I just logged onto and noticed that just at six weeks that The Warlock for Swords & Wizardry has gone Copper Best Seller at RPGNow!
I am so pleased!
The Warlock joins such worthies as The Witch (Silver on DriveThru), Eldritch Witchery (Copper), Sisters of the Aquarian Order (Copper), and Ghosts of Albion (Gold on DriveThru and Silver on RPGNow).
Thank you all for supporting me over the years.
I hope my next book, The Green Witch, is just as welcome.
Friday, June 9, 2017
Kickstart Your Weekend: Lion-tiger-bears and Apocalypses Oh My!
A couple of brand new Kickstarters for you today.
First up is +Andreas Walters and Atlas Animalia - A book of monster variants for Pathfinder and 5th edition Role-Playing.
https://www.kickstarter.com/projects/metalweavegames/atlas-animalia-a-book-of-monster-variants?ref=6yv756
Metal Weave games is bringing together an all-star cast of writers, artists, and editors to bring us monsters from any clime and local to drop into your game. The hardcover book reminds me of the old Dragon "Ecology of..." articles. There will be PDFs of monsters stats in Pathfinder and 5e format. It looks really awesome, to be honest.
The Apocalypse happened.
It sucked and now 70 years later the nations are dead and only The Lost Citadel remains.
https://www.kickstarter.com/projects/504269797/the-lost-citadel-post-apocalyptic-fantasy-roleplay
The Lost Citadel — Post-Apocalyptic Fantasy Roleplaying is for 5th edition RPGS, but will be offering "System Hacks" for other systems including AGE.
Funded in a matter of hours I think it is now well on to stretch goals.
It looks like a lot of fun to be honest and I might just pick it up to have some 5e/AGE translation notes.
First up is +Andreas Walters and Atlas Animalia - A book of monster variants for Pathfinder and 5th edition Role-Playing.
https://www.kickstarter.com/projects/metalweavegames/atlas-animalia-a-book-of-monster-variants?ref=6yv756
Metal Weave games is bringing together an all-star cast of writers, artists, and editors to bring us monsters from any clime and local to drop into your game. The hardcover book reminds me of the old Dragon "Ecology of..." articles. There will be PDFs of monsters stats in Pathfinder and 5e format. It looks really awesome, to be honest.
The Apocalypse happened.
It sucked and now 70 years later the nations are dead and only The Lost Citadel remains.
https://www.kickstarter.com/projects/504269797/the-lost-citadel-post-apocalyptic-fantasy-roleplay
The Lost Citadel — Post-Apocalyptic Fantasy Roleplaying is for 5th edition RPGS, but will be offering "System Hacks" for other systems including AGE.
Funded in a matter of hours I think it is now well on to stretch goals.
It looks like a lot of fun to be honest and I might just pick it up to have some 5e/AGE translation notes.
Thursday, June 8, 2017
Blue Rose Accessories
Had to stop by my FLGS tonight to grab some D&D books for a gift and saw they had the new Blue Rose GM's Screen and Dice in. Well...you know I had to get that!
My collection so far. Printed PDF, with extra material from Fantasy AGE, my core book, the GM Screen, Dice and my Shadowscapes Tarot deck.
Opening up the GM Screen gave me a surprise. Laminated cards. Two with stunts, two with moves, and a combat tracker. I tried a dry erase overhead marker on them and they wipe right off.
The booklet has some ready to run character or NPCs. Plus a lot of easy to access information.
The screen is heavy duty and loaded with useful information.
The dice are nice too. They are d6s from Q-Workshop. I note with some amusement they are the same color as the first set of D&D dice I ever owned.
Now I need some great adventures. Maybe I'll have to write some.
How about it +Green Ronin Publishing! Can I write some adventures for you all?
My collection so far. Printed PDF, with extra material from Fantasy AGE, my core book, the GM Screen, Dice and my Shadowscapes Tarot deck.
Opening up the GM Screen gave me a surprise. Laminated cards. Two with stunts, two with moves, and a combat tracker. I tried a dry erase overhead marker on them and they wipe right off.
The booklet has some ready to run character or NPCs. Plus a lot of easy to access information.
The screen is heavy duty and loaded with useful information.
The dice are nice too. They are d6s from Q-Workshop. I note with some amusement they are the same color as the first set of D&D dice I ever owned.
