Wednesday, February 24, 2016

Class Struggles: Clerics, Wizards and Witches

This is Zohir Totek. Is she a cleric, wizard or witch?
Ok so stop me if you have heard this one before...
a Cleric, a Wizard and a Witch walk into a dungeon...

ok, you likely haven't heard that one before.  Why? Well there is still some confusion over what roles each of these character classes play.

I mean we all, old-school gamers and new-school, seem to have a good grasp on the concept of what a wizard does, or at least can do.  They cast spells. They are the "smart guys" in the group. So I am not going into detail about them just yet.

Clerics also cast spells.  But they also heal and are better at bashing in skulls and killing undead.  Some old-school blogs in the past have posted things about not needing clerics in games. I believe that Lamentations of the Flame Princess doesn't even have a Cleric class.   I have seen other posts over the years that also attest to this anti-Cleric vibe.    This is not even getting into the divide between clerics, druids, mystics and invokers.   I never quite got this. My first character was a cleric.  For me he was a hunter of the Undead and later demons.  While certainly there is the "party medic" part to the cleric's job, there is the "occult" aspect too.  When you stop fighting orcs and goblins and move to ghouls, vampires and demons then you are going to need/want a cleric in your group.  Yes. Wizards can and should cover some of this as well.

It is fairly well known that the idea behind clerical undead turning  came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films.  Why not extend the metaphor to include the rest of Van Helsing's portfolio.  As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Wizard,  but the cleric's input should not be understated.  For me I guess I look at what is the prime attribute of the any-school Cleric.  Wisdom. Always has been, likely always will be.   Compare this to the equally constant Wizard; Intelligence, always has been, likely always will be too.
For me, if your cleric and wizard are not getting into heated arguments in the game then you are missing out on some good roleplaying experiences.

Matters become more complicated when you through in a witch or a warlock (as I am wont to do). Or even and Oracle (Pathfinder), Druid (any), Invoker (D&D4), and/or a Sorcerer (Post D&D3).  It can quickly become a mess really.

I have talked at great length on what the roles and powers of a witch are or should be:
so I am not going to recount those all here.

In my book The Witch I have an appendix of things you can do with the Magic-User to make it more Wizard like.  I know this goes against the central conceit of the "magic-user" but it is what has worked for me. Yes you can play a by-the-book magic-user and give her "witch" spells.  I have done this for every edition of D&D I have ever played to be honest.  I spend a lot of time and energy on this topic.

So here are some rough guidelines.  These are based on my games really and focused on my own particular flavor of Old-School.  So your mileage will vary.

Clerics (Wisdom, Divine): Max spell level 7, some powers (turning undead, healing magic in other editions), greater combat ability and greater hit points.  Knowledge of outer planes and evil magical monsters.  Worship and follow their gods.  Best healing spells.
See also Mystics, Druids, Healers, Invokers.

Wizards (Intelligence, Arcane): Max spell level 9, not a lot of extra powers (I give them Read Magic for free). Weak combat ability, best at knowledge on monsters.  No special attention is paid to gods.  Best at spell research and magic item creation.  Best damage dealing spells.
See also Sorcerers, Illusionists.

Witch (Charisma, Occult): Max spell level 8, extra powers. Spells are overall weaker than a wizard. Weak combat ability.   Knowledge of supernatural and fey creatures.  Learn spells from patrons via familiars.  Might call them gods, but they are not necessarily so.  Best change of condition/state spells (curses, polymorphs) that may or may not cause direct (HP) damage.
See also Warlocks.

I can see a relationship that goes like this:




Of course, this is overly simple. But I can see other magic using classes here.
I wonder what is in the center?  Any ideas or guesses?

Compare to this RPG Archetypes graphic I saw on facebook, G+ and recently over at Observations of the Fox.

Click for much larger



I love graphics like this.  I could do the next 10-12 Class Struggles on that triangle alone.

Tuesday, February 23, 2016

Review: Scum and Villainy

"Scum and Villainy" is likely to be the most aptly named supplement for the White Star game I have picked up in a long time.  After all, if White Star is the godchild of Star Wars and 70s D&D then Scum and Villainy had to come up sooner or later.

S&V is a 17-page book (cover, credits page, table of contents, 1.5 pages of OGL bring us to 12.5 pages of content) for playing the low-life of the galaxy.  Written by +Omer G. Joel it also features some really nice art from +Luigi Castellani.   It is very evocative. I see that and I think "Traveller" and that is not a bad thing.  Nor is it an accident.
I am in love with that cover.

There are two new classes, the Assassin and the Rogue who do pretty much what you think they do, but there are some nice features to make them fit the WS universe a bit better.

The gems of this though are the expanded rules. How to go unnoticed in space. How to sell stolen goods.  Really the stuff that you expect to see in a book like this, but never really do.

There is a section on ship mods, new equipment and new weapons.

There was a lot of good things here, but I was hoping for more.  Maybe a bit on a notorious crime synidicate or something along those lines.

