Showing posts sorted by relevance for query Of Dreams and Magic. Sort by date Show all posts
Showing posts sorted by relevance for query Of Dreams and Magic. Sort by date Show all posts

Thursday, July 8, 2010

HEX

A quick one while I work on new material.  Plus it helps set up some things I want post in the future.
HEX is a supernatural chiller from the UK taht aired for two seasons on SkyOne back in 2004-2005.



   The story centers on Cassie Hughes, a shy and unassuming student at Medenham Hall, a 6th form College, with a mysterious past.  Cassie longs to “dumb and popular” rather than shy and smart.  She doesn’t know her father, her mother is in a mental hospital and the only one that truly loves her is her roommate and best friend Thelma.

   Soon, with the discovery of an old artifact, Cassie learns the world is far different than she expected, and far more dangerous.

   Cassie is begins to develop strange new powers. She can move things with her mind, she starts fires, she can see people that no one else can, and a strange man is stalking her.  She reveals all of this to Thelma and thinks she is going crazy.

   Cassie learns, in time, that her real name is Cassie McBain, and she a direct descendent of Rachel McBain, the former Mistress of the Medenham Estate.  Rachel was obsessed with the religion of the African slaves on her estate. So with the sacrifice of her maid Jenny in 1743, she summoned Azazel, leader of the Nephilim to teach her witchcraft as he did in the days of old.  Of course Azazeal, a 6,000 year old fallen angel, has his own plans, ones that now Cassie might be able to carry out.  Cassie is a Medenham Witch.

   Azazeal kidnaps Thelma after Thelma divulges her love for Cassie.  Cassie confronts Azazeal, where he tells her he needs a new sacrifice, but it must be willing and it must be one of love.  Cassie refuses to let Thelma be killed so she offers herself. Thelma rushes to save Cassie, but is killed in the process.  As Thelma dies in Cassie’s arms, we see Azazeal take on his full fallen angel form.

   At Thelma’s funeral, Cassie is devastated.  It is called it a suicide, but only Cassie and Azazeal, who is watching in the distance, know the truth.  Cassie is joined at the end by Thelma who comments about how everyone is getting off on her being dead and how she slept with the female minister presiding over the funeral.

Thelma (at her own funeral): They're bloody loving this, “Don't be a dyke or you’ll end up topping yourself.”
− Hex, Series 1, Episode 1

   Thelma, now a ghost, and Cassie, a witch, are the only ones that know about Azazeal, though they don’t know of his plans or what to do about him. Yet.

Cassie (to Azazeal): You’re going to fuck me up aren’t you?
Azazeal (kissing her neck): Probably.
− Hex, Series 1, Episode 4

HEX was actually rather good.  I'll go through Series (Season 1) here and hopefully get an update to Season 2 up soon.

   Cassie sees ghosts that are links to her own past, but like Spider−man, just because she has powers she does not immediately know what to do.  Also borrowing from Spider−man Cassie starts off by abusing her powers, moving things with mind because she can, getting back at guys that pissed her off.  It is not until Thelma is killed, much like Uncle Ben, that Cassie learns that she has to stop Azazeal because she is the only that can.

  Of course HEX would be rather pale if not for Thelma.  Thelma is one of the few genuine characters in the show.  While her death could have been a big cliché (I know I am for one tired of seeing lesbians getting killed in every show), the writers make it work.  Thelma of course can’t touch anyone, but she makes up for it by invading the dreams of Cassie and some of the other girls.  And she does find a nice ghost from the 1920’s to get cozy with, but Thelma is more than a comic element, she is Cassie’s guiding spirit, figuratively and literally.  In the last episode of Series 1, Thelma doesn’t even tell Cassie that her actions, which are good for the world, will also cause Thelma to be permanently dead, because Thelma knows what must be done.

   Some people watching the show on the net have complained that it moves a bit slow, and yes while it is slower than the BANG−BANG−BANG rapid fire of American fare, it moves at the pace it needs to.  There is a mystery unfolding here, one that has to be played out.  Plus there is real interaction between the characters.  It actually feels like they could be going through the things they are.  The dialog is real, not just some pop cultural references that so many use in place of intelligent writing. And that is a key element, while Hex takes place in 2004, it could easily be set any time with no change to the story, that is because the themantic elements are timeless; good and evil, love, desire and lust. When Thelma and Cassie have their first fight over their relationship, you honestly emphasize with Thelma.  You want to like Cassie then, but it is too easy to see that Thelma is right and Cassie had been using her.

HEX in Your Game
   To me, HEX just screams Unisystem. But which one?  I had considered using Classic Unisystem since everything depicted on the show can be found in Armageddon, but there are some subtle differences.  The Nephelim of HEX are the fallen 200 angels that fell in love with human women. In Armageddon the Nephilim are the children of the same angels. A minor quibble to be sure. Azazeal appears in Armageddon as Azazel, the High Archangel and leader of the Watchers.

   Cassie could be a Gifted or Lesser Gifted, but in any case she has not come into her full powers yet, nor has she performed anything like an invocation. Thelma would work fine as a WitchCraft/Armageddon ghost.

   In the end though I opted to go with Cinematic Unisystem.  Cassie can have the “Witch” quality, and there are “Ghost” qualities (the new Cinematic Unisystem game “Ghosts of Albion” will deal with Ghosts, and the English, in greater detail).  That leaves only Azazeal.  For him I imported the Nephilim quality from Armageddon and kept it the same, much how I lifted the Kerubim quality to make the Cinematic Keribum (note the spelling differences) quality.  In HEX they use the spelling “Nephelim”, so I’ll adopt that as the quality name for Cinematic Unisystem.

   There is also the logic that as a television program, HEX would fit with the system used to mimic the non−reality reality of a TV show.  HEX is a little more broader in it’s scope that some other TV shows, but it still follows a general established form.  The combat and the tossing of flashy magics is on the light side, but Unisystem is great for cerebral style play as well.

   HEX can be added to most games with little effort.  Perhaps on a trip to England a wildly dressed ghost realizes that you can see her.  She introduces you to her friend, Cassie, a bright young girl who is unfortunately loosing her mind.  There is a cause of course, and maybe the Cast can help her.