Now I need some great adventures. Maybe I'll have to write some.
How about it +Green Ronin Publishing! Can I write some adventures for you all?
This Old Dragon: Issue #161
Jumping ahead a bit more. I thought I had grabbed the newest (relatively speaking) Dragon in my box, but this one came up. Granted, I cheated a bit and this was actually the third one I had grabbed for this week. It had some things I want to go over and fit in with some my Blue Rose posts. This one dates to September 1990. I was living in my own apartment at this time and working my butt off to get into grad school. I was not playing all that much because of this, but I was still enjoying reading the 2nd Ed books and playing or running the occasional game. The issue is #161 and this is This Old Dragon!
No cover here. I looked it up and it is what I consider to be the typical Jim Holloway fare. Now don't get me wrong, I like Holloway. His art in Chill 1st edition was one of the things that made that edition iconic to me. But there is a "silliness" about his style that bugs me. Maybe it was because of the Paranoia art or Castle Greyhawk. I don't know. It's just not art I seek out anymore.
Missing a few pages. First up is the table of contents then the letters. A letter from Jessie Lin wants a reprint of all the NPC classes. Yeah, me too. But Dragon can't do that, so instead, they list all the classes and the issue they were in. Some going all the way back to issue #3. These sorts of things are easy to find now, but back then it was much, much harder.
Roger Moore has an editorial bit about a romance between two characters; Ursula and Black Bart. The story is a fun one about these two characters and their interactions. The point though is that there is so much story-telling and adventures NOT being used because D&D gamers shy away from romance. Something I think we see more of today in games for sure. It is something I have always used in games myself. More on that in a bit.
The Feature of this issue is Why is the DM Smiling and it is really only a loose collection of DM advice rather than a proper theme. It's a good advice for the most part.
The first article from David Flin is Inside Information, dealing with how characters get information and knowledge in their games. Again, good, but anyone playing Chill or Call of Cthulhu was already doing this. Heck, sometimes going to the library WAS the adventure. This is why I always advocate playing other games. It's great to have a favorite and a go-to game, but you can gain a lot of insight from playing other games too.
Tom Schlosser is next with Romance and Adventure. He describes romance as "the most overlooked aspect of any fantasy role-playing game." I tend to agree. Though there were elements of it in Pendragon. Of course we are coming into the 90s and "Story games" are about to become a thing. The article is good, and has plenty of good advice. Though for my money you can't beat the Bard when it comes to seeing how to use Romance as an adventure point. Think of "Mid-Summer's Night Dream" or "Love's Labour Lost", they center around the ideas of love and romance and the hazards (albeit comical ones) of such undertakings. I'll mention "Romeo and Juliet" but anyone that has actually read it knows it is not a romance, but a tragedy.
Again, you see this more in modern games. I think we wrote pages and pages on it for Buffy and it is more or less the entire focus of Monsterhearts and many Anime RPGs.
It's sort of like a wand... by Gary Coppa covers mystery in your games and keeping players in the dark. By the mid and late 80s there was no mystery left in D&D. I say this in general terms, but I know at the time I knew the HD and weakness of every monster in the MM, FF and MM2. Knew every spell and 90% of the prices of all the items in the PHB, UA and both Survival Guides. But also many of the magic items were known and the ones that weren't well we knew how to take of that as well. Second Ed helped some of this, but still, the advice in this article is sound. Plus nearly all of it stands true today. Now I think nearly all DMs/GMs are fine playing a little more loose with the rules as written these days than back in the "If you change this you are no longer playing AD&D®!" The article is written from a first ed point of view I noticed.
We get a full two page spread ad for the Franklin Mint's Fantasy Collector doll of Queen Galadriel. She doesn't look much like an elf to be honest. Or even like Cate Blanchett.
Though for the price of $295.00 in five easy payments she can be yours. Or you can wait about 30 years and pick her up on eBay.
Marc Newman beats me to the punch by two decades with his The Classics Campaign. This short article discusses how to use the classic AD&D adventures with newer rules. It seems weird to read an article published in 1990 go on about "nostalgic AD&D", though I guess that the *D&D game was 15 years old at this point.
Jim Bambra in Role-Playing Reviews covers the Dragonlance Time of the Dragon and The Glorantha book for RuneQuest. He likes both and says they are great choices regardless of the world or system you use.
Ads for the Hunt for Red October game and Dungeon Magazine follow.
