Wednesday, November 4, 2009

The Craft: Sarah Bailey

Here are the Craft girls.  First up Sarah.
Unisystem, using Ghosts of Albion magic rules and Witch Girls Adventures.

Sarah Bailey (Robin Tunney)
quote: Relax... it's only magic. Now who's pathetic?

Drama Points 20
Life Points 33

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

Useful Information
Initiative: 1d10 + 2
Perception: 1d10 + 6
Additional Actions: 2
Fear Modifier: 8
Survival: 8

Qualities
Attractiveness 2
Guardian of the Watchtowers (earth)
Hard to Kill
Magical Family 1
Magical Group 1
Occult Library 1 (Minimal)
magic 3 (4)


Drawbacks
Adversary (Nancy)
Depression 1
Love: Tragic (Mother)
Misfit
Secret (attempted suicide)
Teenager

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

Combat
Maneuver        Bonus      Base Damage        Notes
Punch              +3           4                           Bash
Dodge             +5                                        Defense action
Grapple           +3                                        Resisted by Dodge
Telekinesis       +11
Cast Spell        +11        --                           By Spell


Sarah has already experienced a lot of pain for someone so young. Her mother died in her childbirth and she attempted suicide recently. She moves to LA with her dad and his new wife and her troubles begin a new.
Sarah gets involved with the girls, but has a change of heart when they start to abuse their magic. She tries to bind Nancy, so Nancy uses glamours to get Sarah to kill herself. To fight back Sarah must embrace who she truly is; a witch.  At the end of the movie she has gained an extra level of magic.


Witch Girls Adventures

Sarah Bailey (Robin Tunney)
Body: d4

Mind: d6
Senses: d6
Will: d8
Social: d6
Magic: d8

Life Points: 8
Reflex: 7
Resistance: 11
Zap Points: 16

Traits: Jaded, Gloomy
Heritage: Atuned

Skills: Acrobatics +1, Acting +1, Basics +3, Computers +2, Fighting +1, Pop Culture +2, Science +2
Casting +4, Mysticism +3

Magic:
Elementalism 5
Alteration 2
Conjuration 1
Mentalism 2
Protection 2

Age: 16

Tuesday, November 3, 2009

The Craft

Now is the time. This is the hour. Ours is the magic. Ours is the power!


Welcome to the Witching hour.

Before Cassie and Thelma, before Pru, Pipper, Phoebe and Paige, even before Willow and Tara, there was Sarah, Nancy, Bonnie, and Rochelle. It was in fact due to the success of 'The Craft' that we even saw those other witches, or did you miss Love Spit Love's version of How Soon is Now? in both The Craft and Charmed? Or even the similarity in the above quote? Or how about that Morpheus font face for the movie poster? Where did you see that before 1996? How about after? (WitchCraft and Angel corebooks I am looking at you…oh, and my 1999 Witches’ netbook too).

The movie starts out with the new girl in town, Sarah Bailey. She comes to St. Benedicts Academy in LA and wants to fit into the in crowd, but instead finds herself drawn to these three outsiders, Nancy, Bonnie and Rochelle. Though she tries to avoid them, Sarah comes to realize that they share a connection. The girls introduce Sarah to their coven. We learn the girls dabble in magic but have never been able to do much and that Sarah has some power of her own (Bonnie watches Sarah absent mindedly levitate a pencil in class). She is accepted in their group, and secrets are traded (Sarah mom died when she was young and she tried to commit suicide a while back). In a ceremony, the girls unlock their own magic and thats when the movie moves into high gear.

Chris: Anyway, they're-- nah, never mind.
Sarah: What? What?
Chris: They're witches.


But as girls grow in power the power goes to their heads. Even level headed Sarah ends up turning a boy into her mindless slave. Of course that is only the beginning when Rochelle strikes out at a rival swimmer, and Nancy seeks vengeance on her moms boyfriend. Like Charmed, the girls need to learn that magic has consequences, and often those consequences are returned to them three-fold. Once Nancy realizes that she had made Chris nothing more than a toy, she is horrified. The others revel in their new found powers. Guessing, correctly, that Sarah wants out, they launch a preemptive strike against her. They try to make her attempt suicide again, and battle her (Crowley style) with magic. It is only when Sarah accepts who, and what she is, a natural witch, that she is able to deal with a now murderous Nancy. Sarah binds their powers and we leave with her having more power than before and Nancy locked up in a mental hospital.

I have this real love/hate relationship with this film. I was prepared to really like this flick and man was I disappointed. For a while I hated it, now I just look at it and see a lot of failed potential. I mean they had all the right elements (no pun intended) but somehow all they made with it was kind of a mess. At least Practical Magic knew when to talk about things, when to let the story take over and when to shut up. I would like to see this cast in another, better witch movie, either together or by themselves. Hell, Neve Campbell was a better witch in Wild Things.
I do love witches, so in that vein the film itself is ok, I liked the owner of the magic store, Lirio, and I might have a no small fondness for girls in Catholic school uniforms (esp. if it is these girls), but I don't know if that excuses it's faults. The whole 'Manon' or 'Mano' thing annoyed the hell out of me (at least it was not Manos!), in some parts the movie just dragged, and I never bought into a lot of Nancy’s motivation on things.

I did like the attempt to put some real-life ceremonies into their magic (the entering the Circle with perfect love and trust was nice) and I liked the writers showing them being just girls (the 'light as feather, stiff as a board' deal).

Then of course there is the behind the movie story, that The Craft was written in conjunction with real Pagans/Wiccans (it was to an extent, Fairuz is a neopagan), that it caused thousands to turn to Wicca as a religion (it did, but how many of those then later went on to the next thing?), and that Fairuza Balk is a practicing witch and she used to own an Occult book store (true, and she has since had some not-so-nice things to say about this movie). But the one thing that The Craft does REALLY well is stir up the online pagan community like no other film. Wiccan writer Raymond Buckland has had quite a lot to say about The Craft and not all of it good (for the record he dislikes Buffy’s magic system, but liked Tara, and he likes Charmed to an extent). Though Buckland in 2001 did do the forward of a book called, guess what, The Craft using the same Morpheus font face that appears on the movie poster and a Charmed triquetra.

For this I take the Mystery Science Theater 3000 approach; repeat to yourself it is only a show and really just relax. That said, lets get on with what we are really supposed to do with this film, come up with things for our games!


Driver: Watch out for the weirdoes, girls.
Nancy: We are the weirdoes, mister.

The Craft in Your Game
Mage (either oWoD or nWoD) has potential, but there is so much baggage with Mage. Though I had considered writing up the Craft girls using nMage at one point and I think it could work, but there would need to be some fundemenatal changes made.

A Unisystem game would be great, but which one? WitchCraft again is a good choice, the girls do invocations, and they could very easily be Solitaries and Wicce. But again, there is nothing like Essence, or crowd effects, or anything that makes WitchCraft so special. There are no invocations here, just Hollywood magic. So CineUnisystem is not a bad choice either. We can emulate the girls with levels of Sorcerery easily, account for most of their magics and fit them in a movie environment.

If you keep the girls in High School a Witch Girls Adventures based game would also work great. The Elementalism magic in WGA is practically perfect as it is for this.

When/How/Why do you want to drop them in to your game?
I see three basic plots.

1. Do the Movie
The Cast can meet the girls while the events of the movie are going on. Great for High School based games. Directors should keep in mind about how events can and will change with the involvement of the Cast. Will Nancy still go crazy? Will the girls join forces against a common foe (the Cast)? Will Sarah join the Cast?

2. Do a Sequel
Ok, so the Craft movie did its thing in 1996 and we were supossed to get a sequel, but didn't. Well its 2009, Sarah is 29, out of college, living in Seattle and a powerful Wicca/Wicce. That is where she meets the Cast. Maybe Nancy is out of the mental hospital and is looking for Sarah. Maybe Bonnie and Rochelle (and Nancy for that matter) have found a new source of power and want to finish the work began at the end of the Craft?

3. Choose your Own Ending
What is the good of having an RPG based on a mass-media license if you can’t change what the original author did? How about this. The Craft did not end the way it did. The girls fought but everyone retained their powers and an occult cold-war exists now between them, with Nancy on one side, Sarah on the other and Bonnie and Rochelle in the middle. Or maybe they came to terms when something else posed a bigger threat. Or just take the girls and drop them, context free, into your adventure.

Part of me, because I do like Fairuza Balk and she is a Pagan in real life, wants to see Nancy redeemed. But you can’t save everyone I guess. Maybe take her role as Mildred in 1986's The Worst Witch and update it with Nancy in mind. Or, given her role as Dorothy in 1985's Return the Oz, maybe she is now a witch hunter (Careful, be a good witch or Nancy will drop a house on you). Fairuza does play a great bad girl though and to deny that would be a crime.

Tomorrow, the crunchy stuff.

