Showing posts sorted by relevance for query bathory. Sort by date Show all posts
Showing posts sorted by relevance for query bathory. Sort by date Show all posts

Tuesday, June 28, 2011

The Lesbian Vampire: Villain or Victim? Part 3

I am participating in the Queer Film Blogathon over at Garbo Laughs.

Let's bring this back around to what this blog is about; RPGs.

I have stated up and discussed a number of lesbian vampires based on all the movies I have discussed and even delved into why they do what they do.
Here are the links
But one is conspicuous for her absence, Carmilla.

So here she is for the Ghosts of Albion RPG.

Here is a description of Carmilla from the text:

She was slender, and wonderfully graceful. Except that her movements were languid--very languid--indeed, there was nothing in her appearance to indicate an invalid. Her complexion was rich and brilliant; her features were small and beautifully formed; her eyes large, dark, and lustrous; her hair was quite wonderful, I never saw hair so magnificently thick and long when it was down about her shoulders; I have often placed my hands under it, and laughed with wonder at its weight. It was exquisitely fine and soft, and in color a rich very dark brown, with something of gold. I loved to let it down, tumbling with its own weight, as, in her room, she lay back in her chair talking in her sweet low voice, I used to fold and braid it, and spread it out and play with it. Heavens! If I had but known all!

So based on that I think the perfect choice for casting is Anne Hathaway.

Countess Mircalla Karnstein, aka "Carmilla"
Vampire

Attributes
Strength 6
Dexterity 4
Constitution 5
Intelligence 3
Perception 3
Willpower 5

Qualities
Age (2)
Attractiveness (3)
Cloak of Beasts (Large Cat)
Emotional Influence
Fast Reaction Time (Vampire)
Hard to Kill 3 (2 from Vampire)
Mesmerize (See Me, Hear My Voice)
Natural Weapon (Vampire)
Reduced Damage 2 (Vampire)
Regeneration (6 Life Points per hour) (Vampire)
Sunlight Immunity
Vampire

Drawbacks
Adversary (1)
Bloodlust
Home Soil (Burial Shroud)
Love, Tragic
Emotional Problems, Emotionally Dependent (victims) (1)
Mental Problems, Covetous (Lechery) (1)
Minority (lesbian woman) (2)
Special Diet (only young women)

Useful Information
Initiative
Actions 1/1
Observation 1d10
Fear +5

Skills
Armed Mayhem 2
Art 0
Athletics 2
Crime 2
Drive / Ride 2
Engineering 1
Fisticuffs 1
Influence 4
Knowledge 4
Languages 5 (English, French, Latin, German, Romanian)
Marksmanship 0
Notice 3
Occultism 0
Physician 0

Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +6 - Defence Action                           
Grapple +7 - Defence Action
Bite +5 6 Slash / Stab, needed for blood drain
Punch / claw +6 12 Bash / slash


The Countess Mircalla Karnstein was one of members of the notorious Karnstein family, a family well known for it's depravity and dabbling in occult practices.
Mircalla was one of their lesser evil members, preferring to be left alone so she could dally with the serving girls of the castle. Though sometime after 1698 the young Mircalla suffered the same fate as many other members of her family, she was turned into a vampire.  Like all members of the Karnstein vampire clan she must retain her burial shroud in order to keep her undeath.  Loss of it will not allow her rest and she may be killed by the removal of her head.
Mircalla, like many vampires, can only alter her name in the form of an anagram or something that sounds similar; i.e. Carmilla, Millarca, Marcilla and so on.
Unlike other members of her family Mircalla has found a way to survive in the in the inhospitable world of science and reason.

Mircalla's favored victim are young women.  Her curse is to prey only on the same sorts of women she loved in life.  She can't help but fall in love with her victims, knowing all too well that she will be the cause of their deaths.  Her compulsion to only use anagrams of her own name might be part of some desire to be discovered and put out of the constant pain she must be feeling, but her vampiric nature drives her ever forward to continue on and looking for the next victim.

If there are other survivors of the Karnstein clan, and there is at least some reason to believe this, then Mircalla does not enteract with them at all.

What we know about Mircalla and the Karnsteins comes from a variety of sources, most notable was the recollections of one of Mircalla's victims (published as a work of fiction no less) and the reports of the most excellent occult scholar and expert on vampires, Professor Hieronymus Grost. Grost has recorded a number of instances of encounters with the Karnstein clan.

All members, save the youngest, of the Karnstein Vampires are immune to the effects sunlight. They do need to keep their burial shroud with them in order to rest.  Without it they are vulnerable and my be killed by beheading.  A stake will only immobilize them, not permanently destroy them.   The Karnsteins also have differing tastes in their prey and once chosen they rarely diverge from it.  In Mircalla's case she must feed only on young women.
Mircalla can mesmerize her victims into thinking her feedings are nothing but bad dreams.  Like other vampires she cannot enter someone's home without permission, but she rarely has trouble getting that.
Mircalla can also appear as large cat, either a large black house cat or a small panther-like cat.  No reports are given whether this is a trait she shares with her family or unique to her.

Using Mircalla in Ghosts of Albion
Mircalla could very well be drawn to London in search of new prey.  A metropolis the size of London would easily hide one lone predator. With the rise of the affluent middle class and "working rich", Mircalla would have plenty of chances to engage in society to bring her closer to her favored victims.
Mircalla is not a fighter.  She will not engage in combat unless it is a last resort.  She preys on her victims and gets out as soon as she can.  If faced with destruction her choices are usually flee or fight in that order.  In any case once discovered she will attempt to flee.

Using Mircalla in Buffy/Angel/Army of Darkness
In modern games Mircalla will be continuing her modus operandi.  However she will have one additional level of Age (and corresponding skill points).  If playing a high-school game, then Mircalla will often take on the guise of an exotic foreign exchange student who surrounds herself with the most popular girls in school.  There will be no indication of anything amiss till students begin to complain of nightmares and a new wasting disease will hit the school, effecting only the young women and girls.

Thursday, May 6, 2010

Willow & Tara: Mutants & Masterminds

Willow and Tara: M&M Conversions

A while back my semi-regular Willow and Tara game was coming to an end.  I had just finished the second season, "Season of the Witch" and wanted to work on a third season.  But for this season I wanted to do something different. I wanted to change to a new system.  Nothing against Cinematic Unisystem, I love it in fact.  But I had been eating and breathing it for years. I also tried out BESM and liked a lot of it and experimented a bit with Fudge, Fate and True 20 (more on all of those in later posts).

I had been toying around with the idea of them teaching at a school for “gifted youngsters” for some time before all of this. I honestly thought though I’d do it in BESM. But since by 2006 the girls were already living in or near Boston (for many reasons that seemed to converge at once) the idea firmed up when I saw that MDSnowman (from the Atomic Thinktank) had put his version of Freedom City in Massachusetts (his is much farther south).

I had just done a conversion of Erzsébet Báthory and had a great idea.  What if Bathory had taken over Claremont and Duncan Summers went to Willow and Tara for help.  My "mini series" "A Mid-Semester's Nightmare" was born.  I kept the school fairly non-descript in-case I later converted back to another system. But M&M just seemed to work very well.

So it was settled, Willow and Tara are teaching or working at Claremont Academy. It’s possible I could still work in my BESM and other ideas with this, but this was my start.  As things progressed though, we switched systems from M&M, to Marvel super Heroes, had a brief flirt with BASH and even Witch Girls Adventures.  None though ever really worked out they way I liked.  You have seen the WGA versions, I might post the others as well.

So here are my witches in their Mutants and Masterminds guises for the short lived mini-series.  These versions of the girls are post "The Dragon and the Phoenix".  So it is many years later and Tara is alive and her and Willow are well and living together.



Willow Rosenberg “The Witch”
Quote: “Wow. And here I thought my high school was weird.”