+Bruce Heard has Part 8 of Voyage of the Princess Ark. Going to collect these all so I can read them in order.
The Role of Computers is getting more interesting. This was the heart of the Windows PC boom and just before the world discovered the Internet. DragonStrike is a "Dragon flight simulator" similar in many ways to the very popular stealth fighter simulators that were out then. There is a martial arts game, Budokan, but sadly no Cheap Trick references. There is also a section on tips and tricks for players of other games; mostly D&D related PC games.
Marvel Phile is actually in this issue! But I see why it was not cut out. There was a huge 1990 character update book out recently and these are the characters that did not make that cut. WE have Daktoa North and Stick. Stick at least has gotten some screen time thanks to the Elektra movie and the Daredevil Netflix series.
Next pages are water damaged. Looks like the Role of Books .and some ads.
An oddly placed Scout NPC class shows up after the Marvel material. It is a thief variant and it is also for 1st Edition. It is an interesting take. Something I think can be done with the current "Rogue" versions of the thief a bit easier these days.
The Con Calendar covers games for the last quarter of 1990.
Sage Advice covers various Forgotten Realms topics.
Another long "keeper" article is the Ecology of the Griffon. I always liked these are articles and the griffon seems like an excellent choice for a big long article. This article is a good companion piece to the entry in the Monstrous Compendium. I actually had hoped back then that the Ecology articles would have greater playability in 2nd ed. It seemed obvious to me that a logical choice would be to cut out the articles and put them in your binder. I did that for a few, but nowhere near enough, to be honest.
We end with the normal slate of ads and comics. This time joined by articles continued from other pages.
Not a bad issue and certainly one with some ideas that can be used today.
No cover here. I looked it up and it is what I consider to be the typical Jim Holloway fare. Now don't get me wrong, I like Holloway. His art in Chill 1st edition was one of the things that made that edition iconic to me. But there is a "silliness" about his style that bugs me. Maybe it was because of the Paranoia art or Castle Greyhawk. I don't know. It's just not art I seek out anymore.
Missing a few pages. First up is the table of contents then the letters. A letter from Jessie Lin wants a reprint of all the NPC classes. Yeah, me too. But Dragon can't do that, so instead, they list all the classes and the issue they were in. Some going all the way back to issue #3. These sorts of things are easy to find now, but back then it was much, much harder.
Roger Moore has an editorial bit about a romance between two characters; Ursula and Black Bart. The story is a fun one about these two characters and their interactions. The point though is that there is so much story-telling and adventures NOT being used because D&D gamers shy away from romance. Something I think we see more of today in games for sure. It is something I have always used in games myself. More on that in a bit.
The Feature of this issue is Why is the DM Smiling and it is really only a loose collection of DM advice rather than a proper theme. It's a good advice for the most part.
The first article from David Flin is Inside Information, dealing with how characters get information and knowledge in their games. Again, good, but anyone playing Chill or Call of Cthulhu was already doing this. Heck, sometimes going to the library WAS the adventure. This is why I always advocate playing other games. It's great to have a favorite and a go-to game, but you can gain a lot of insight from playing other games too.
Tom Schlosser is next with Romance and Adventure. He describes romance as "the most overlooked aspect of any fantasy role-playing game." I tend to agree. Though there were elements of it in Pendragon. Of course we are coming into the 90s and "Story games" are about to become a thing. The article is good, and has plenty of good advice. Though for my money you can't beat the Bard when it comes to seeing how to use Romance as an adventure point. Think of "Mid-Summer's Night Dream" or "Love's Labour Lost", they center around the ideas of love and romance and the hazards (albeit comical ones) of such undertakings. I'll mention "Romeo and Juliet" but anyone that has actually read it knows it is not a romance, but a tragedy.
Again, you see this more in modern games. I think we wrote pages and pages on it for Buffy and it is more or less the entire focus of Monsterhearts and many Anime RPGs.
It's sort of like a wand... by Gary Coppa covers mystery in your games and keeping players in the dark. By the mid and late 80s there was no mystery left in D&D. I say this in general terms, but I know at the time I knew the HD and weakness of every monster in the MM, FF and MM2. Knew every spell and 90% of the prices of all the items in the PHB, UA and both Survival Guides. But also many of the magic items were known and the ones that weren't well we knew how to take of that as well. Second Ed helped some of this, but still, the advice in this article is sound. Plus nearly all of it stands true today. Now I think nearly all DMs/GMs are fine playing a little more loose with the rules as written these days than back in the "If you change this you are no longer playing AD&D®!" The article is written from a first ed point of view I noticed.
