Sunday, January 16, 2022

Character Creation Challenge: Doctor John Watson

Wrapping up my tour of the Victorian era with the original dynamic duo of Holmes and Watson.  Today I focus my sights on the good Dr. John Watson.

John Watson is an interesting character.  By all rights, he would have been the star of his own serials; British Army officer, Doctor, not a bad detective in his own right and good with a service pistol.  He was also smart, just not as smart as Holmes.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dr. John Watson

6th level Veteran (Human)
Archetype: Chronicler and sidekick

Strength: 13 (+1) S
Dexterity: 14 (+1) S
Constitution: 13 (+1) 
Intelligence: 14 (+3) P
Wisdom: 16 (+2)  
Charisma: 14 (+1)  

HP: 33
Alignment: Light
AC: 8
Attack: +3 

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1
Melee bonus: +1 Ranged bonus: +1
Saves: +2 to all saves

Veteran Abilities
Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking

Skills
Medicine x2, Science, Insight, Notice

--

Dr. Watson is a veteran with a lot of training in medicine. This covers his character rather well. 

I hope this gets me motivated for some more Sherlock Holmes posts. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Saturday, January 15, 2022

Character Creation Challenge: Sherlock Holmes

Today I want to wrap up my tour of the Victorian era with two of my favorite characters of the time, Sherlock Holmes and Dr. John Watson. 

I have, sitting on my hard drive or a flash drive somewhere the stats for Holmes for every Victorian-era game I have ever played.   I keep meaning to post them and never get around to it.  So of course today is a set of stats I am coming up with now.

The issue with doing Holmes in many games, but modern occult ones, in particular, is that Holmes does not live in a magical world.  He lives in a world with predictable laws of science that follow predictable patterns.  This is what makes him so good at what he does, he can see these patterns and connections. Holmes works because the world is mundane and what he does looks like magic.

For NIGHT SHIFT there is no one class that would do him justice.  While I could get away with making him a 10th level Survivor (and I feel 10 levels is right) he is missing a couple of key ingredients. So time to try another multiclass.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Sherlock Holmes
6th level Survivor / 4th level Sage (Human)
Archetype: Consulting Detective

Strength: 16 (+2) 
Dexterity: 16 (+2) S
Constitution: 14 (+1) 
Intelligence: 18 (+3) P
Wisdom: 16 (+2) S 
Charisma: 10 (0) 

HP: 35
Alignment: Light
AC: 8
Attack: +3 

Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +2 Ranged bonus: +2
Saves: +4 to death saves. +2 to all others.

Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-4); Sneak Attack +2, x3; Read Languages 80%

Stealth Skills (8th level)

  • Open Locks: 85%
  • Bypass Traps: 80%
  • Sleight of Hand: 90%
  • Move Silently: 90%
  • Hide in Shadows: 80%
  • Perception: 90%

Sage Abilities
Survivor Skills (factored in above); Mesmerize Others; Lore; Languages (18); Spells* (to Holmes they are not "spells" merely "advanced techniques.")

Spells
First level: Command, Detect Snares & Pits
Second level: Find Traps

Skills
Athletics (Bartitsu), Sleight of Hand, Research, Science, Insight, Notice

--

Holmes combines a variety of class abilities and skills to create one investigator.  Would an "Investigator" class have been better?  Not really.  In this case, I feel the mix of classes and skills point to obscure training and thus a unique character.  Holmes is certainly that.

If you are interested in playing Sherlock Holmes in a game system more suited to the world he lived in then might I suggest both Victoria and Baker Street: Roleplaying in the world of Sherlock Holmes.  Both are very fine games.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Friday, January 14, 2022

Character Creation Challenge: Marie Laveau

Sticking with my Victorian-era and moving south from Lincoln's ghost to New Orleans and her voodoo queen.  

But "Wait," you say. "Marie Laveau died in 1881. Long before your 1890s game." True. That's what people believe. There is a lot of confusion about her exact date of death. There is even doubt as to where she is actually buried.   So for my purpose, this works for her faking her death so she could go on do her thing.  Besides there have been rumors that she survived her own death for years.

Marie Laveau is not just synonymous with Voodoo she is very much part of New Orleans herself.  No New Orleans. No Marie Laveau.  Also, what was she exactly?  She was the self-proclaimed Voodoo queen of New Orleans sure, but what *is* that in terms of NIGHT SHIFT? A Witch? A Theosophist? Sage?