PL: 11 (165 pp)

Abilities: STR: 9(-1) DEX: 11(0) CON: 11(0) INT: 18(+4) WIS: 16(+3) CHA: 17(+3)

Skills: Acrobatics 8 (+8) , Bluff 4 (+7), Climb 4 (+3), Computers 15 (+19), Concentration 10 (+13), Craft(Chemical) 9 (+13), Craft(Electrical) 6 (+10), Craft(Mechanical) 2 (+6), Diplomacy 1 (+4), Disable Device 4 (+4), Disguise 0 (+3), Drive 2 (+2), Escape Artist 2 (+2), Gather Information 9 (+9), Handle Animal 1 (+4), Intimidate 4 (+7), Investigate 7 (+11), Knowledge (Arcana/Magic) 15 (+19), Knowledge (Chemistry) 8 (+14), Knowledge (Math) 8 (+14), Knowledge (Physical Sciences) 8 (+14), Language (English, French, Greek, Hebrew, Latin) (4), Medicine 4 (+7), Notice 7 (+10), Perform (Ritual) 7 (+10), Pilot 0 (0), Profession (Computer Analyst) 2 (+5), Ride 0 (0), Search 0 (+4), Sense Motive 0 (+3), Sleight of Hand 0 (0), Stealth 0 (0), Survival 0 (3), Swim 0 (-1)
Saves: Toughness +11 Fortitude +5 Reflex +5 Will +6

Feats: Attractive, Ambidexterity, Ritualist

Powers: Magic 16 (Telekinesis 16, Telepathy 11, Astral Projection (dimensional only) 11, Lightning bolt 11, Force Field 32, Magical Sight 32)

Combat: Attack +9 (Meele +9, Ranged +9) Defense +19 (+13 Flat-footed) Init +0

Drawbacks: Minority (Lesbian Jewish Wicca)

Real Name: Willow D. Rosenberg
DOB: August 1, 1981 (Age 23 in Summer 2005 when game takes place)
Identity: Public, but unknown as a witch
Occupation: Part time computer instructor at Claremont Academy; Private Computer Security Systems Analyst.

Height 5’3”, Weight 110lbs, Eyes Green, Hair Red


Tara A. Maclay “The Sorceress”
Quote: “I am not teaching Defense Against the Dark Arts. I know they don’t have it, I am just saying.”

PL: 11 (165 pp)

Abilities: STR: 12(+1) DEX: 9(-1) CON: 12(+1) INT: 16(+3) WIS: 18(+4) CHA: 16(+3)

Skills: Acrobatics 4 (+3), Bluff 4 (+7), Climb 2 (+3), Computers 4 (+7), Concentration 6 (+10), Craft (Alchemical) 4 (+7), Diplomacy 6 (+9), Disable Device 0 (+3), Disguise 0 (+3), Drive 3 (+2), Escape Artist 1 (0), Gather Information 4 (+7), Handle Animal 4 (+7), Intimidate 4 (+7), Investigate 2 (+5), Knowledge (Arcana) 15 (+18) , Knowledge (Theology/Philosophy) 8 (+11), Knowledge (Art) 4 (+7), Language (Greek, Japanese, Latin, Spanish), Medicine 4 (+8) , Notice 6 (+10), Perform (Rituals) 4 (7), Perform (Painting) 4 (7), Perform (Song and Dance) 4 (7), Pilot 0 (-1), Profession (HS Teacher) 5 (+9), Ride (Horses) 6 (+5), Search 6 (+9), Sense Motive 6 (+10), Sleight of Hand 2 (1), Stealth 4 (3), Survival 6 (+10), Swim 0 (+1)
Saves: Toughness +11 Fortitude +5 Reflex +5 Will +6

Feats: Attractive, Fearsome Presence (to Demons and Vampires only), Ritualist

Powers: Magic 14 (Telekinesis 14, Magical Sight 14, Astral Projection 2), Healing 5 (by touch).

Combat: Attack +9 (Meele +8, Ranged +10) Defense +18 (+12 Flat-footed) Init -1

Drawbacks: Minority (Lesbian Wicca)

Real Name: Tara A. Maclay
DOB: 11/07/1980 (24 in Summer 2005 when game takes place)
Identity: Public, but unknown as a witch
Occupation: Youth Counselor and Art instructor at Claremont Academy

Height 5’5”, Weight 125lbs, Eyes Blue, Hair Blond



Notes:
As usual, I am going with “The Dragon and the Phoenix” versions of these characters.
Briefly: Tara is back, Season 7 never happened, they defeated Leviathan. This would be the start of my Series 3 with Willow and Tara.

Neither are strong physical fighters, here or in Unisystem, so that converts well enough.

No dynamic Powers. I opted, for a couple of reasons, not to give Willow and Tara dynamic magic powers. Partially because they start this series as semi-retired but mostly I have something in mind for them later and dynamic magic plays a role in that.
Tara has healing separate from her Magic array same as her Unisystem counterpart. This plus her fearful presence to vampires and demons are the remains of her divine power as a Keribum (Kerubim). Tara also Magical Sight to cover her Empath and Sight qualities from Unisystem, but to better emulate it I might pull it out of her Magic array.

To mimic the Cinematic Unisystem magic better you can add Fade to the magical effects.

Casting together. 

In my games Willow and Tara can cast together to produce phenomenal effects via Anamchara Quality. In M&M this would be a special power or a special feat. In either case the results would be the same, Willow and Tara add their Magic levels together when casting together.


Links
My version at the Atomic Think Tank, http://www.atomicthinktank.com/viewtopic.php?t=14876
Also have a look at Narsil's builds for Willow and Tara on the Atomic Think Tank.


Wednesday, April 27, 2011

W is for WitchCraft RPG

W is for WitchCraft, and by that I mean C. J. Carella's WitchCraft RPG.

WitchCraft is, hands down, my favorite game.  Period.  Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979.  Everything I ever wanted in a game was right there.
Everything.

WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.  Granted a lot was going on in 1999/2000 both gamingwise and personal that may have added to the this effect, it was an effect all the same.

Back in 1999 I was really burned out on D&D.   I was working on my Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft.  At first I balked.  I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then, see yesterday's post), but I was coming home from work and the my FLGS was on the way, so I popped in and picked up a copy.  This must have been the early spring of 2000.

I can recall sitting in my office reading this book over and over. Everything was so new again, so different.  This was the world I had been trying, in vain, to create for D&D but never could.  The characters in this book were also all witches, something that pleased me to no end, it was more than just that.  Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a game book. I have it hanging in my game room now.

WitchCraft uses what is now called the "Classic" Unisystem system.  So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks.  Like I mentioned Monday, skills and attributes can be mixed and matched to suit a particular need.

WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system.  Think of each magical effect as a skill that must be learned and you have to learn easier skills than harder ones first.    In D&D it is possible to learn Fireball and never have learned Produce Flame first.  In WitchCraft you could not do that.  But also WitchCraft is not about throwing around "vulgar magics".  WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond.  WitchCraft takes nearly everything from horror and puts all together and makes it work.

The Eden Studios version was the Second Edition, I was later to find out.  The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate timeframe.  I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.

The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games.  The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill.  But WitchCraft is different.  There is a Rekoning coming, everyone feels it, but no one knows what it is.  Characters then take on the roles of various magic using humans, supernatuals or even mundane humans and they fight the threats.  Another conceit of the game (and one I use a lot) is that supernatural occurances are greater now than ever before.  Something's coming.  (dogs and cats living together, mass hysteria).

It is most often compared to World of Darkness, but I think it is vastly superior in nearly every respect.  Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy.  There is a war certainly, but nothing so cut and dry.  And unlike new Mage there are rarely clean divisions between the factions.  Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it.  There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given.  It feels very organic.

C. J. Carella may be one of the best game designers out there.  WitchCraft is a magnum opus that few achieve.  I took that game and I ran with it.  For 2000 - 2002 it was my game of choice above and beyond anything.  The Buffy RPG, built on Cinematic Unisystem took over till I wrote Ghosts of Albion also using Cinematic Unisystem.  I mix and match the systems as I need, but WitchCraft is still my favorite.
I ran my very first Willow & Tara games using WitchCraft and I still feel in many ways they are more at home there than anywhere else.  I also used it for various other media and book adaptations of witches, such as the Owens from Practical Magic (movie and book), Elizabeth Bathory (who was going to be the Big Bad) and the girls from Vampyres.

WitchCraft was also one of the first Wikipedia articles I ever worked on.  The images of the covers are scans of my own books.

But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748

Download it.  If you have never played anything else other than D&D then you OWE it yourself to try this game out.

My thing is I wish it was more popular than it is.  I love the game, I even wanted to do Ghosts of Albion as a WitchCraft game, but there were other, better reasons to go Cinematic with that.
Back in the day I did work on the Wicce Association book.  I would love to see that printed.  I also have on my hard drive "WitchCraft 3rd Edition".  Not complete mind you, but it takes the rules and re-organizes them and improves on what little I can improve on.

Links
Eden Studios WitchCraft Page, http://edenstudios.net/witchcraft.html
Mixing WitchCraft with Witch Girls Adventures, http://timbrannan.blogspot.com/2009/06/witch-girls-adventures-witchcraft-rpg.html
Get WitchCraft RPG for free, http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748

Thursday, November 21, 2013

Across The Sea of Years

A dual stated adventure across Time and Space for.... well that is what I don't know yet.