We get a full two page spread ad for the Franklin Mint's Fantasy Collector doll of Queen Galadriel. She doesn't look much like an elf to be honest. Or even like Cate Blanchett.
Though for the price of $295.00 in five easy payments she can be yours. Or you can wait about 30 years and pick her up on eBay.
Marc Newman beats me to the punch by two decades with his The Classics Campaign. This short article discusses how to use the classic AD&D adventures with newer rules. It seems weird to read an article published in 1990 go on about "nostalgic AD&D", though I guess that the *D&D game was 15 years old at this point.
Jim Bambra in Role-Playing Reviews covers the Dragonlance Time of the Dragon and The Glorantha book for RuneQuest. He likes both and says they are great choices regardless of the world or system you use.
Ads for the Hunt for Red October game and Dungeon Magazine follow.
+Bruce Heard has Part 8 of Voyage of the Princess Ark. Going to collect these all so I can read them in order.
The Role of Computers is getting more interesting. This was the heart of the Windows PC boom and just before the world discovered the Internet. DragonStrike is a "Dragon flight simulator" similar in many ways to the very popular stealth fighter simulators that were out then. There is a martial arts game, Budokan, but sadly no Cheap Trick references. There is also a section on tips and tricks for players of other games; mostly D&D related PC games.
Marvel Phile is actually in this issue! But I see why it was not cut out. There was a huge 1990 character update book out recently and these are the characters that did not make that cut. WE have Daktoa North and Stick. Stick at least has gotten some screen time thanks to the Elektra movie and the Daredevil Netflix series.
Next pages are water damaged. Looks like the Role of Books .and some ads.
An oddly placed Scout NPC class shows up after the Marvel material. It is a thief variant and it is also for 1st Edition. It is an interesting take. Something I think can be done with the current "Rogue" versions of the thief a bit easier these days.
The Con Calendar covers games for the last quarter of 1990.
Sage Advice covers various Forgotten Realms topics.
Another long "keeper" article is the Ecology of the Griffon. I always liked these are articles and the griffon seems like an excellent choice for a big long article. This article is a good companion piece to the entry in the Monstrous Compendium. I actually had hoped back then that the Ecology articles would have greater playability in 2nd ed. It seemed obvious to me that a logical choice would be to cut out the articles and put them in your binder. I did that for a few, but nowhere near enough, to be honest.
We end with the normal slate of ads and comics. This time joined by articles continued from other pages.
Not a bad issue and certainly one with some ideas that can be used today.
Wednesday, June 7, 2017
Blue Rose: Witchcraft Specialization
Blue Rose is the new game on my table these days. I am planning a full on review, but before I do that I want to actually try something out. Push the system a little and see what makes it tick, what makes it break.
This is something I toyed around with under the True20 version of Blue Rose. I think I like this version much better.
WITCHCRAFT
You have been initiated into the secret arts of Witchcraft and are now considered a "Witch". Witchcraft is very much misunderstood in many parts of Aldea and many confuse it with Sorcery, though it is a separate practice. Witches are most common among the Rezean people. It has been known in Lar'tya, Roamer and Aldean lands, though not as common. Witches are hunted in both Kern and Jarzon and for similar reasons; they threaten those in power.
Witches do not typically announce their membership to others, save for maybe in Rezea, but witches seem to instinctively know each other.
You become part of the larger community of witches. You will gain mastery of the Witchcraft Arcana: Animism, Healing, and Psychic arcana.
Novice: You gain a Familiar (p. 148). Arcana that list a range or target of Self may instead use the familiar as the source. The witch can target a line of sight effect through the eyes of her familiar. The Scrying Arcana can be taken as a Psychic talent instead of Visionary.
Journeyman: You gain a +2 bonus to fatigue tests when using Animism, Healing, or Psychic arcana. Also, pick one arcane stunt. You may use it with arcana from those three for –1 SP.
Master: You add 2 to the Outcome of any successful use of the "Witchcraft Arcana". You may also pick another arcane stunt to use at –1 SP with these arcana.
A witch who learns Sorcerous Arcana is known as a "Warlock".
