I make my last stop on my vacation in Calidar to an honest to god Flying Circus!
Monty Python quotes and references are as much a part of the D&D experience as anything else really. Let's be honest, how many games start out as "Excalibur" but end up as "The Holy Grail"? Well now, thanks to Bruce Heard and Calidat you can bring a real live Flying Circus to your games. The Monty Python references might be light in the book, but the games will abound with them.
CA1 Calidar Dreams of Aerie
PDF, Hardcover and Softcover, 132 pages, Color covers. Color and Black & White interior art.
I am reviewing the PDF and softcover book from the Kickstarter.
Dreams of Aerie is for the Calidar world setting, but let me say this upfront, you can use this anywhere with any system. The book uses the Calidar game system, which is not really a system but a short-hand way of talking about stats. If you have any of the other books you will know what this is and how to convert it.
The book is part source guide and part mystery adventure. The setting is the Amazing Flying Circus a traveling circus that flies overhead. There is some great in-game/in-universe background to this circus and how it is no longer at its hey-day, but it is also attempting to reclaim its former glory.
Now. If this is all this book was, then it would still be a fantastic bit of work. But we do get a lot more.
The circus is home to all sorts of entertainers as well as misfits and those rejected by society. In many ways it mirrors a real circus from our, or most worlds. It is also a religious monument to one of Calidar's gnomish gods, Belgomeer. That gives it a nice twist. I'll discuss this more at the end.
We get a great cast of characters including the Ringmaster, Vox Hammerdin, aka The Great Mirabilis. That's a hell of a name! Based on his style and personality I think he must be related to my Crazy Omar. There are so many interesting NPCs here I could spend pages talking about them, but instead, I will leave it at that and let you discover them on your own. These NPCs are needed because of the adventures character can have here. There is a cult plot to take over the circus, a murder, rival factions, and 11 different guilds that make the circus work. Oh and the dragon in the middle of the maze on the lower decks.
That makes up the first 30 or so pages of the book.
What comes next is the adventure hook for the players. The players, and characters, can be hooked in on the circus' arrival alone or get a letter from the Ringmaster or even the local Mayor. The main mystery deals with the disappearance of the show's "Bearded lady", Branna “Stubble” Briarchin. She has been in fact murdered in part of the plots of the cult of Balladoo-of-the-Hoo, who are trying to take control of the circus away from the followers of Belgomeer. The PCs need to uncover the murder and cult plot. But even if you and the players are not interested in this hook, there are plenty of reasons to visit a Flying Circus. Let's start with the fact that it is a flying freaking circus! The murder and cult plot though are well done and plenty of clues are provided for the GM to hand out to the players when they find them. It also gives them an excuse and leave to explore the entire circus.
There is a detailed description of all parts of the circus, all three decks, with some beautiful maps and art here. The layout by Calidar's cartographic expert Thorfinn Tait is fantastic. This book is not just fun to read it is gorgeous to look at. This part covers about 110 pages of the book. So yeah, really detailed.
There is an appendix with character stats, but keep in mind that most people you run into here are not meant to be fought. These are not "monster" stats even if the person you encounter might be a monster in a different situation. This adventure is about solving a murder and stopping a cult, not "killing things and taking their loot". You can use this with any system, but the mindset has to be this is a mystery to solve.
The appendix also covers some "Random Events" to keep the players moving along while other things are happening.
There is a great index of all locations. A 1d20 rumor mill. A banner advertising the circus. And some pre-rolled characters to use.
I have said it before but it is true here, Dreams of Aerie punches way above its weight class.
At 130 pages and $6 for the PDF, there is a lot here. A complete circus, a FLYING circus no less, a murder mystery and a cult faction war.
The Circus as Setting
While the circus is set in the World of Calidar it can easily be used elsewhere or all by itself. While reading through it I could not help but think back to the old Ravenloft Carnival product. The two might work well together, in particular some of the NPCs. Plus I can't ever resist adding more horror to my games.
Two of my favorite movies are Vampire Circus and of course Tod Brownings Freaks. Both have strong horror themes. So I guess I find circuses kinda creepy.
The Circus as Religious Center
Dreams of Aerie was written WELL before the third season of The Chilling Adventures of Sabrina. This season featured a traveling circus full of "pagans" dedicated to the "Great God Pan." Yes. very much in the Arthur Machen vein. The Amazing Flying Circus is not a collection of the world's misfit monsters and rejected myths. At least not in the way it was done on CAOS. There is the faction fighting between the followers of Belgomeer and Balladoo-of-the-Hoo in Dreams that I can build upon. There is a lot of cult-based conflicts here.