With 17 pages at $3.99 I was expecting more.  Compare this to the B/X Rogue which is 24 pages at $1.50 and covers similar ground.   Combining the two would give you some really potent rogues!

Monday, February 22, 2016

What is "Other Side Publishing"?

Sisters of the Aquarian Order continues to not only do well, but it is surpassing my initial beliefs of how it will sell.

I want to take a moment here and talk about my new "label" The Other Side Publishing.
This new outlet gives me a better degree of control over products that are a little closer to me and allows me to get some books out that other publishers might not want to do.

I enjoy freelancing and I have the luxury to be able to pick and choose which products I get to work on.  This is really just an extension of that.  I am not looking to become the next big thing.  I am looking to have a little fun, get some books out of things I'd like to play and if I make some money while doing it; well it will buy art for the next book!  Yeah not the best business plan, but one I can live with.

No idea what is coming next.  I have a supplement I would like get out the Basic Psionics Handbook.  I have a bunch of research material left over from my witch research over the years to get some other books out.   Also I have OSR, 3e and 5e material I'd like to get out there; so it is a really odd mix.

My hope is that you all will find this as much fun as I do.

Friday, February 19, 2016

I'm Number 3!

Ok. So maybe not the cry you normally hear, but I am still happy.


Sisters of the Aquarian Order is doing much better than I expected! Getting to #1 would still be nice.

Check it out and make my weekend.

Thursday, February 18, 2016

The Sisterhood of the Aquarian Order

The Sisterhood of the Aquarian Order



“Our only limits are imagination.”

    - From the Records of the Sisterhood of the Aquarian Order

A new class for the White Star RPG.

The Sisterhood of the Aquarian Order is a class human mystics that have guided humanity towards the stars for centuries untold.

In ancient times when mankind was still battling over feudal lands, the Order was plotting the motions of the planets. When humanity was first using solid fuel rockets the Order was projecting their consciousness beyond our solar system into the stars.  When humans first set foot on alien words, the Order already knew the songs of these Aliens. Now that humans have taken their rightful place among the stars the Order does what it can to keep humanity moving forward.  To what future, only they know.  They believe that humanity is on the cusp of a new consciousness and a new age.

This book includes:
  • The Sisters of the Aquarian Order Class for White Star
  • Psychic Powers and Rituals of the Order
  • New Equipment and space ships
  • Advice for using the Sisters in your games
Details on the Capricorn Heresies and the future of the Order.

Now available in both PDF and Print!

Waiting...

All the files have been submitted, proofs checked and rechecked.

Just waiting on RPGNow to do it's thing.

Wednesday, February 17, 2016

Sisters of the Aquarian Order: The Geminian Prophecy

The Sisters of the Aquarian Order believe in reincarnation.  They have seen the same souls over and over again throughout their long history.  While the memories of former Sisters live on in the Gestalt, the "souls" are reborn again and again.

Such is the case with Kimbra III and Kelleigh III.  Not only reborn but reborn as twins again.
Unlike most Sisters, Kimbra III and Kelleigh III were left for the Order after showing signs of power at a very early age.  They already had advanced telepathy between themselves, they are Anamchara and showed knowledge of the Order that many Initiates did not even have.

Tragedy struck the young twins when they were separated in a conflict between the Star Knights and the Void Knights.  Kelleigh III was believed to have been killed, though her sister knew better.

Kimbra III now serves as a "cultural liaison" to the Star Knights.  Here she provides them details she has learned about the Void Knights in her studies.

Kelleigh III is still alive, but now a member of the Capricorn Sisterhood. Here she also works as a cultural liaison to the Void Knights.   Only Kimbra knows her sister is alive via their Anamchara link.  The Aquarian Order suspects she might be alive and is watching Kimbra closely for any signs of heresy.

In truth both sisters work toward the same goal, the discovery of the return of the Old Ones.

Kimbra III
5th level Aquarian Sister

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  16
AC: 7
Base to hit: +2
Saving throw: 11

Powers
Empathy, Telepathy (Anamchara: Kelleigh III)

Rituals 
First: (2) Far Sight, Read Languages
Second: (2) Agony, Hold Person

Eqipment
robes, baton


Kelleigh III
5th level Capricorn Sister
(Note: to Aquarian Sisters she is an Omega Level Heretic)

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  17
AC: 7
Base to hit: +2
Saving throw: 11

Powers
Empathy, Telepathy (Anamchara: Kimbra III)

Rituals
First: (2) Cause Fear, Drowsy
Second: (2) Detect Thoughts, Phantasmal Force

Eqipment
robes, baton

The Geminian Prophecy
The Geminian Prophecy is so old that most Sisters don't even know about it. It is not in any database, but only recorded in ancient preserved scrolls.  So old in fact that there are no Heresies surrounding it.  The prophecy states that twins will be born into their powers early in life.  They will represent two sides of the same duality and they will either unite it or destroy it.