We have had the pleasure of seeing a lot of good artists at DC. But one of my favorites just had a birthday on Wednesday and here are some of his best Zatanna pics!
So Happy Birthday Darwyn Cooke!
And as a special bonus, head over to DC Women Kicking Ass for a awesome post on why Zatanna Kicks Ass.
Saturday, November 19, 2011
Friday, November 18, 2011
Holiday Sales at Elf Lair Games
Hey all!
Quick one to let you all know that Elf Lair Games is offering some discounts on the print editions of the Spellcraft & Swordplay game.
Spellcraft & Swordplay: Core Rules Hardcover
Spellcraft & Swordplay: Monstrous Mayhem Softcover
A great game and a great gift choice for the gamer (or non-gamer) in your life.
Quick one to let you all know that Elf Lair Games is offering some discounts on the print editions of the Spellcraft & Swordplay game.
Spellcraft & Swordplay: Core Rules Hardcover
Spellcraft & Swordplay: Monstrous Mayhem Softcover
A great game and a great gift choice for the gamer (or non-gamer) in your life.
A Good Toy Goes to War
Normally Friday night is movie night at Castle Brannan. We pop up some popcorn, order some Chicago-style pizza and watch what ever new movie is out. Buying a BluRay disc sight-unseen is still cheaper for us than taking every out to the theater.
But tonight we are going to do something different. We are going to try a new game.
The boys are a little burned out on D&D so I have wanted to try some new games. I didn't get a chance to play Doctor Who with them last week, but tonight I would like to try out Toy War.
I picked this up as part of the the Teach Your Kids to Game event this week at DriveThruRPG.
My boys are at the ages where they have an odd collection of toys. They still have some older stuffed animals and newer action figures. This game allows you to take any toy in your house (2-3 per player in fact) and play with them in an RPG.
Actually reading through the rules I am struck more how they are closer to the War Gaming origins that I would have thought.
So tonight we are getting out some toys. My oldest has already picked out a small Dalek and my youngest has this giant polar bear and some seals that he got from The Petting Zoo.
It should be fun. I'll keep you all posted.
But tonight we are going to do something different. We are going to try a new game.
The boys are a little burned out on D&D so I have wanted to try some new games. I didn't get a chance to play Doctor Who with them last week, but tonight I would like to try out Toy War.
I picked this up as part of the the Teach Your Kids to Game event this week at DriveThruRPG.
My boys are at the ages where they have an odd collection of toys. They still have some older stuffed animals and newer action figures. This game allows you to take any toy in your house (2-3 per player in fact) and play with them in an RPG.
Actually reading through the rules I am struck more how they are closer to the War Gaming origins that I would have thought.
So tonight we are getting out some toys. My oldest has already picked out a small Dalek and my youngest has this giant polar bear and some seals that he got from The Petting Zoo.
It should be fun. I'll keep you all posted.
Thursday, November 17, 2011
ChicagoWiz's Toys for Tots fundraiser
Many of you know that our very own ChicagoWiz is a very active supporter of Toys for Tots.
Well he is selling off some of his Battletech material to raise some money. Please check out these auctions, help out some kids and get some game stuff dirt cheap.
Here is his message:
As part of my Toys for Tots fundraising drive, I'm auctioning off a lot of Battletech sourcebooks and some neat magazines/fanzines. All of these start at $5, and some have multiple items in the lot. I hope you bid generously and enjoy the items!
The Battletech Compendium (1990, Paperback)
The Battletech Compendium (1995, Paperback, Reprint)
The Battletech Compendium (1994, Hardcover)
Battletech Mechwarrior RPG Adventure Modules lot (1672, 1676)
Battletech Clan Sourcebooks lot (1642, 1645, 1685)
Battletech Sourcebook lot (1655, 1665, 1673) (Comstar, Objective Raids, Intelligence Operations Handbook)
Battletech Sourcebook lot (1639, 1659, 1670) (20 Year Update - 1639, Solaris: The Reaches (with maps) - 1659, Mercenary's Handbook 3055 - 1670)
Battletech Kurita/Draconis Combine Sourcebook lot (1620, 1698)
Battletech Kurita/Draconis Combine Sourcebook from 1987 (1620)
Battletech Fanzines - The Mech Factory/Tech Factory lot of 10 copies
Ral Partha Miniatures 1994 Catalog (NM, with inserts, OOP) - this bad boy is an actual print Ral Partha catalog and it's like it just was printed. Very good shape and just an amazing catalog to look at.