So, in the end, what do we have? We have a hell of a product with a ton of great ideas, opportunities, and something that can be used in pretty much every game.
Please visit the DriveThruRPG page to see some excellent samples of the maps.
If you want to run a circus adventure then THIS is the one you need. Full stop.
Thursday, April 16, 2020
Wednesday, April 15, 2020
HeroForge 2.0 Color
Crazy busy day today. This working and school from home has me working more than ever. Hell of a way to get job security.
I checked my email and I got my early access to the new HeroForge 2.0 with color, and I am happy to say that it really exceeds my expectations.
There are a lot of nice features, not all are in yet, but enough to make very, very happy I backed this Kickstarter and the original HeroForge Kickstarter.
You get a bunch of tools and textures to work with.
There are some pre-configured color themes that can really help get you started.
Not everything is ready just yet. Likely good or I'd be spending too much money now. This will likely be good for tattoos and designs. If we can upload our own designs then I have a few custom tattoos I am going to do.
While there are plenty of colors to work with you can use a standard RGB palette to adjust everything.
Here are a few I made tonight.
My superhero character Justice.
A new version of my iconic witch Larina. I love the shading on her hat.
Iggwilv and The Simbul from my War of the Witch Queens campaign.
Of course my two favorite witches. You may or may not be able to tell, but even Tara's fingernails and toenails are painted. That is the level of control you have.
And my two newest characters.
Asabalom and Maryah. These are my new druid and ranger characters for Old-School Essentials. They have made appearances in my Pumpkin Spice Witch book, in NIGHT SHIFT and other places. They have been my playtest characters for other things as well including a couple of Blue Rose adventures I have written. I am quite happy with how they turned out.
Maryah, in particular, is just fantastic looking. If you compare her and Justice to Willow, Iggwilv or Larina above you can see she has more musculature. Appropriate for a ranger and superhero respectively.
If you look you can see her eyebrow piercings are different metals, copper and two gold.
The minis are $45 each in the color plastic OR $145 to have someone paint it there. Frankly, I am not sure how they are going to make money at $145 to paint a mini given the amount they are going to do.
I am going to at least pick up four right away. Though it will likely be a couple of months before I see them.
Gonna have to sell more books to feed my mini addiction!
I checked my email and I got my early access to the new HeroForge 2.0 with color, and I am happy to say that it really exceeds my expectations.
There are a lot of nice features, not all are in yet, but enough to make very, very happy I backed this Kickstarter and the original HeroForge Kickstarter.
You get a bunch of tools and textures to work with.
There are some pre-configured color themes that can really help get you started.
Not everything is ready just yet. Likely good or I'd be spending too much money now. This will likely be good for tattoos and designs. If we can upload our own designs then I have a few custom tattoos I am going to do.
While there are plenty of colors to work with you can use a standard RGB palette to adjust everything.
Here are a few I made tonight.
My superhero character Justice.
A new version of my iconic witch Larina. I love the shading on her hat.
Iggwilv and The Simbul from my War of the Witch Queens campaign.
Of course my two favorite witches. You may or may not be able to tell, but even Tara's fingernails and toenails are painted. That is the level of control you have.
And my two newest characters.
Asabalom and Maryah. These are my new druid and ranger characters for Old-School Essentials. They have made appearances in my Pumpkin Spice Witch book, in NIGHT SHIFT and other places. They have been my playtest characters for other things as well including a couple of Blue Rose adventures I have written. I am quite happy with how they turned out.
Maryah, in particular, is just fantastic looking. If you compare her and Justice to Willow, Iggwilv or Larina above you can see she has more musculature. Appropriate for a ranger and superhero respectively.
If you look you can see her eyebrow piercings are different metals, copper and two gold.
The minis are $45 each in the color plastic OR $145 to have someone paint it there. Frankly, I am not sure how they are going to make money at $145 to paint a mini given the amount they are going to do.
I am going to at least pick up four right away. Though it will likely be a couple of months before I see them.
Gonna have to sell more books to feed my mini addiction!
Tuesday, April 14, 2020
Characters: Freyr, Mage Knight
One of the things I have been doing as part of my Back to Basics is creating characters using all the Basic-era clones I have. In particular I have been looking for characters that optimize the system in question. There things you can do in Labyrinth Lord for example that you can't do in OSE and things you can do in Blueholme that you can't do in either of the other games.
Now, keep in mind "can't" is a strong word. I should rather say "rules as written".
To keep it interesting I am using characters from the fantasy playtests of West Haven that appear in NIGHT SHIFT in my "Ordinary World" setting.