Friday, October 30, 2009

Scarecrow

"Scarecrow on a wooden cross, blackbird in the barn…" - John Mellencamp, Scarecrow


When I think back to Halloweens of my childhood one image keeps coming back to me. No not vampires or witches, those were more artifacts of my later years. No the image that kept my 4-5 year old self up at night is a Scarecrow. We had the cardboard, jointed Scarecrow that that was common in the 70's. We hung up in our house for a couple of Halloweens. Given the house, I had to have been 4 or 5 at the time. That thing scared the hell out me. I don't feel that fear now, nor even the memory of it, just the memory of the memory, devoid of fear. It's odd really. So this year we wanted to find a Scarecrow for our house, now some 35 years later. I have NEVER seen one though that can match up to the memory I have. So it should be no surprise that I have used Scarecrows in all my games. In fact, Larry Elmore was channeling me (of course!) with this famous cover to Dragon Magazine. I loved the witch on it (and no one can do a witch quite like Mr. Elmore) but that Scarecrow is just plain evil.

For this Halloween here is a collection of Scary Scarecrows to add to your games. Not every game is here, but some of the ones I have used in the past.

Ghosts of Albion/Cinematic Unisystem
Scarecrow

Razzle dazzle drazzle drone. Time for this one to come home.
Razzle dazzle drazzle die. Time for this one to come alive!
- Parchment found near a risen scarecrow

Scarecrows are basic guardians similar to druthers, but not nearly as powerful. Like mundane scarecrows, their bodies are made of straw and cloth. They stumble clumsily about their assigned area and attack most anything that wanders through it. Some scarecrows are bound to a post, and use their paralyzing (fear) gaze to imprison any trespassers.
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything humanoid or animal-like in appearance that walks into it's territory, unless otherwise instructed by their creator.

Name: Scarecrow
Motivation: To follow orders
Creature Type: Magical Construct
Attributes: Strength 4, Dexterity 2, Constitution 6, Intelligence 0, Perception 1, Willpower 0
Ability Scores: Muscle 16, Combat 5, Brains 0
Life Points:
Drama Points: 1
Powers: Fear Gaze (paralyze), Hard to Kill 2, Immune to cold, fear, poisons, sleep, water, and any mind effecting spell, Vulnerability to fire.

Manoeuvres
Name Score Damage Notes
Punch 5 8 Bash
Slam tackle 5 8 Bash
Takedown 6 4
Dodge 6 Defence action
Grapple 7 Resisted by Dodge

A scarecrow can paralyze a victim with its gaze via its fear attack. The victim needs to make a Willpower check (doubled) with at least one success level.
Because of their straw bodies, scarecrows are extremely vulnerable to attacks from fire. They take double damage from all fire attacks. In addition, a scarecrow guardian will catch fire easily after any attack that would normally ignite mundane items.

Construction
A scarecrow can be created easily by a standard ritual. A basic scarecrow is used for the body. It usually takes a couple of hours to construct a scarecrow, not counting the time for the ritual.

Animate Scarecrow
Quick Cast: No
Power Level: 3
Philosophy: Witchcraft
Requirements: The creation of a scarecrows body and an hour long ritual.
Components: Common components.
Effect: The witch must prepare the scarecrows body out of hay, straw and old clothes. This should take at least an hour or two to gather materials and make the body. Longer times are needed for more complex scarecrows, but never more than three hours. Successful casting means the scarecrow is animated and will respond to the witchs commands.
Spell failure or backfire results in a scarecrow that can never be animated. The witch will need to burn the wood and start over.
Creation: Alteration, minor (+3), Casting Time (-2), Touch (-1), Permanent (+6), Unusual materials (-1), Philosophy ().

Witch Girls Adventures
Scarecrow (Rank 2 Monster)

Body: d8
Mind: d2
Senses: d2
Will: d2
Social: d2
Magic: d2

Life Points: 16
Reflex: 11
Resist Magic: 5
Zap: 10

Skills: Fighting +2, Scare +6

Abilities
Construct: Scarecrows are created and are immune to Mentalism magic. They also feel no pain, never grow tired and do not need to eat or sleep.
Vulnerability to Fire: Scarecrows take x3 damage from fire.
Fear: Scarecrows are surrounded by an aura of fear. (Scare Skill at +6)

Magic
None

Equipment
Whatever they made with. Some witches will equip their Scarecrows with a mowing scythe.

Description: Scarecrows look exactly like normal scarecrows, though those with the ability to see magical auras will notice an aura around the Scarecrow and possibly an evil looking glow in their eyes. Scarecrows can follow very simple orders. "Guard this field from trespassers." "Keep everyone but me and those I am with out of this barn." The words are not as important as the intent of the words. As long as it is simple and the witch can put it in a sentence or two then the Scarecrow will follow her commands.
  • Cryptozoology fact: Scarecrows can be created by any witch with the proper spells, but regardless of the type of witch all Scarecrows "Seem" evil.

  • Cryptozoology fact: Witches cannot turn people into Scarecrows nor bind their spirits to one, that is only rumor.

  • Cryptozoology fact: Scarecrows are known for their fear causing effects and their difficulty to make; a Scarecrow in a field is a good sign that the witch that owns it is powerful.
Create Scarecrow Spell
Conjuration, Rank 3
The witch needs to construct a scarecrow and then use this spell in order to bring it to life. The spell is difficult to learn because it is no longer featured in most spell texts. The cost to make the Scarecrow materials and construct it is worth only 10 allowance points, but can take a couple of hours to fashion properly.

Spellcraft & Swordplay
Scarecrow

#App: 1 (1-2)
AL: N
SZ: M
AC: 3
Move: 40'
HD: 3 (13 hp)
Attacks: Slam (fists)
Special: Immune to sleep, charm, paralysis, compulsion
Treasure: None
XP: 20 + 39 (59)

Vulnerable (Fire)

D&D 3.x / d20
Scarecrow Guardian (From my "Liber Mysterium")
Medium-Sized Construct
Hit Dice: 3d10 (15 hp)
Initiative: -2 (Dex)
Speed: 30 ft.
AC: 10 (-2 Dex, +2 Natural)
Attacks: Slam +2
Damage: Slam 1d6
Face/Reach: 5 ft by 5 ft
Special Attacks: Paralyzing Gaze
Special Qualities: Construct, Fire Vulnerability, damage
reduction 15/+1
Saves: Fort +3, Ref -1, Will +4
Abilities: Str 10, Dex 6, Con --, Int --, Wis 16, Cha 1
______________________________________
Climate/Terrain: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 4-8 HD (Medium) 9-12 HD (Large)

Scarecrow Guardians are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrow Guardians are bound to a post, and use their paralyzing gaze to imprison any trespassers.

Combat
Scarecrow Guardians are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal like in appearance that walks into it's territory unless otherwise instructed by their creator. Paralyzing Gaze: Target can not move, as per the Hold Person spell as cast by a 10th level cleric, 30 ft., Will Save DC 15

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrow Guardians are extremely vulnerable to attacks from fire. They take double damage from all fire attacks.
In addition, a scarecrow guardian will catch fire easily after any attack that would normally ignite mundane items. A scarecrow on fire receives 2d6 damage each round (do not double this damage)

Undead ScarecrowSome Scarecrow Guardians are imbued with a spirit of a person. These scarecrows have all the same traits as a normal Scarecrow Guardian, except their creature type is undead, and have the same hit dice (though the type of die is changed to d12) and skills as their previous incarnations. Undead Scarecrows can still be bound to an area to protect, and still obey the commands of their creator. An Undead Scarecrow has the same CR as when he was living +1. An Undead Scarecrow whose master is killed has a 10% chance of being freed from his control, 25% chance of dying and a 65% chance of continuing to guard his specified area.

ConstructionA Scarecrow Guardian can be created easily by a standard ritual. A basic scarecrow is used for the body. The material components necessary for creating a Scarecrow Guardian costs 2,000 GP and require the Craft Wondrous Item feat. Understanding the ritual necessary for creating the Scarecrow can be done by a caster of at least 10th level. Completing the ritual drains 500 XP from the creator and requires the spell Animate Objects. The material components necessary for creating an Undead Scarecrow cost 10,000 GP and require the Craft Wondrous Item feat. Completing the ritual drains the creator of 1,200 XP and requires the spells Trap the Soul, Animate Objects, and Animate Dead, not to mention a living sacrifice (usually a small animal) which must be killed during the ritual to provide the life force.