I have always toyed with the idea of running a game at a con, say like Gen Con where I have multiple days, where it is the same group of characters, or their reincarnations or their children, across time and different systems.   My systems of choice would be Unisystem and some flavor of D&D.  Likely Basic.

I have done similar ideas in Season of the Witch, where I took in ideas from different games to get a different feel.  Generation HEX was conceived as using a different system each game, but that never worked out.

This idea though is two plan a game that takes place in the past, present and maybe future.  Each game is seperate unto itself, but builds a bigger story.

One idea I had was a adventure named "Synchronicity" where characters from Ghosts of Albion meet up with their counterparts from Buffy.  But that is only one, albeit long, game. Plus the system for Ghosts and Buffy is the same.

Another game I have played before is Blight for Ghosts of Albion.  It takes place in 1847 and is an unofficial sequel to my Dark Druid for Buffy (that takes place in an alternate 2001). There is a third adventure in the mix, All Souls Night, which was always designed to go with my Eire game.
I would retool Blight just a bit.  But the Dark Druid is designed for new characters, so the big bad introduced is not all that big and bad.  It works though if I run them in something like a past life regression.

The other idea I had was an adventure around the rise and fall of Elizabeth Bathory.
D&D for when she was alive and you have to stop her (though to be 100% fair, an adventure like that screams LotFP), Ghosts of Albion when she is prowling the streets of Victorian London, and something else (Call of Cthulhu maybe) for later.

I have also over the years toyed with the idea of Doctor Who, Star Frontiers, and Alternity (yeah I have been thinking about this one for a while) for the future.  I think the idea came to me when I wanted to run a hunt Jack the Ripper and I thought back to the old Star Trek episode "A Wolf in the Fold" and to the movie "Time After Time".  Jack the Ripper is still an interesting idea. A time traveling serial killer/entity could make a fun opponent.

Lots of ideas really, but nothing has really jelled yet for me.  Once I have the right story idea and roll for the characters then the system will be easier to decide on.

Anyone done anything like this before?  What did you do and what did you use?

Sunday, March 21, 2010

Vampyres Week

This week I am going to spend some time with one of my favorite B-rate horror films, Vampyres.


“Vampyres”, also known as “The Daughters of Darkness”, may in fact be one of the most notorious “cult films” of 70’s horror. Equal parts suspense, gore and softcore (almost hardcore) content, it was also a surprisingly good (if somewhat cliché story by today standards) and somewhat surreal film. There is no denying that the two leads, Marianne Morris as “Fran” and Anulka Dziubinska as “Miriam”, are positively fantastic to look at, but they also move in such a fluid way that you can easily believe they are supernatural creatures. This film is also the keystone of the Lesbian-Vampire trope in cinema, a sub-subject that began with Sheridan Le Fanu’s Carmilla and has expanded to “Dracula’s Daughter” to “The Hunger”. There has been almost as much analysis of the lesbian vampire as the vampire itself. So much so that there are anthologies of lesbian-themed vampire short stories called “Daughters of Darkness” after this and and another notorious movie.

Vampyres was filmed on the location of many of the same “haunts” as the Hammer films, it also has that 70’s British Horror film feel that was a staple in my steady diet of horror films through out my youth. It even bares some similarity to an actual Hammer film, “The Vampire Lovers” (based on Carmilla) and even another "Daughters of Darkness" (based on Bathory this time).

This is not “Citizen Kane”, but nor was it meant to be.

Cliché or Trope?
Vampyres is not meant to be a thought provoking tale, it was a thin excuse to feature as much female nudity as they could get away with and tell a vampire story. As I mentioned, lesbian vampires are well established in fiction (though I don’t believe that José Ramón Larraz himself was aware of those) it features another overused, clichéd plot device, killing a woman after she has lesbian sex or causing her to go on a murderous spree. “Vampyres” features both. This was old even in 1974 and inexcusable today. Though vampires need to rise from the dead, so they need to be dead. The implication is that is Ted (the man they slowly torture with sex and feedings) is the same man that killed them, in that sense a killing has to happen sometime and we want to establish that Ted is in fact deserving of his fate (even though he gets away). Trouble with this is we have to try to explain why and how Ted doesn’t recognize Fran and Miriam (I am going to use their vampiric shape changing abilities) or the house. The deal I guess is Larraz never claimed to be a great writer (even less of a wunderkind and really just a filmmaker working on a movie with naked girls in it). In the end “Vampyres” is not the most original work, but I don’t watch porn for the plots either.
Is it cliché? Yeah it is. But even though it is a thin movie it manages to avoid most of the 70’s Horror movie clichés (still get the young couple having sex in the woods one and the old creepy house). I’ll cut the filmmakers some slack since it was 1974.

The Story
(based on the director commentary, the essay and novel by Tim Greaves, and some embellishments)

This story begins a few “years ago” (as the film implies, three for the book) with Francesca “Fran” Morris and Miriam Trent. Fran and Miriam were two young lovers. The trouble was that Fran’s boyfriend, Ted, was a jealous, hateful man and he did not approve of his girlfriend having an affair, let alone with another woman. So one night after drinking he caught Fran and Miriam in a lover’s embrace so he shot and killed them both. He took the bodies and dumped them in the crypts of the castle they were staying at. Some time after he drove off into the night Fran and Miriam rose from the dead as vampyres. Confined to their crypts by day, they haunted the castle at night, and thus spawning the local rumor that they were ghosts.
During the middle part of the 70’s (1974) they spent their time posing as hitchhikers. They would find a man, either alone, or together, and ask for a ride back to their home. There they would seduce him (not a difficult task when you are two extremely attractive bi-sexual women and have a cellar full of vintage wines), use their powers to alter the perception of time, and kill and drain his blood. They then would take the body and stage it to look like it was a horrible car crash.
Tragedy struck when one man they seduced, Ted, turns out to be Fran’s old boyfriend. Instead of killing him outright, Fran toys with him. He manags to escape and the two vampyres fled to the English countryside. During the entire time they manage to kill half-dozen other people including a young couple camping in the woods outside their manor.

Use in the 70’s and after
To play the Vampyres in the 70’s simply follow the movie. An adventure can begin with our heroes suspecting that a rash of murders is vampire or serial killer related find themselves at the manor, only to find it empty and cold trail. Investigation must take place!
In my games (I first worked these two up for Chill) I imagined that they headed to Spain and Barcelona; my nod to director José Ramón Larraz. Here they laid low, killing only when needing too (once every week or so). I stopped using them after that (my Chill game stopped) so I guess I figured they had been killed by some intrepid Spanish vampire hunter. But now I am thinking no, they survived and just recently (let’s say 2003, the date the Blue Underground DVD was released) began to resume their activities.

Today
So let’s say the girls survive their encounter in England what would they be doing today? What motivates them?

For starters move them away from Farnsworth Hall. The end of the movie has the place for sale and being looked at by two Americans. The book suggests the place is haunted and strange deaths occur there all the time. So they might still be there, or come back years later, but there is a time when they are not there at all.
What about the girls themselves? Personally I see it as a cop out to say they are man-hating lesbians. I say it is lazy plotting and just way too obvious. They have issues yes, getting killed in the middle of hot girl-on-girl action will do that, but do they kill out of hate or because they need to feed? Well it’s both I’d say. They kill people because they need the blood to feed. They enjoy it because they really don’t like people. I guess in the end they would rather be left alone, but they do need to feed and that is where they will run into the Cast. Fran also mentions to Miriam in the book (during the “shower” scene) that she needs to have sex with men every once in a while, whereas Miriam never has to if she can avoid it. Sex is bait to lure what they really want. Blood.
We could go the Quentin Tarantino route. Fran and Miriam are working in a strip joint where they pick out men, lure them away with the promise of sex and kill them. Come to think of it there is something like that in the WitchCraft RPG book now. I like this idea because the cast can encounter them rather easily and it helps build up the tension a bit between Miriam and Fran. How long will Miriam tolerate Fran’s dalliances with men? Will someone else come along and pull one of them away from the other? Let’s expand on that and come up with an idea that will fit all versions of Fran and Miriam.