West Haven also makes an appearance in my War of the Witch Queens campaign, so these characters have also been my playtests for that.
One character I needed was a half-elf knight or cavalier that also used magic. His main job was to protect his half-sister, an elvish princess, who I am depicting as an elvish party girl. Yes, she was originally a "Valley Elf" back in the 80s.
But back to my half-elf. None of the books I have really had what I wanted. Not exactly anyway.
That is until I got a copy of CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.
Setting this character in Caldwen makes perfect sense since he is part of a mage school in my concept. It seemed then at a Mage Knight might be the best choice for him.
So let's try him out.
I am also trying out some new software for character design.
So the art here is from Overhead Software's ePic Character Generator. so far it is pretty fun.
To build this character I am using the following:
Freyr, Mage Knight of Caldwen
Male, half-elf Mage Knight 6th level, Chaotic Good.
Abilities
Strength 16 (+2)
Intelligence 16 (+2)
Wisdom 10 (0)
Dexterity 16 (+2)
Constitution 12 (0)
Charisma 12 (0)
AC 2 (Chain mail, shield and Dex -2)
HP 25
Base THAC0 15 (13 mod)
Saving Throws
Breath Attacks 13
Poison or Death 10
Petrify or Paralyze 12
Wands 11
Spells, Spell-like devices 14
Powers
+4 to saves vs. Paralyzing touch of Ghouls
Spellcasting
Sense Raw Mana
Demon Enmity
Laying On Hands
Spells
First Level: Light, Magic Missile, Shield
Second Level: Knock, Detect Evil
Really straight forward and he compares well to the 5e version I also created.
Now, keep in mind "can't" is a strong word. I should rather say "rules as written".
To keep it interesting I am using characters from the fantasy playtests of West Haven that appear in NIGHT SHIFT in my "Ordinary World" setting.
West Haven also makes an appearance in my War of the Witch Queens campaign, so these characters have also been my playtests for that.
One character I needed was a half-elf knight or cavalier that also used magic. His main job was to protect his half-sister, an elvish princess, who I am depicting as an elvish party girl. Yes, she was originally a "Valley Elf" back in the 80s.
But back to my half-elf. None of the books I have really had what I wanted. Not exactly anyway.
That is until I got a copy of CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.
Setting this character in Caldwen makes perfect sense since he is part of a mage school in my concept. It seemed then at a Mage Knight might be the best choice for him.
So let's try him out.
I am also trying out some new software for character design.
So the art here is from Overhead Software's ePic Character Generator. so far it is pretty fun.
To build this character I am using the following:
- Advanced Labyrinth Lord (so I can get a half-elf)
- CAL2 Calidar On Wings of Darkness (background)
- PG2 A Players' Guide to Caldwen (base Mage Knight)
- CAL2a Conversion Guide to Caldwen for Vintage Roleplaying (for the LL conversion)
Male, half-elf Mage Knight 6th level, Chaotic Good.
Abilities
Strength 16 (+2)
Intelligence 16 (+2)
Wisdom 10 (0)
Dexterity 16 (+2)
Constitution 12 (0)
Charisma 12 (0)
AC 2 (Chain mail, shield and Dex -2)
HP 25
Base THAC0 15 (13 mod)
Saving Throws
Breath Attacks 13
Poison or Death 10
Petrify or Paralyze 12
Wands 11
Spells, Spell-like devices 14
Powers
+4 to saves vs. Paralyzing touch of Ghouls
Spellcasting
Sense Raw Mana
Demon Enmity
Laying On Hands
Spells
First Level: Light, Magic Missile, Shield
Second Level: Knock, Detect Evil
Really straight forward and he compares well to the 5e version I also created.
Reviews: Conversion Guides to Caldwen
I am still spending a Virtual Vacation in Calidar's beautiful Caldwen. But you know what every tourist needs? A tour guide. Thankfully our thoughtful travel agent Bruce Heard has supplied us with not one, but two new "tour guides" for anyone traveling to Caldwen.
CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.
Both books follow the same format. The only differences are the systems they are being converted too. The books cover both CAL2 Calidar On Wings of Darkness and CA2 How to Train Your Wizard. Knowledge of PG2 A Players' Guide to Caldwen and Game Mechanics for the World of Calidar is helpful. (links are to reviews, not the products themselves.)
The books are 30 pages with full-color covers and color with black & white interior art. Prices at $3.95, but currently $2.95. You do not need both, but I find it nice for my own system analyses.