AD&D 2nd Ed
Witch's Scarecrow (from my "Complete Netbook of Witches & Warlocks")
CLIMATE/TERRAIN: Fields or Gardens (Sub-arctic to Sub-tropical, always near a witch's lair)
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 8
MOVEMENT: 6"
HIT DICE: 2
THAC0: 18
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Scare, Fear
SPECIAL DEFENSES: Fascination
MAGIC RESISTANCE: Special
SIZE: M (4-6')
MORALE: Fearless (19)
XP VALUE: 200
PSIONICS: Nil, Immune to Psionics

Appearance: Witch's Scarecrows are motley creatures pieced together from a variety of materials. Sticks, twigs, old leaves, straw and similar materials are used to stuff old clothing into a manlike shape. Their heads are often stuffed bags with crude caricatures of a face or hollowed out, carved gourds or pumpkins. These creatures are usually set on a stout staff stuck in he ground, and look completely unremarkable. So unremarkable that only a Detect Magic or True Seeing allows someone to distinguish it from a normal scarecrow when it is not in motion. A moving Scarecrow has an odd grace, joint-less and fluid. It seems on the end of collapse yet continues to walk in defiance of what it ought to do.
Combat: Witch's Scarecrows made for combat, they're only supposed to scare things away. These creatures are surrounded a powerful fascination aura that they can employ whenever they are seen to move. Any intelligent being observing a moving Witch's Scarecrow must save vs. spells or be so overcome that they can do nothing but gape at the moving creature. Once this fascination has a hold of a victim, it lasts until one turn after the scarecrow leaves the area, the scarecrow remains still for a turn, the victim is scared by the scarecrow, or the victim suffers a damaging attack.
The Witch's Scarecrow has two forms of magical fear. It can cause anyone meeting its gaze to flee in utter fear for 1d4+10 rounds, with a chance (adjudicated by the DM) of dropping anything they have in hand while they panic. Only Witches, Priests, and victims with 6 or more hit dice, are allowed a saving throw against this attack. Whenever a Witch's Scarecrow is actually pressed into a fight its fascination aura becomes so intense that it acts as anyone approaching within ten feet becomes stricken by an identical magical fear. Things that have no fear, such as golems or undead, are immune to this effect.
These creatures are immune non-magical missiles of less than siege size, any harmful effects of the weather. They are immune to some spells, including Call Lightning, spells that cause sleep, charm, paralyze, or hold victims, as well as spells that require a biological target like the carious cause wounds spells.. They are resistant to most forms of fire (+2 saves, & half damage). They are vulnerable to the flames hand-wielded, non-magical torches, suffering 1d10 points of damage per strike. Additionally so long as their creator lives or a witch inhabits her nearby dwelling, these scarecrows neither decay nor show any signs of aging. Habitat/Society: Witch's Scarecrows are guardians created, not to force or harm intruders, but to frighten them away. Their nature limits the places they can inhabit, but within those limits they perform well. The ceremonies that allow one of these creatures to be animated fail if not performed in a field, garden, or other cultivated area of land. Thereafter, the creature regards this area as its home. While it will keep watch over it's maker and her dwelling while they are nearby, it will not travel with her if she leaves or wander off on its own.
Witch's Scarecrows are not violent by nature, and only attack if they are struck first. They seldom pursue fleeing opponents, only doing so if their maker has been slain in their sight. Those knowledgeable about such similar creatures find Witch's Scarecrows have a one distinctive behavior. They are themselves fascinated by children. They will neither harm nor attack them regardless of the children's actions. They will entertain children with pantomime and play along with any of their games as best they can. It will try to interpose itself between fighting children, and anything attacking a child in the presence of such a creature will be attacked it turn.
Ecology: Witch's Scarecrows have no need to eat, respire, or even breathe. Unlike most magical constructs, they have some small effect on the local ecology. Simply, they're excellent scarecrows. Most animals, for birds and foraging rodents to deer and even bears, will be quickly chased from any area the Scarecrow guards.
These creatures are created by witches to guard their lairs. The three part process requires a small stone (and any natural stone will do) to be consecrated by a Bless, then covered with layer after layer of certain leafy herbs, soaked in water to make them pliable and bound with twine. When this is the size of a proper heart a body must be built around it, a task which requires no special materials or effort. Finally, the scarecrow must be taken to a field the witch owns for its animation. This must be done on a moonless night sometime between planting and harvest or the ceremony will fail. The Witch must prop the scarecrow up on a staff and cast the following spells: Animate Object, Cloak of Fear, Resist Fire, Spook and Quest. If successful, the witch hears a slow, steady heartbeat for a short time.
Of course, a number of legends surround Witch's Scarecrows. The tales of these creatures becoming fierce avengers of their mistress' murders are certainly from some form of divine intervention rather than any inherent ability of their own. The report of one such creature, who was often used as a target by local archers, hurling arrowheads from its bodies was most likely the result of some singular enchantment. Lastly, legends that such creatures may freely use a the powers of a magical wand concealed within one of their forearms or similar staff that they are propped up with are probably not true.

Monday, October 26, 2009

Play Ivy For Me

I have been reading the Rachel Morgan series of books, AKA the Hollows series, by bestselling author Kim Harrison. The books are set in an alt-history Earth where magic is real and there are witches, vampires (living and undead), faeries, ghosts, gargoyles and werewolves. This is not what separates it all from the pack of some many other "Urban Fantasy" books out there. In this series all the supernaturals were "outted" when a genetically re-engineered virus from a tomato whipped out a quarter (or at least a lot) of the humans. To keep society going and to also explain why they had not died off, the supernaturals (or Inderlanders) stopped hiding. That was 40 years ago and the world has kept on moving forward. The books are fun because of this alt history (but that is not the only reason I like them), and it is interesting to hear how Ms. Harrison has woven this event (called "the Turn") into the mythology of the books. There are new oaths people swear too ("Damn it to back the Turn!") or even the silly; for example humans are now terrified of tomatoes. On Halloween then Inderlander homes will put out pumpkins and tomatoes and give out candy to human kids and candy and tomatoes to inderlander kids.

Plus I enjoy that all the books are plays on Clint Eastwood film titles.

No. what has to be my favorite part of the books are the characters. Rachel Morgan is a witch and a "runner" (think Shadow Run, but she is more of a bounty hunter really). She used to work for the IS, Inderland Security, who deals with the crimes committed by or to Inderlanders. Now she works every so often for the FIB (Federal Inderland Bureau), the human run police. Rachel is great, she is very much the leap before you look type. Has all sorts of magic, and still can't figure out why she terrible luck with guys, has demons following her and manages to piss off nearly everyone in town, including a master vampire, an elf crime lord and what may be the oldest demon left alive. IT's never dull for Rachel. Helping her out is her friend Jenks, who is a pixie, and might very well be the coolest pixie on the planet. He has over 50 kids, knows how to break into nearly everything, swears all the time, gets drunk on honey and manages to do all of this while being just about 4 inches tall. Then there is Ivy.

Ivy has issues.

She is a living vampire, her mother gave her the vampire virus when she was in the womb. She has the bloodlust (and man does she have it), some of the strength, the fangs, but not all the powers nor the sensitivity to sunlight. She is from a long line of very well to do living vamps, the Tamwoods, so her place in vampire society is assured. Once she dies and becomes an undead vamp she will rule Cincinnati. Trouble is she doesn't want any of that. Ivy really only wants one thing. Rachel. Ivy is in love with Rachel and has been for a while. She left the IS when Rachel did, and they live in a church (as roommates) and run their independent runner service from there. Living with Ivy though is like living with a panther. She is sleek, beautiful, and can kill you in an instant. Rachel loves Ivy too, but is not ready to go the next step with her. Plus Ivy is a mess since her undead vampire master had spent years mixing sex, love and bloodletting with savagery that Ivy has a difficult time separating them all.

So these character have really grabbed me. I like them. I want to know about what happens to them and their future. And I can't but help think about how great they'd be in a game. I am going to try to knock together some stats for these characters here is a bit. Until then, here are some links.

http://www.kimharrison.net/

http://en.wikipedia.org/wiki/Hollows_(series)

http://www.facebook.com/kim.harrison#/pages/Kim-Harrison/65772714939?ref=ts

http://valliantcreations.com/images/galleries/images/color/RachelMorgan.jpg Rachel and Jenks, site link here: http://valliantcreations.com/

So keep an eye here. Certainly I'll get these three stated up for Ghosts of Albion, but I'd also like to try working them out for Witch Girls Adventures and Cortex.

Tuesday, October 20, 2009

Shadow Girls, Charon McKay

Charon McKay is the mother of Becka. Charon (pronounces "Share-on") has had it rough. She was raised by her grandmother when her mother and father died when she was 4, then Charon herself went missing for a few months at age 15. She returned home, incoherent, very pregnant and no idea who the father was (the age Becka is now). She gave birth to Becka and settled into a mostly normal life of a teenage mother. Of course her one true love, Jack, had moved on to Chrissy, her one true enemy, then her grandmother died leaving her and her daughter on her own..and this was all before she discovered that whole destiny thing.



Charon is a very interesting character. She is a bit of a drunk, not above swearing, getting her hands dirty or sleeping around, but her soul is pure. You can see it in the way she treats and loves Becka. Charon is not dumb, she knows what sort of life she leads, but she often thinks the best solution to a problem is violence. This is amplified in her Shadow Child form which is pure aggression. Something like the Incredible Hulk, only shadowy and a wearing a set of brass knuckles with the word "BITCH" printed in reverse on them.

Now what is really cool is we have seen a few different versions of Charon as Shadow Girls evolved from some the early ideas Dave had to it's present (and canonical) form. Sure those other Charons are different, but certainly you get the idea of what makes this character tick. For example, Charon wears a cross. We have not been privy yet to what religion she practices, but we do know that she is religious to a degree. So much so that it comes out even in her Shadow Child (and Shadow Girl) forms.