Mayfair’s
Mafair’s is an upperclass “Gentlemen’s Club” owned by Miriam and run by Fran. It caters to upperclass business men and couples. Featuring some of the most beautiful women in the area, Mayfair’s also features fine dining and walk in humidor and smoking lounge. The only that strikes you odd about Mayfair’s is there are no clocks or mirrors to be seen anywhere.
That is on the surface. In the back halls and lower levels Mayfair’s also features special services for the supernatural underground. Live S&M shows, demonic prostitution and even vampiric feeding parlors. If there is a vice that can be bought it can be bought at Mayfair’s.
Fran and Miriam control this den of lust by maintaining complete neutrality. They have made many deals, and have blackmailed others into their position. They have manipulated those in power, terrestrial, spiritual, mundane and magical, into a position of permanent stalemate. They can continue their business, providing what they feel is a necessary service, and feed on all the released essence they can care too. Blood is never issue, they have prospective donors lined up and willing to pay them so they can have their blood sucked. Generally speaking everyone is pleased with the situation and they get exactly what they want. Every once in a while someone comes along and feels they can do a better job and tries to run them out of business, but with a client list as long as their’s help is usually only a phone call away.
The Cast/Heroes can use Mayfair’s as a place to gain information. If something is going on in supernatural underworld, the girls at Mayfair’s are usually the first to know.

Fran and Miriam


Fran (about Miriam): She is my girlfriend. We have a lot in common, we got on very well together.

Fran
Fran is the oldest and more adventurous of the two. She often is the one brining in the new victims. She is also the crueler of the two, gaining more sadistic pleasure out of torturing her victims before killing them. She toys with Ted, so long in fact she never has the chance to kill him. This could come from the fact it was her boyfriend that killed both her and Miriam. Fran wears a heavy black leather long coat. In the book Fran likes both girls and guys, but prefers Miriam to all.

Played by Marianne Morris
Age 58 (appears to be 24)
Height 5'5"
Weight 120 lbs.
Hair Auburn (Redish-brown)
Eyes Brown

Miriam
Miriam is the younger. What she lacks in Fran’s stronger personality she makes up for with a nymph-like attractiveness. Miriam uses her sex-appeal as bait, she enjoys the quick kill and the blood that comes with it. She is more cautious, warning Fran to kill Ted before he discovers who they are. Where Fran uses a dagger to draw blood, Miriam prefers the more traditional fangs to the artery. Miriam wears a heavy dark cloak lined with red. In the book Miriam owns Farnsworth Hall and has all the cash. She prefers women, having a string of young lovers before seducing Fran away from Ted. She prefers to kill the men quickly and get their blood.

Played by Anulka Dziubinska
Age 57 (appears to be 23)
Height 5'4"
Weight 105 lbs.
Hair Blonde
Eyes Blue

A Note About Multiple Versions
My purpose is to again expand on my goal of finding the best system to do a particular job and my own curiosity of how the same character can be represented in multiple systems. In every case I started with a basic concept of Fran and Miriam and attempted to re-create them within the confines of that system (not making anything new up) rather than simply converting one version to another. I did then go back a overlook the versions and may have buffed some points her or there. The results may cause me to have miscounted a point or so here or there.
Plus I also strongly feel that regardless of what game I am playing at any given time I can get something useful out of another game. So to that end I am also posting this to multiple forums so people can compare the various versions.
In the end I think I have a much clearer picture of who these characters are and what they are supposed to be.

Links

IMDB, http://www.imdb.com/title/tt0072354/
Wikipedia, http://en.wikipedia.org/wiki/Vampyres_%28film%29

DVD
http://www.amazon.com/exec/obidos/tg/detail/-/B000092T69/104-6339964-7477559?v=glance
From Blue Underground http://www.blue-underground.com/product.php?product=6

Tomorrow, the stats.

Monday, July 28, 2014

I Don't Believe in Bloody Mary

I don't believe in Bloody Mary, I don't believe in Bloody Mary, I don't believe in blood...

Bloody Mary is one of the more scary childhood monsters under the bed, or more accurately in the mirror.  Say her name three times while looking in the mirror in the dark and she will appear.
But who is she?

Stories abound, was she a young mother whose children had died?  Was she murderess who killed her husband to be before taking her own life?  Or is she as some stories have told the mother of Jesus, weeping tears of blood for the son she lost?


Bloody Mary Trickery by ~Skyberry-13 on deviantART

One of the stories I remember best was one about a witch named Mary Worth who in the late 19th century would kidnap slaves to torture.  Very so like the tales of Elizabeth Bathory or even Cathy Bates character of Delphine LaLaurie in American Horror Story Coven.

For The Witch I thought something else might be nice.

Mary Worth was a young woman who dreamed of her future life as a wife and mother. One All Hallows Eve Mary waited till midnight to look into her looking glass. She had heard the stories that you would see the face of your future husband in the glass.  But what Mary saw filled her with dread and horror.  The face she saw was that of a man, covered in blood with a countenance of pure evil and murderous intent.

A year later Mary was arranged to be married to an acquaintance of her father, it turned out to be the same man. Though this man seemed fair enough and treated her well.  Years went by and she gave him two children.

To protect herself and her children Mary turned to witchcraft so she could learn more of her fate and possibly change it. She suspected her husband was unfaithful that one night she went to brew a potion to ensure faithfulness. When she returned home she discovered her husband in the arms of another woman while her children slept.  They argued and she struck him with the poker from the fireplace. As blood raced from his brow she saw the vision she saw so many years ago.  She screamed and pushed her husband back into the fireplace.  Quickly the fire spread throughout the house.  Mary ran screaming, but her husband, his mistress and the children all died in the flame.

From that day forward any time Mary looked into a mirror she saw the faces of her dead husband and children.  Mad with grief she clawed her own eyes out and dashed her head into the mirror.  The glass severed her neck and she died in the mirror.

She now haunts all mirrors, scarring girls away who wish to learn their fates too soon.  She also captures younger children to replace the ones she lost, but these children cannot survive in her land of the dead.

Bloody Mary (when alive)
4th Level Witch (Eclectic Tradition)

Strength: 10
Dexterity: 10
Constitution: 12
Intelligence: 16
Wisdom: 11
Charisma: 16

Saves
Death Ray or Poison:  13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells:  15

To hit AC 0: 20

Hit Points: 25
Alignment: Chaotic
AC: 9

Occult Powers
Familiar:  Talking Mirror

Spells
Cantrips: Chill, Daze, Detect Curse, Ghost Sound, Open, Sound
First: Bad Luck, Cause Fear,
Second: Burning Gaze, Evil Eye,

That works for me!

--
Like what I do here?
Let me know by voting for me for "Best Blog" in the 2014 ENnies.
http://www.ennie-awards.com/vote/
Go to Best Blog and put a "1" next to "The Other Side". Thanks so much!

Thursday, February 14, 2013

Vampire Blog Hop

Little bit of history here.  Long before I was known as "The witch guy" I was "the Vampire guy".
So it is with a sense of homecoming that I participate in the Precious Monsters Vampire Bloghop.


I still tend to write a lot about vampires here.

My earliest memory of watching a movie had to be Bella Lugosi and Christopher Lee as Dracula.  I can clearly recall being no more than 3 or 4 and thinking anything with red eyes was a "dracula".  This extended as I got older (5) when the Count became my favorite character on Sesame Street.  I am pretty sure I have seen every film adaptation of Dracula there is and I have read the original book a dozen times.

So yeah. I like Vampires.  What made me "stop" liking them?  Vampire: The Masquerade.
Well, that is not fair.  It wasn't the game itself, it was the over exposure of the game and I'll admit, some of the players.  But I have gotten over that.  In fact I really enjoy the 20th Anniversary edition and the translation guide  The truth is that Vampire really changed a lot things in gaming. In recent years I have come back to Vampire (and to vampires in general) and find I am enjoying it so much more.
So let's have a look at some the Vampire games I have enjoyed the most over the years.  This is not all of them, but it is a nice sample of new and old.