Unlike the main Caldwen/Calidar books the art here is sparse, but that is by design since the focus of this book is the stats. Here Heard make explicit the conversions he discussed in the main books using the Calidar game stats. Depending on the system book you grab, you get easily familiar stat blocks and guides on how to use the books. Now obviously the "vintage roleplaying" can be used with any 70s and 80s circa version of the World's Greatest Role-Playing Game. Or as I have called here, any Basic-Era edition. It is labeled for "Labyrinth Lord" but any game similar enough to Labyrinth Lord can be used (ie. only a Law-Chaos alignment axis, race-as-class), or adapted. The OSIRC-labeled version can also be used with any Advanced-era version of the game.
One of the main features of these books is the Mage Knight class. I am quite fond of this class so I wanted to try it out. Now I have choices, a "Basic" or an "Advanced" version. Now the class has been converted faithfully, so don't expect them to look exactly the same between the Basic and Advanced versions. There is no description of the powers the Mage Knight has, you still need the Caldwen book for that, but this is expected.
After the Mage Knight, we get into the How to Train Your Wizard material.
Throughout the book, page references to the sourcebooks are given.
So the great thing about these books is if you play a particular system then you only need one conversion book. True, it does mean you need two books, but for me the flexibility more than outweighs this minor issue. I am a system guy, so I like being able to have multiple versions of the same material to blend between my games. So yeah for 3 bucks it is totally worth it for me, hell it is worth it for 6 bucks to have both versions.
There is an obvious logical extension here. CAL2C for Pathfinder and CAL2D for D&D5.
Up next, I try out a Mage Knight.
CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.
Both books follow the same format. The only differences are the systems they are being converted too. The books cover both CAL2 Calidar On Wings of Darkness and CA2 How to Train Your Wizard. Knowledge of PG2 A Players' Guide to Caldwen and Game Mechanics for the World of Calidar is helpful. (links are to reviews, not the products themselves.)
The books are 30 pages with full-color covers and color with black & white interior art. Prices at $3.95, but currently $2.95. You do not need both, but I find it nice for my own system analyses.
Unlike the main Caldwen/Calidar books the art here is sparse, but that is by design since the focus of this book is the stats. Here Heard make explicit the conversions he discussed in the main books using the Calidar game stats. Depending on the system book you grab, you get easily familiar stat blocks and guides on how to use the books. Now obviously the "vintage roleplaying" can be used with any 70s and 80s circa version of the World's Greatest Role-Playing Game. Or as I have called here, any Basic-Era edition. It is labeled for "Labyrinth Lord" but any game similar enough to Labyrinth Lord can be used (ie. only a Law-Chaos alignment axis, race-as-class), or adapted. The OSIRC-labeled version can also be used with any Advanced-era version of the game.
One of the main features of these books is the Mage Knight class. I am quite fond of this class so I wanted to try it out. Now I have choices, a "Basic" or an "Advanced" version. Now the class has been converted faithfully, so don't expect them to look exactly the same between the Basic and Advanced versions. There is no description of the powers the Mage Knight has, you still need the Caldwen book for that, but this is expected.
After the Mage Knight, we get into the How to Train Your Wizard material.
Throughout the book, page references to the sourcebooks are given.
So the great thing about these books is if you play a particular system then you only need one conversion book. True, it does mean you need two books, but for me the flexibility more than outweighs this minor issue. I am a system guy, so I like being able to have multiple versions of the same material to blend between my games. So yeah for 3 bucks it is totally worth it for me, hell it is worth it for 6 bucks to have both versions.
There is an obvious logical extension here. CAL2C for Pathfinder and CAL2D for D&D5.
Up next, I try out a Mage Knight.
Monday, April 13, 2020
Monstrous Monday: The Jackalope
There are few creatures that say "Americana" than the Jackalope. Created from the same tall tales that gave up Paul Bunyan, Captain Stormalong, Piasa Bird and the Hodag. Stories I enjoyed as a kid.
The Jackalope, of course, has had the "advantage" of taxidermy where several stuffed Jackalopes can be purchased across the US. I have lost track of the number of truck stops, gas stations or diners I have stopped in from California to New York that had at least one stuffed Jackalope for sale. Though I admit I have never had the desire to own one.
Though having a Jackalope in my games? Yeah, that is doable.
Jackalope
These creatures seem to be a magical crossbreed of a large rabbit and either a deer or antelope. The jackalope is a large creature, larger than a rabbit, about the size of a large dog. Its head comes up to about 2-3 feet, with its antlers adding another 12-18 inches. Some are smaller but rarely larger.
The jackalope is an intelligent creature, capable of speech and is even known to sing. It is fond of singing in the evening just as the stars are coming out.
When relaxed the jackalope is a cordial creature and good company. It will even share stories of other magical animals it has met in its life.