Here is Charon in all her violent, drinking, sleeping around, foul mouthed, but loving, protective motherly ways. For the Witch Girls Adventures game.


Charon McKay (Shadowform after /)

Body: d6 / d12+5

Mind: d6 / d4

Senses: d6 / d8

Will: d6 / d4

Social: d4+1 / d4+1

Magic: d6 / d10


Life Points: 12/34

Reflex: 9/20

Resistance: 9/13

Zap Points: 12 / 20


Skills

Acrobatics 4, Basics 2, Fighting 6/12, Fix Mechanical 6, Pop culture 4, Scare 2/10, Streetwise 4


Traits: Beautiful, Tinkerer

Heritage: Shadowchild (Nodens)


Magic (all magic is shadow based)*


Charon
Morph 6 (Shadowchild, Merged Shadowforms only)


Shadowchild

Move 2

Zap 4

Screamer 4

Shield 3

* Like Becca, Charon can only use magic in one of her Shadow forms, including morphing into the Shadowchild or merging into the full Shadowchild with Charon. In any case all magic will be shadow-based.


Up next. The Shadow child herself.

Monday, October 19, 2009

Little Fears

A while back I posted about my excitement that a new version of Little Fears would be coming out.

Well it is out today in PDF form.
http://rpg.drivethrustuff.com/product_info.php?products_id=64419

I am downloading it now and will let you all know what I think of it.

Every October I purchase a Horror-themed RPG product. I thought I was going to talk about D&D 4's "Open Grave", but it looks like it might be this.

Wednesday, October 14, 2009

D&D4: Bringing out my dead (characters)

So I was playing around with D&D Insider the other night and I wanted to work up an Assassin and I came accross the Revenant. Nothing new there really, Iknew about it, but never considered it.

But then it dawned on me. I reworked an older 1st Edition Assassin character as new Revenant Assassin. A little fluff, a few hundred years and bingo. I have a character that I thought was dead and is now back for more.

Granted this might not work for every character, but it certainly has been an interesting solution. Except I have to figure out exactly how he died.

But it does bring up an interesting issue. Converting between 1st and 2nd Ed AD&D was easy. Converting over to 3rd Ed was fine, with some minor issues (feats, multiclass). But 4th Ed is an entirely different beast. Conceptually, I can convert things; but indivduals, are more difficult.
And I *still* have not completely figured out how to do witches they way I like and how I did them in previous editions, though Warlocks are really close.

All in all, still enjoying this new edition, I hope I get a chance to play my new, back from the dead, assassin.

Sunday, October 11, 2009

Shadow Girls, Lindsey Jun Yeoh.

Shadow Girls, Lindsey Jun Yeoh.


Lindsey Jun Yeoh, aka Lin Lin, is Becka’s best friend. She has no powers, no status, nothing that would allow her to help out her friend to fight the darkness, and she is still there. Whether beating a bad guy with a folding chair, or stealing a gun, Lindsey will always be there for Becka to make up for the one time she wasn’t. Charon and Becka’s motivations are fairly clear to understand. Lindsey is much more complex. She still bears the scars of her battles (a credit to the artist!) and they only meaning they have to her is that she must still fight to help Becka no matter what. Becka has moments of fear, Lindsey is her rock. She doesn’t know anything more than her friend does, but because she is there. If there was a scene ala the Oscars where we could see the scene from Lindsey that clinche’s her nomination then it will be these two pages: http://www.shadowgirlscomic.com/comics/book-1/chapter-7-the-bloody-shore/brave-new-day-part-one/ http://www.shadowgirlscomic.com/comics/book-1/chapter-7-the-bloody-shore/brave-new-day-part-two/

We see for the first time that all those battle’s Lindsey fought while helping Becka will leave her scarred, but no where near as much as the scars Lindsey feels is on her karma/soul. It should be no surprise that Lindsey is the most popular character in the series.




Lindsey Jun Yeoh


Body: d6
Mind: d6
Senses: d6
Will: d10
Social: d8
Magic: d4

Life Points: 12
Reflex: 9
Resistance: 7
Zap Points: 8

Traits: Brave, Unshakable
Heritage: Mundane

Skills: Acrobatics +3, Acting +2, Basics +1, Computers +2, Fighting +3, Plucky +3, Pop Culture +2

Tuesday, October 6, 2009

Shadowgirls + Witch Girls

So I mentioned yesterday of my fondness of the webcomic Shadowgirls and the RPG Witch Girls Adventures. So here is my first attempt of "two great tastes that taste great together". So in that spirit I present Rebecca McKay.

You can read all about Rebecca on the Shadowgirls website, including a Mutants & Masterminds version.

Reading through these posts obviously point to Becka being a great character to play. Witch Girls Adventures is a great game with a lot of great powers that would allow a Director to run a great Shadow Girls-like game. Maybe something high school focused (which of course I have a cool idea).

But in the meantime, here is Becka and her Shadow Girl form


Becka McKay (Shadowform after /)



Body: d4 / d12
Mind: d8 / d8
Senses: d6 / d8
Will: d8 / d8
Social: d6 / d8
Magic: d8 / d10

Life Points: 8 / 24
Reflex: 7 / 15
Resistance: 11 / 13 +2
Zap Points: 16 / 20

Traits: Brave, Eidetic Memory*
Heritage: Shadowchild (Nodens)

Magic (all magic is shadow based)**

Becca

Morph 6 (Shadowchild, Merged Shadowforms only)

Shadowchild
Move 1
Zap 2
Screamer 4
Shield 2

*Eidetic Memory: same as the M&M feat of the same name.

** Becca can use magic only in one of her Shadow forms, including morphing into the Shadowchild or merging into the full Shadowchild with Charon. In any case all magic will be shadow-based.

Coming up, Lindsey and Charon!

Monday, October 5, 2009

Shadow Girls

I have been a long time fan of the webcomic Shadow Girls.


http://www.shadowgirlscomic.com/






Well they have a few things going on that I'd like to let everyone know about.

First, it is a cool comic. Described as "H.P. Lovecraft meets the Gilmore Girls", which as far as mashups go has to be one of the coolest ideas ever, but the comic goes far beyond that.

Second they have a figure they are getting made that looks really awesome.

And they are being nominated for WebComicPlanet's awards. They are very much deserving of all of these awards.


Shadow Girls would make a great RPG (but the creators aldeady know that and are working on it), so until the official one is out I might try stating up the characters for Cinematic Unisystem or Witch Girls Adventures.


So go to the website, read the comic, vote, nominate and if you like, buy.

OH, and of note: the current running comic is a guest comic, please go to the first page to get the full experience.

Wednesday, September 30, 2009

Little Fears: Nightmare Edition

OOOOOO......

Halloween is coming and so is a new edition of Litle Fears.

Little Fears is game where you play children confronting the evils and monsters that adults can't see. This is the newest edition and so far it looks really cool.

Little Fears has the disticntion of being the only game I could not get at my FLGS. This is the same game store that I still could buy a copy of Eldritch Wizardry.

This new edition looks like it might cover some of the same ground as the first, so I am going to have to check this out.

http://www.littlefears.com/

BHB Review on RPG.net

Sorry all, been a busy couple of weeks.

Here is my review and discussion of Bounty Head Bebop on RPG.net.

Enjoy!

Thursday, September 24, 2009

Review: Bounty Head Bebop

“You know the first rule of combat? Shoot them before they shoot you.” - Faye Valentine, Cowboy Bebop.

Back in 1998 a new Anime appeared on the scene, something new called Cowboy Bebop. It dealt with the lives and misadventures of a group of bounty hunters in the solar system of the future that looked more like the wild west. There were guns, and terra-formed planets, a corrupt government, the mobs and of course lots of criminals. The crew of the Bebop spent their time doing jobs, keeping their ship together and avoiding starving. While this made for a great show in and of itself, the really cool thing about this were the characters. Larger than life, with secrets, agendas and a history of development that lead them to where they were at that point.

In other words a perfect setting for a Role Playing Game.

The game, Bounty Head Bebop, obviously takes some cues from the series. (AN ASIDE. I understand that this game was supposed to have been an officially licensed product, but I do not have anything to support that with. So instead of explaining all the time why they are the same, let’s just say they are cut from the same cloth and move on from there.)

Bounty Head Bebop (BHB), is a game where you can spend your time flying around a terra-formed solar system hunting down “bounty heads” for fun and profit. The game itself is a slick little RPG with a fun cinematic feel to it. It does what it says on the tin, and does it well.

BHB uses a system called the Inverted 20 system. Basically you have a Target Number (often set by the GM, with guidance), that is modified by ability, skill and or difficulties, your job is to roll that score or under (and different things happen if you hit the number or roll under). The die mechanic is really that simple. Anyone familiar with d20 will catch on fairly quickly despite the roll under mechanic. Now I will be honest, I am not a fan of roll under systems, but I think it works here. To me it seems that Anime based games work best as roll-under. Maybe it is all of those years of BESM or maybe it because it just provides me with a different feel.