Vampire: The Masquerade - Revised Edition
This is it, the original. Well, not the original, original, but the revised version. This game is the go to game for playing an angsty, tortured monster.  Nearly everything known about vampires in myth or fiction is in here somewhere.  Re-reading it today if you had no knowledge of this game you might be tempted to say that this game is full of cliches. But in truth this is the origin of a lot of things that we take for granted.
Truthfully this is a great book to get even if you never plan to play the game.  There are plenty of ideas for Role-playing as well as integrating it with LARPing. There is also a lot of ideas for vampires here.
If you like Anne Rice's vampires, then this is the game for you.
Play if you like: Anne Rice

Victorian Age Vampire
The Victorian Age is best time for vampires in my mind. This the age of Dracula, of Varney the Vampire and tons of great Gothic Literature.  Also it is a time of science vs. religion, the city vs. the rural, the traditional vs. the modern.  This is a perfect mix for a Vampire game. The Vampire game mechanics are well served by this mix; the human vs. monster. In many respects this game is actually superior to it's parent game V:tM.
All the same vampire clans from The Masquerade are here, but changed.  Not as much as the Dark Ages version, but the alterations fit the times well. The vampires here seem to be so much more than their modern counterparts.
Play if you like: Dracula or Varney the Vampire

Vampire: The Requiem
A while back White Wolf rebooted everything.  They redid all their game lines, edited the rules and gave us a new World of Darkness.  On the plus side Vampire the Requiem has much more cleaned up rules.  They were similar to the old rules, but just better in most respects.  The meta-rules or how the vampires are played though felt worse. Not worse really, but off to me.
Basically you can play the same kind of game you did in V:tM, though if you had a favorite clan in the old game it might not be here, or be changed in subtle ways. Still though this is a great game with less overhead than old World of Darkness. If you are choosing between this game and Vampire: The Masquerade then this might be the easier choice, even if it is less "classic" choice.
Play if you like: Modern supernatural

Vampire Translation Guide
So say you like both Vampire games, or you prefer one but like elements from the other.  Well White Wolf came up with this great guide that lets you translate between the two games. At least in a mechanical way you can translate clans from one to the other. I like this product on concept alone. While this book is not the Rosetta Stone between the games, it is a good translation guide. If you are fan of one of the game then this book gives you the chance to double your stuff. For fans of both games this is a good way to open up your world of darkness a bit more. It is lacking on some crunch, but I think I can be OK with that.
I also like this product for what it means. White Wolf is basically saying something new now, the world is yours do with it as you please. No more meta-plot no more rigid distinctions that always come in 5's.
I like the converted characters, but would have also liked to have seen the same character in both systems.

Vampire: The Masquerade 20th Anniversary Edition
The 20th Anniversary Edition combines the best of the best of the old Vampire the Masquerade game and strives for completion.  All the clans, all the powers and most of the iconic characters. It is more expensive that any of the other White Wolf Vampire games, but it is also the largest and everything you need for years of playing is right here.  Or more the point, everything from years of playing is right here.  It is easy to pick this up and feel like it is 1990 again.
I think this book is really aimed more at people that played V:TM back in the day and now have a desire to go back to those nights where monsters roamed the city.  There is a lot here for new players though too.  If you have never played a Vampire game then this has everything you need.

Chill Vampires
I have gone on about this book before.  Chill Vampires is the standard to which all vampire related supplements to a horror game must be measured. Any game can produce a bunch of stats, some bad fiction and link them together, Chill: Vampires is a Master's Thesis on combating the undead. Not just notes for the would be vampire slayer (and game masters) but also detailed accounts of the most brazen of the undead. Complete with stats, history, motivations and the notes of previous investigators and SAVE agents.
This book is fantastic for any game but essential for a good Chill game. I would recommend it on the basis of the Dracula and Bathory write-ups alone, but there are more and even stranger and deadlier vampires in these pages.
Play if you like: Supernatural or The Night Stalker

James Mishler is an old name if you been doing this for a while.
He has a personal blog and his game company blog.  He also has a really awesome vampire book that I won a few weeks back.

Vampires of the Olden Lands
The Olden Lands is James' in house campaign the Chronicles of Mhoriedh.  All the books in this series are dual stated with Labyrinth Lord and Castles & Crusades stats.  This appeals to me on a number of levels.  I like that he went through the effort to do this and the nice effect is that between these two sets of stats you can play this under any old school version of D&D you like.   There is also plenty in this book that work with any other game as well.
We start out with some common protections against vampires.  We follow with 8 very different sorts of vampires including living, dead and spirit.  All dual stated.  There is a new race to play, The Dhamphir.  I have seen a lot of "Dhampirs" over the years, but this one is one of the best so far just in terms of simplicity.
All in all a really nice take and these vampires are not like the Dracula-Lestat-Edward clones that can populate so many other games.

Fang & Fury: A Guidebook to Vampires
This is an older book for 3.0 (not 3.5) D&D but there is still a lot of great things here.  This is certainly written from the D&D-fantasy world vampire; so feeding off of dragons and the like, what happens to certain  classes.  There are feats, prestige classes, monsters and gods. There are plenty of spells, magic items, weapons and artifacts.  There is really a lot of good stuff here and if you have vampires in your game then you need this.  If you have any vampire big-bads in your game then this is also a great buy.  Some of the material needs to be updated to 3.5 or Pathfinder, but nothing that is a show stopper that I could see.

Out for Blood

If there was anything you ever wanted to know about vampires or those that hunt them then this is your book. In the 200+ pages there are 18 new prestige classes, new uses for skills, feats, and of course tons of vampires. There are a handful of new spells and campaign ideas for using or hunting vampires in your game.
What I liked best about this book though was the Fist of Light Prestige Class. It was exactly what I was looking for in one of my games and I was happy to see someone else had done all the work for me.
The layout is very clean and clear and easy enough to read onscreen. The art varies, but most it is rather good.

There are a lot more including all the Ravenloft stuff.

And an honorable mention, Buffy the Vampire Slayer Roleplaying Game.  Someone has to kill all those vamps. Or date them. Whatever.

EDITED TO ADD: Forgot my own Vampire Basic Class

Want to know about Vampires?  Check out all the other members of this blog hop!


Friday, April 26, 2024

Kickstart Your Weekend: Horror and Sci-Fi!

 A nice mix today. Let's get to it.

Frightshow Classics

Frightshow Classics

https://www.kickstarter.com/projects/frightshowclassics/frightshow-classics?ref=theotherside

Two new classic horror tabletop RPG adventures, "Vengeance of Bathory" and "Pine Barrens Devils," featuring the art of Jim Holloway.

I have two adventures out with Frightshow Classics and they are a ton of fun. This Kickstarter is really in the spirit of what Kickstarter is supposed to be. Not a pre-order system, but a means to get upfront funding for a great project.

This one also features the first Frightshow sequel! Because you just can't keep a good villain down.

These also feature the art of the late Jim Holloway, artist for Dungeons & Dragons and Chill (among many others).

So give these some support.

And this one launch soon! We are looking for more people to sign-up for this one.

Thirteen Parsecs

Thirteen Parsecs

http://tinyurl.com/13psignuptim

Thirteen Parsecs is coming! Please sign up to get notified of our launch of the Backer kit.

We want this game to be your sci-fi RPG of choice, so help us make that happen.


Friday, June 25, 2010

Willow & Tara: Chill

Willow and Tara in Chill

The world the girls live in is not exactly the same as the world described in Chill. A lot of what is “Unknown” in Chill is common knowledge to our girls. Let’s be honest even Tara has seen more vampires than the average 1st Edition Chill character would see in a lifetime.

So how do we explain the differences? I see the worlds as being the same, the different rules are just different ways at looking at it. Let’s steal a page from the WitchCraft RPG core book. Chill and S.A.V.E. were most active in the 80’s and early 90’s before their Dublin HQ was destroyed. So we only have records up till then. In WitchCraft it has been documented that as we approach the Reckoning supernatural occurrences have become more and more frequent. By the time the girls start their “career” in battling the supernatural in the late 90’s early 2000’s supernatural occurrences are far more common than 10 or 20 years ago.

This is even supported by the move from 1st to 2nd Eds of Chill. 1st Ed was lighter, a little campy, but emphasis was on things that go bump in the night. It was more Ghostbusters than Ghost Story. 2nd Ed was a child of the paranoid late 80’s and 90’s. Elements of X-Files were abundant and the same zeitgeist that gave us the World of Darkness, Kult and yes WitchCraft was at work in Chill as well. To further the “world is much darker than you think” idea, 2nd Edition Chill makes the (somewhat silly, somewhat crafty) claim that the Pacesetter version was propaganda by S.A.V.E. sent out as disinformation. And let’s be honest, a lot of people played Chill as “monster of the week” adventures anyway. Maybe it was years of “Dark Shadows” and “Night Stalker” or more likely years of AD&D, but that’s how we did it in my house.
Chill 3rd Edition looked darker still, but it did not come out so I can’t say.