No Marie is something special and in NIGHT SHIFT terms she is something from the new Night Companion book.  She is an immortal Spirit Rider.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Marie Laveau

Marie Laveau
6th level Spirit Rider (Supernatural, Immortal)
Archetype: Voodoo Queen

Strength: 10 (0) 
Dexterity: 16 (+2) 
Constitution: 14 (+1) S
Intelligence: 13 (+1) 
Wisdom: 15 (0) S
Charisma: 17 (+2) P

HP: 33
Alignment: Neutral
AC:
Attack: +1

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1
Melee bonus: +0 Ranged bonus: +2; Wisdom is added to Spell attacks (+6)
Saves: +3 Death Saves and area effects, +2 to Wisdom and Charisma-based saves

Immortal Powers
Unique Kill: She has to be removed from New Orleans and killed with a ceremonial knife.

Spirit Rider Skills
Innate Magic (6 spells up to 3rd level); Arcana (100%); Arcane Powers (4); Commune with Spirit (Loa); Limited Power (New Orleans); Magical Battery
Arcane Powers: Charm Person, Detect Thoughts, Suggestion, Telepathic Transmission

--

As the Voodoo Queen of New Orleans, Marie Laveau is tied to the city. This includes the City of New Orleans and the combined Orelans Parish.  She can leave, but her power and her immortality is threatened.

She is a Spirit Rider instead of a witch because I really wanted to try something different.  Plus in voodoo, it is said that the "Loa rides you" when you are communicating with them. This is a description of her powers. Much like Nellie in London, Marie Laveau is someone the characters might have to seek out for information.  

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge



Thursday, January 13, 2022

Mail Call: Art Package from Djinn

One of the things I feel is my privilege is the ability to share with you my readers and friends all the new and wonderful artists I can find.  I love getting art and if I can help out an artist on the way, well that is even better. 

But when the artist shares something with me?  That is the best of all!

So imagine my delight when the postman rings my doorbell today to have me sign for a package from Italy!

Art Merch is Here! from Djinn in the Shade

And what a package it is!

I had just featured some art from Djinn in the Shade this morning on my Dirty Nellie write-up.  She was the first artist I have ever had make some art for Nell.

And here is what I got!

Art by Djinn in the Shade

Witches going to their Sabbat by Djinn, Art by Djinn in the Shade

This one is one of my favorites and it is based on Witches going to their Sabbath (1878), by Luis Ricardo Falero.  It features her OC sorceress Solaine (who is her Pathfinder/D&D character and star of her own comic strip) and my witch Larina.  There is an uncensored one as well. 

Art by Djinn in the Shade
Halloween

Art by Djinn in the Shade

Stickers! by Djinn in the Shade
Stickers!

Djinn also featured our witches in jail in a new bit of art this week to mark her "shadow ban" from Instagram for having "inappropriate art."  

Larina and Solaine in time out

So I am thrilled to death with these!

You can find Djinn on Twitter, Facebook, Instagram (for now!), and most of all on her Pateron site. She was also one of my first Featured Artists here.

Thank you my friend for such wonderful art!

Character Creation Challenge: Dirty Nellie, Street Fae

So far my dive into Dracula and then Victorian characters for NIGHT SHIFT has been a lot of fun.  Also, my characters have largely been based on other people's characters or, in the case of Lincoln, real people. 

Today I want to do one of my original characters (OCs for the kids online). She is also one of the characters I had in mind for the Supernatural character rules.

I had introduced you all to Dirty Nellie a few years back (2009!) for various Victorian-era games including Ghosts of Albion, Savage Worlds, and Victoriana 2nd Edition.

Briefly, she is a Street Faerie. These are members of the Fae that have chosen to live in cities.  They are like pixies, complete with wings, but are more human-sized, if a bit shorter.  Their wings look like those of the Peppered Moth.   The obvious reason why is due to the case of the evolution of the peppered moth due to the Industrial Revolution.  Just like the moth, these fae have adapted to the grim, gaslit streets of London.

Nell herself is a central figure in my Victorian games.  She begins as a streetwalker but soon works her way up to running the notorious Gentleman's Club (in the Victorian sense of the term) "Mayfairs" in the late Victorian age.  She is an occult information broker and nearly anyone who is anyone in the occult underworld owes her a favor. Knowledge is power and Nell knows everyone and knows what they know.

