Saturday, April 2, 2011

Zatannurday: I get by with a little help from my friends...


I like the Hellblazer series of comics.  I like their darker tone and of course I love the magic.  I also love them because of Zatanna, of course.

In one of the odder comics (Hellblazer #63, 1993) it is John Constantine's 40th birthday and his friends throw him a surprise party. Chantinelle "Ellie" (a succubus), Zatanna and Swamp Thing are invited as well.  Swampy then proceeds to grow a bunch of pot for everyone at the party.   Which leads to Zee becoming to my knowledge the only standing member of the Justice League to get high in the comics.  So here is John, Zee and Elle getting high.



There is a commentary about this issue here:
http://www.ifanboy.com/content/video/ifanboy_mini_-_episode__59_-_what_were_they_thinking__hellblazer__63

Friday, April 1, 2011

Season of the Witch: Episode 12

Episode 12: Torn

May/June, 2005
Heatherfield, WA

Willow and Tara spend more than a month with the Daughters of the Flame. They begin to feel a pull to the north, something summoning them.

They prepare to travel but Tara mentions being sick. Cordy scans her, but finds nothing wrong with her. She admits though as she is mage now her magic is different.

They arrive is a small town in Washington State called Heatherfield. Here they meet up with five young women fighting a giant dragon. Before they can help they are able to send through a portal. The women identify themselves as “The Guardians” and they have been protecting Earth from threats from the magical worlds for almost 10 years. They are younger than Willow and Tara, but act much older. When they are finally able to talk to them (they are not interested in what Willow and Tara have to say) they learn that the Veil is thinnest here and it is getting thinner by the minute.

There are some battles with various monsters that come through and Willow and Tara prove their worth to the five Guardians. Tara notes that in Tamara’s Journal she talked about creating the Veil to protect the lands of Faerie from humans and visa versa. The spell is in the book, but it is a very complicated one and it will take all seven of them to cast it. They debate, the five guardians are anything but united in their plans, but finally they decide to give it a try.

The ritual is cast. During this time the Witches’ Committee shows up to try to stop them but they are stopped themselves by S.A.V.E. The ritual hits a tumult and the veil is erected anew, but Willow is trapped on the other side and they can’t take it down now.

Notes: This one was going to be bigger but my group was falling apart at this point. The Guardians obviously are a take on the Guardians of Kandrakar from the comic book W.I.T.C.H., but also designed to be any type of elemental-based magic-girl. I wanted to explore why the universe would choose five teenage girls as the ultimate protectors. I figured it had something to do with innocence or something, but I never got the chance to really get too deep into it.
I wanted this episode to have a real anime feel to it. So there were a lot of magical battles. I let Willow and Tara fire bolts of magical energy that were cast like spells and did SL x3 + Willpower x2 amounts of damage. It made for an interesting time.

I wanted to play up how the Guardian girls were no longer connected to what they were and that had something to do with the weakening of the veil, but I don’t think I quite got it.

I did the cliffhanger ending here of Willow being on the other side of the veil when it went up. Yeah I know, separating the girls to cause angst was quickly becoming a cliché in this game, but this was the last time.

The Witches Committee and S.A.V.E. were back to provide some more antagonists/distractions.

Next up. There must be some kind of way out of here…

A is for "Lipra Loof!"

It's the start of the A to Z blogging challenge and I Am already breaking the rules, or rather bending them a bit.
It is also April 1st and that mean April Fools Day.    So my first post is about the great April issues of the old Dragon magazine.

Back in the 80's Dragon would send out their April issue and it would have various bits of "off" content.  While every May there would be "serious gamers" complaining about it I thought it was great.

I came to enjoy them as much as I did the annual Halloween/Undead/Horror issues in October.

In fact the "Adventure" Nogard from Dragon #96 (it's Dragon spelled backwards! Funny!) became a serious thing in our game.  A dimensionless plane with no exits.  It is timeless, so you can't die of old age or even hunger (but you still get hungry) became an awful place to get stuck in for our high school games.

I'd later use the exact same place in my series "The Dragon and the Phoenix" as the demonic waste-land in the finale "No Other Troy".

Of course some of the articles were just silly.  I remember them now only fondly.  Plenty of allusions to Phil and Dixie's "Sex and D&D" and lots of pointless character classes.

More recently WotC did an April Fools web site that featured older Basic and 1st Ed books as "New" and an equally useless cass, Witchalok (that got my attention) with powers like "Slow Dramatic Clap" and "Turn into Dinosaur".  Some of the older gamers were "offended" I thought it was funny as hell myself.   So in the vein of humor I present a new Witch Spell for Basic D&D.  Convert to any version of D&D you like.  But not to Original D&D, because really, who plays that any more?  BTW this is the spell I got paid for the new 5th Edition D&D that will be announced at Gen Con 2011.