Relations with S.A.V.E.
Willow and Tara’s relationship with S.A.V.E. (Societas Argenti Viae Eternitata, Society of the Eternal Silver Way) begins before either girl was born. In the “Dragon and the Phoenix” canon Robert Maclay had been an envoy of S.A.V.E. working in the southern part of the United States. They had discovered an area of reported spiritual activity during the Summer of ’76 and were ordered to investigate. They came to an old plantation that later been converted to a brothel after the Civil War and was rumored to be haunted by the ghost of the former owner. Realizing that Maclay’s team would need magical aid, S.A.V.E. assigned a “craft worker” to the team. This infuriated the young Robert Maclay. He was a devout Christian and the idea of working with a witch was as unacceptable to him as working with a vampire. The young witch, Megan Rose O’Kelley, was however more than a match for Robert’s head strong attitude. The mission would have been a complete failure had it not been for Megan’s magic, though it was not with out complications. The reported “ghosts” turned out to be demonic ethereal spirits. Megan had been possessed by one of the demons in the course of the fight, she fought off the demonic thrall (with Maclay’s aid), but she suffered reoccurring ill health and nightmares. These persisted into her courtship and marriage to Robert till the end of her life in 1997. The demons were banished, and Robert and Megan left S.A.V.E. soon after.

S.A.V.E. knew that any offspring of Robert and Megan Maclay would be a formidable witch in her own right, so they watched Donald and Tara for years. It was soon obvious that while Donny lacked the ability to even do a card trick, Tara was a different story. She began to manifest her powers very early in life. They even observed her display feats of power that would have been difficult for a witch three-times her age, though she was always very careful to not show her power anytime she felt her father or older brother were watching. When Tara was murdered, the remaining members of the fractionalized S.A.V.E. prepared to close the book on what would have been a promising recruit and recorded it as a profound loss for humanity. To their shock and surprise S.A.V.E. found themselves “re-opening” that book when Tara was discovered to be alive and well due to a rare occurrence of divine magics (S.A.V.E. was later made aware of the miscast Art that substituted Tara’s death record for a previously unmentioned or unrecorded twin sister, Kara).
In late 2005 S.A.V.E. operations in Washington DC approached Willow and Tara (after observing what they refer to as the ‘Leviathan / Pan-dimensional Incident’). S.A.V.E. had learned of the supposed recent activity of Erszébet Báthory (Elizabeth Bathory) near the girls’ new Boston home and hoped to make use of the girls unique understanding of vampires and witchcraft. That it was reported that Willow had encountered Dracula was only another bonus in their favor. The details of that encounter will be dealt with at a later date. Willow and Tara are not members of S.A.V.E. at this time, but their contact is Dr. Robert Samuels, Deputy Director of S.A.V.E.’s American Operations. (Geek Note: Dr. Robert Samuels was one of the pre-generated characters from the 1st Ed. Chill rule book.)

These stats represent Willow and Tara after the Dragon and the Phoenix, during the Season of the Witch, series but sometime before the Mid-Semester's Nightmare mini-series.  So about 2005.

Willow Danielle Rosenberg

BASIC ABILITIES
Strength 30
Perception 67
Dexterity 33
Willpower 81
Agility 42
Luck 50
Personality 67
Stamina 50

Unskilled Melee 36 (1st Ed)* / 18 (2nd Ed)**
Sense Unknown 13%
Movement 34
Sprinting 92
Initiative 4

EDGES & DRAWBACKS**
Name CIPs Notes
Ambidexterity 1
Attractive 2
Curiosity -1
Improved STA Rec 1
Improved Will Rec 1
Phobia (Frogs) 1
Psychological flaw 1 Addictive personality

SKILLS
Name Rank Score Calc
Armed Melee S 51 (STR+AGL)/2 +15
Crossbow S 48 DEX +15

Anthropology T 101 (PCN+WPR+PER)/3 +30
Biology T 104 (PCN+WPR)/2 +30
Computers M 129 (PCN+WPR)/2 +55
Investigation M 121 (PCN+WPR+LUCK)/3 +55
Language, Latin T 104 (PCN+WPR)/2 +30
Legend/Lore T 104 (PCN+WPR)/2 +30
Mathematics T 104 (PCN+WPR)/2+30
Mechanics T 80 (PCN+DEX)/2 +30
Occult Lore** M 116
Ritual Magic** M 116

PERSONAL DATA
Age: 23 (in 2004)
Ht: 5’3”
Wt: 115#
Hair: Red
Eyes: Green
Gender: Female

Nationality: American
Profession: Software Engineer
Education: B.S. in Computer Science, 2003 University of California, Magna Cum Laude


THE ART
Name Score* Calc Base** Rank**Score
Telepathic Sending 67 (PCN+PER)/2 44 M 94
Telepathic Empathy 67 (PCN+PER)/2 44 M 94
Sphere of Protection 61 (PCN+LUCK)/2 39 T 69

* Indicates a 1st Edition Rule.
** Indicates a 2nd Edition Rule.

Tara A. Maclay

BASIC ABILITIES
Strength 38
Perception 70
Dexterity 32
Willpower 65
Agility 36
Luck 40
Personality 65
Stamina 40

Unskilled Melee 37 (1st Ed)* / 19 (2nd Ed)**
Sense Unknown 14%
Movement 32
Sprinting 86
Initiative 4

EDGES & DRAWBACKS**
Name CIPs Notes
Animal Empathy 1
Attractive 1
Destiny 1
Improved Will Rec 1
Pet (MKF) 1
Psionic Ability 1 Empathy

SKILLS
Name Rank Score Calc (1st Ed)
Armed Melee S 52 (STR+AGL)/2 +15
- Axe S 52 (STR+AGL)/2 +15 SR 2/4
- Sword S 52 (STR+AGL)/2 +15 SR 5
Crossbow S 47 DEX +15

Animal Training** T 87
Art T 98 (PCN+WPR)/2 +30
Calligraphy** T 81 (AGL+WPR)/2 +30
Horseback riding T 81 (AGL+WPR)/2 +30
Investigation M 113 (PCN+WPR+LUCK)/3 +55
Language, Japanese T 98 (PCN+WPR)/2 +30
Legend/Lore T 98 (PCN+WPR)/2 +30
Occult Lore** M 108
Painting** T 81 (AGL+WPR)/2 +30
Ritual Magic** M 108
Psychology M 123 (PCN+WPR)/2 +55

PERSONAL DATA
Age: 24 (in 2004)
Ht: 5’4”
Wt: 125#
Hair: Blonde
Eyes: Blue
Gender: Female

Nationality: American
Profession: Graduate Student in Counselling Psychology, working as part time QMHP.
Education: B.A. in Art History, 2003 University of Southern California, Cum Laude,
M.A. in Psychology, Counseling emphasis, 2005 University of Southern California. Thesis: “Daughters without Mothers: Long Term Depression and Survivor’s Guilt in Adolescent Girls and Young Women” ERIC Abstracts Online

THE ART
Name Score* Calc Base** Rank**Score
Telepathic Sending 68 (PCN+PER)/2 45 M 95
Telepathic Empathy 68 (PCN+PER)/2 45 T 75
Sphere of Protection 61 (PCN+LUCK)/2 36 T 66

* Indicates a 1st Edition Rule.
** Indicates a 2nd Edition Rule.

Notes:  I advanced the characters to 2005 and have Willow and Tara graduated. Education level was a big deal in Chill; I am thinking this is because it was a big deal in Call of Cthulhu, so I detailed that here.  This is right before (game world here folks) Willow created a small company that wrote security programs for industries.  Her stock split many times and she sold off most of it and was retained as executive consultant to Red Witch Software.  This gave her a lot of freedom and a few million dollars.  That though is a detail for another time and game system.

The biggest issue with Chill and witches like Willow and Tara is one of power.  Chill simply does not handle PCs with a lot of power well.  Chill was designed as "normal people fighting the monsters" game, a role that is serves well.  Call of Cthulhu has the same issues, but again at least in Chill the PCs are expected to make a difference.  Willow and Tara are beyond what most humans can do.  Chill is great for "Supernatural" or even some episodes of "The X Files", but not the likes of "Charmed" or "Willow & Tara: The Series".

What I did do during "Season of the Witch" was have a flashbacks with Tara's parents, Robert and Megan, and they were perfect for Chill since it was the late 70's and the power levels are much less than they are today.  Like Harry Dresden said in "Storm Front" the world is getting weirder and darker all the time.  This is something I have used in my games quite a bit.

Chill was great to look back on, but it is not s substitute for a more modern game for me.  If I ever run another 70s-80s flashback game though I will pull it out.

Another note.  While the stats above reflect the girls in or around 2004, the Chill timeline above is 2005.  So there is one crucial element missing from Tara's stats.  In 2005 she gave birth to a baby girl.  That is also for another day and system.

Sunday, August 9, 2009

Elizabeth Bathory, Mutants & Masterminds

Here is Elizabeth for Mutants & Masterminds 2nd Edition.

It was playing M&M that I got the idea for her to be the new head mistress at a school of magical/gifted/special children. She would live of of their blood to make herself immortal. She would have taken over on Mid-winters night and had until Walpurgis Night (April 30) to get all of her required souls. Of course that is the night of the big school dance.