Many witches worship Selene, whom they believe taught the first witches.
I'll have to give this a try. It needs something to make it feel "witchier", but not sure what that is just yet. Sure there are plenty of role-playing ways to do this, but I am still messing around with the mechanics of the game.
Something with potions maybe.
This is something I toyed around with under the True20 version of Blue Rose. I think I like this version much better.
WITCHCRAFT
You have been initiated into the secret arts of Witchcraft and are now considered a "Witch". Witchcraft is very much misunderstood in many parts of Aldea and many confuse it with Sorcery, though it is a separate practice. Witches are most common among the Rezean people. It has been known in Lar'tya, Roamer and Aldean lands, though not as common. Witches are hunted in both Kern and Jarzon and for similar reasons; they threaten those in power.
Witches do not typically announce their membership to others, save for maybe in Rezea, but witches seem to instinctively know each other.
WITCHCRAFT TALENT |
---|
CLASS: Adept (or Mage in Fantasy AGE) REQUIREMENTS: You must have Willpower 2 or higher, the Inteligence (Healing) focus, and the two of the three talents at Novice or higher: Animism, Healing, or Psychic. Visionary is also a welcome talent, but not required. |
You become part of the larger community of witches. You will gain mastery of the Witchcraft Arcana: Animism, Healing, and Psychic arcana.
Journeyman: You gain a +2 bonus to fatigue tests when using Animism, Healing, or Psychic arcana. Also, pick one arcane stunt. You may use it with arcana from those three for –1 SP.
Master: You add 2 to the Outcome of any successful use of the "Witchcraft Arcana". You may also pick another arcane stunt to use at –1 SP with these arcana.
A witch who learns Sorcerous Arcana is known as a "Warlock".
Many witches worship Selene, whom they believe taught the first witches.
I'll have to give this a try. It needs something to make it feel "witchier", but not sure what that is just yet. Sure there are plenty of role-playing ways to do this, but I am still messing around with the mechanics of the game.
Something with potions maybe.
Tuesday, June 6, 2017
Xena & Gabrielle: Blue Rose 2nd Edition
It's June and I think I'll spend a good part of this month going over the new AGE version of Blue Rose. What better choice than a couple of characters I have done in the past and ones I think will work great under Blue Rose. Xena and Gabrielle.
I have done Xena and Gabby for Army of Darkness and Spellcraft & Swordplay in the past. So I am basing this on those versions. I might have some of my stats for Blue Rose a little off, I am still figuring out this game. But I am having a great time doing it!
Why Xena?
I make no excuses of my enjoyment of Xena: Warrior Princess. The show was silly, irreverent and always a fun time. Frankly, with it's mix of comedy, drama, memorable characters and a mish-mash of historical and mythological events, it really was the perfect D&D TV show.
There is one thing that Xena does better than any RPG. It attracted a huge female audience and kept them. Granted, one could argue that "Friend in Need" might have killed that, but up until then. I think Xena works for the same reason that other successful shows do. Great characterizations and great characters. You know all about Xena and Gabrielle, but they are still great to watch. Adding them to your game might just be that spice you didn't know you were missing.
Adding Xena and Gabrielle to your Game
Given their wanderings across the world it should actually be only a matter of time before the characters would run into her. Maybe they know of her infamy as a conqueress. Maybe they know of her turn and desire to do good to atone. Or maybe it is just one of those things where the PCs and Xena arrive in the same place at the same time. Fate is funny that way.
Like with my other builds I am setting these AFTER "Friend in Need". Obviously, Xena had to come back to life for some reason and now her and Gabrielle are back to doing what they do best.
Friend in Deed
"Friend in Deed" (FinD, and it is "in Deed" and not "indeed") is my let'sts go find Xena and bring her back to life because she is the Promised One" adventure/episode. Takes place after the series finale ("Friend in Need", get it?), Gabrielle is struggling to live up to Xena's legacy and struggling to continue living without Xena. While her intentions were initially good, she has been spiraling into darkness and depression. She has forgotten what she had learned as Eli's student. She has been traveling on the Path of the Warrior, trouble is she is close to leaving that and been straying onto the Path of Vengeance.
And that was about as far as I got.
I know the plot is not only to rescue Xena (she is in an in-between spiritual plane) but to rescue Gabrielle as well. I always imagined Gabrielle trying to continue Xena's journey, but feeling like she was failing and sinking deeper into depression. That is where your characters come in and help her save the day! Or something.