HEX in Ghosts of Albion

   HEX and Ghosts have quite a lot in common really.  The ghosts of both shows seem to follow the same rules (they can touch inanimate object and each other, but not living things, only magically inclined people can see them), they are both English, so there is a shared mythology and feel.  Amber Benson describes “Ghosts” as a supernatural mystery with horror added in. Hex creators Johnny Capps and Julian Murphy describe their show as a high concept supernatural chiller.  This also ties in nice with Eden’s games.

   There is a depth of history hinted at in HEX, not only at Medenham Hall, but dating back to ancient Egypt.  What was Azazeal doing during the time of the Swifts?  After all, the Protectors of Albion would certainly be interested in the machinations of a fallen angel in their lands.  How would the Protectors react to the Medenham witches?  Are they good or evil? A threat or potential ally?  These are questions that you would have to decide.

   Hex is a good choice for anyone gaming that has ever thought, “wow there are a lot of demons here, where are all the angels?”  I also brings up some really interesting plot points, one for example is the conflict of who is more evil, a demon or a fallen angel.  Especially a fallen angel that feels he is still doing the will of God.  HEX has the darker side of Good, not just evil people trying to “redeem” themselves, or good people committing horrific acts.  The differences are subtle and therein lies the potential for new games.


Cassie Hughes/McBain

Thelma: You have a rough deal Cassie McBain. Your dad has disappeared. Your mom’s a nutter.
Cassie: My best friend is a lesbian ghost.
Thelma: Life sucks.
Cassie: Oh and there was one other thing. Apparently I am a witch.
Thelma: Well I could have told you that.
− Hex, Series 1, Episode 3

Drama Points 20
Life Points 30

Attributes
Strength: 2
Dexterity: 3
Constitution: 3
Intelligence: 4
Perception: 2
Willpower: 4

Useful Information
Initiative: 1d10 + 3
Perception: 1d10 + 6
Additional Actions: 1
Fear Modifier: 8
Survival: 7

Qualities
Artist
Attractiveness 3
Psychic Visions
Psychometry
Witch 2 (includes TK and PK at level 2)

Drawbacks
Addiction, Minor, Smoking
Adversary (Azazeal) 3
Cruelty, Minor
Dependent (Mother) 1
Haunted
Love, Platonic, Tragic (Thelma)
Love, Romantic (Troy) or at least in lust with him
Magical Family
Misfit
Potential Mental Problems (0 point Drawback)
Secret (witch, secretly smokes, mother is crazy, had an abortion) 1

Skills 
Acrobatics 1
Art 4
Computers 2
Crime 0
Doctor 1
Driving 1
Getting Medieval 1
Gun Fu 0
Influence 1
Knowledge 3
Kung Fu 0
Languages 2
Mr. Fix−It 0
Notice 2
Occultism 3
Science 2
Sports 1
Wild Card

Combat
Maneuver    Bonus    Base Damage    Notes
Punch        +4    4        Bash
Kick        +3    6        Bash
Dodge        +4    —        Defense action
Grapple    +6    —        Resisted by Dodge
Telekinesis    +6
Pyrokinesis    +6    4xSL        Will x SL + Fire damage

Age: 17
Gender: Female
Hair: Blond
Eyes: Blue
Mother: Lilith Hughes
Father: David McBain
Allies: Thelma, Jo Watkins (teacher), David Tyrel (Head Master)
Loves: Troy, Thelma
Enemies: Azazeal, ghosts of the Medenham witches/sacrifices

Cassie Hughes is the latest in a line of witches descended from Rachel McBain.  This gives her some magical powers, namely telekinesis and pyrokinesis, but it also makes her rather prone to madness.  It also makes her a perfect vessel for the son of a fallen angel, something Azazeal has in mind.

Shy and introverted, until she is possessed by Azazeal then she becomes a “slutier version of Brittney Spears”, Cassie longs to be popular, longs to Troy’s girlfriend and just wishes her life could go back to normal.

As a Medenham Witch Cassie gets a number of ‘benfits’. First she can use telekinesis or pyrokinesis as she chooses.  She also gets psychic flashes of memory and can read psychic impressions. These also have a tendency to drive the witch mad.

Roleplaying Cassie
Just because she can see things and has magic does not mean Cassie knows what is going on or how to stop it.  She is only beginning to explore her powers and she is bound to make some mistakes.

Thelma Bates

Thelma: Beneath this fluffy exterior beats the heart of a bull dyke.
− Hex, Series 1, Episode 1

Drama Points 20
Life Points 30

Attributes
Strength: 2
Dexterity: 2
Constitution: 3
Intelligence: 3
Perception: 3
Willpower: 5


Useful Information
Initiative: 1d10 + 2
Perception: 1d10 + 7
Additional Actions: +1
Fear Modifier: 10


Qualities
Artist
Attractiveness 1
Ghost*
Dreamer** 3


Drawabacks
Adversary (Azazeal) 2
Covetous, Lecherous
Love Tragic (Cassie)
Minority, Lesbian
Misfit


Skills
Acrobatics 1
Art 3
Computers 2
Crime 2 (always nicking crisps)
Doctor 1
Driving 1
Getting Medieval 2
Gun Fu 0
Influence 3
Knowledge 3
Kung Fu 1
Languages 2
Mr. Fix−It 3
Notice 4
Occultism 4 (a lot of Thelma’s new experience is considered Occult knowledge)
Science 1
Sports 2
Wild Card (Lucid Dreaming)** 3


Combat***
Maneuver    Bonus    Base Damage    Notes
Punch        +3    4        Bash
Kick        +2    6        Bash
Dodge        +3    —        Defense action
Grapple    +5    —        Resisted by Dodge


Age: 17
Gender: Female
Hair: Brunette
Eyes: Hazel
Allies: Cassie, Peggy (another ghost)
Loves: Cassie
Enemies: Azazeal, ghosts of the Medenham witches


* Ghost quality is based on the Ghost qualities from Ghosts of Albion and the WitchCraft Mystery Codex

** The MindDream Metaphysics and Lucid Dreamer skill are from the WitchCraft Book of Hod.  Here they are considered to be part of a new Quality (Dreamer), that grants powers similar per level to an equal level of Mind Dream, Art and Mind Dream, Strength.

*** Physical combat only against other Ghosts and select supernatural creatures.

Thelma, when alive, was so completely herself. She didn’t care if she was popular, or even liked for that matter, she knew who she was and what she wanted.  The trouble was, she wanted Cassie. It was not some mere infatuation because Cassie was her roommate, Thelma knew Cassie loved her.  But she never got the chance to find out. Thelma, because she loved Cassie, was sacrificed by Azazeal to give him more life on Earth.