I plan to expand it for Witch Girls Adventures. Instead of a huge (and literal) bloodbath, I might take a page from the WitchCraft RPG and have her drain Essence instead; which to a witch is more precious than blood anyway.

Erzsébet Báthory
Mutants and Masterminds d20

PL: 12 (185 pp)

Str: 22 (+6) Dex: 20 (+5) Con:NA Int: 20 (+5) Wis: 16 (+3) Chr: 16 (+3)

Skills: Acrobatics 4 (+9), Bluff 8 (+11), Climb 2 (+8) , Concentration 2 (+5), Diplomacy 10 (+13), Disguise 6 (+9), Drive 2 (+7), Escape Artist 2 (+7), Gather Info 4 (+7), Handle Animal 2 (+5), Intimidate 8 (+11), Investigate 2 (+7), Arcane Lore 4 (+9), History 7 (+12), Art 6 (+11), Theology and Philosophy 6 (+11), Streetwise 3 (+8) , Medicine 1 (+4), Notice 6 (+9), Keyboards 3 (+6), Acting 4 (+7), Ride 4 (+9), Search 6 (+11), Sense Motive 8 (+11), Sleight of Hand 1 (+6), Stealth 4 (+9), Survival 6 (+9), Swim (+6)

Feats: Animal Empathy, Assessment, Contacts, Fascinate (2), Fearless, Fearsome Presence (1) , Inspire (1), Leadership, Minions (1), Rage (1), Skill Mastery (1)

Powers: Animal Control (wolves, rats, ravens) (8) , Drain Constitution (blood Drain) (1), Immunity (Fortitude Effects) (30), Insubstantial (dancing lights) (1), Protection (7), Regeneration (source: blood drain) (5), Shapeshift (Wolf, Raven) (2), Magic [- Emotional Control (2), Mind Shield (4)] (4+1)

Combat: Melee 10 [Unarmed +6 (Bruise)] Ranged 10 [Unarmed +6 (Bruise)] Defense 19 (14 flatfooted) Init +5

Saves: Toughness 7 (7 flat-footed) Fortitude NA Reflex 8 Will 7

Drawbacks: Weakness -Blood Dependence [Freq DC 10] [Sev DC 5], Weakness -Holy Items [Freq DC 10] [Sev DC 10] , Weakness -Sunlight [Freq DC 5] [Sev DC 15], Weakness -Garlic, Salt, Wild Rose [Freq DC 5] [Sev DC 5]

Complications: Obsessions: Stay young and beautiful. Temper.
Roleplaying Complications: Erzsébet Báthory is a proud and vain woman, she will always use some form of her real name.

Breakdown: Abilities 34 + Skills 32 (128 ranks) + Feats 12 + Powers 75 + Combat 38 + Saves 7 – Drawbacks -13 = 185

Tuesday, June 24, 2014

The Spirit of '76

With all the talk last week of Chill and Pacesetter games it got me thinking again about this Chill/Cryptworld/Majus game I have been wanting to run.



It is set in the summer of 1976. July 1st to be precise.  The characters are all old acquaintances; possibly all S.A.V.E. envoys who had worked together in the past.  They have all been drawn to New York to stop something from happening.

I want to do it "24 style", that is intense adventures over a relative short space in time.  Basically four or five days.  I am not sure what it will be like yet but I do know that it has to have a few things:

- Take advantage of 70s tropes. Disco, the birth of Punk Rock, "Frampton Comes Alive" playing on every radio, drugs, NY street gangs and the like.  Plus have to do a bunch with 70s occultism.
- Have something to do with the American Bicentennial.
- Give it a 70s Hammer Horror feel. When Hammer moved away from the historical and "Hammer Hamlet" movies to more modern takes.
- Ideally I would LOVE to include a vampire.  Chill Vampires is one of my all time favorite books. Having a vampire in it would really be fun.
- Given the title there should at least be one ghost.

Now I have a Mutants & Masterminds idea I have been knocking around about Dracula in the 1970s. But I also see where using Elizabeth Bathory would be fun.

I have no end of good ideas, I just need to tie them together into a workable mini-campaign or long 5 part adventure.  If I get it all together it would make for a Gen Con game.

Thursday, June 24, 2010

Chill: Adventures into the Unknown

Chill: Adventures into the Unknown 

To many role-players around my age their first introduction to Horror roleplaying was the venerable “Call of Cthulhu”, but not me. Mine was Chill. I had the Pacesetter version (1st Edition), which I remember quite fondly, even if I did not get much of a chance to play. The Mayfair version (2nd Edition) is of course superior, but it lacks some of the feel I associated with the game. Maybe it was the lack of the Jim Holloway art or the darker tone. Picking up a copy of the Mayfair version now I get the impression (true or not) that the makers of Kult saw it and thought, “yes this is good, but what if the world was much, much worse?”
Recently I started going through my Chill books (Chill Vampires for either version is a must buy if you are at all serious about using vampires as adversaries in any game) and started thinking about converting some of my characters over. It has been interesting because I never actually played. I ran some Chill games (I was a ChillMaster!), incorporated Chill into my AD&D games, but I never actually made any characters. It’s very odd…

I liked Chill also because it had Midwest sensibilities. Pacesetter was from Wisconsin; Mayfair was/is in Niles/Skokie, a suburb of Chicago than is not to far from where I live (and has one of my favourite pizza places). It was while playing Chill that learned that the best horror was horror close to home. I don’t know, or much care really, what Hollywood thinks is horror. How can a place that gets like 350 days of sunshine know what is horror? On the other hand East Coast horror (Lovecraft) has a completely different flavor. It’s almost alien. Chill may have had a global scope, but the horror is home grown. Chill remembers that there is simple horror in the haunted house, or the strange creature from the Unknown. It is not about the bigger-badder-more horror of some games, where every game has to up the ante on the last game.

Chill has influenced pretty much every horror game I have ever played.  Ideas in my game like "the darkness can be fought" and "the heroes matter" are from Chill, not CoC.

Converting Chill Ability Scores 
Conversions between any game is no easy task, especially between a point based game system like Unisystem and a random generation one like Chill 1st Ed. But here is a go at it.
The basic Ability conversion formula is to take the square root of the Chill Ability and then minus 4 to get the Unisystem Ability; to convert to Chill from Unisystem, take the ability, add 4 and then square.

So your basic Unisystem scores produce the following Chill scores

Chill  Unisystem
25        1
36        2
49        3
64        4
81        5
100      6

For normal humans Unisystem Abilities typically run 1 to 5 and Chill Abilities typically run 26 to 80 (10 to 90 for 2nd Ed.). Starting Unisystem characters are usually a bit tougher, but rarely does a starting character have any “6’s” before qualities. Sure there are Vampires and Ghosts and things like that in Unisystem that go beyond 6, but none of these are normal humans nor are they playable types in Chill.

The average roll you get with Chill is 53 for any of the eight scores, based on a normal curve. The average score for an Unisystem character is about 3 (based on a flat point distribution) so, they are about equal.
The biggest trouble is of course, using a normal distribution for one and a flat for the other. Squaring helps that, but it will never be perfect, at least not without some more math. This can be seen by comparing the max lift for each game at their converted Strengths. The distributions show the greatest differences at the extremes and coming close right around Unisystem Strength of 6. So characters in the 3 to 9 region will make the best conversions. This is assuming the Max Lift distributions are roughly equal, which they are not but they are close enough.

Not everything translates as well as strength. So here is a proposed Chill/Unisystem translation matrix. Use the math above to get the scores. In all cases the formula is
Chill = (Unisystem+4)2

Chill  Unisystem (qualities and/or skills) 
Strength  Strength 
Dexterity   Dexterity (missile combat; fine motor skills) 
Agility  Dexterity (melee combat; acrobatics) 
Personality  Charisma Quality* 
Perception  Perception + Notice 
Luck  Good/Bad Luck Quality* 
Willpower  Willpower 
Stamina  Constitution 

*For Qualities such as Luck and Charisma use the Unisystem Quality (-3 to +3) add 3 and use that number in your equations. So a character with a Good Luck of +1 has a Chill Luck score of 64 (1 + 3 = 4 + 4, 8 squared is 64).
In some cases in stead of adding 4 I added a skill, half the skill or the average of a group of skills. This is helpful when making a differentiation between Dexterity and Agility.

Again, with all conversions, math is only half the answer, the other half is decided what is the best way to portray the character in that particular system. This is why I use Willow and Tara (and another witch of my own), they represent a “golden mean” or a standard I can use.