Slow Dramatic Clap
Level: Witch 8
Range: 25'
Duration: 3 rounds
This spell is one the greater compulsion spells the witch has access too.  It can only be cast after someone in the witch's party does something that can be described as truly epic.  Defeating the ogre king with only a broken table leg, getting the cursed gem into a bag, or scoring the winning basket with only seconds left on the clock.  The witch stands and begins to clap very slowly.  Any creature that fails their save vs. Awesomness (or Spells, whatever is on your sheet) will stand (if sitting), drop their weapons and clap too.  Everytime someone falls victim to the spell, others will take a -1 to their save rolls.  So if 4 people fail their save before you then you are at a -4 to save yourself.  Eventually all will be clapping.  If any 80's rock anthem is playing then everyone takes and additional -5.
The witch must be able to stand and speak the command words "Well done. Well. Done."

Of course WotC is doing it all again this year too!
http://www.wizards.com/dnd/

A to Z blog challenge, Let it begin!

Hello! Welcome to the Other Side!

This blog is the "reincarnation" of my old The Other Side website from the dawn of the Web.  I like to write about role-playing games, particularly old-school ones, D&D and horror games.  I post a lot of character write-ups, I love witches and magic.

I am participating in this blogging challenge for the same reasons I am blogging to begin with; to help improve my ability as a writer. Challenges like these help stretch those creative muscles and hopefully get me to write about stuff I might not normally do.


I am not alone in this challenge.  I am going to be following all these blogs, some of which I only know about because of this challenge.  Please join me in watch and reading these blogs.


Ands a few new blogs to me that are also participating.

Thursday, March 31, 2011

Horror RPG Blogs

So putting out a request to all the RPG bloggers out there.

What Horror RPG blogs do you all read?
I have some, but not as many as I'd like.

Looking for some reading suggestions.

Wednesday, March 30, 2011

Class Compendium: Warlord

Back a bit ago WotC announced they were cutting some books and the minis line and other things and the cry went out far and wide that they were doomed.  To be fair if WotC had changed the name of a book or the cover art there would be people out there on teh internets claiming it was a sign of their near death.

One of the books that met the gallows that day was "Class Compendium: Heroes of Sword and Spell".  It's purpose was to update some of the earlier PHB classes to the new Essentials format.  It was never high on my list as something to get; PHB classes and Essentials classes are still equal.  But it would have been nice to see some of the content.

So Wizards has released the Marshal, which is the Essentials version of the Warlord.
And they have done it for free.  In Dragon Magazine 397.

You can download the Marshal from Wizard's site here, http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201103warlord

I checked from other browsers to make sure my DDI password was not cached in.  It is free.

So if you have not looked into the Essentials classes yet here is a good example.

Tuesday, March 29, 2011

Happy Birthday Lucy Lawless

In celebration of who might very well be the biggest reason most people come to my blog, here is a happy birthday to Lucy Lawless, aka Xena.

And since DC Women Kicking Ass has declared Xena an honorary DC ass-kicking woman, here are some stats for her for DC Adventures/Mutants & Masterminds 3rd Ed.

I am going with the idea here that Xena might be more than just human.

Xena, Warrior Princess - PL 8
Strength 4, Stamina 4, Agility 4, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 3

Advantages
All-out Attack, Attractive 2, Chokehold, Connected, Contacts, Defensive Roll 3, Diehard, Equipment 2, Improved Critical: Nerve Pinch: Suffocation 1, Improved Grab, Improved Hold, Leadership, Power Attack, Precise Attack (All) 4, Skill Mastery: Close Combat, Skill Mastery: Ranged Combat

Skills
Acrobatics 6 (+10), Athletics 6 (+10), Close Combat: Sword 4 (+9), Insight 2 (+4), Intimidation 6 (+9), Perception 6 (+8), Persuasion 6 (+9), Ranged Combat: Chakram 8 (+11), Stealth 4 (+8), Treatment 1 (+3)

Powers
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Nerve Pinch: Suffocation 1 (DC 11, Advantages: Chokehold; Grab-based)
Protection: Protection 2 (+2 Toughness)
Regeneration: Regeneration 1 (Every 10 rounds)
Equipment
 Chakram (Boomerang), Sword

Offense
 Initiative +4
 Chakram, +11 (DC 20)
 Grab, +5 (DC Spec 14)
 Nerve Pinch: Suffocation 1, +3 (DC Fort 11)
 Sword, +9 (DC 22)
 Throw, +3 (DC 19)
 Unarmed, +5 (DC 19)

Complications
 Honor
 Motivation: Doing Good
 Relationship

Languages
 Greek

Defense
 Dodge 7, Parry 7, Fortitude 8, Toughness 9/6, Will 4


Power Points
 Abilities 54 + Powers 8 + Advantages 22 + Skills 25 (49 ranks) + Defenses 11 = 120