Now Thelma is a ghost. Wearing the same clothes she had on the night she died, she tries to provide Cassie a sense of reason.  Well that, stealing potato chips and entering (and manipulating) the dreams of her former female classmates.   It is Thelma that discovers Cassie’s secrets, even the ones Cassie herself does not know about and it is Thelma (along with Peggy and ghost from the 1920’s) that discovers Azazeal’s plans.

Roleplaying Thelma
More than anything, Thelma loves Cassie, and she believes that Cassie loves her as well.  This is not a delusion on her part, Cassie does love her.  Thelma will do anything for Cassie, although watching her with Troy makes her very uncomfortable, she respects that it is what Cassie wants.

Thelma is little lecherous, she is not above watching Cassie shower or invading dreams of her former classmates, but this is harmless fun for her.

Azazeal
Cassie: Don’t you ever get bored?
Azazeal: What?
Cassie: Same game with different women over 300 years?
Azazeal: I find ways to amuse myself.
− Hex, Series 1, Episode 4

Drama Points 10
Life Points 30

Attributes
Strength: 4
Dexterity: 3
Constitution: 8
Intelligence: 9
Perception: 4
Willpower: 8

Useful Information
Initiative: 1d10 + 3
Perception: 1d10 +11
Additional Actions: +1
Fear Modifier: 16


Qualities
Age 60 (6,000+ years old)
Attractiveness 3
Charisma
Nephilim****
Resources 6


Drawabacks
Addiction, Minor, Drinking
Addiction, Minor, Sex
Addiction, Minor, Smoking
Adversary (Cassie) 2
Love, Tragic (Hella (first wife), Rachel McBain, Ester McBain)
Love (Cassie, Lilith Hughes)
Mental Problems, Lecherous
Mental Problems, Covetous
Mental Problems, Obsession (have a son)

Skills
Acrobatics 2
Art 1
Computers 0
Crime 4
Doctor 2
Driving 0
Getting Medieval 6
Gun Fu 0
Influence 9
Knowledge 10
Kung Fu 6
Languages 10 (he could know even more)
Mr. Fix−It 3
Notice 7
Occultism 10
Science 2
Sports 6
Wild Card

Combat
Maneuver    Bonus    Base Damage    Notes
Punch        +9    8        Bash
Kick        +8    10        Bash
Dodge        +9    —        Defense action
Grapple    +11    —        Resisted by Dodge


Age: 6,000+
Gender: Male
Hair: Brunette
Eyes: Blue
Allies: The 200 fallen Nephelim
Loves: Cassie
Enemies: Cassie, God


****Nephelim quality is derived from the Nephilim quality from Armageddon.

Azazeal was once one of the pride of the Heavenly Host. He was sent to Earth to watch over the humans. The trouble was that Azazeal, or Azazel as he is sometimes known, fell in love with a human woman.  The “Watchers” as they were described in the Book of Enoch then taught their human lovers the art of witchcraft and taught their lovers’ husbands the art of war.  Enraged, God, cast them to the Abyss where they were to remain till the final days.

In 1743 however, Rachel McBain discovered a way to release Azazeal.  In thanks he taught her witchcraft and then drove her insane.  He then preyed on Ehster McBain attempting to conceive a child with her that would allow the rest of the Nephelim to be released from the Abyss.  She was killed by angry villagers that believed (and rightly so in this case) that she was a witch.

In 2004 Azazeal returned, but weakened. He needed a new sacrifice so that he may conceive a child with the McBain witches heir, Cassie.  Thelma, in an attempt to prevent Cassie from being killed, sacrificed herself.

Azazeal, returned to full power intends on finishing his quest.

Roleplaying Azazeal
The thing to remember is Azazeal is ancient. He has seen everything and is never (or rarely) surprised.  He plans ahead, not because he is some megalomaniacal genius, he might be but that is beside the point, but because he has had centuries to plan this out. He has seen it all and knows what and who to manipulate when. Everyone is normally two or three steps behind him if they are any good, most others are usually much further behind.

If Azazeal has a weakness, it is he has become too human.  All the vices of humanity are temptation to him. Despite the level of his addiction his Willpower is always considered to be 2 lower when dealing with any addictive vice.  He can be found drinking and smoking in seedy downtown London sex−clubs, that is when he is not sleeping with 17 year olds or their mothers and teachers.

Azazeal’s Powers
Azazeal has a true form, something like that of a twisted angel, or even a demon, but only witches like Cassie or ghosts like Thelma can see it, and then only when he desires it.  His physical stats remain unchanged.  It is possible that this is the form is always in and the ‘human’ one is nothing more than a Glamour.

Azazeal can also possess others to do his will or to lower their inhibitions. Victims are allowed a contested Will check.  People possessed by Azazeal can be noticed on a Difficult Perception check by the blood pooling in the whites of their eyes.

Friday, June 4, 2010

Willow & Tara: Macho Women with Guns

Note: Ok, this is a recycled one.  I had done these in the past and wanted something for Friday.  Continuing in my "can I convert a d20 game to play more like the modern horror/supernatural game of my dreams" I chose...well I chose a game I thought would be a joke, but found I liked the way it worked.

Plus it is a good excuse to post pictures of hot witches in their underwear.




These flow from my d20 Modern and d20 BESM stats.  There are few ideas here.  I like the Professions in MWWG d20 (which really work like the ones in CoC d20) and I used the Bat Winged Bimbos in other places.  These do sorta, kinda flow from the Anime d20 stuff.  A lot of the things you find in MWWG are also Anime tropes (gun bunnies, naughty school girls, succubi).


Macho Women With Guns

The original Macho Women With Guns (MWWG) was a bit of RPG silliness from the late 80's from the minds at BTRC (who would later go on to produce some really cool games). They figured with all the games out there that featured men killing things and taking things from other things and women mostly as ornaments or eye candy that something radical should be done. So this is a game about women killing things and taking things from other things. But that is not all. There is also a whole lot of blowing things up real good and looking good while doing it.

Ok, so not the cutting edge game you would expect, but hey, it was the 80's.

