Friday, November 12, 2010

Willow & Tara: Cartoon Action Hour Season 2

I have covered a lot of this ground already, but I am surprised I had not actually posted this yet.
To follow-up on my review and write-ups of Cartoon Action Hour 2 I wanted to present my two witches.  The power scale here is a bit different than say the Hex Girls, but it is still very do-able in CAH:2.  In fact the power scalability here maybe one of Cartoon Action Hour's greatest strength.

Keeping with the 80's vibe of the game, I'll use pictures of action figures.

So I am obviously going to start with my versions of Willow and Tara from BESM 3.0 and OVA.  I think they both do a good job of capturing an "animated universe" version of the girls.  CAH should actually do a bit of a better job really since it is so flexible.

With BESM 2r I was going more for a different universe deal. Same characters, different situations.  With this I think I am more likely to go with the characters as they are in the Dragon and the Phoenix/Season of the Witch time lines.  Just different viewpoint on the same characters and events.  Plus it makes filling out the sheets easier since I have a very clear idea of who these characters are and what their motives are.

So going with Season 3 here there are somethings that are new to the world.  Like for example everyone knows magic is real.  While they don't hide they are witches they do hide how powerful they really are.
(For details on this world, you will have to wait till I post all of "Season of the Witch".)


Willow Rosenberg
Series: Willow and Tara, Season 3
Group: Willow and Tara
Appearance: Attractive 20-something woman with red hair.

Factoids
- Is off-the-charts smart
- Fantastic computer hacker
- Is a witch and can do magic
- Is in love with Tara
- Sold her computer company at age 25 so is very rich
- Can still be a bit insecure

Subplots
- Has anger issues
- Secret: Brought down the veil between worlds (outed magic)
- Fears loosing Tara and loosing control of her powers
- has made a number of enemies

Traits
Witch (Spell Caster Cluster), 8 (24 points)
 - TK (manipulate)
 -  Arcane Blast (attack)
 - Shield (defend)
 - Magical Sight (can see magical creatures, magical forces in the earth) (misc.)
Attractive 2
Computer Expert/Hacker, AF 6
Monster Hunter 2
Occult Scholar 5

Anger issues x1
Secrets x2

Base Oomph 5
Threshold 18
Battle Rating 8


Tara Mclay
Series: Willow and Tara, Season 3
Group: Willow and Tara
Appearance: Attractive 20-something woman with blonde hair.

Factoids
- Is empathic
- Artist
- Is a witch and can do magic
- Is in love with Willow
- Is a councilor
- Can heal by touch

Subplots
- Secret: Brought down the veil between worlds (outed magic)
- Fears Willow loosing control of her powers
- has made a number of enemies

Traits
Witch (Spell Caster Cluster), 7 (22 points)
 - TK (manipulate)
 -  Arcane Blast (attack)
 - Shield (defend)
 - Magical Sight (can see magical creatures, magical forces in the earth) (misc.)
Attractive 1
Books of Spells
- Albus Codex 2
- Journals of Tamara Swift 2
- Journals of Megan Mclay 2
Familar (MKF, adds +2 to Oomph), 4
Healing Touch (revives), AF 3
Monster Hunter 2
Occult Scholar 5

Secrets x2

Base Oomph 5+2 (7)
Threshold 19
Battle Rating 7

Thursday, November 11, 2010

D&D4 Essentials: Druids and Rangers

So long time readers here know of my struggles with finding a good druid in D&D4.  When the Player's Handbook 2 came out I was thrilled.  I was getting a Druid and Bard class.  Well the druid class was very disappointing to me.  Concept wise it was more of a shaman than the shaman was i thought.

You can read the details of my search here:
http://timbrannan.blogspot.com/2009/07/hybrid-class-playtest-and-character_28.html
http://timbrannan.blogspot.com/2009/08/few-updates.html
http://timbrannan.blogspot.com/2009/08/bodhmall-druidess-er-nature-priestess.html

In particular that last link where I attempt to re-build a character I have played in the past.  Bodhmall is a druidess from the Fenian Cycle of Irish myth.  She was one of the fosters of Fionn MacCumhail. Fionn, Bodhmall and Liath all feature rather prominently in the myths of my modern-era Unisystem games.  So I have a pretty clear idea of who Bodhmall and Liath are and D&D4 didn't cut it.  I was ok with Liath as a Ranger, and I'll admit I opted to change a few things about the character to fit the Ranger idea more.