Like other d20 games you attributes that despite the name changes look familiar, skills, various edges and flaws, all which work like GURPS. No need to reinvent the wheel, they work fine. Everything is point buy and you spend XP to raise them, like Unisystem.

Details
BHB does something REALLY nice here. Puts in a Character Creation Summary so you can get an overview of everything you need to do. Figure out everything in order.
Attributes look familiar if you have been playing any game at all. They are scored from 1 to 5 for starting characters, but can go up.
Imitative and Movement are derived. As are Saves, Wounds and Vitality points. All pretty simple to figure out.

Skills are next and they are divided up into General, Combat and Specialty. General skills are your everyday skills and like d20 are tied to a specific attribute. Combat skills allow you to fight. Want to be better at aiming or hitting with your fists, then improve the skill. Specialty and Advanced skills are those that you can’t do unless you have a level/points in them. Advanced skills are like advanced sciences.

Edges and Flaws work like GURPS or any other point buy system, though there are no points. You start out with 3 Edges and get up to 6 with 3 more Flaws. Edges can be bought with XPs and Flaws bought off. The list is pretty typical, your Hard to Kill, various “Gun Fu” moves, various pilot and criminal related Edges too. The list looked good and nothing jumped out at me as not being there. There are also various new Psychic/Feng-Shui powers too (details in a bit). And some computer related ones, with the promise of new book dedicated to hacking and the net (for your own “Radical” Edward Wong Hau Pepelu Tivrusky the IV). Now you don’t need to take any Flaws at all if you don’t want, but I think that might be missing the point of this game really. These characters are yes over the top Anime characters, but they also have issues.

Feng-Shui gets it own chapter and it is the province of the Inuit Indians (yeah, that confuses me too, but I’ll go with it). None of the powers seem out of control, so no anime style Ki based special fx here, but a lot of good solid powers. Danger Sense, Locate Objects, manipulate objects, things like that. More power masters can influence minds or regenerate their bodies. There are seven areas of power (spheres) you choose one and you progress through it. It reminds me of the pschic powers from AFMBE’s “Enter the Zombie”. Given that, an ability to bend bullets might be cool in this game. Of course with power comes psychotic episodes. Do it too much and you WILL go crazy, just like they said.
Given this chapter I can see, and hope that the cyber book works the same way.

A money and equipment chapter follows. Money, though very important to the focus of the game, is game mechanic rather than collected. Similar to D20 Modern in a way. And of course lots of guns, spaceships and other things you need, like food and permits. While money is always going to be an issue, since that is the primary motivation of the characters, doing the system like this was a nice cinematic way of dealing with things.

A chapter on “doing things” follows after that. It is your basic rules chapter, but most things are handled with the same mechanic, so this chapter breezes by. I appreciate transparency in my games. “You can do this and this is how you do it.” BHB takes the basic d20 system and really streamlines it to it’s barest essentials (even more so than True20) yet nothing seems lost. Thus this chapter is very short.

Combat is more involved, since the bounty heads aren’t likely to go quietly. The combat chapter is again, easy to read and uses the same simple mechanics. Skills and your rank in them are what is important here. This sets it off from the d20 crowds and puts it back into GURPS/Unisystem territory. In a neat twist you can use the same “to hit” roll as a damage roll, thus speeding up your games. There is logic in this and I like the effect.

The Setting Chapter both pleased me and irritated me. The solar system is the setting with a nearly uninhabited Earth and terra-formed planets and moons. Briefly object hits the Moon, destroys it, sends Earth into chaos where meteors rain every day. But some of those rocks were used to jump gate tech to allow quick travel throughout the solar system and was a key element in terra-forming.

Now humanity is all over the system. There is a real wild west feel to the plaents. Mars is the center of human population now, Venus is like a giant mob controlled Vegas, the moons of Jupiter have food production and so on and all have their own hazards. There is a Solar System wide police force, but they are few, overworked, underpaid and spread too thin. This gives us lots of crime and the opportunity for bounty hunters (like you!) to capture bad guys and bring them in for fun and profit. Mostly for profit.
What irritated me was that this chapter was so short. Sure, I know it is so I can later buy the Mars book or the Io book, but it just touched the surface. Yeah I could go back to the anime (or other shows, Blake’s 7 comes to mind) for ideas. But I was enjoying reading when it was over.

The book has a very nice index, a character sheet that looks familiar to us all and a summary page on how to spend XPs. But the coolest thing is the included adventure in the back. Gets you and going on your first Bounty Head hunt in no time. The adventure itself is good, and even shows you what can be done with the system in terms of story. Sure this could have been a simple bounty hunt, but this one has moral layers and corruption and the hosts of a “Big Shots” like show (nice touch).

What Did I Like?
Simple system, very easy to figure out. Plus it was also easy to figure out what to do with the game. Concepts came with every page (more or less).
The book itself has a nice simple layout and it is easy to find everything. Plus it “reads” well too. The text is concise and gets right to the point.
I also like the Luck and Surge points, which are basically like Drama Points or Hero Points.

What Didn’t I Like?
Still not a fan of roll under mechanics. They seem wrong to me. Would have loved more setting information and some basic computer hacking rules.

Other Notes
Art. The art is nice, but a lot of it is used again throughout the book. Pictures of some of the planets would be nice, what does Venus Vegas look like? How about the domes of Mars? That sort of thing.

What Can I do with This?
Well there is basic premise, go out and hunt bad guys. But there are plenty of other ideas.

The Stainless Steel Rat: Play the bad guys. Sure hunting them is fun, but wouldn’t it be more fun to be the bad guy or the mobsters avoiding the SSPB and the Bounty Hunters?

Reservoir Dogs: You get pulled into a heist gone really, really wrong.

The Usual Suspects: You bring in your small fry bounty head only to uncover that maybe, maybe the most notorious criminal mastermind might be involved or even one of your marks.

Witch Hunter Bebop: Let’s combine Sunrise’s two best anime ever, Cowboy Bebop and Witch Hunter Robin and make a game where you need to hunt down marks using their Feng-Shui powers illegally.

Firefly: Yeah it has a game and I really like Cortext, but I’ll be blunt here. There is nothing in Firefly that Cowboy Bebop didn’t do first and better and with a better soundtrack. You can do the same here. Plus the solar system of BHB makes more sense.

Who should get this?
If you like Anime or space adventures with bullets rather than lasers then this is your game. If you want to do something like Traveler but don’t want the overhead of the system or the mega-plot then this is your game. You might be able to do “Star Wars” or “Star Trek” but we have better choices for those games. This would be perfect for “Buck Rodgers” or “Flash Gordon” though and of course “Cowboy Bebop”.

Wednesday, September 16, 2009

Kids Stuff: Bogeys, Imaginary Friends and Childhood Terrors

"Fairy tales do not teach children that monsters exist.
Children already know that monsters exist.
Fairy tales teach children that monsters can be defeated."
- Attributed to G.K. Chesterson


Adults are far removed from the dreams of childhood. When we were children we thought, spoke and behaved as children do or so the Book has told us but so has Freud and Piaget. As adults, we are also removed from the fears of childhood. The Thing Under the Bed, the Monster in the Closet, the Beast Outside our Window. We grow up, get older and forget these things.

They do not forget us.

Children are the keepers of an ancient secret; that the monsters of childhood are real.
For a child, there is a certain magic in innocence. They believe with all their hearts that something magical is real. In sort of a converse of WitchCraft's crowd effect, the "innocence effect" can cause spontaneous thaumotogenesis; the creation of something by magic. In children where the Gift, Sorcery or Magic runs strong these imaginative beings can take shape and live. Or maybe they were always there and the children only brought them into our world.

Bogeys
Bogeys are the name given to harmful creatures created by children. They are mischievous and in many ways are very similar to faeries. Bogarts, Buchwans, Bwcha, and Bogeys all share the same semantic roots and the creatures are very similar. Bogeys though are also akin to demons. Some can be as cruel in their mischief as the worst demon lord.

Bogeys have one quality about them that is unique; adults can not see them. Anytime a bogey preys on a child it will scamper away if an adult comes by. The only way fight a bogey is to see it and the only way to see one is through magic. Some magic sensitive can see them (ie The Sight or Greater Sensing), but the best way to see them is through the eyes of a child or to become childlike.

Some occult scholars will blame the strange goings on around children as poltergeists or nascent magical ability. These maybe true. But there are also bogeys, and since most occult scholars are adults and not looking for them, they never see them.

All bogeys differ and can have any combination of abilities, powers, qualities and drawbacks. Even ones that are restricted to a particular group are available to bogeys. All bogeys do have Innate Magic, though some have been able to learn Magic.

Bogeys and BastIn a Classic Unisystem game or a Cinematic game with Bast, an added dimension can be used. Bogeys are the ancient enemies of the Bast. In the earliest days of Egypt's Pharos, the Bogeys entered our world and began to plague the children of Egypt. The High Priest beseeched Ra, the Sun God, to send them a protector to guard over their children. Ra turned to his protector Bast and she sent her minions to Earth.
Bast, regardless of age, always see Bogeys and most will attack them on site. In the war between them, Bast has decimated the ranks of the Bogeys. Though this is not true everywhere. In Ireland, the ancient Celts were superstitious about cats and they killed many Bast. This allowed the bogeys to gain a strong foothold in the lands of the Celts. To this day this is why you see more bogeys in England, Ireland, Scotland and Wales than anywhere else in the world.