Of course in the 2000s Mongoose had opted to give us a new set of d20 based rules for MWWG, but that is sort of missing the point. Yes, it has lots of ways to kill, maim and blow things up while wearing a chain-mail bikini or halter top. Yes you can still kill scores of drunk fratboys, rednecks and sleazy televangelists. And yes there are pages and pages of scantily clad women that would make Larry Flint proud, but that was not really the point of the game. MWWG worked because it was parody. It took an established cliche and turned it on it's head. Course, later it became a parody of itself indulging in the same said cliché it used to send up. So where does that leave us?

Well. Dont pick it up thinking you can use it as a supplement to Spycraft or even d20 CoC. But as an afternoon diversion, you can do a lot worse. As a game with some fun ideas and a reminder that not every single game session is supposed to serious, then it is perfect.

What Does MWWG d20 have to Offer?
For starters MWWG d20 is mostly just the d20 Modern Rules. But it does have some interesting differences. First is the Witch profession. This gives 1st level characters a magic using option. It is similar in many ways to the Hedge Wizard profession of Urban Arcana. The other is a Mana point option, which is like a poor man's Essence system. What I did like is as out of the box rules with no modifications I got similar proportions of Mana as I did with Essence in WitchCraft for Willow and Tara.

The Professions in MWWGs can be used as a poor-mans Qualities (none should be more than 5 points). Nearly all the Heinous Drawbacks can be used in Unisystem in one way or the other. The Advanced Classes are closer to Qualities and can be used as such. Such get your Directors approval first. Assassin is fine, as are Relic Raiders and Criminal Masterminds. Questionable are Holly Rollers (Renegade Nuns on Wheels) and Infernal Mistresses (though they are like an advanced version of Bat Wing Bimbos). I dont even know what to say about the Busty Vampire Layer.

Besides, you have to like a game with a Naughty School Girl profession. Might have to port that over to BESM d20.  And I have to admit the Occult knowledge analogue, "Things Man Was Not Meant to Know (but are ok for women)" just HAS to find a way into one of my games.

New Quality/Feat/Advantage
Here is a new advantage I wrote for the original MWWG rules, converted for d20 and Unisystem.

Large with the Butch (5 per level) (BRTC)
Anytime her girlfriend is attacked or threatened the character can add the number of levels of this to her attacks and Take Charge rolls.

Large with the Butch (Combat Feat, multiple) (d20)
Anytime her girlfriend is attacked or threatened the character can add twice the number of levels of this feat to her attack, defense and Intimidate rolls.(1 feat = +2, 2 feats = +4).

Large with the Butch (1 point per level Quality) (Unisystem)
Pre-requisite: Love (romantic), Must be a woman in love with another woman
Anytime her girlfriend is attacked or threatened the character can add twice the number of levels of this Quality to her attack, defense and Influence rolls.


Willow and Tara
Of course I'll include my two favorite witches. These stats are mostly the same as the d20 Modern ones. I have made some changes to accommodate the world. Namely their professions start out as Naughty School Girls and then they become Witches. Again, I am looking for out of the box solutions here, sure I could make up new rules, but that is not the point at the moment.
Interesting additions are rules for Things Man Was Not Meant To Know which are ok for women to know. Its adds to their Occultism/Knowledge (Arcana/Magic). Would I adopt that for a Unisystem game? Not likely, but here it is fun.

Note they do get the Heinous Drawback for being conservative dressers in the MWWG world, but drop the minority bit about being a lesbian witches.

Willow Rosenberg, Hot Witch (d20 MMWGs stats)

Female Human, Smart Heroine 5, Occultist 1, Mage 7 (level 13). Medium Humanoid. Naughty Schoolgirl/Witch, hp 45, DC 14, Init +0, BAB +3 (+2 melee, +3 ranged), Fort +1, Ref +1, Will +7, Reputation +3, Wealth +1 Action Points 75.
Strength 9 (-1), Dexterity 11 (0), Constitution 11 (0), Intelligence 18 (+4), Wisdom 16 (+3), Charisma 17 (+3)
Height 53, Weight 110lbs, Eyes Green, Hair Red, Date of Birth August 1, 1981 (25 in 2006)
Skills: Bluff +4, Computer +19, Concentration +10, Craft (Chemical) +10, Craft (Electronics) +8, Craft (Mechanical) +7, Decipher Script +14, Diplomacy +4, Disable Device +9, Drive +2, Escape Artist +2, Gather Information +8, Handle Animal +4, Hide +1, Investigate +9, Knowledge (Arcana) +18, Knowledge (Earth Sciences) +8, Knowledge (Physical Sciences) +8, Knowledge (Theology) +9, Listen +5, Navigate +5, Perform (Ritual) +7, Read/Write Languages (Latin, French, Hebrew) +2, Repair +8, Research +20, Sense Motive +4, Speak Languages (Latin, French, Hebrew) +2, Spellcraft +14, Survival +5, Use Magical Devices +9.
Feats: Archaic Weapons Proficiency, Educated (Arcana and Computer), Focused, Gearhead, Magical Affinity, Meticulous, Simple Weapon Proficiency, Studious, Toughness, Ambidextrous.
Talents/Special Abilities: Magic (free), Things Man Was Not Meant To Know, Mana Boost, Mana Battery
Heinous Drawbacks: Conservative (odd) Dresser, Vengeful

Willow Rosenberg (BRTC MWWGs stats)
Vitals
Age: 20, Ht: 5'3", Wt: 104#, Hair: Red, Eyes: Green
Strength: 8
Dexterity: 9
Looks: 15
Macho: 16
Health: 13
Intelligence: 19

HTH damage: 0

Skills
Throw things (+2), Hit Things (+1), Hit Things with other things (+2), Cavort about (+3), Seduce Creature (+2), Fly Things (brooms only) (+2), Drive Things (+1), Do Technical Stuff (+5), Know it All (+6), Take Charge (+4).

Advantages
Pet (10), Run Like Hell (10), Scriptwriter (5), Witch
(Remember Willow said she was not "Large With the Butch").

Disadvantages
Conservative Dresser (20), Secret Love (Kittens, Girls, computers) (10)

Possesions
Laptop, books on magic, spell compontents.