Well now I have "Heroes of the Forgotten Kingdoms" and all of that has now changed.

The new Druid class, the Sentinel, is almost EXACTLY what I wanted a druid to be.  No more shape-shifting half-bestial attacks, the new Druid has an animal companion and no sight of any shape change.  The powers do reflect what I want in a druid, though still not a perfect fit for Bodhmall.  Though there is a simple fix for that.  I can take some of the powers from PHB2's druid that I want.  Things like "Primal Storm" come to mind and the Paragon Path "Keeper of the Hidden Flame" which is almost exactly what I had in mind for Bodhmall.
So not a 100% fit, but certainly 95%.
Her animal companion is a wolf; something that I did for a slightly different version of Bodhmall back in 3e.  So I am pleased with that.  Her wolf companion is named CĂș Chulainn after the legendary hero.

Liath, her trusted companion and body guard (not that see will need this later on),  is one of the new Scout sub-classes of Ranger.  She takes the two weapon fighting and the wilderness tracker knack.

Bodhmall nic Tadg
1st Level Druid (Sentinel)
Human Female, Good Alignment, Deity: Brigit

Abilities Defenses
AC: 14
STR: 10 Fort: 15
CON: 14 
DEX: 10 Ref: 13
INT: 14
WIS: 18 Will: 15
CHA: 11

HP: 26, Surges: 9
Initiative: +0  Speed: +6

Skills: Arcana +7, Heal +11, Insight +9, Nature +9, History +7
Languages: Common, Draconic, Elven, Giant, Goblin, Primordial
Feats: Linguist, Jack-of-All Trades  (both fit with my concept that Tadg, Bodhmall's father was a Druid of great learning and passed this down to his daughter).

Acolyte of the Natural Cycle: Druid of Spring
Prof: Staffs, Totems, Scimitar.
+1 Scimitars, spears, daggers and sickles
Animal companion: Wolf
Combined Attack
Healing Word
Reap the Harvest
Shillelagh
Herb Lore

Weapons: Staff (+2, 1d8), Scimitar (+3, 1d8)
Leather Armor (+2)

Liath Luchara

1st Level Ranger (Scout)
Half-Elf Female, Good Alignment, Deity: Brigit

Abilities
Defenses

AC: 16
STR: 10
Fort: 11
CON: 10 

DEX: 18
Ref: 14
INT: 10

WIS: 16
Will: 14
CHA: 11


HP: 22, Surges: 7
Initiative: +4  Speed: +6

Skills: Endurance +5, Stealth +9, Heal +8, Insight +5, Nature +7, Perception +10, Diplomacy +2
Languages: Common, Elven, Giant,
Feats: Alertness

Knack for Success 

Flashing Blade Mastery
Dual Weapon Attack (Dex vs. AC)
Prof: Simple Melee and Ranged,Military Melee and Ranged
Attack finesse (dex instead of str)
Power Strike
Aspect of the Cunning Fox
Wilderness Tracker

Weapons: Spear (+6, 1d8), Short Sword (+7, 1d6)
Leather Armor (+2)

Now how does this Bodhmal compare to the one I had done before?  Well the "Nature Priest" from Advanced Player’s Guide is still rather close.  But this new Sentinel Druid is much better now.  I could for my own games see Druid as a Parent Class and have three sub-classes, Beast Master, Nature Priest and Sentinel.  Sorta like we did back in the AD&D 2nd ed days.

All in all I am very pleased with the changes to the classes in Heroes of the Forgotten Kingdoms.  I have some Warlocks I want to do next.

Leverage RPG is now out

The new Leverage RPG from MWP is now out in PDF.

http://rpg.drivethrustuff.com/product_info.php?products_id=85727&affiliate_id=10748

Like Smallville and other games from MWP, this uses a variant of the Cortex rule system.  The system in Leverage is a streamline version designed to focus on what Leverage the TV show does best, crime and con games.  So there is not the complexity of character building as you see in Smallville.

What is most interesting about this is that it really opens up the system to different types of play.  You are no longer "killing things and taking their stuff", you are pulling a con...and taking their stuff.

What appealed to me right away is that with some tweaks you could run any type of Law and Order or CSI style game right away.  Given the proliferation of these types of shows that would have some appeal.

So far I like the rules quite a bit even though I know nothing of the show it is based on.  I do miss the classic skills listing though.