Xena, Warrior Princess of Amphipolis (Kern)
Medium Armor: Studded leather
Calling: Atonement (Judgement)
Destiny/Fate: Compassionate/Despondent (Nine of Swords)
Corruption: 1 (might have paid off by now)
Goals: To atone for past misdeeds. To bring good into the world. To stop the machinations of cruel gods.
Relationships
Gabrielle (5), "Gabrielle is the best part of me. I do everything to be worthy in her eyes."
Ares (3), "Ares is everything that I hate about the gods, and in my former self."
Joxer (1), "Gabrielle's friend, useful but a pain. Still, his heart is good."
Autolycus (1), "Prince of Braggarts more like it. He is a good friend and helpful in a tight situation."
Gabrielle, The Battling Bard of Potidaea (Matriarchy of Lar'tya)
Light Armor: Soft leather
Calling: Explore and Discovery (The World)
Destiny/Fate: Curious/Jaded (Queen of Rods)
Corruption: 1 (might have paid off by now)
Goals: To aid in Xena's redemption by letting the world know of her good deeds. To recover Xena's soul.
Relationships
Xena (5), "Xena is everything I ever live or die for."
Joxer (2), "He loves me, but he can only be my very good friend."
Autolycus (1), "He is not as evil or as mercenary as he lets on. One day he also discover that."
--
Ok. THAT was a lot of fun. Can't wait to try out some more!
A couple of things I am not sure about. Xena's nerve pinch "touch" and Gabby's anti-magic dragon tattoo from the last episode.
I think these numbers are good, but I will need to try some more to be sure.
I have done Xena and Gabby for Army of Darkness and Spellcraft & Swordplay in the past. So I am basing this on those versions. I might have some of my stats for Blue Rose a little off, I am still figuring out this game. But I am having a great time doing it!
Why Xena?
I make no excuses of my enjoyment of Xena: Warrior Princess. The show was silly, irreverent and always a fun time. Frankly, with it's mix of comedy, drama, memorable characters and a mish-mash of historical and mythological events, it really was the perfect D&D TV show.
There is one thing that Xena does better than any RPG. It attracted a huge female audience and kept them. Granted, one could argue that "Friend in Need" might have killed that, but up until then. I think Xena works for the same reason that other successful shows do. Great characterizations and great characters. You know all about Xena and Gabrielle, but they are still great to watch. Adding them to your game might just be that spice you didn't know you were missing.
Adding Xena and Gabrielle to your Game
Given their wanderings across the world it should actually be only a matter of time before the characters would run into her. Maybe they know of her infamy as a conqueress. Maybe they know of her turn and desire to do good to atone. Or maybe it is just one of those things where the PCs and Xena arrive in the same place at the same time. Fate is funny that way.
Like with my other builds I am setting these AFTER "Friend in Need". Obviously, Xena had to come back to life for some reason and now her and Gabrielle are back to doing what they do best.
Friend in Deed
"Friend in Deed" (FinD, and it is "in Deed" and not "indeed") is my let'sts go find Xena and bring her back to life because she is the Promised One" adventure/episode. Takes place after the series finale ("Friend in Need", get it?), Gabrielle is struggling to live up to Xena's legacy and struggling to continue living without Xena. While her intentions were initially good, she has been spiraling into darkness and depression. She has forgotten what she had learned as Eli's student. She has been traveling on the Path of the Warrior, trouble is she is close to leaving that and been straying onto the Path of Vengeance.
And that was about as far as I got.
I know the plot is not only to rescue Xena (she is in an in-between spiritual plane) but to rescue Gabrielle as well. I always imagined Gabrielle trying to continue Xena's journey, but feeling like she was failing and sinking deeper into depression. That is where your characters come in and help her save the day! Or something.