Tara Maclay, Hot Witch (d20 MMWGs stats)

Female Human, Dedicated Heroine 6, Mystic 6 (level 12). Medium Humanoid. Naughty School Girl/Witch, hp 49, DC 12, Init -1, BAB +4 (+5 melee, +3 ranged), Fort +6, Ref +1, Will +9, Reputation +2, Wealth +1 Action Points 41.
Strength 12 (+1), Dexterity 9 (-1), Constitution 12 (+1), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 16 (+3)
Height 55, Weight 125lbs, Eyes Blue, Hair Blond, Date of Birth Nov 7, 1980 (25 in 2006)
Skills: Bluff +4, Computer +7, Concentration +6, Craft (Chemical) +3, Decipher Script +9, Diplomacy +10, Gamble +7, Gather Information +3, Handle Animal +7, Hide +3, Investigate +7, Knowledge (Arcana) +12, Knowledge (Philosophy) +11, Knowledge (Theology) +11, Listen +10, Navigate +3, Perform (Dancing) +8, Perform (Painting) +8, Perform (Ritual) +7, Perform (Singing) +8, Read/Write Languages (Latin, Greek, French, Japanese) +2, Repair +3, Research +12, Sense Motive +13, Speak Languages (Latin, French, Japanese) +2, Spellcraft +12, Survival +9, Use Magical Devices +8.
Feats: Archaic Weapons Proficiency, Cautious, Creative, Educated (Humanities), Focused, Iron Will, Low Profile, Simple Weapons Proficiency, Meticulous.
Talents/Special Abilities: Magic (free), Things Man Was Not Meant To Know, Mana Boost, Mana Battery, Large With the Butch
Heinous Drawbacks: Conservative (odd) Dresser

Mana Boost and Mana Battery correspond roughly to Increased Essence Pool.

Tara Maclay (BRTC MWWGs stats)

Vitals
Age: 20, Ht: 5'5", Wt: 110#, Hair: Blonde, Eyes: Blue

Strength: 10
Dexterity: 12
Looks: 15
Macho: 17
Health: 15
Intelligence: 18

HTH damage: 0

Skills
Throw things (+1), Hit Things (+1), Hit Things with other things (+2), Cavort about (+3), Seduce Creature (+3), Fly Things (brooms only) (+3), Drive Things (+2), Do Technical Stuff (+3), Know it All (+4), Take Charge (+3).

Advantages
Large with the Butch* (10), Pet (10), Run Like Hell (10), Scriptwriter (5), Witch

Disadvantages
Awful Family (5), Conservative Dresser (20), Fairness, Loves to Read, Secret Love (Kittens, Girls, books) (10)

Links

Friday, October 14, 2022

October Horror Movie Challenge: Night of The Necromancers

The Necromancer (2018)
This is another one that has been on my list for a bit. Napoleonic Wars. The Black Forest? Dark Elves? Yeah, that sounds great. Does the movie live up to it? 

The Necromancer (2018)

A group of British soldiers gathers after a particularly bloody battle where they learn they are being sent to Waterloo where they will certainly be killed. So they all decide to become deserters and leave for England. To do so they have to cross into Germany and through the BlackForest. 

Along the way the tensions rise and get higher as they all begin to think about what they had left behind in England. Logan for example thinks about his wife on his estate. As they move through the forest though Logan begins to hear voices and sometimes the voices sound like his wife. While searching he sees a naked woman with horns running through the forest. He follows her but can't find her.

They stumble on another British soldier who appears to be shell-shocked. Unsure what to do with him they take him along.  Deeper in Logan hears the woman more. We learn in flashbacks that he argued with his wife before leaving. He accused her of cheating on him with another man. As he gets deeper and deeper into the forest he sees more and more of this mystery woman. As we learn more about Logan and how he beat and eventually killed his wife before he left for war.  He encounters the woman who calls herself a "dark elf" or a "Moriquendi" (ok more on that later). She convinces him to eat berries, which are really stones, and this kills him.  We soon see two other dark elves who also tempt the other men, but they don't get the same level of detail that Logan did. But basically, all of them have dark secrets. One had sex with a woman he was not supposed to (couldn't tell why), and one had a prostitute kill herself, things like that. 

The movie doesn't really get going till about the last 20 minutes. The soldiers, once they see the dark elves and remember their horrible deeds, begin to kill themselves in horrible, but imaginative ways.  We learn that the injured soldier is in fact The Necromancer. He had been a child living in the Black Forrest when he and his family were all killed by Vikings a 1,000 years before. He claims he came back by drinking the blood of unicorns (sounds oddly familiar) and now he feeds on the pain of people that come into the forest.

There are some issues with this movie. I love the idea of strange forgotten creatures living in dark places like the Black Forest. And I love the idea of karmic payback. Even the dark elves looked cool. The biggest issues with this film are they spent too long to get to the interesting bits and too long on just Logan's backstory and so little on everyone else's. Honestly, they were all mostly interchangeable. 

I mean really all really old forests should have something like this in them. Reminded me of driving through the Appalachian mountains last year. 

So, Moriquendi. I knew I knew the word but could not recall where. So I looked it up. Yes, it means "Dark Elf" but in Sindarin in Tolkien's Legendarium. I am pretty sure they Googled "Dark Elf" and they got "Moriquendi."

Necromancer 1988
Necromancer (1988)

It was an early night so I popped this one on. I remember it from the late 80s and thought, hey let's do a a Necromancer night. 

So this is a Rape-and-Revenge movie with a supernatural twist. College student Julie (Elizabeth Kaitan/Clayton) is working late in her professor/lover's office when some dudes break in to steal a test. They find her and one of the dudes, Paul, rapes her.  

Naturally upset she tells her friend (but not her boyfriend because is a self-absorbed prick) who convinces her to see a psychic who is advertised in the local campus paper. They see her, the weird magic/psychic chick Linda, (though sometimes the actors screw up and call her by her real name, Lisa) casts a spell raising the Demon of Vengence.  They think it is a joke until the special effects department gets their say and Julie and her friend run out.

Soon the guys that rapped Julie begin seeing her naked form (coming out of water for some reason) trying to seduce them (they are college guys, this is not a lot of work) in their embrace the form turns into a demon and kills them.  Julie seems to be somewhat aware of what the demon is doing, seeing it in her dreams. Oh and much like poor old Susan from Mausoleum, her eyes glow green before she goes all evil. Must be an 80s thing.

Though soon the demon begins to go after other men in her life. Like her boyfriend (though her professing her love for him stops the attack before it happens) and creepy professor (played by usually better than this Russ Tamblyn) a murder the real Julie gets to witness and we get our first good look at the demon in its true form.