Tuesday, November 9, 2010

Cantrips for Original and Basic-Era Games

One of the things that bugged me the most about playing FRPGs of the 70s and 80s was that wizards, supposedly after having all this training in magic and magical philosophy and thought could only do one spell. Per day. While I understand why it was set up like that, it never really made much sense that they wouldn't know more. After all, look at the Harry Potter kids in the first book/movie, they knew all sorts of spells at age 11. We can hand wave it and say it takes years just to master the basics, but it still seems a bit light to me.

So following in the footsteps of the game's Advanced cousin and introduce the idea of cantrips, or 0-level spells.

These spells by their nature need to be simple things, plus they should also be useful to the magic-user in question. Little spells they learn to see the effects of spells in a teaching environment and something they can safely use while practicing. So given that cantrips must satisfy these requirements for me.
  1. They need to be simple effects.
  2. They should not cause damage.
  3. All the cantrips a magic-user knows will be learned in school before 1st level.
The effects should never be anything near the effects of a 1st level spell. They would be "utility" type spells that would work just like all other spells. They would have to be memorized, though the time to do so is minimal and once cast they are forgotten for that day's use. Note: Some Game Masters may allow wizards to use cantrips at will.

Also, given their nature, cantrips cannot be reversed. Unless otherwise stated a cantrip has no effect on a living creature. So a wizard cannot place an Arcane Mark on a person or animal nor can Warm be used to warm up a person. It can be used on a bed or blanket and then the person can use the now warmed bed or blanket.


Magic users know three (3) cantrips before 1st level + a bonus number equal to their Intelligence modifier. So a magic-user with Intelligence of 18 knows 3 + 3 cantrips, 6. This gives this 1st level magic use a total of 7 spells (6 cantrips and 1st level), a magically potent number.

Alarm Ward
Level: 0
Range: 50' radius
Duration: 1 hour
Effect: sets up an area of warning
With this spell the magic-user can set up a area of alarm 50' around his/her person. Any creature larger than a cat entering the radius will set off a mental alarm within the caster. They will not know what sort of creature had entered their area but they will know one has and the general direction.

Arcane Mark
Level: 0
Range: 1 object touched
Duration: Permanent
Effect: Leaves a permanent mark on an object
By means of this spell the magic-user can place a personal mark on any non-living item. This mark is usually a personal glyph or sigil that is recognizable to all other magic users. They may not know who the owner is, but they will know it is owned by another wizard. The mark itself is not magical.

Black Flame
Level: 0
Range: 1 normal fire
Duration: Instant
Effect: Colors one normal flame
This spell changes a normal fire into one with dark flames so it casts no light, but still provides heat. The fire loses some of it's heat. While the flames do provide heat they do not burn, though they are uncomfortable to the touch.

Chill
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: Lowers the temperature of one object to a few degrees
The magic-user can use this spell to lower the temperature of any non-living material up to 1 cubic foot. Typical uses are to cool food or drinks or even to cool the air in a room that is too warm. The temperature cannot be lowered to a degree where it would cause anything damage. The temperature can lowered to just above freezing.

Clean
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: cleans one object
This spell can be used to clean a single object. The object can be anything, clothing, armor, weapons or even a area of a home. Unlike other cantrips this one can be cast on a willing living participant. A magic-user casting clean on themselves will appear as they would if they had recently bathed and donned fresh clothing. This spell can clean 1 cubic foot of space or an area 10' x 10'.

Close
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Closes an open, un-barred door or window.
This spell creates allows the caster to close one door or window that is not locked or otherwise barred. This cantrip will not lock the door or window unless by the action of closing it naturally becomes locked.

False Glamour
Level: 0
Range: One item
Duration: Instant
Effect: Makes one object appear to be an illusion
This simple illusion will cause a solid object or creature to flicker and blur faintly, as if it were a flawed image. Failed attempts to disbelieve the illusion will appear to succeed, giving the object or creature the false appearance of a translucent outline.

Flavor
Level: 0
Range: One item
Duration: Instant
Effect: Flavors one serving
This minor spell flavors one serving of food. The flavor can be changed but it does not change the nature of the food item nor does make poisoned food or spoiled food edible, similar to Freshen. The flavor can be chosen by the magic-user.