Renegade Legion - Centurion - Blood & Steel Wargame OOP - looks like a fun "Mech-like" game!
Well he is selling off some of his Battletech material to raise some money. Please check out these auctions, help out some kids and get some game stuff dirt cheap.
Here is his message:
--------------
As part of my Toys for Tots fundraising drive, I'm auctioning off a lot of Battletech sourcebooks and some neat magazines/fanzines. All of these start at $5, and some have multiple items in the lot. I hope you bid generously and enjoy the items!
The Battletech Compendium (1990, Paperback)
The Battletech Compendium (1995, Paperback, Reprint)
The Battletech Compendium (1994, Hardcover)
Battletech Mechwarrior RPG Adventure Modules lot (1672, 1676)
Battletech Clan Sourcebooks lot (1642, 1645, 1685)
Battletech Sourcebook lot (1655, 1665, 1673) (Comstar, Objective Raids, Intelligence Operations Handbook)
Battletech Sourcebook lot (1639, 1659, 1670) (20 Year Update - 1639, Solaris: The Reaches (with maps) - 1659, Mercenary's Handbook 3055 - 1670)
Battletech Kurita/Draconis Combine Sourcebook lot (1620, 1698)
Battletech Kurita/Draconis Combine Sourcebook from 1987 (1620)
Battletech Fanzines - The Mech Factory/Tech Factory lot of 10 copies
Ral Partha Miniatures 1994 Catalog (NM, with inserts, OOP) - this bad boy is an actual print Ral Partha catalog and it's like it just was printed. Very good shape and just an amazing catalog to look at.
Renegade Legion - Centurion - Blood & Steel Wargame OOP - looks like a fun "Mech-like" game!
Well this is not a surprise
Though I did come very close to Lawful Good and Neutral Good.
I Am A: True Neutral Human Wizard (5th Level)
Ability Scores:
Strength-12
Dexterity-10
Constitution-11
Intelligence-17
Wisdom-15
Charisma-15
Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
I Am A: True Neutral Human Wizard (5th Level)
Ability Scores:
Strength-12
Dexterity-10
Constitution-11
Intelligence-17
Wisdom-15
Charisma-15
Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Wednesday, November 16, 2011
DriveThruRPG November PDFs
Here are the latest PDF specials from DriveThruRPG for the month of November.
Psionics Unleashed [Dreamscarred Press]
Phantasia Zoologica Volume I: Cats, Dogs & Horses (Pathfinder) [4 Winds Fantasy]
BASH! Ultimate Edition [Basic Action Games]
Forgotten Foes (Pathfinder) [Tricky Owlbear]
Due Vigilance- The Oktobermen (M&M 3E) [Vigilance Press]
Your general Support Code that gives 20% off the entire list above is: EarlyShopRPG2011
This code is good until December 10th, 2011.
Enjoy!
Psionics Unleashed [Dreamscarred Press]
Phantasia Zoologica Volume I: Cats, Dogs & Horses (Pathfinder) [4 Winds Fantasy]
BASH! Ultimate Edition [Basic Action Games]
Forgotten Foes (Pathfinder) [Tricky Owlbear]
Due Vigilance- The Oktobermen (M&M 3E) [Vigilance Press]
Your general Support Code that gives 20% off the entire list above is: EarlyShopRPG2011
This code is good until December 10th, 2011.
Enjoy!
Tuesday, November 15, 2011
Heroes of the Feywild: The Witch
So I picked up the Heroes of the Feywild a while back. I had been looking forward to this one for a while, especially when I saw that the Witch was going to be one of the character class options.
I then spent some time working on various witch characters and builds (and yes I did them all by hand). Here are my insights.