Waide Aaron Riddle plays Earnest who...well, I am not sure what he adds to this other than keep calling Linda Lisa and looking like Patrick Wilson ordered from Wish. I guess he keeps trying to cast protection spells on Julie himself. He does try to give her an athame but it turns out to be the demon/Linda/Lisa again. She gets him to kill himself.

Julie has another "fight" with her boyfriend Eric. Well, she is trying to explain herself and ask for help and he is being a dick. And the demon shows up in his room.  At this point, I am rooting for the demon. Though Lisa/Linda seems to be somewhere else summoning something from the "bowels of Diva" and the demon is in Eric's room. But then she turns from Demon Julie to Linda/Lisa again.  So Julie and Demon Julie are wrestling each other with a knife. And one of them gets killed with a knife to the eye. We assume it is real Julie, but we later see Linda/Lisa laughing in her home.

Yeah this one was not good. 

While both movies share a name, Necromancer, they also share a theme; vengeance on men that have wronged women. Which of course next to nothing to do with a Necromancer.

BUT I do love the idea of a vengeful spirit that a witch in particular can call on.  I did this a bit with The Dirae, but a demon of vengeance would also be nice. The idea from this movie was later "used" in the Buffy series, but I think I could do better than either, to be honest. The Erinyes are a good choice, but they have a lot of baggage of their own.

What ever I decide the demon needs to have glowing green eyes.

Susan from Mausoleum

Julie from Necromancer


October Horror Movie Challenge 2022
Viewed: 19
First Time Views: 14

October Horror Movie Challenge 2022


Monday, October 25, 2010

Ailuromancy: Metaphysics of the Bast for WitchCraft

What is Halloween without witches and black cats?  How about cats that are witches?


Ailuromancy: Metaphysics of the Bast

Similar to invocations, Ailuromancy is the metaphysical philosophy of the Bast. They have remained undiscovered because the Bast do not write down their formulae or teachings, nor do they share these with humans except under the rarest of circumstances. These can only be learned from master to student and are almost all exclusive to the Bast.

Casting Ailuromancy is the same as an invocation. Bast can gather in groups for group castings, they can use places and times of power, use rituals to tap ambient essence and are subject to crowd effects.
Where humans typically need hands free or be able to speak, the Bast must be able to see or otherwise sense what is around them. For example to Steal Breath, the Bast must be able to see the creature they are stealing from. They must also have their tails free. In some Ailuromancy intricate tail movements replace human hand gestures.

Number 9
For Bast nine, not seven, is the more potent magical number. So Bast covens and group castings are some multiple of nine, or at least three. Three groups of three is a very powerful magical grouping. Treat nine Bast as seven in castings. Seven is still powerful, but not as much as it is to humans.

Group Magic Essence Table: Bast
Size of Group Increased Essence
3 54
5 50
6 81
7 70
9 135
11 110
13 132

If Bast are in a group of humans then the standard rules apply. These are only for Bast casting Ailuromancy.

Names
Very important to Ailuromancy are the names (plural) of the Bast using it. While not related to Ailuromancy itself (other than both being unique to the Bast), the importance of names is in the casting.
All Bast have three names. First is his human or common name, the one that he usually goes by and will answer to from anyone. There is his Bast name, the name he is given by his family or ancestors. Even Bast born and removed from their family at a very young age will still always know his Bast name. These names are often unique since they include a personal identifier and a family name. They can be one used in by another Bast in the same family, but the other family member must have died years ago before that name can be used again.
Lastly, and most important to the topic at hand, is his magical name, his very personal name that he shares with no one. Each name is unique and is passed down throughout the Basts multiple lives. The Bast must sit in deep, deep concentration in order to retrieve his own name. Once this is done then the Bast may use Ailuromancy.

The Essence imprints of Ailuromancy have a particular smell to Bast. Humans must always pass a Difficult Perception test in order to detect it, even if they have experienced it before. While they never share this information with others, the Essence pattern is like a signature of their one true personal name.

The Invocations
Ailuromancy has three basic powers.

Spiritual
The spiritual ailuromancy are ones that effects spirits or essence patterns. Unlike humans, Bast have spirits and not souls. This gives them a different outlook on how essence is used and manipulated.

Bad Luck
2 Essence Points per -1 penalty given (up to -5 max)
One of the most classic ailuromancies used. The Bast must actually cross the path of the victim to impose a -1 penalty to any one task or test per 2 Essence points spent. Gifted can easily notice this sort of ailuromancy, given its similarity to Good Luck. So only a simple Perception task is required. Many Bast are unwilling to use this for that very reason; it instantly brings attention to themselves.

Whisker Bane
Same as Warding WC p. 224

Caterwaul
2 Essence Points
The Bast lets out a discordant wail that can cause irritation or damage depending on their mood.
At level 1 the Caterwaul is merely annoying. It causes no damage.
At level 2-3 the Caterwaul cause d4(2) points per level of LP damage to any that can hear it.
At levels 4-5 the Caterwaul can do d6(3) points per level of LP and causes a Fear reaction to anyone that fails a Willpower (doubled) roll.

Steal Breath
5 Essence Points
A Bast can come close to a person a literally steal their life force away. By inhaling the victims breath (and thus being in close proximity to do so) and spending five (5) Essence points the Bast causes the victims life foce to leave their body for the duration of the breath. This inflicts D6(3) Life Points of damage (undead are not affected) and D6(3) Essence and Endurance loss. The victim also needs to make a Constitution check (doubled) or be rendered unconscious for the next 1 to 4 turns. Sleeping victims do not wake up till this is over.
The Bast must be close enough to be able to steal the victims breath so this is most often done while the victim is prone or asleep.
The Essence stolen is actually lost. Bast can only perform this three times per victim or they themselves also begin to lose life points and essence equal to what is stolen.

Favor of Ra
Same as Essence Shield

Physical (effects the body)
The physical powers maybe purchased in levels where every level usually confers extra time or amount the power may be used. For example a Bast with Monkey Hands level 5 can use the power for 5 minutes for each Essence point spent.

Monkey Hands
1 Essence Point per minute per level
This invocation allows the Bast to manipulate objects while in Bast form that normally would be restricted to humans. Their dexterity does not change as this is a mild and directed form of Telekinesis.