Freshen
Level: 0
Range: One Item
Duration: Instant
Effect: Removes wrinkles, flavors or brightens one object
This minor spell allows the magic user to "freshen" one object up to 1 cubic foot. Typical uses are to remove the wrinkles in a garment, brighten the color or some non-living object, or even make bland food more favorable, or polishing metal or glass. All these effects are considered to be a minor illusion. This spell cannot make poisoned or spoiled food edible.

Lift
Level: 0
Range:
Duration: 1 hour
Effect: Slowly lifts 1 pound or less of non-living material
The magic user may use this spell to lift an object via magic alone. The object needs to be non-living and weigh less than 1 pound. The object will remain floating in mid-air for up to one-hour as long as the magic-user is paying at least some attention to it. If the magic-user is distracted at all, say in combat or casting another spell (including a cantrip) then the object drops.

Mend
Level: 0
Range: 1 object touched
Duration: Instant
Effect: Fixes minor wear and tear in non-living and non-metal apparel
By means of this spell the magic-user can mend or repair non-living and non-metal material. Typically this spell is used on clothing to reattach a button, fix a tear or rip or other minor repairs. The amount of material mended cannot exceed 1 cubic foot. This spell can also be used on minor household wear and tear as well. It cannot fix a dented piece of armor or sharpen a sword, but it can reattach a leather strap to armor or fix a pane of glass if all the pieces are present.

Message
Level: 0
Range: 1 known person
Duration: Instant
Effect: Sends a quick message to a single person
By means of this spell the magic-user can end a brief message, no more than a dozen words, to a person they know. This person can be any distance away and be able to understand the magic-users language or at least the language of the message.

Mote of Light
Level: 0
Range: Within 10' of caster
Duration: 1 hour
Effect: Creates a small mote of light equal to candle light
This spell creates a small mote of light roughly equal to candle light that hovers near the magic-user's head. The spell is typically used for reading or lighting a small area (1 cubic foot). It is not a replacement for the Light or Continual Light spells. This spell cannot be cast into someone's eyes. The spell is not useful for lighting dark passages unless that passage is very well known (such as the magic-users' own home).

Open
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Opens an unlocked, un-barred door or window.
This spell creates allows the caster to open one door, window, chest or other item that is not locked or otherwise barred.

Palm
Level: 0
Range: 1 small object
Duration: Instant / 1 hour
Effect: the caster can hide one small object
This spell allows the caster to take an object that would normally fit into a closed fist and make it disappear. The item is not invisible, it is simply gone. The item can be recalled up to one hour later. After one hour the item returns to the caster's hand.

Puff of Air
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Creates a small puff of air. Enough to remove dust or put out one candle
This spell creates a small puff of air; enough to blow away dust from objects or to put out a candle, but not enough to put out a torch or lantern. The puff can move very light items as would a puff of air blown from natural means. This spell can be used to blow dirt from an item or area 10' by 10'.

Quick Sleeping
Level: 0
Range: 1 willing subject
Duration: 8 hours till woken up
Effect: Puts a willing target falls asleep
This spell allows the caster to make a willing creature fall asleep. The spell will not work if used against an unwilling subject. The caster can cast this spell on herself, but obviously, this will be the last spell that she casts in that day.

Sound
Level: 0
Range: Within 100' of caster
Duration: One Sound
Effect: Creates a ghostly moan 100' from the caster
By means of this spell the magic-user can create a ghostly moaning sound that appears to come from 100' from the caster. The moan is not loud nor can it quite cause fear, but any that hear it will know of it's "unnatural" nature.

Spark
Level: 0
Range: Within 100' of caster
Duration: Instant
Effect: Creates a small spark, enough to light a candle
The caster can light a single candle up to 100' feet away. This spell is not enough to start a torch, ignite oil or start a campfire unless there is something that burns very easy used; such as paper or old leaves. The effect is the same of a spark from a set of flint and steel. Some magic-users will use this spell to light a pipe.

Warm
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: Raises the temperature of an object a few degrees.
This spell will warm 1 cubic feet of material a few degrees. Typical uses are to warm food or drinks or even to warm the air in a room that is too cool. The temperature cannot be raised to a degree where it would cause anything damage.   

Section 15 Copyright Notice
      
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
      
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
      
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
      
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
      
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.
      