When hunted, the jackalope is a fierce opponent. He will run towards hunters to attack with its antlers. The jackalope is also very fast and can outrun most opponents.
Jackalope (Old-School Essentials)
A large jack-rabbit like creature with antlers and intelligent eyes.
Armor Class 2
Hit Dice 3 (13)
Attacks 1 antlers (1d6+2)
THAC0 17 (+2)
Movement Rate 120' (40')
Saves D12 W13 P14 B15 S16 (3)
Morale 10
Alignment Neutral
XP for Defeating 50
Number Appearing 1
Treasure Type none (Jackalopes have no need for treasure)
Jackalope (Rhy-creature) (Blue Rose)
Abilities (Focuses)
1 Accuracy (Antlers)
3 Communication (Performance)
2 Constitution
2 Dexterity (Stealth)
1 Fighting (Antlers)
2 Intelligence
2 Perception (Hearing)
1 Strength (Jumping)
2 Willpower
Speed 16
Health 30
Defense 12
Armor Rating 0
Weapon Attack Roll Damage
Antlers +3 1d6+1
Special Qualities
Favored Stunts: Defensive Stance, Lightning Attack
Arcana: Calm, Illusion, Psychic Contact
Threat: Moderate
Jackalopes could be considered Rhy-Rabbits if there were such a thing, but they are a unique sort of creature. All Jackalopes are Rhydan. In this respect, they are more like unicorns or griffins, though some would contend as more humble and even "rustic".
Jackalope rhydan love nothing more than to hop through the land, sing and tell stories. All jackalopes are natural storytellers. Not for epics involving dragons and great queens or kings, but simple tales like the luck of widow's sons, or small clever creatures that most heroes would ignore.
The Jackalope, of course, has had the "advantage" of taxidermy where several stuffed Jackalopes can be purchased across the US. I have lost track of the number of truck stops, gas stations or diners I have stopped in from California to New York that had at least one stuffed Jackalope for sale. Though I admit I have never had the desire to own one.
Though having a Jackalope in my games? Yeah, that is doable.
Jackalope
These creatures seem to be a magical crossbreed of a large rabbit and either a deer or antelope. The jackalope is a large creature, larger than a rabbit, about the size of a large dog. Its head comes up to about 2-3 feet, with its antlers adding another 12-18 inches. Some are smaller but rarely larger.
The jackalope is an intelligent creature, capable of speech and is even known to sing. It is fond of singing in the evening just as the stars are coming out.
When relaxed the jackalope is a cordial creature and good company. It will even share stories of other magical animals it has met in its life.
When hunted, the jackalope is a fierce opponent. He will run towards hunters to attack with its antlers. The jackalope is also very fast and can outrun most opponents.
Jackalope (Old-School Essentials)
A large jack-rabbit like creature with antlers and intelligent eyes.
Armor Class 2
Hit Dice 3 (13)
Attacks 1 antlers (1d6+2)
THAC0 17 (+2)
Movement Rate 120' (40')
Saves D12 W13 P14 B15 S16 (3)
Morale 10
Alignment Neutral
XP for Defeating 50
Number Appearing 1
Treasure Type none (Jackalopes have no need for treasure)
- Antlers. The jackalope can rush an opponent to attack. The antlers are sharp and cause piercing damage.
- Fast. Jackalopes are very fast when escaping they can double their speed once per day.
- Speaking. Jackalopes can speak and sing.
Jackalope (Rhy-creature) (Blue Rose)
Abilities (Focuses)
1 Accuracy (Antlers)
3 Communication (Performance)
2 Constitution
2 Dexterity (Stealth)
1 Fighting (Antlers)
2 Intelligence
2 Perception (Hearing)
1 Strength (Jumping)
2 Willpower
Speed 16
Health 30
Defense 12
Armor Rating 0
Weapon Attack Roll Damage
Antlers +3 1d6+1
Special Qualities
Favored Stunts: Defensive Stance, Lightning Attack
Arcana: Calm, Illusion, Psychic Contact
Threat: Moderate
Jackalopes could be considered Rhy-Rabbits if there were such a thing, but they are a unique sort of creature. All Jackalopes are Rhydan. In this respect, they are more like unicorns or griffins, though some would contend as more humble and even "rustic".
Jackalope rhydan love nothing more than to hop through the land, sing and tell stories. All jackalopes are natural storytellers. Not for epics involving dragons and great queens or kings, but simple tales like the luck of widow's sons, or small clever creatures that most heroes would ignore.