Got Your Tongue
1 Essence Point per minute per level
The Bast can speak like a human while in cat form. This is useful on occasions where telepathic conversation is not desired or possible. In order to this the Bast must borrow a voice. They target a nearby human and use their voice. Once the initial contact is made (the Bast must be able to see the human) then the human can not speak for a matter of seconds. The voice the Bast uses is not exactly like the humans voice, it is often higher pitched and cannot be used to fool friends or voice recognition software.

Lick Wounds (Pashts Cure)
10 Essence Point per 10 LP per level healed
Similar to the Healing invocations the Bast can lick a wound to heal life point damage or remove poisons and toxins (at levels greater than 3), or cure disease (at levels greater than 5). The Bast must state what sort of cure it is performing, damage, removing poisons or curing disease.

Claws of Sekhmet
1 Essence Point per combat turn
The Bast invokes the name of Ras protector Sekhmet to lengthen and strengthen their own claws. Damage then becomes d6(3) x Strength+1 LP of damage.

Cait Sidhe
5 Essence Points per 5 minutes per level
The Bast can increase in size to about the size of a mountain lion. Strength and Constitution increase by 2 each, with Dexterity decreasing by 1. One level of Hard to kill is also added. Life Points are increased accordingly.
A Bast with Cait Sidhe at level 4 can spend 5 Essence points to remain this size for upto 20 minutes. The Bast may switch back at any time but to use this power again will cost another 5 Essence points.

Travel/Time
Cats and Bast are not bound by the same laws of time and space. They are believed to be able to enter dreams, travel to far away planets or simply be right underfoot when it is most inconvenient for them to do so.

Level 1: Disappear / Reappear
1 Essence Point
By spending a single point of Essence a Bast can seemingly disappear or reappear in any spot within eyesight. This is most often used for short hops of less than 10 feet. To use this Ailuromancy the bast must concentrate on the spot they are traveling too. This makes ill-suited for combat applications since the Bast would spend their attack moving; it is useful to avoid being hit.

Level 2: Return
3 Essence Points
This power allows the Bast to return to any spot she once visited. The spot is marked by the Bast in their minds. The travel to this spot can mundane or magical, but regardless of the spot, the time past, or reincarnation, the Bast can return to it.

Level 3: Moonjump
7 Essence points per 10 yards
The relationship between cats and the moon is a long standing one. With this power the Bast can move great physical distances during the light of the moon. Typically it can used from moving from roof top to roof top, or cross great physical distances. A Bast could also use this power to prevent damage from a great fall by simply moonjumping to a lower point in the fall. For example, someone pushes poor Mojo off of a 95 ft. tower. By spending 15 Essence points he moonjumps 90 ft (30 yards) and only falls 5 ft, something any Bast can survive.

Level 4: Dream Dance
14 Essence Points for 10 minutes
Bast are natural, but untrained Dreamers. Bu means of this Ailuromancy and 10 Essence points the Bast may enter the Dreamscape of a sleeper. The Bast can read the dream (understanding requires a Intelligence doubled roll) or very subtly influence it (Willpower doubled roll to plant a small, 10 words or less, suggestion). The Bast can attack other creatures sharing the Dreamscape (Mara, Vampires using Nightmare) but can not harm the dreamer himself.
(See WitchCraft: Book of Hod, Mindream)

Level 5: Greymalkin
21 Essence Points
The Bast can move from one place of Power to any Place power by walking through them as if they were a gate. Unlike Return, the Bast need not have been to their destination before, simply knows that it exists. To the Bast, different places of Power exist in addition to ones known. Nearly any Bast coven is built on a place of power, or as near as they can be. Most cities have a place or two hiding away.

Friday, April 17, 2020

PWWO: Calidar, Part 2

A while back I a did a "Plays Well With Others" for Calidar. It's pretty to do, there are a lot of great ideas and it has a system that lends itself well to easy conversion.  After doing a series of reviews I thought another go at another PWWO.

The Reviews
For this PWWO I think I am going to focus mostly on Calidar On Wings of Darkness and related products.  In particular the various magic schools featured in Caldwen.

Given the various conversion guides and the rules presented in the books, mathematical style conversions are less of an issue, the big factor is more how do I replicate the same feel of Calidar in a different game while still preserving what I liked about the original game.

Calidar and "New" D&D


These are the easiest of course.  The level limits for both D&D 5 and Pathfinder are a set 20. So follow along with the rules for 20 levels.  D&D 5 and Pathfinder characters tend to be more powerful than their same-level counterparts in older editions.  Cantrips really boost what a Wizard can do every round even at the lowest levels.  Plus the addition of cantrips can become an interesting element to the wizard school. 1st level wizards/magic-users have a lot more they can do.

Retro-Clones


These conversions are handled by various current products and upcoming products from Calidar.  Plus these mimic the games played by most of the people involved with the Calidar lines.

Calidar and Glantri


Let's address the obvious mix here.  Bruce Heard is fairly well known for his work on the Mystara lines and Glantri in particular.  You can use details from one mage school for the other, they are roughly compatible in style, and it makes either product a little more robust.  You do lose a little of the unique feel of Calidar this way if you set it all in Glantri.  Though what I have been doing is considering setting the caldera on the north pole.  The whole area is hidden away from the rest of the world.  Still playing with this idea.


I am using the "Mystoerth" map for this. I made a globe, and see there is some room up on top. Enough for Calidar?  I have not done the math yet, but it looks right.   I still to play around with it.

That is if my next idea doesn't take over.

Mage: The Sorcerer's Crusade


This idea has grabbed my imagination.  Calidar has a great early Renaissance feel to it.  So somewhere between Dark Ages Mage and Mage the Sorcerer's Crusade is a perfect time.  In this case I would use Calidar as is, but the game system would be White Wolf's Mage.
What I have not decided yet is if the various schools represent Spheres (which means Mages would need to attend to multiple schools) or Traditions (which would make the rivalries more intense).
So everyone in "How to Train Your Wizard" would be part of the Euthatoi.   I think just to have some fun I would keep the Verbena out of it unless I work in the Glantri Wokani.

There is a lot I would love to do with that idea.  D&D backdrop, Calidar setting, Mage/White Wolf rules.  The possibilities are staggering, to be honest.

Conversion though is a bigger issue.  The Calidar system is pretty flexible, but it is level-based to a large degree. Mage uses the White Wolf Storyteller system which is a dice pool system. So the conversion books won't be much help here save to figure out some guidelines.  Still maybe if I can dig up a copy of Monte Cook's d20 World of Darkness it might give me some ideas.