"Cantrips for Original and Basic era FRPGs" Copyright ©2010, Timothy S. Brannan

Mapping Software or Mappers

I have talked about my world in the past.  Basically it is a combination of Mystara/Urt(Urth) (from Basic D&D) and Greyhawk/Oerth (from AD&D 1st ed) that I have called Mystoerth.  This lets me have all sorts of fun and is basically the world I have been using since the late 80s.

Along the way I have added more to it.  Blackmoor, which was the common element of both worlds is here as sort of a Shangri-la sort of land beyond the North pole in a valley heated by geo-thermal vents.  I have a Hyborea as well to support my old-school street cred a bit.  I pulled down my 1st Ed Oriental Adventures to build up my Kara-Tur a bit and I have a spot for it.

Now I want to expand.  I want to add Ansalon as a southern continent and I want to add the Nentir Vale from the new D&D4 material.  Both are pretty small and will fit almost anywhere.

What I don't have are skills.

Does anyone know of or can suggest a map making tool?  Part of me thinks I can just trace everything.  After all that was good enough for the old days!  Another part of me wants to make high quality maps.

Any and all advice and tips are appreciated.

Sunday, November 7, 2010

Tara 4-Trevor

So today is Tara's birthday in the Dragon and the Phoenix series.
And as it turns out Tara (and her real-world alter-ego Amber Benson) have something to say.

Here are the links to her posts,

http://amberbensonwrotethis.blogspot.com/2010/11/tara-4-trevor.html
http://www.loversliarsandlunatics.com/tarafortrevor.htm

So for this week you can purchase a limited edition "Triangle" Tara (how limited? I don't even have one) and 100% of the money spent will go to the Trevor Project.

How much will Triangle Tara set you back?  $100.00.
But it is all for a great cause and you can get your Tara figure signed and personalized by Amber herself.

After that then the price goes up to $125.00 with a 50% going to the Trevor Project.

The Trevor Project aids GLBTQ youth by running a suicide prevention hot-line, advocacy and educational materials. 

Years back I helped the Kitten Board Trevor project donations and it was a great feeling knowing we could be helping out some of the most at risk kids out there.

Saturday, November 6, 2010

DIY Minis

One thing I never quite understood was when people slam 4e (or even 3e for that matter) one of the things they point to is the use of miniatures.  Haven't we always used miniatures?   I know I have seen that somewhere before...

Plus minis are so cool to have.  I can imagine with the best of them and I have a pretty good visual memory.  But having a mini on the table is great fun.  I also happen to LIKE the collectible aspect of it all and the surprise of not know what you might get.  I got a Tiamat once out of regular old box of minis for 20 bucks.  You can't really beat that feeling.

But sometimes I want something special or sometimes I something laying around that I can use.  So here are some DIY mini ideas.  Yes you can use them with any version of the game.

This one you have seen before.


Orcus and Aspect of Orcus set me back quite a bit.  Destroyah and Aspect of Destroyah set me back about 10 bucks. Total.

Here are some others.

Some undead dinosaurs threaten the Dragon Slayers.  The one in the back even glows in the dark.  Some of these came from a teacher's supply store, one or two of them where attached to a dinosaur shirt I had bought for the kids at the mall.  The size looks about right to me.


Here the Dragon Slayers see if they can live up to their name.  A couple of HeroClix (or maybe some other similar game) dragons bought cheap at GenCon, a couple of fire breathing dragons bought at the Ren Faire a few years ago, a McFarlane dragon and Sea Dragon and a viper fish from Safari Ltd. a company that makes scientific models for schools of real (and fantastic) animals.  The McFarlane dragon has a sigil on it's wing so we decided that even though he is an evil red dragon, he cares more about finding more magic than hording treasure, or rather he hoards magical items and books.  Need to stat him up one day for you all.

And of course this one.


The Dragon and the Phoenix.

So basically there are tons of great mini ideas out there.  Go read Zak's blog to see all the cool things they do with props and do-it-yourself stuff.  All I did here was raid the kids toys for a bit.  Sometimes we find a toy here or in the stores for cheap and say "we need that for D&D!".  And given my oldest loves to collect dragons, they usually serve double duty.

And not to let my Unisystem games go unloved,


Willow and Tara in the Charmed Ones' Attic during the events of "Semi-Charmed Life" where they also got to meet the Paradox versions of Willow and Phoebe.  Ok, these are a bit bigger than mini, but they are still pretty cool.  All of these I got from CineQuest, my favorite place to shop for little plastic people.