Saturday, April 11, 2020
Zatannurday: WitchFire
I was SUPPOSED to be working on some FASA Star Trek characters. So I was going through my character folders trying to find some of my old characters for Decipher Trek. I didn't find them. I DID find characters for my very, very first Generation HEX characters. Namely Taryn aka "Teen Witch" and Brianna who had a lot of names, but one of them was "Witch Fire."
Imagine my surprise when it finally dawned on me that there was a DC character named Witch Fire AND my complete surprise when I found out Marvel also had a Witch Fire!
I pulled her out, went over her stats and thought it would be great to update her to Mutants & Masterminds 3.0 from version 2.
I also looked over the DC Witchfire and the Marvel Witchfire for some ideas.
DC, Rebecca Carstairs
Fandom: Rebecca Carstairs (New Earth)
Fandom: Rebecca Carstairs (Prime Earth)
ComicVine: Witchfire
Comic Book Realm: Witchfire aka Rebecca Carstairs
Notes
DC Earth-27 Project, Rebecca Carstairs
PhilChoArt: Rebecca Carstairs (Earth 27)
Rebecca Carstairs (Earth 27)
DeviantArt Sheets, Page 1 and Page 2.
Marvel, Ananym
Wikipedia: Witchfire
Fandom: Ananym (Earth 616)
ComicVine: Witchfire
All three characters (Marvel, DC, and Mine) had several similarities.
- All three are redheads
- All three had fire powers in addition to magic
- All had strange, magical parentage.
So instead of trying to do one or the other (and I am partial to the DC version), I'll present my own with some add-ons from the other two.
Here she is!
Witchfire aka Brianna O'Kelly
PL 8
Strength 3, Stamina 1, Agility 3, Dexterity 1, Fighting 1, Intellect 2, Awareness 1, Presence 1
Advantages
Attractive 2, Languages 1, Well-informed
Skills
Acrobatics 1 (+4), Athletics 2 (+5), Close Combat: Fire Aura: Damage 4 1 (+2), Insight 1 (+2), Perception 2 (+3), Persuasion 3 (+4), Ranged Combat: Fire Blast: Damage 8 2 (+3), Sleight of Hand 1 (+2)
Powers
Alternate Form (Fire) (Activation: Standard Action)
Damage: Damage 1 (DC 16)
Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Immunity: Immunity 0
Insubstantial: Insubstantial 3 (Energy)
Teleport: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Medium: Energy Medium)
Dazzle: Cumulative Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cumulative, Increased Range: ranged; Limited: Sight)
Enhanced Ability: Enhanced Agility 3 (+3 AGL)
Enhanced Ability: Enhanced Strength 3 (+3 STR)
Fire Aura: Damage 4 (DC 19; Reaction 3: reaction)
Fire Blast: Damage 8 (DC 23; Increased Range: ranged)
Magic: Burst Area Line Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Line Area: 5 feet wide by 30 feet long, DC 18)
Offense
Initiative +3
Damage: Damage 1, +1 (DC 16)
Dazzle: Cumulative Affliction 1, +1 (DC Fort 11)
Fire Aura: Damage 4, +2 (DC 19)
Fire Blast: Damage 8, +3 (DC 23)
Grab, +1 (DC Spec 13)
Magic: Burst Area Line Area Damage 8 (DC 23)
Throw, +1 (DC 18)
Unarmed, +1 (DC 18)
Complications
Fame (well known under real name)
Motivation: Thrills
Languages
English, Irish Gaelic
Defense
Dodge 3, Parry 2, Fortitude 2, Toughness 1, Will 3
Power Points
Abilities 14 + Powers 91 + Advantages 4 + Skills 7 (13 ranks) + Defenses 4 = 120
Not bad. She is PL 8 since that is where I set all my M&M3 Generation HEX.
I might have to do some more.
Imagine my surprise when it finally dawned on me that there was a DC character named Witch Fire AND my complete surprise when I found out Marvel also had a Witch Fire!
I pulled her out, went over her stats and thought it would be great to update her to Mutants & Masterminds 3.0 from version 2.
I also looked over the DC Witchfire and the Marvel Witchfire for some ideas.
DC, Rebecca Carstairs
Fandom: Rebecca Carstairs (New Earth)
Fandom: Rebecca Carstairs (Prime Earth)
ComicVine: Witchfire
Comic Book Realm: Witchfire aka Rebecca Carstairs
Notes
DC Earth-27 Project, Rebecca Carstairs
PhilChoArt: Rebecca Carstairs (Earth 27)
Rebecca Carstairs (Earth 27)
DeviantArt Sheets, Page 1 and Page 2.