The Red-Legged Scissor Man
(From The Menagerie Series by Christopher Golden and Thomas Sniegoski)
A particularly nasty bogey is the Red-Legged Scissor Man. Named for the giant pair of scissors he wields as a weapon. He gets the other part of his name from what he does with the scissors. The Scissor Man plagues children, especially ones that others would describe as having emotional problems. He visits them scaring them with his presence and then uses his scissors to cut off their thumbs. He will then hook the thumb onto his belt with dozens more like it causing the blood to run down his naked lower half, staining his legs in blood. He is unnaturally tall and thin, maybe 8 feet tall, but weighing only 95 some pounds. His face is fixed in a clown-like grin displaying sharp yellow teeth. His tiny red eyes dart everywhere as he nervously laughs as he talks.

The Scissor Man was believed to have been defeated in the middle of the 20th Century, but who is to say he will stay that way.

Name: The Red-Legged Scissor Man
Motivation: To frighten and maim children
Creature Type: Bogey
Attributes: Str 2, Dex 4, Con 4, Int 3, Per 5, Will 2
Ability Scores: Muscle 10, Combat 12, Brains 12
Life Points: 34
Drama Points: 1
Special Abilities: Attractiveness -3, Emotional Influence (causes fear)
Manoeuvres
Name Score Damage Notes
Scissors 12 8 Most often used to chop of thumbs
Deflect 15 - Magic defence action; deflects spells 45º

Imaginary Friends
While Bogeys are harmful to children the same creation process also can produce imaginary friends. Like bogeys, imaginary friends are created by the nascent magical ability of children. And like bogeys, imaginary friends cannot be seen by adults.

Buttons
There are very few demons that actually pay attention to strife between bogeys and imaginary friends, considering both to be too far insignificant to even merit their notice. But there is one imaginary friend that they do know about and the mere mention of his name fills them with fear and dread.

That name is Buttons.

Buttons the Bear began just like another childhood toy. He was a handmade stuffed bear given to a now-forgotten child one Christmas morning in the early 1800's. As his child grew older Buttons (and this was not yet his name) was discarded for newer playthings. That is till he ended up as a donation to an orphanage. By this time Buttons had seen a fair amount of use, in particular his glass eyes were gone. The matron of the house, a young Irish nun sewed two buttons on his face for eyes; one green the other red. She gave him to a small child who had nothing and had never received a Christmas present before. It was there that Buttons felt the first tinges of Awakening, the love of this young child stirred up the spark of divinity that is in everything; even in a stuffed bear with mis-matched buttons for eyes.

An orphanage, especially one in what was now the mid-Victorian era, was ripe for all sorts of bogeys. Generally, these were the pestering kind, but every so often something more dangerous would prey on the unfortunates. Buttons (as he was now known) went from merely scaring them off to actively hunting them down at night. For many years Buttons protected the children here and in return he knew he had their love.
Things changed shortly after the Blight. Taking advantage of the suffering and death many demons moved into Ireland, one chose to use the orphanage as a staging area. He would hide in wait, corrupting the adults and torturing the children. It was not though till the demon had fully manifested itself and prepared to kill a child did Buttons attack. Though he was no longer a child's stuffed plaything; instead he had manifested into a towering black bear with razor-sharp claws and a mouthful of teeth. He attacked the demon full on.

The demon, while still very powerful, was only expecting some starving children, not seven feet, 1,200 pounds of fur, claws, and fangs. Within a few seconds the demon was not only on the defense, but nearly ripped to shreds.

On the demon's home plane a portal opened. The demons there were awaiting their Lord's return to bring them the bounty from the orphanage. Instead, the bloodied corpse of their lord was flung through followed by a huge bear with a fire red ruby for one eye and a burning emerald for the other. It let out a deafening roar; a clear warning to the demons. Since that time Buttons has killed no fewer than 17 demon lords and wounded many others. The orphanage suffered no more attacks as long as there was one child holding a tattered old bear with buttons for eyes.

Name: Buttons the Bear (Manifested Form)
Motivation: Protect the Children
Creature Type: Bogey (Imaginary Friend)
Attributes: Str 7, Dex 4, Con 9, Int 2, Per 3, Will 2
Ability Scores: Muscle 20, Combat 18, Brains 12
Life Points: 83
Drama Points: 1
Special Abilities: Bogey (Imaginary Friend), Hard to Kill (3), Manifest
Manoeuvres
Name Score Damage Notes
Claw (x2) 18 18 Slash/Stab
Bite 16 12 Slash/Stab
- Break Neck 20 28 Bash
Deflect 15 - Magic defense action; deflects spells 45º

Mrs. Cully Mully and her Pink Dog
No one is really sure who, or what, Mrs. Cully Mully is. Was she a human witch that became more imaginary over time. Or an imaginary friend that became more like a real human? No one knows for sure. Mrs. Cully Mully appears to be a woman in her 70's wearing a pinkish frock coat, horned rimmed glasses and carrying a small handbag purse.

She is known to walk the areas between Dream and Reality, between this world and the next one, and between childhood and the end of innocence. Always between worlds, but never in any one world properly. She will say things to make you believe she was once human, like "when I taught kindergarten…" and things to make you think she is imaginary, or at least question her sanity; "…of course the sky was pink then and we had three moons."

She walks the "in-betweens" helping those who are lost, or of need information. In her bag she almost anything the Cast could need, almost. She has no (and no use for) weapons. If the Cast is hungry then she might have their second-favorite sandwich (she is always out of their first favorite) or some magical bauble that may not seem to be useful now but will be priceless later on. She will of course claim she is just walking her dog.

Her dog, who is completely pink, will bark constantly in its small yippish barks. It is only when it stops barking is there reason to fear. That usually means bogeys, spirits or demons are near.

She will try to hastily retreat, pulling the Cast in-tow. IF she has to fight then her true nature (or is it?) is revealed. She has never been known to get into a fight, but in one case an occult scholar (who has since retired to working on a small farm) was lost in the in-betweens when he encountered Mrs. Cully Mully. He described her as pleasant, if seemingly addled. She agreed to walk the man home since it was "on her way" when the object of the scholar's search appeared, the Great Demon Abraxas (so he claimed). Abraxas demanded the scholar's soul and threatened to kill everyone else. Mrs. Cully Mully, he then claimed, walked right up to the demon lord and called him by his true name (also, so the scholar claims) and proceeded to scold him like a schoolboy. She was stern, but never once raised her voice. The demon, angered beyond rage, roared and disappeared in a pillar of flame. She took the man's hand and told him that we're taking a short cut, walked two or three steps and were in front of the man's home. She told him to give up this life, get a real job and find himself a nice quiet girl to marry.

Some say she is a good-natured aspect of the Crone, Goddess of the Witches. Others say she is really the Goddess Ceriweden. And still, others say she is a retired kindergarten teacher out walking her dog.

Mrs. Cully Mully
No Stats. She does not engage in combat. She does have a handbag and small pink, yippy dog.

Tuesday, September 15, 2009

Games Plus Fall 2009 Auction

I would like to draw your attention to my Favorite Local Game Store, Games Plus in Mount Prospect, Il. I have been going to this place for years and years and I will continue to do so.

But this is not an advertisement for Games Plus.
This is an ad for their Game Auction! ;)

Every Fall and Spring Games Plus hosts a game auction. This is the BEST way to find some really rare games, unload some games you no longer need or just hang out and see some fellow gamers and maybe catch a deal or two.

Typically the FAll auction is my time to unload those impulse buys from Gen Con. This year though I bought so little at Gen Con and have not had the time to even go through what I did buy that I might not have much in this auction at all.

I am sure though I will be there. I'll talk to my kids and see what they have they want to get rid of and then also check out some of the other nights. I could use some cheap minis and Pokemon cards are always welcomed in my home.

Here are some links with information:
http://games-plus.com/auction.htm
http://www.facebook.com/richard.kurtin#/event.php?eid=135594128125&index=1
http://maps.google.com/maps?f=q&hl=en&q=101+W+Prospect+Ave%2C+Mount+Prospect%2C+IL

Stop in. Get a number and who knows that game you have been wanting for years just might be there.

Wednesday, September 9, 2009

Jury Duty

I will be out of contact for a bit. I have Jury Duty all this week, so any "free" time I have will be used up in getting work done I couldn't do during the day.

Back with more updates soon including what Nel is doing in "Witch Girls Adventures" and a review of "Bounty Head Bebop".

Friday, September 4, 2009

Dirty Nellie, Street Faerie

For Ghosts of Albion I introduced a new race of fae call Street Faeries. They are fae that have choosen to live in the urban sprawl of large cities rather than their normal sylvan glades and woods. The most notorious of of all though was a little street fae name "Dirty Nel".