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dirty Nellie, art by Djinn
Nellie by Djinn in the Shade
Dirty Nellie

10th level Survivor (Supernatural, Faerie)
Archetype: Party girl Information broker

Strength: 10 (0) 
Dexterity: 14 (+1)
Constitution: 13 (+1) 
Intelligence: 15 (+2) S
Wisdom: 17 (+2) S
Charisma: 20 (+4) P

HP: 55
Alignment: Neutral 
AC: 6
Attack: 3

Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +1 Ranged bonus: +2
Saves: +6 against magic and supernatural attacks

Feed: Nell must engage in some revelry to feed.  

Faerie Powers
Innate Magic (Every 3 levels: Magic Missile, Charm Person, Produce Flame, Teleport), Double Damage from Iron weapons, +2 to Dexterity or Charisma, Glamour

Survivor Skills
Danger Sense, Sneak Attack +4 (x4 damage), Ritual Magic
Open Locks: 105%
Bypass Traps: 100%
Sleight of Hand: 110%
Move Silently: 110%
Hide in Shadows: 100%
Climb: 95%
Perception: 85%
Read Language: 80%

--

Nell is a great character and I have loved using her in many games. By the 1890s she is quite rich, very powerful, and someone that the PCs will run into at some point. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Wednesday, January 12, 2022

Character Creation Challenge: Abraham Lincoln

You can't grow up in Central Illinois and not know something about Abraham Lincoln.  I have been to Lincoln's tomb many times, the old Illinois State Capital, I have been to all the places he debated with Stephen Douglas, memorized many of his important speeches, and went on the Lincoln Pilgrimage a few times. 

While I would categorize myself as merely an armchair Lincoln Scholar (I know two bonafide Lincoln Scholars) I would also say I am a bit more than an amateur, but certainly a fan.

Lincoln has, no surprise really, featured in a few of my games.  His ghost is part of both my Ghosts of Albion games and my AD&D 2nd Ed Masque of the Red Death games.  He was part of my Haunted Illinois for both games, and that material is seeing new life in the NIGHT SHIFT Night Companion.  The Order of Lincoln was a secret society in my Leagues of Adventures games as well. 

In the 1890s though, Lincoln is dead.  But that is not stopping him from fighting the forces of evil and darkness.  Lincoln still walks at midnight

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Abraham Lincoln
Abraham Lincoln

5th level Chosen One (Supernatural, Ghost*)
Archetype: Supernatural fighter of injustice

Strength: 16 (+2) S
Dexterity: 17 (+2)
Constitution: 13 (+1) 
Intelligence: 17 (+2) S
Wisdom: 15 (+1)
Charisma: 17 (+2) P

HP: 28
Alignment: Lawful
AC: 6
Attack: 4 (Damage bonus +2)

Fate Points: 1d8

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +8 Ranged bonus: +7
Saves: +3 to supernatural attack saves, +2 to all Saves

Feed: Lincoln must destroy other supernatural creatures to sustain his existence. 

Ghost Powers
Intangible. Can only be hit by magic or supernatural attacks. Unique Kill (same gun that John Wilkes Booth used). Can't leave their place of haunting, Supernatural Attack, Invisible. Supernatural Power: Manifest Weapon (Rail Splitter Axe).  Drawback: Cannot Lie.
(Ghosts are not defined as a character race yet.) 

Chosen One Skills
Brutal Warrior, Stunning Blow, Killing Blow, Difficult to Surprise, Supernatural Attack, Improved Defense, Survivor Skills (2nd level)

--

So there are no Ghosts as a playable race in NIGHT SHIFT.  At least not yet.  I have been playing around with some ideas.  One idea is that every ghost will be able to choose a supernatural power like a Witch does.  In Abe's case here he can manifest a spectral axe like the one he used in his "rail-splitter" days to fight evil supernatural creatures. This replaces the "scare" and "age 10 years" powers monster ghosts have.

Additionally, all Ghosts will have some sort of drawback relating to their life or death.  Abe here can't willingly tell a lie.  All those years of being called "Honest Abe" have put something akin to geas on him.  For his "feed" he must defeat a supernatural creature every night.  With nearby Jackson (see the Night Companion for more on that!) and ghosts from the Civil War, to ghosts dating back to the Ice Age (Ghost Mammoths!), to strange hominids and ghost panthers, there is plenty to keep Abe busy every night. (And plenty for me to think about when I used to go to the Illinois State Museum as a kid.)

Lincoln here is also a Chosen One.  He was supposed to do more in his life and defeat more evil until he was prematurely assassinated.   He continues his quest after death. 

Lincoln haunts the Illinois State Capitol building and his tomb in Springfield IL.  The first sighting was reported by a night guard in 1876.  There are rumors he is also haunting the White House in Washington DC (hey maybe Nixon wasn't crazy!) as well. 