Marvel, Ananym
Wikipedia: Witchfire
Fandom: Ananym (Earth 616)
ComicVine: Witchfire
All three characters (Marvel, DC, and Mine) had several similarities.
- All three are redheads
- All three had fire powers in addition to magic
- All had strange, magical parentage.
So instead of trying to do one or the other (and I am partial to the DC version), I'll present my own with some add-ons from the other two.
Here she is!
PL 8
Strength 3, Stamina 1, Agility 3, Dexterity 1, Fighting 1, Intellect 2, Awareness 1, Presence 1
Advantages
Attractive 2, Languages 1, Well-informed
Skills
Acrobatics 1 (+4), Athletics 2 (+5), Close Combat: Fire Aura: Damage 4 1 (+2), Insight 1 (+2), Perception 2 (+3), Persuasion 3 (+4), Ranged Combat: Fire Blast: Damage 8 2 (+3), Sleight of Hand 1 (+2)
Powers
Alternate Form (Fire) (Activation: Standard Action)
Damage: Damage 1 (DC 16)
Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Immunity: Immunity 0
Insubstantial: Insubstantial 3 (Energy)
Teleport: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Medium: Energy Medium)
Dazzle: Cumulative Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cumulative, Increased Range: ranged; Limited: Sight)
Enhanced Ability: Enhanced Agility 3 (+3 AGL)
Enhanced Ability: Enhanced Strength 3 (+3 STR)
Fire Aura: Damage 4 (DC 19; Reaction 3: reaction)
Fire Blast: Damage 8 (DC 23; Increased Range: ranged)
Magic: Burst Area Line Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Line Area: 5 feet wide by 30 feet long, DC 18)
Offense
Initiative +3
Damage: Damage 1, +1 (DC 16)
Dazzle: Cumulative Affliction 1, +1 (DC Fort 11)
Fire Aura: Damage 4, +2 (DC 19)
Fire Blast: Damage 8, +3 (DC 23)
Grab, +1 (DC Spec 13)
Magic: Burst Area Line Area Damage 8 (DC 23)
Throw, +1 (DC 18)
Unarmed, +1 (DC 18)
Complications
Fame (well known under real name)
Motivation: Thrills
Languages
English, Irish Gaelic
Defense
Dodge 3, Parry 2, Fortitude 2, Toughness 1, Will 3
Power Points
Abilities 14 + Powers 91 + Advantages 4 + Skills 7 (13 ranks) + Defenses 4 = 120
Not bad. She is PL 8 since that is where I set all my M&M3 Generation HEX.
I might have to do some more.
Thursday, April 9, 2020
Reviews: Calidar Guides for Players
Been spending some quality time with Calidar this week. Why? because there is a complete lack of flying cities and skyships in my games. Plus Bruce Heard is a great writer going way back to the TSR days. Back when I was in college my money was tight. Ok I was spending it on alcohol. But the point is that I was not buying a lot of D&D books. What I DID buy were book by Bruce Heard and anything he did for Mystara.
So these new books (and my Professor's salary) are a welcome addition to my life.
Let's get into it.
Game Mechanics for the World of Calidar
12 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. PWYW
Ok, this book is punching WAY above its weight in terms of value to page count. There are some obvious benefits, that I'll talk about and one or two not-so-obvious that also make this a must-have. I'll get to those as well. Let's start with the explicit value.
This book is designed to allow any GM or player to use the Calidar shorthand stats I have talked about all week and then convert them to any game system.
The game mechanics used are detailed first. By doing this Calidar is free to depict stats in any way that works best for the world and not necessarily the game system. There is an obvious "D&D-bias" here but that is fine really, and expected.
Inbetween the text is the numbers conversion chart. Ranked by percentages the numbers are grouped by ranges you can convert say Level to a Calidar %. So let's say your game goes from 1 to 14 (like say B/X or OSE) then you can convert a Calidar character statblock using this. Or maybe 1 to 30 (D&D4) or 1 to 20 (most D&D). Spend some time with this chart and the translations begin to happen easily.
The game mechanics continue and include a "Philosophy" stat which is a stand in for Alignment. AND it might actually be a better alignment system. Now I have never had any issues with Alignment myself. Maybe because I spent so much time with things like the MMPI and other tests that I naturally gave alignment more subtle gradations. Actually, I think it was more chemistry come to think of it. Take the "alignment chart" in the old PHB or D&DG and think of an electron cloud where a character can move up or down in the shells.
There is also a map of Calidar and the Great Caldera and some brief descriptions of the lands.
Now what else do you get? Well this conversion table is fantastic for conversions to all sorts of games. Not just D&D based ones. Yes, the math is not difficult, actually, it is pretty easy. But I teach math all damn day. I like having something like this.