Dirty Nellie
She looked like child, one of those unfortunates forced to work the streets, though no child had such a licentious gleam in her eyes. Of course no human child had wings either. They were the same shape as other pixies, that of a butterfly, but these were more like that of a peppered moth. They were colorless, save for irregular patches of what appeared to be soot or grime. She smoked an American style cigarette, which of course was not only scandalous as a woman, but as a creature of the Fae. Her clothing was a motley assortment that revealed more flesh than even the most brazen dollymop would have been ashamed to show. I approached her to ascertain what sort of creature she was. She noticed me and said, "Oi! Piss off. Im trying to work ere!"
She disappeared in a shower, not of pixie-dust, but of soot and smoke.
- From the Journal of Tamara Swift


Dirty Nellie

One of the more notorious Street Fae is a pixie named Nel, also known as Dirty Nellie by human occult researchers. Nel is a Street Faerie prostitute often working in the theatre district of London. She got her start at the dawn of the Victorian age as a simple street walker. She would use her minor powers of Glamour to appear as whatever she felt her clients were looking for. A low level of empathic powers helped her to seek out those whose need was great (and thus able to pay more) and what they were looking for. Her most oft-used guise is that of a coster girl who has lost all her snells and needs to make back all her lost money or her cruel stepfather will beat her. She has also been known to appear as dusky beauty for the orient, or a young lad lost in the city after leaving his boarding school.

Through guile, deceit, and lots of hard work, Nel worked her way into the prominent occult societies of the time. As her clientele increased in wealth and status, so did her own. She gained not only monetary wealth but a wealth of information about such organizations as the Algernon Club, the Rosicrucians, the Hermetic Order of the Golden Dawn (where she was Crowley's lover for a time), and the Theosophical Society. By World War I no living being knew as many secrets (and it is amazing how many secrets a man is willing to share in the cloak of night in the lover's bed) of the occult underground as she did.

Note to Modern Directors: Dirty Nellie has not been seen since the Blitz of WWII. If she survived (and many suspect she did not) she must be using a new guise or has moved on to another city.

Roleplaying Dirty Nellie
Nel is the archetypical good-time girl. When not working she can be found in gambling houses, public houses, or even an opium den. Her looks in any form are striking. She is a bit vain and proud of her looks, so in any guise her midnight black hair (cut short), green eyes and many piercings remain. She is fond of soldiers and once traveled to India to be with an entire troup. She returned to London with a pierced nose and an addiction to the cigarettes smoked there. Her favorite trick is to produce one she has pre-rolled from nowhere and light it with the tip of her finger. As a Faerie, Nel is immune to the harmful effects of her addictions to smoking, alcohol and drugs. She is also immune to the diseases that plague her trade, but Directors may decide she is a carrier and say there is a chance that her paramours could contract syphilis themselves.
Nel in any part of the Victorian age is a wealth of information and can act as a Criminal or Supernatural Contact. In the time of Ghosts of Albion (early Victorian) she is worth up to 3 points of Criminal Contacts (she knows everyone and most owe her) or 2 points of Supernatural. As the 19th Century progresses she can be bought fo up to 3 points of Supernatural but only 2 of Criminal.

Nel is not a fighter. She not above threatening someone with her knife or even throwing a bit of fire at someone, but she will not engage in most forms of combat. Nel would rather seduce someone and then poison them in the bed chamber if she wants someone dead. Usually though trouble finds Nel and not the other way around. A possible introduction would be having her running for her life and smack right into the Cast.
Despite some of her addictions, arrogance and her rather rude habit of calling humans monkeys, Nel is actually a very sweet faerie girl. She is also just determined to do things her way. One thing is certain, it is never boring with her around.

Ghosts of Albion stats
Name: Nel, Dirty Nellie (various human guise names are Alice, Little Mary, Tommy Atkins)
Motivation: To make some money and have a good time while doing it
Creature Type: Faerie (street faerie)
Attributes: Strength 2, Dexterity 4, Constitution 4, Intelligence 4, Perception 5, Willpower 6
Life Points: 34
Drama Points: 15
Qualities and Drawbacks: Addictions (Hashish 1, Opium 1,Smoking 2, Sex 2), Adversaries (Police, various rivals, various demons she owes money to), Blink 2, Criminal (Prostitute), Contacts (Criminal 3, Supernatural 3), Elven Soul Flame, Emotional Problems (Covetous, Cruel, Faerie Arrogance), Faerie, Glamour, Minority (Woman), Resources (start at -6 works up to +2).

Manoeuvres
Name Score Damage Notes
Dodge 11 Defence action
Grapple 7 Resisted by Dodge
Punch 5 4 Bash
Knife 11 4 Slash/Stab* Plus Elven Soul Flame



Dirty Nellie in Rippers & Gaslight (Savage Worlds)

Dirty Nel. I am afraid no amount of Ripper Tech can prepare you for that tangle with the supernatural.
- Attributed to Jonathan Harker, circa 1890

You can't be truly initiated into the inner ranks of the occult until Nel initiates you herself.
- Alistair Crowley, 1899

By 1892 Dirty Nellie (now mostly known as just Dirty Nel) is still doing what she does best. While not uncommon (Faeries have all sorts of obsessions), keeping the same job for 60 plus years is quite a feat for a little Street Fae.

Since the dawn of the Victorian age when she gained certain infamy in occult circles she only become more notorious. Some time in the 1840s she caught the attentions of a few occult researchers and scholars. Originally she was the subject of much discussion in the inner circles of occult lodges, discussing her the same way they would the tomes of Agrippa or a new species of vampire. That is till one of them decided to just approach her. When the young research returned from his visit, he spoke of her charm, her wit and of course her skills. Soon Nel was being visited by most of the members of the lodge and of a few others. Each would share some secrets with her, as is common with paramours. She went from back alley toffs to receiving gentlemen in her apartment. Her fees increased, not that the erstwhile men of learning noticed, and she increased her own knowledge. By the time anyone had figured out what was happening it was too late. Nel knew all their secrets, all their enemies secrets and a few more besides. She bartered her knowledge and took over one of the clubs where the men had met, the Mayfair House, and converted it into a club catering to me with a taste for both forbidden knowledge and forbidden carnality. While it is money that is often paid with her real currency is information and secrets. The Mayfair Club becomes a central gathering place for members of the occult community. She hires several girls, many with faerie or other blood in them, but most are still just human. She provides the men with a place to talk and relax, like any other Victorian club, but she provides other services as well. By 1892 the Mayfair Club is the place to go to get answers or find someone in the occult community. To date she has not hired any demons, werwolves or vampires, but she is getting more requests a day for even more forbidden fruit.

She has a lavish flat in Highgate, paid for by her many paramours, both with occult and terrestrial power. She is also now often paid just to be seen with someone, rather than have sex with them; though she still does that as well.

Nel after Rippers

People have been excommunicated or executed for less.
- One occult scholar failing to describe the events of the Mayfair Club party on New Years Eve, 1899.

During The Great War Nel provided financial power to protect her own homeland against the threat of the Kaiser, but that was not her major concern. She was also dealing with worsening relations with the Seelie and Unseelie Courts and ultimately the Shadow War between them. Nell like many Street Fae refused to choose sides and she was branded a traitor by the Seelie Court Queen. Hoping the further her own end the Unseelie Court Queen granted Nel Safe Passage for her services to the Unseelie Court (mostly by keeping Englands occult community in a sex-crazed haze to keep them out of the Courts business). This infuriated the Seelie Queen and she order Nels death.

During the Pulp Adventures ages (an age I think Savage Worlds is best at) Nel can be found at Mayfairs (the Club was dropped years ago) but her lust for life is mostly gone. Though adventurers search for some artifact will certainly find their trail leading to her door. She now employees a number of Unseelie Court faeries, but she even admits they are more likely to be spies for either Court.

The last reported sighting on Dirty Nellie was during the final Blitz of WWII. If she survived (and many suspect she did not) she must be using a new guise or has moved on to another city. Given the events of the Shadow War between the Fae, it is unlikely that the Seelie Court could have made good on their threats to kill her. But various stories suggest she was killed in the Blitz, or a jealous lover killed her or even more fantastic that the Devil claimed her as his own bride. Though it is also likely she has slipped away to live quietly. Though anyone that knew her cannot believe that.

Mayfairs remained closed till the 60s when it reopened as a center of the psychedelic drug culture. Since the middle 70s it has been owned and operated by a vampire couple who brought back to its roots of a contact place of the occult and the mundane.