Xena, Warrior Princess of Amphipolis (Kern)
Level 13 Warrior
ABILITIES (FOCUSES)
| |
4
| Accuracy (Brawling) |
2
| Communication (Leadership, Persuasion) |
4*
|
Constitution (Drinking, Stamina)
|
4*
|
Dexterity (Acrobatics, Riding, Stealth)
|
5*
|
Fighting (Bludgeons) *many are part of Warrior
|
1
|
Intelligence (Cultural lore, Heraldry)
|
2
|
Perception (Tracking)
|
4*
|
Strength (Intimidation, Might)
|
4
|
Willpower (Courage)
|
COMBAT RATINGS
|
SPEED HEALTH DEFENSE ARMOR RATING
|
12 82 14 5
|
ATTACKS
|
WEAPON ATTACK ROLL DAMAGE
|
Sword + 7 1D6 + 3 (slash)
Chakram + 7 1D6 + 2 (slash) |
POWERS, TALENTS, AND SPECIALIZATIONS
|
Favored Stunts: Disarm, dual strike, lighting attack, mighty blow
|
Talents: Quick Reflexes (J), Thrown Weapon (M), Armor Training (J), Single-weapon style (sword) (M)
|
Specializations: Champion Talent (M), Outrider (N)
|
Medium Armor: Studded leather
Calling: Atonement (Judgement)
Destiny/Fate: Compassionate/Despondent (Nine of Swords)
Corruption: 1 (might have paid off by now)
Goals: To atone for past misdeeds. To bring good into the world. To stop the machinations of cruel gods.
Relationships
Gabrielle (5), "Gabrielle is the best part of me. I do everything to be worthy in her eyes."
Ares (3), "Ares is everything that I hate about the gods, and in my former self."
Joxer (1), "Gabrielle's friend, useful but a pain. Still, his heart is good."
Autolycus (1), "Prince of Braggarts more like it. He is a good friend and helpful in a tight situation."
Gabrielle, The Battling Bard of Potidaea (Matriarchy of Lar'tya)
Level 12 Expert
ABILITIES (FOCUSES)
| |
4*
|
Accuracy (Brawling, Light blades, Staves)
|
2*
|
Communication (Investigation, Persuasion)
|
4
|
Constitution (Stamina)
|
4*
|
Dexterity (Calligraphy)
|
5
|
Fighting (Bludgeons, Heavy blades)
|
1
|
Intelligence (Historical lore, Natural lore, Writing)
|
2*
|
Perception (Empathy)
|
4
|
Strength ()
|
4
|
Willpower (Self-discipline)
|
COMBAT RATINGS
|
SPEED HEALTH DEFENSE ARMOR RATING
|
12 74 11 3
|
ATTACKS
|
WEAPON ATTACK ROLL DAMAGE
|
Staff +5 1D6 (bludgeon)
Sai (2) +5 1D6 (bludgeon) Grand Katana +5 1D6+3 (slashing) |
POWERS, TALENTS, AND SPECIALIZATIONS
|
Favored Stunts: New friends
|
Talents: Pin-point attack, Oratory (J), Performance (N), Linguistics (J), Inspire (N), Unarmed style (N), Take aim, Stunning attack, Lethality
|
Specializations: Bard (verse) (M), Martial Artist (N)
|
Light Armor: Soft leather
Calling: Explore and Discovery (The World)
Destiny/Fate: Curious/Jaded (Queen of Rods)
Corruption: 1 (might have paid off by now)
Goals: To aid in Xena's redemption by letting the world know of her good deeds. To recover Xena's soul.
Relationships
Xena (5), "Xena is everything I ever live or die for."
Joxer (2), "He loves me, but he can only be my very good friend."
Autolycus (1), "He is not as evil or as mercenary as he lets on. One day he also discover that."
--
Ok. THAT was a lot of fun. Can't wait to try out some more!
A couple of things I am not sure about. Xena's nerve pinch "touch" and Gabby's anti-magic dragon tattoo from the last episode.
I think these numbers are good, but I will need to try some more to be sure.
Monday, June 5, 2017
Witch & Witchcraft Reading Challenge: The Hero and the Crown
"They call you Witch's Daughter - and so you are, and more."
- Agsded addressing Aerin, "The Hero and the Crown"
The Hero and the Crown by Robin McKinley is a bit of an older book (1984) and one I recall from back then. I had read the "Blue Sword" ages ago and this was it's prequel. I actually liked this one better, though I am re-reading Blue Sword now.
The story centers on Aerin Sol, the princess and only daughter of the King of Damar. Aerin, also known as Aerin Fire Hair and Aerin, Lady Dragon Killer (more on that) is shy, awkward and generally clumsy. Pretty much the archetype of what would later become a trope of female characters in "Romantic Fantasy". This story gets a huge pass because it helped establish this trope.