I will be posting a lot more about Jackson, IL here as a "Blog exclusive."

Spirit of '76:  Lincoln's ghost can also be used in my Spirit of '76 games.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Tuesday, January 11, 2022

Featured Artist: Darlene (and This Old Dragon Retrospective)

Darlene
Ask any old school gamer to name four classic D&D artists you are likely to get some combination of Elmore, Easley, Caldwell, or Parkinson.  

Ask the REALLY old gamers and they are likely to include Otus, Dee, Tramp, and Willingham to that list.  Sadly, though this has been changing, one of the artist generally not mentioned despite her work is Darlene.

It has taken a long time, but within the last decade or so Darlene is finally getting to accolades and respect she should have been getting since the dawn of D&D.  Her name may not jump out at you, but her art certainly does.



Darlene's RPG BIO

She is foremost the creator of the full-color map of the Flanaess that came with the World of Greyhawk folio and then again with the boxed set.

Darlene map of the Flanaess


She did the cover art for Mike Carr's module B1 In Search of the Unknown.

In Search of the Unknown by Darlene

Art in the Dungeon Master's Guide,

Darlene DMG Art

Darlene DMG Art

Darlene DMG Art

Darlene DMG Art

Darlene DMG Art


Many of the logos from the classic days of D&D,

Man in the Moon logo by Darlene

Gods of Greyhawk from Dragon Magazine

Jasmine (and This Old Dragon Retrospective)

But her most personal, and certainly longest lived, project was her comic strip Jasmine.  Jasmine appeared in the pages of Dragon Magazine from issues #37 to #48 and no continues on her Patreon site. Darlene retained the copyright to Jasmine.

The Dragon kicked off her debut in style with Darlene's art on the cover.

Darlene Dragon #37

The Dragon #37

In addition to that wonderfully lovey cover, we are introduced to the tale of Jasmine as "a princess marching cheerfully to her doom."  This is one of the very first color comic strips (though "illustrated adventure story" might be better) I remember seeing in the pages of Dragon.  Darlene's style is watercolor dreamlike.  We are viewing this tale through the mists of time.  They are beautiful to behold but sadly too far away to interact with.  

The Dragon #38

The Princess is ambushed and captured by a rider in all black.

Dragon #39

The magazine is now just called "Dragon" but Jasmine continues. With none of her guards perusing the cloaked the rider the Princess begins to realize that help is not coming.

Dragon #40

A bit of recap, and extended to three pages, we learn that Princess Flavia had been placed under a spell and sent to this land because she had refused all other suitors.  After two day straight of riding with her captor, the hooded man in black from #38, they enter a grove.  Their horse rears up throwing them both off. The hooded man is knocked unconscious.  Flavia then meets up with two gnome-like men who introduce themselves as The Guardians and say they are here to help her.  Flavia says she does not need their help. They reply back that she says that because she has no idea what sort of danger she is in.

Dragon #41

We learn that Princess Flavia is destined to become the next Thaumaturgist!  And it appears she already has a mystic ring of some sort on her hand.

Dragon #42

Flavia recounts to Brother Ethelred how the Ring of Emeth came to her possession. We learn of the peril her father the King is now in. We also learn that another seeks this ring.

Dragon #43

(Ah, the Witch Issue!) Here we get more background on the Guardians and the ring.  There are two who seek it, archenemies Bardulf and Thorgall the Ice King.  Only they can remove it from her finger. 

Dragon #44

Flavia spends a few days considering the Guardians' advice.  She feels trapped in destiny and soon wanders off to a bridge to be confronted by bandits!

Dragon #45

The bandits attack and attempt to rape her until they see her ring and their greed overtakes them.  She is "saved" by a Dwarf warrior who kills both bandits, but the bodies already appear to be burned and withered. When he asks her for her name she replies "Jasmine."

Dragon #46

The dwarf warrior, Glynn Kedaroakenheart has also been drawn up in a prophecy about someone named Jasmine.  Meanwhile Jasmines growing enemies plan and plot.

Dragon #47

Glynn discovers more about Jasmine and encounters others hunting for Princess Flavia.

Dragon #48

Jasmine continues her way up the temple. She is pursued by soldiers who try to attack.  When she is discovered by Glynn the soldiers have all been blinded by a powerful light. 

Jasmine the last page

Sadly here ends our tale of Jasmine in the pages of classic Dragon.  Though her tale continues on Darlene's website and on her Patereon.

Links