Dirty Nellie (Savage Worlds)
Agility d8
Smarts d8
Spirit d8
Strength d6
Vigor d8

Charisma 4/2/0 (humans/other street fae/seelie court fae)
Pace 6
Parry 3
Reason
Toughness 6

Skills
Climbing d4
Fighting d4 (Nel is a lover, not a fighter)
Guts d10
Intimidation d4
Knowledge (Occult) d12+3 (if Nel does not know it, its probably not true)
Knowledge d10
Notice d10
Persuasion d8
Riding d4
Spellcasting d6
Stealth d8
Streetwise d8
Survival d10
Taunt d6

Hindrances
Compulsions (Smoking, Sex) (Used as Habit (Major)), Delusional (Faerie Arrogance, Minor), Illiterate, Outcast (unwelcome in the Seelie Court, treat as Outsider in respect to Seelie Court Fae), Weakness: Iron

Edges
Connections, Faerie Attractiveness (Adds +4 to Charisma for humans), Hard to Kill, Rich

Powers
Arcane Background (Magic Glamour)

Thursday, August 27, 2009

D&D Overload

I am sitting in my game room now, looking at my shelves. I have D&D. And by that I mean I have EVERY D&D ruleset there is. Original, Basic (3 different boxes claiming to be “Basic D&D” and none of them are very compatible with the others), Advanced, Editions 1, 2, 3, and 4. Not to mention OSRIC, Labyrinth Lord, Basic Fantasy, S&W, Spellcraft & Swordplay, Hackmaster, Castles & Crusades and now I am adding Pathfinder to my crowded “D&D” shelves, and this not even counting what is on my hard drive.

It has gotten insane. I NEVER need to buy another “D&D” product again. Yet I know I will.

But it has gotten so chaotic and even psychotic. If I look at the products released only in the last year on my shelf I can play 5 (maybe even up to 7) different versions of the “Largest Selling Role Playing Game” of all time. And that is not even cracking my books from back in the day. I have at least 15 different ways to play “D&D” and I am sure I have forgotten one or two.

I think I either need to choose one version of the game and stick with that (but which one) or design a simple, streamlined version of the game that fits my needs that includes elements I like from all the other versions. While that idea has merit and appeal to me, it is an awful lot of work. Plus the game has changed so much over the years that some concepts I liked in one version have no place in another.

I think I would start with fewer classes. Like in 2e, go with Priest, Rogue, Magic-User and Warrior. Then break it down into tiers like 4e. So 1 to 10 you can have 2e-like kits to allow role playing. A magic-user then takes a kit to be a wizard, warlock, illusionist and so on. Levels 11 to 20 are prestige classes (including prestige versions of core classes), Levels 21 to 30 are epic level. Use 3e as a base (I like the idea of feats), give the classes powers at each level (like Pathfinder), but start them out at a higher level. That is a Level 1 character in this version is more like a 5th level character in D&D3. In a way it is like using the D&D Rules Cyclopedia and just starting everyone on 5th level. Use 4e’s skill system or use more of an “ability” check system like from 0.
But that is all surface stuff. That doesn’t tell me anything about how to redo monsters, deal with magic or the numerous other rules that are effected (Pathfinder is 575+ pages of rules. And it is not complete!)

Well maybe we can see 5th Edition work out some of these issues, or just adds to them. Or I can just stick to playing Ghosts of Albion. ;)

Sunday, August 23, 2009

New RPG Groups on Facebook

For the fans of Victorian era role-playing games I have made two new Facebook groups.

The Victorian Gamers Association is very new and is for any game set in the Victorian Era or is at least Victorian in feel and tone. So games would in include Cthulhu by Gaslight, Victorian Age Vampire, Ghosts of Albion, Ravenloft: the Masque of Red Death, Victoriana, Rippers as well as Forgotten Futures, For Faerie, Queen and Country for the Amazing Engine and Space: 1899.

Please come by and visit.

More dedicated is The Ghosts of Albion group. It is dedicated to the Ghosts of Albion RPG as well as all the animations and novels.

Plus I feel I should mention two groups of games I am a fan of, Spellcraft & Swordplay and Witch Girls Adventures. Fan them as well!

Friday, August 21, 2009

Bodhmall, the Druidess, er.. Nature Priestess

Regular readers know of my search in 4e for the best Druid class. I have been largely disappointed with the class we got in Player’s Handbook 2 and instead have expressed my fondness for the Nature Priest in Ari Marmell’s Advanced Player’s Guide from Expeditious Retreat Press.
Well now I have the Wokan from Dave Arneson’s Blackmoor 4e.

A bit of background on the Wokan, the Wokani made their appearance in Mystara many years back. They were basically the witches or even witch-doctors of the world. In fact many publications set in Mystara (the Glantri books are a good example) have “witch” in older versions and “wokani” in newer versions of the same copy-pasted text. So I figured they were a good place to look too.

Now for Bodhmall nic Tadg.
Bodhmall (“Bode-vull”) is a character of mine, she is described in Irish myth as the sister of Muirne the White Neck (or sometimes Cumhail) and the foster mother of Fionn mac Cumhail. She is a wise woman and a druidess. In my games I deal with a younger Bodhmall. She is a druidess still, with a penchant for fire and weather based magic. Not quite an elementalist, but close. She also, along with Liath Luchara, form one of the enduring covens of witches in my games, the Daughters of the Flame. The Daughters appear time and time again in all my games, and I usually have Bodhmall and Liath, or their reincarnations, in my games somewhere.

For this experiment I built many different versions of Bodhmall to 12th level. This gave a wide choice in powers and a Paragon Path. Lets go to the data.

First up is the Druid from D&D Player’s Handbook 2
Short: Hate it. I am sure there are plenty of people that like it, but I never used the druid wild shape ability and this is all the stuff I didn’t like in 1st Ed Druids turned all the way up. There are some nice powers sure, but not enough to merit taking the class.

Secondly, using the Hybrid rules for Dragon/DDiThis build is a hybrid Druid/Shaman. Aw now there are more choices, but not enough fire based powers. Sure I could add Warlock into that mix, and given my success with warlock hybrids that is not a bad idea, but it isn’t what I want. Still though a hybrid fey-lock/druid might have some potential and take the Alchemy feat from Arcane Power. Druids can be ritual casters, but druids did not read, that was the deal with being a druid all this knowledge committed to memory.

Though the Keeper of the Hidden Flame is so close in concept to a Guardian from the Daughters of the Flame that I almost can’t pass it up.

Third, The Nature Priest from Advanced Player’s GuideGenerally speaking this class is weaker than the druid. The powers are about the same in terms of effects and damage done. But concept wise it is such a better fit that it is unreal. Lots of Fire-based powers, lots weather based ones. Going through and build Bodhmall to 12th level was so easy that I figured I had time to do this Blog post about it.
The cons here though are there is not a wide variety of powers to choose from, but the powers they do have a re very nice.

For a Paragon path I choose the Hierophant. Not as close as the Keeper of the Hidden Flame, but good enough and it is more “druidy” feeling.

Fourth, the Wokan from Dave Arneson’s Blackmoor 4eThe Wokan is not a perfect either. To pull out something from the half remembered Miller’s Analogies Test, Druids are to Nature Priests as Shamans are Wokans. I think that is what they are supposed to be too. The powers are nice, a little more powerful than the Druid in some ways. Quite a few powers that would make good Fey-lock powers. A Hybrid Wokan/Warlock (“Worlockan”?) might be interesting to see one day.

I did not pick a Paragon path for this one since I could tell right away it was not going to give me what I wanted.

The Winner?
There is a clear winner here. The Nature Priest is exactly what I want in a druid with all the extras that everyone seems to like. Not sure if the Nature Priest could be considered another build of Druid or not. They are so similar in some ways and so different in others; like comparing Warlocks to Sorcerers.

Though I am ready to chuck the druid from 4e and use the Nature Priest instead.

Dracula, use or not?

So, I have an adventure idea that is just jelling and it might be my next Gen Con adventure.

But here is my question to you all.

Is Dracula too overused to be a credible threat anymore?

I want to use him in a Ghosts of Albion game, set in Transylvania around 1850 or so. So sometime before he meets up with Harker and the events of "Dracula".

It could be that this encounter is what has prompted his move to England.

Looking for input.

Thanks!

Monday, August 17, 2009

Blackmoor!

Gen Con was great.

But I only picked up ONE book my entire time there, the new 4e Blackmoor book.
Reading it back in my hotel room I was overwhelmed with the feeling I was reading a new version of the D&D Rules Compendium.

There are a lot things in this book that are familiar to me. Wokan(i), Arcane Warrior, Nobles. The races are standard 4e, and even explains how to work in some of the newer ones.

But what I like is now I have another piece of my puzzle. I am placing Blackmoor on my North Pole, past the land of Black Ice (Greyhawk). Blackmoor sits inside a crater carved out the north pole where the former Blackmoor had once stood. This explosion created a crater (in Mystara this would have blown a hole in the planet, making it hollow) and the refugees settled here. Blackmoor then becomes something like Shangri-la and Atalntis. There are people there, shut off from the world, maybe even thinking the rest of the world had been destroyed.

Some survivors of the great Blackmoor explosion went south and settled in the lands that later became the "Known World" that is why these lands know about Blackmoor, use similar names for things and why so many different cultures have settled in such a small area.

My Blackmoor is only about 500 miles across and about 250,000 square miles of area, so about the size of France. Geothermal activity keeps the area warmer than would be expected, and the high mountains keep the area remote.

Though it doesn't *exactly* fit with my plans for my world, I might keep the Dragonborn there as well. They are a different sub-species as my Dragon-isle ones. These would be more "human" for lack of a better word.

More after I read the book some more.

Tim