2nd Edition Chill Abilities
This also works roughly for Chill 2nd Edition 10-90 point spread. Again, no conversion is perfect. The range of 10 to 90 is roughly equal to Unisystem’s 1 to 6, or in this case 0 to 6. Unisystem converted characters then will not produce Chill characters below 25 points in any attribute.

There is the added caveat that Chill has 8 abilities while Unisystem only has 6.

2nd Edition has some other minor differences, but nothing that should matter here except for maybe magic rules.

Skills run from 41 to 135 and have levels of Student, Teacher and Master. The easiest is to just convert the levels. Student = 1-2, Teacher = 3-4 and Master = 5-6. Rough, but it works well enough.

Fortunately to play Chill only requires only d10s. Something a Unisystem player should have in abundance. Course in Chill you need to roll a percentage less than your Ability. And there is the Action Table…but that is basically the same idea as Success Levels.

In Chill 2nd Edition the rules were expanded to include Edges and Drawbacks (still a somewhat new idea at the time) and the various skill levels were altered slightly. Also a big change was now Disciplines of the Art were now Schools of the Art and now could be rated at S, T and M levels.

New Unisystem Rules based on Chill
A lot of the rules in Chill can be found in one way or another in Unisystem. In fact one gets the feeling of seeing evolution in process when comparing similar rules in Chill and Unisystem. Successes, Fear Checks, even proto-Drama point usage (of a sorts) are all here. If one is more used to modern games, the Chill versions do seem unwieldy and even a bit primitive, but looking at them the other way, the Chill rules were a landmark for the time. Indeed there are a lot of rules in existence today that we take for granted that were still cutting edge in Chill.
But that is not to say that Chill does not have something to offer the Unisystem player.

Ambidexterity
1-Point Quality
You can use either hand as effectively as the other. You suffer no penalty in using your off hand in attacks or skill checks. This includes any writing, melee or other handiness skills, but not Disciplines of the Art (Magic). This quality does not increase the number of attacks you can make per turn.

Model
4-Point Quality
You have the grace, the looks and the talent. You have even hired an agent and shortened your name to a single word. Being a professional model has its perks, and a few disadvantages as well.
Anyone with the quality automatically adds 3 levels of Attractiveness. Models typically have Attractiveness of 3 or better, with the best at +4 or +5. Unless the character is a supernatural creature (or descended from one) +5 is still the best they can be, any points above and beyond that are lost. The character also gains 2 levels of resources. This can come from work the character does as a model or in form of gifts that beautiful people also get.
The model has an Obligation to her job. This can be in form of a contract, or needing to be certain places at certain times, of being seen on the arm of the aforementioned gift giver. This is a 1 point drawback. The character must also choose 2 levels of drawbacks. Typically these will be the in form of various mental or emotional problems such as covetous, fear of rejection, fear of commitment, delusions (believes they are the most beautiful person in world), extreme vanity or even cruelty. Addictions are also not uncommon, with drugs, smoking, diet pills, and even sex being rather common. The character should not have any of these in excess, otherwise they become ex-models. One level of some emotional/mental problem and one level of an addiction is the most common combination.
Authors Note: Why Models?
It seemed to me that nearly every Chill book I ever owned has some model or former model as an NPC. Of course it also fits the role a S.A.V.E. envoy needs to serve. Successful models and ex-models are young, travel the world and have the money to spare. Plus it fits well with the early 80s feel of the Chill game.


S.A.V.E. Envoy
6-Point Quality
Prerequisite: Sense the Unknown (or better quality); Resources +4 or better.
You are an official S.A.V.E. Envoy with the rights and responsibilities thereof. You have been recruited by S.A.V.E. not just because you have the time and money to spare, but because you have a desire to investigate the Unknown.
With this Quality characters gain financial support for S.A.V.E. sponsored excursions, legal and medical aid. They also gain a worldwide network of contacts and access to S.A.V.E. archives. All in all this will add +2 to the characters resources when on S.A.V.E. missions, a +1 to their Occultism and Knowledge skills, and increase their Occult library by +1, and +2 levels of Contacts.
These benefits come at a price of course. Envoys have an obligation to follow the rules of S.A.V.E. and they gain a Secret to boot. Research must be turned over including any and all magical tomes. Characters violating these rules, or caught participating in what S.A.V.E. considers Dark Magics, will be removed from the organization.
Ex-Envoys may find their future explorations into the supernatural hindered or even completely blocked.

Sense the Unknown
1-Point Quality
Some characters are sensitive to the varied psychic emanations of creatures from beyond. All natural animals have this ability, and some humans can hone it with practice or training. This acts as sort of a limited sixth sense to paranormal or supernatural activity.
You can make a normal perception check to include things that might otherwise go unnoticed in the mundane world such as the effects of magic and the presence of some supernatural creature. When such things are viewed with the trained eye (use of the Occultism/Occult Knowledge skill) then this quality gives a +1 to correctly recognize or identify these phenomena.
This Quality is not required for magic using characters (Gifted, Magicians, Witches) or any supernatural creature (Vampires, Ghosts, Bast) though it will give them a +1 when making any Perception based check for anything related to the Supernatural or the Unknown.
The range for this ability is limited, only 30 feet.

Chill Bast vs. WitchCraft RPG Bast
Often times the hardest thing about converting games is when there is a concept that is so similar in nature and yet developed in completely different ways. For example the Bast.
In both games Bast are cat people relating to ancient Egyptian Goddess of Bast. But there the similarity ends. Chill Bast are women with cat heads and always evil, or at least agents of the unknown; which makes them more akin to the old Irish cat-head demons. WitchCraft Bast are shape-shifting felines that are neither good nor evil. So what can we do to work out the differences.
What I propose is that the Bast seen and recorded by S.A.V.E. agents are in fact Tainted Bast or
Maahes.

Vampires

I single out vampires in Chill for a very good reason. All games before, and many after, dealt with vampires much the same way, little carbon copies of Hollywood Dracula. Sure, some made attempts at doing different things, but most were weak in implementation. But Chill (and to be fair a D&D article in Dragon about a year before) did something that no other game had done before, give us varieties of vampires. So it was not just pack your stake, holy water and crucifix, you had to know what species of vampire you were after. So that stake would be fine against a Common Carpathian and by luck the Macedonian Vampire, but completely useless against an Alpine Vampire. This played well into Chills other evolutionary concept, in game research.
Some of these vampires represented a type or species of vampire. The Common Carpathian, Macedonian and Oriental Vampires are of this kind. Others were most likely unique individuals with a specific vampirism curse, Elizabeth Bathory is a good example, she is most like a Common Carpathian with some things that are unique to her nature in life.

Chill Vampires in Unisystem
All of these are based on the base 15 point Vampire (or Vampyre) quality. Nearly all have some form of a Unique Kill Quality, though maybe not a full 5-points worth. So instead of one way to kill, there may be very limited ways to kill them. All Chill vampires also can assume two or more alternate forms. Wolves, bats, mist are common, but other odder forms such as cobras, snow drifts or even becoming extremely thin. In WitchCraft all of these could be duplicated with a proper invocation or supernatural quality. In addition all Chill vampires emanate the powers of the Evil Way. In game terms this means there is something just not right about them, even when they are guised as human. All vampires in Chill are soulless monsters. Soulless not that they lack a soul, but rather they are incapable of the things we hold the most dear. They live forever, but rarely learn anything from it. They can lust, but never love.
All in all, a Chill vampire type would cost anywhere from 20 to 25 Quality points. Players though should be reminded that in Chill, vampires are hunted, not played.

Common Carpathian
20-Point Vampire Quality (or 5 if purchased with Vampire/Vampyre)
The defacto Chill vampire. The Common Carpathian gets their name from the area they were first recorded, the Carpathian Mountains area of Eastern Europe. These vampires have many unique powers above and beyond that of the normal Vampire (Vampyre).
They can become wolves, bats, or even mist. They can cling to any surface like a spider.
A stake in the heart immobilizes it, but doesnt kill it; one has to also cut off their head. Garlic, holy water or a crucifix (but not a cross) will repel them, fire will kill them. They cast no shadow or reflection and cannot be captured on film or videotape.
Examples: Count Dracula, Elizabeth Bathory (with some modifications)





Final Thoughts
Chill was fun, but when I picked it up again to do these reviews/conversions I realised that the RPG world had passed it by. Percentile systems are not very much in vouge anymore and some of the concepts to seem dated.  I had high hopes for Chill 3rd Edition, but it never came to be.

Still though it was a lot of fun reading over the old books again and seeing the origins of things I still do today.