In Damar all those of royal blood have a "gift" or some magical power, Aerin's doesn't appear to have manifested cause some (but not her father or her cousin Tor) to suspect she is not really of royal blood. They called Witch Woman's Daughter since the suspect the queen's second wife of being a witch.
Aerin learns to move through life trying to be unnoticed, which is hard because of her fire-red hair (she claims it is orange) and the fact she is as tall as most men. She hides away in books, where she happens on an ointment to protect one from the fire breath of dragons. Dragons in this book are small things and are more annoyance than a threat. So she imparts on a career of killing dragons. A useful task but one with no honor. It also earns her no friends in court.
In her travels and quests she learns of a "Great Dragon" whom she later kills and is nearly killed in return. Hears the summons of a "not quite mortal" mage. Recovers two lost artifacts, the aforementioned Blue Sword and the Crown of Heroes.
The book, like the Blue Sword, starts out slow. But this one builds quickly. Of course you know that Aerin will succeed since she is legendary in Blue Sword, but that doesn't mean things will be easy for her. I have to admit I forgot this when I was on the part where she was laying in a river with burns covering half her body.
The book is older and for a younger audience than me. But I am reminded that we still need more Aeirn Sols (and Hermoine Grangers) and fewer Bella Swans and Anastasia Steeles.
Robin McKinley can be found on the web at http://www.robinmckinley.com/
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 14
Level: Mother
Witches in this book: Aerin's mother. Her uncle, Agsded and maybe Aerin is a witch too. Witches seem to have red-hair in this world.
Are they Good Witches or Bad Witches: Half and half.
Best RPG to Emulate it: This one is easy. Blue Rose is the best. In fact this is one of the books most often mentioned as an inspiration for Blue Rose.
Use in WotWQ: I love the idea of historical legends being brought to life. I might want to have the players start out by playing the Witch Queens first.
- Agsded addressing Aerin, "The Hero and the Crown"
The Hero and the Crown by Robin McKinley is a bit of an older book (1984) and one I recall from back then. I had read the "Blue Sword" ages ago and this was it's prequel. I actually liked this one better, though I am re-reading Blue Sword now.
The story centers on Aerin Sol, the princess and only daughter of the King of Damar. Aerin, also known as Aerin Fire Hair and Aerin, Lady Dragon Killer (more on that) is shy, awkward and generally clumsy. Pretty much the archetype of what would later become a trope of female characters in "Romantic Fantasy". This story gets a huge pass because it helped establish this trope.
In Damar all those of royal blood have a "gift" or some magical power, Aerin's doesn't appear to have manifested cause some (but not her father or her cousin Tor) to suspect she is not really of royal blood. They called Witch Woman's Daughter since the suspect the queen's second wife of being a witch.
Aerin learns to move through life trying to be unnoticed, which is hard because of her fire-red hair (she claims it is orange) and the fact she is as tall as most men. She hides away in books, where she happens on an ointment to protect one from the fire breath of dragons. Dragons in this book are small things and are more annoyance than a threat. So she imparts on a career of killing dragons. A useful task but one with no honor. It also earns her no friends in court.
In her travels and quests she learns of a "Great Dragon" whom she later kills and is nearly killed in return. Hears the summons of a "not quite mortal" mage. Recovers two lost artifacts, the aforementioned Blue Sword and the Crown of Heroes.
The book, like the Blue Sword, starts out slow. But this one builds quickly. Of course you know that Aerin will succeed since she is legendary in Blue Sword, but that doesn't mean things will be easy for her. I have to admit I forgot this when I was on the part where she was laying in a river with burns covering half her body.
The book is older and for a younger audience than me. But I am reminded that we still need more Aeirn Sols (and Hermoine Grangers) and fewer Bella Swans and Anastasia Steeles.
Robin McKinley can be found on the web at http://www.robinmckinley.com/
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 14
Level: Mother
Witches in this book: Aerin's mother. Her uncle, Agsded and maybe Aerin is a witch too. Witches seem to have red-hair in this world.
Are they Good Witches or Bad Witches: Half and half.
Best RPG to Emulate it: This one is easy. Blue Rose is the best. In fact this is one of the books most often mentioned as an inspiration for Blue Rose.
Use in WotWQ: I love the idea of historical legends being brought to life. I might want to have the players start out by playing the Witch Queens first.
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