In General
Like Heroes of Shadow, Heroes of the Feywild assumes that these characters are either from or have strong ties to their "homeland" in this case the Feywild. IF you have any interest at all in the Feywild or any sort of land of the Faerie (such as Avalon, Alfheim or any number of others) then this is a good book. While not really compatible with older editions of D&D there is still plenty that can be used. The feats even are written that they could even be used with Pathfinder or D&D 3.x. I found plenty I can use for my current 3.x game that I run with the kids and Ghosts of Albion. I actually ended up liking this book more than the Heroes of Shadow book out earlier.
The Witch
The witch is a new "sub-class" of wizard that basically learned in the Feywild. On one level I didn't like this since the witch isn't really a type of wizard. But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths and Epic Destinies the wizard can use. In this respect it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user". It gives the witch a lot of power to choose from.
The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch. The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit.
Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens. It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post Essentials line.
The Epic Destiny, the Witch Queen, though is quite good. I had done something similar as a Prestige Class for 3.5. This one is different but there are some interesting powers and effects.
Powers and Spells
What sets this witch apart from another Wizard or a Warlock are her spells and powers. The witch relies on her familiar to learn magic. Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap. Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not for example have a fireball like spell, but she can change monsters into other animals and they take damage for it. Heavy on the charms and transformations. Lots of powers with the Psychic key-word. Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level, than Pixie War Band.
I would like to see more on the relationship of Witches and Warlocks. Especially given the Fey commonalities and interactions with Patrons. I think I'll have to write that myself.
Non-Witch Material
There are three new races to play that are well suited to a Feywild/Faerie World sort of game. The Hammadryad, the Satyr and the Pixie. All have something very interesting about them and I'll stat up some witches for each race as well. There are other class builds as well the Berserker (Barbarian), Protector (Druid) and Skald (Bard). All great for a psuedo-Celtic themed game of D&D. Just add Player's Handbook 2 to the mix to get the base Bard and Gnome and you are set. Honestly there is enough here to run a high-magic game and never leave the Feywild.
Overall I am very pleased with this witch class. It's not perfect, but it is very, very close. I might try a multi-classed warlock, but that might be splitting my roles a bit too much.
I then spent some time working on various witch characters and builds (and yes I did them all by hand). Here are my insights.
In General
Like Heroes of Shadow, Heroes of the Feywild assumes that these characters are either from or have strong ties to their "homeland" in this case the Feywild. IF you have any interest at all in the Feywild or any sort of land of the Faerie (such as Avalon, Alfheim or any number of others) then this is a good book. While not really compatible with older editions of D&D there is still plenty that can be used. The feats even are written that they could even be used with Pathfinder or D&D 3.x. I found plenty I can use for my current 3.x game that I run with the kids and Ghosts of Albion. I actually ended up liking this book more than the Heroes of Shadow book out earlier.
The Witch
The witch is a new "sub-class" of wizard that basically learned in the Feywild. On one level I didn't like this since the witch isn't really a type of wizard. But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths and Epic Destinies the wizard can use. In this respect it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user". It gives the witch a lot of power to choose from.
The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch. The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit.
Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens. It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post Essentials line.
The Epic Destiny, the Witch Queen, though is quite good. I had done something similar as a Prestige Class for 3.5. This one is different but there are some interesting powers and effects.
Powers and Spells
What sets this witch apart from another Wizard or a Warlock are her spells and powers. The witch relies on her familiar to learn magic. Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap. Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not for example have a fireball like spell, but she can change monsters into other animals and they take damage for it. Heavy on the charms and transformations. Lots of powers with the Psychic key-word. Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level, than Pixie War Band.
I would like to see more on the relationship of Witches and Warlocks. Especially given the Fey commonalities and interactions with Patrons. I think I'll have to write that myself.
Non-Witch Material
There are three new races to play that are well suited to a Feywild/Faerie World sort of game. The Hammadryad, the Satyr and the Pixie. All have something very interesting about them and I'll stat up some witches for each race as well. There are other class builds as well the Berserker (Barbarian), Protector (Druid) and Skald (Bard). All great for a psuedo-Celtic themed game of D&D. Just add Player's Handbook 2 to the mix to get the base Bard and Gnome and you are set. Honestly there is enough here to run a high-magic game and never leave the Feywild.
Overall I am very pleased with this witch class. It's not perfect, but it is very, very close. I might try a multi-classed warlock, but that might be splitting my roles a bit too much.
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