Secondly, I want to get back to the new Philosophy system. It works GREAT in CA2 How to Train Your Wizard. It would be great for someone that doesn't like the Law-Chaos, Good-Evil axes.
So grab this. Throw a couple of bucks at Bruce and have fun!
PG2 A Players' Guide to Caldwen
20 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. $2.99
This covers the basics of the Magiocracy of Caldwen. The various Provinces are covered briefly and other aspects of the land. We get the calendar with months and some astrology.
There is a new race, the Shatim, which are like Tieflings, humans with demonic heritage. These have their own Caldwenian spin on them.
We also get a Mage Knight class. They are an armored knight that can cast spells. Using the Game Mechanics for the World of Calidar book you can convert them to your game system of choice.
We get overviews on the various cults in Caldwen and their locations, or at least where the majority are located. Appropriate for a land where magic is the real religion.
Currency, tourism and a brief map are all included.
A good resource for players and a needed one for the Game Masters.
It really sets the flavor of what you can expect in the Caldwen mini-setting. "Mini setting" is actually underselling it a bit to be honest. There is so much in the Caldwen books that you forget it was just a piece of the entire Calidar world setting.
I have the softcover books, but these really benefit from being printed out (bad on the color ink though) so I can put them in a binder to lay flat. Especially when it comes to referencing the maps, which are a highlight of these books.
I can't wait to see where my vacation in Calidar takes me next.
So these new books (and my Professor's salary) are a welcome addition to my life.
Let's get into it.
Game Mechanics for the World of Calidar
12 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. PWYW
Ok, this book is punching WAY above its weight in terms of value to page count. There are some obvious benefits, that I'll talk about and one or two not-so-obvious that also make this a must-have. I'll get to those as well. Let's start with the explicit value.
This book is designed to allow any GM or player to use the Calidar shorthand stats I have talked about all week and then convert them to any game system.
The game mechanics used are detailed first. By doing this Calidar is free to depict stats in any way that works best for the world and not necessarily the game system. There is an obvious "D&D-bias" here but that is fine really, and expected.
Inbetween the text is the numbers conversion chart. Ranked by percentages the numbers are grouped by ranges you can convert say Level to a Calidar %. So let's say your game goes from 1 to 14 (like say B/X or OSE) then you can convert a Calidar character statblock using this. Or maybe 1 to 30 (D&D4) or 1 to 20 (most D&D). Spend some time with this chart and the translations begin to happen easily.
The game mechanics continue and include a "Philosophy" stat which is a stand in for Alignment. AND it might actually be a better alignment system. Now I have never had any issues with Alignment myself. Maybe because I spent so much time with things like the MMPI and other tests that I naturally gave alignment more subtle gradations. Actually, I think it was more chemistry come to think of it. Take the "alignment chart" in the old PHB or D&DG and think of an electron cloud where a character can move up or down in the shells.
There is also a map of Calidar and the Great Caldera and some brief descriptions of the lands.
Now what else do you get? Well this conversion table is fantastic for conversions to all sorts of games. Not just D&D based ones. Yes, the math is not difficult, actually, it is pretty easy. But I teach math all damn day. I like having something like this.
Secondly, I want to get back to the new Philosophy system. It works GREAT in CA2 How to Train Your Wizard. It would be great for someone that doesn't like the Law-Chaos, Good-Evil axes.
So grab this. Throw a couple of bucks at Bruce and have fun!
PG2 A Players' Guide to Caldwen
20 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. $2.99
This covers the basics of the Magiocracy of Caldwen. The various Provinces are covered briefly and other aspects of the land. We get the calendar with months and some astrology.
There is a new race, the Shatim, which are like Tieflings, humans with demonic heritage. These have their own Caldwenian spin on them.
We also get a Mage Knight class. They are an armored knight that can cast spells. Using the Game Mechanics for the World of Calidar book you can convert them to your game system of choice.
We get overviews on the various cults in Caldwen and their locations, or at least where the majority are located. Appropriate for a land where magic is the real religion.
Currency, tourism and a brief map are all included.
A good resource for players and a needed one for the Game Masters.
It really sets the flavor of what you can expect in the Caldwen mini-setting. "Mini setting" is actually underselling it a bit to be honest. There is so much in the Caldwen books that you forget it was just a piece of the entire Calidar world setting.
I have the softcover books, but these really benefit from being printed out (bad on the color ink though) so I can put them in a binder to lay flat. Especially when it comes to referencing the maps, which are a highlight of these books.
I can't wait to see where my vacation in Calidar takes me next.
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