the spot, the time past, or reincarnation, the Bast can return to it.
Level 3: Moonjump
7 Essence points per 10 yards
The relationship between cats and the moon is a long standing one. With this power the Bast can move great physical distances during the light of the moon. Typically it can used from moving from roof top to roof top, or cross great physical distances. A Bast could also use this power to prevent damage from a great fall by simply moonjumping to a lower point in the fall. For example, someone pushes poor Mojo off of a 95 ft. tower. By spending 15 Essence points he moonjumps 90 ft (30 yards) and only falls 5 ft, something any Bast can survive.
Level 4: Dream Dance
14 Essence Points for 10 minutes
Bast are natural, but untrained Dreamers. Bu means of this Ailuromancy and 10 Essence points the Bast may enter the Dreamscape of a sleeper. The Bast can read the dream (understanding requires a Intelligence doubled roll) or very subtly influence it (Willpower doubled roll to plant a small, 10 words or less, suggestion). The Bast can attack other creatures sharing the Dreamscape (Mara, Vampires using Nightmare) but can not harm the dreamer himself.
(See WitchCraft: Book of Hod, Mindream)
Level 5: Greymalkin
21 Essence Points
The Bast can move from one place of Power to any Place power by walking through them as if they were a gate. Unlike Return, the Bast need not have been to their destination before, simply knows that it exists. To the Bast, different places of Power exist in addition to ones known. Nearly any Bast coven is built on a place of power, or as near as they can be. Most cities have a place or two hiding away.
Subscribe to:
Posts (Atom)