WitchCraft


Nothing specific yet.  But if I can convert Mage I can convert this a lot easier.

Most likely I would combine a lot of these ideas to make the schools in Calidar a little less D&D and little more Scholomance if possible.

Blue Rose AGE


Ah.  Now here is something that would be a lot of fun.
I would need to make some changes to what kinds of magics could be taught at the schools, but AGE is level-based and so should convert well.  Green Ronin already did some of the heavy lifting for me with their converting for Fantasy AGE.

The bottom line is that Calidar gives me a great magic school that I really want to drop anywhere.

Plus it gives a Fantasy-era Breakbills and an excuse to do this:



And any excuse to put more Brakebills into my games is a good one.

Thursday, March 5, 2020

No Magic Like Family: Angela, Dolly and Elvira

It should be no shock to anyone that I am a huge fan of Cassandra "Elvira" Petersen.  So when I saw this, well you know where my thoughts went!



I mean seriously? Dolly and Elvira in a TV show playing sister witches?? It's like someone on the internet was reading my secret stash of fan-fic...that I totally don't have.

Dolly & Elvira by Neon Horror
http://www.neonhorror.com
Dolly did a movie with a witch back in 86, A Smoky Mountain Christmas. Yes. I remember it.

I can't do a TV show. And seriously Hallmark, you can do 3,000 Christmas movies, would a Halloween one like this kill ya'?  But I can do RPG stuff.

And I know the PERFECT RPG book for this.

Background
Ok, I am going to add this to my War of the Witch Queens somehow.  Dolly's and Elvira's mother, a very powerful witch, has just died. I don't think she is one that sets off the war, but it is a precursor.  Their mother was the founder of the Home, Heart, and Hearth shops and both her daughters worked there.  Dolly went more for the "lighter" side of things focusing on the front side of the stores where minor magics are sold.  Elvira was naturally attracted to the darker, backroom side of the business that dealt in "gray market" magic items.

Just to make life easy for all of us, I am just going with "Dolly" and "Elvira" for their names.  No need to create new-weird character names.  Just pretend they are twin sisters and it all works out fine.

Of course, given this, only one woman could be their mother. Angela Lansbury.

This is another good example of mixing and matching my various Basic-era witch books to suit your own needs.



Dolly

Female Witch 14th level, Pumpkin Spice Tradition

Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 14d4+14 (50 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 14
Morale: 11
Alignment: Lawful

Str: 12 Int: 15 Wis: 16 Dex: 12 Con: 14 Cha: 18

Dolly has the following witch spells and Occult Powers.  She casts as a 14th level witch.

Occult Powers
Familiar: Dog "Popeye"
Lesser: Things That Man Was Not Meant to Know are Fine For Women
Minor: Resting Witch Face

Patron: Cardea, the Opener of Ways

Spells by Level
1st (5): Blessed, Forget Me Knot, Glamour, Speak with Animals, Cake and Tea (Ritual)
2nd (4): Heal Affliction, Light as a Feather, Stiff as a Board, Witch Slap, Sage Burning (Ritual)
3rd (4): Bewitch III, Live Laugh Love, Ward of the Season, Merry Meetings (Ritual)
4th (3): Age Resistance (Lesser), Cleanse, Mirror Talk
5th (3): Calm Weather, Private Sanctum, Tripping the Light Fantastic (Ritual)
6th (2): Cloak of Dreams, Summon Higher Power
7th (2): Peace Aura, Hell Hath No Fury (Ritual)

Elvira, Mistress of the Dark

Female Witch 13th level, Mara Tradition

Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 13d4+26 (60 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 13
Morale: 10
Alignment: Chaotic

Str: 11 Int: 12 Wis: 14 Dex: 14 Con: 15 Cha: 18

Elvira has the following witch spells and Occult Powers.  She casts as a 13th level witch.

Occult Powers
Familiar: Hell Poodle "Gonk"
Lesser: Dream Invasion
Minor: Nightmare Shape

Patron: Hecate

Spells by Level
1st (4): Bewitched I,  Feel My Pain, Protection from Spirits, Vigor
2nd (4): Choking Grip, Ghoulish Hands, Hypnotize, Summon Witches (Ritual)
3rd (3): Bestow Curse, Edge of Blackness, Summon and Bind Imp of the Perverse (Ritual)
4th (3): Grave Sanctuary, Intangible Cloak of Shadows, Ardour Flame (Ritual)
5th (2): Cry for the Night Bird, Summon Shadow
6th (2): Aspect of the Crone, Summon Nightmare Steed
7th (1):  Enchant Item

And just for fun, let's say that Angela is actually alive but faked her death to get her two daughters working together again to save the family business!  Hey Hallmark! Where's my job offer now?

Angela

Female Witch 17th level, Classical Tradition

Armor Class: 7 (witch gown, +2)
Hit Dice/Level: 19d4 (48 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 19
Morale: 11
Alignment: Lawful

Str: 11 Int: 16 Wis: 18 Dex: 12 Con: 11 Cha: 18

Angela has the following witch spells and Occult Powers.  She casts as a 19th level witch.

Occult Powers
Familiar: Dog
Lesser: Gift of Prophecy
Minor: Drawing Down the Moon
Medial: Charge of the Goddess

Patrons: Hestia and Hecate

Spells by Level
1st (6): Color Spray, Fortell, Fury of the Ancestors, Obedient Beast, Speak with Animals, Witch's Mark (Ritual)
2nd (5): Augury, Blur, Demeter's Lament, Witch Sense, Favor of the Gods (Ritual)
3rd (5): Danger Sense, Dither, Scry, Third Eye, Family Curse (Ritual)
4th (4): Create Talisman, Divination, Eyes Everywhere, Hounds of the Underworld (Ritual)
5th (4): Dome of Deepest Night, Empower Distaff, Sending, Access the Library (Ritual)
6th (3): Analyze Dweomer, Empower Rod, Staff or Wand, True Seeing
7th (3):  Breath of Life, Magickal Conception, Sirocco
8th (2): Permanency,  Protection of the Goddess (Ritual)

Angela has the patrons of Hestia and Hecate. With their guidance, she began the Home, Heart, and Hearth shops.



And if you can check out the REAL shop at Neon Horror. Some great merchandise there including that Dolly & Elvira t-shirt.

Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

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In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets