Monday, January 25, 2021

Character Creation Challenge: Chill 3rd Edition

Chill RPG, 3rd Edition
Jumping WAY ahead to the future today; at least in terms of the Dark Ages, to the magic time of the 1970s!  All my campaigns share a link in one way or another.  Adventures like "All Souls Night" may start with D&D or other FRPG, they eventually make their way to "Blight" (Ghosts of Albion) and "The Dark Druid" (Buffy).  Spirit of '76 is another good example.  It begins, oddly enough, in 1976 and with Chill.

The Game: Chill 3rd Edition

Spend any time here and you know I am very fond of Chill.  The first edition from Pacesetter came out of Minnesota. Second Edition from Mayfair was right here in the Chicago burbs.  Chill is Midwestern horror.  Not East Coast horror with it's ancient houses and older bloodlines. Not West Coast horror with new-wave vampires. Nor is it Southern Gothic, while very enjoyable, is not the same. 

No Chill is backwoods horror. Old decrepit house horror. Horror found on darkened roads between small towns. The horror I grew up with.  

My campaign for Chill was/is my Spirit of '76 game.  It was designed as a Chill mini-campaign over 4 days.  It was built up while I was playing a lot of WitchCraft and Buffy.  The idea was that supernatural occurrences, once rare, were picking up in intensity and frequency the closer we got to the new Millennium. This would later change to 2012 and then 2018 as real-time overtook these "future" events.  You can see some of that in my "Generation HEX" Nightworld in NIGHT SHIFT.   Originally this was going to be for Chill 2nd Edition, but even that time got away from me so now it is for 3rd Edition.  Thankfully the narrative in the new game follows the one I was creating.

Chill RPG all three editions

The Character: Megan O'Kelly

"Megan" began as "Stephanie" in an older game back when "Spirit of '76" was "Summer of Love" and taking place in 1968.  I wanted to keep Stephanie where she was but I wanted to do the Summer of 1976 instead, so Megan was "born."   She is a young grad student at UC-Berkeley. I imagined her with long straight hair and wearing bell-bottoms.  Something of a post-hippie 70s girl.  She called herself a "Craft worker" or a "cleanser" but never a "witch."  Her inspirations come from the Eric Clapton song "Bellbottom Blues" and Eliza Roberts from Animal House.  I changed the character because I wanted to bring in an older Stephanie at some point but I never did.

Megan is assigned to SAVE in 1976 to help a small band of operatives investigating the rise of supernatural occurrences in the South West to the Deep South.

Megan O'Kelly 
SAVE Operative

Attributes (80 pt build)
Agility AGL 50
Strength STR 40
Stamina STA 45

Focus FOC 60
Personality PSY 50
Willpower WRP 55

Dexterity DEX 40
Perception PCN 70
Reflexes REF 55

Sensing the Unknown STU 14

Skills (Specializations)
Movement (T) 50, Long Distance (E)
Prowess (T) 40
Close Quarters Combat 23

Research (T) 60, Academic (E), Occult (B)
Communication (T) 50
Interview 28

Fieldcraft 20
Investigation 35
Ranged Weapons 28

Edges and Drawbacks
Attractive (2), Highly Attuned (1), Naïve (-2)

The Art
Protective School
Disrupt
Sphere of Protection (E), Mental Shield (B)

Sensing School
Clairvoyant (E)

Drive
To Know the Truth

So Megan is a recent UC Berkeley grad.  She is a clairvoyant and specializes in seeing ghosts and putting spirits to rest.  Her background is psych grad student so her academics are already at Expert (but not yet Master) and she ran track in High School, so she has some athletics, but not a lot. She is still a bit naïve about the world around her but she is not stupid. 

Third Edition Chill is really better at PCs learning "The Art" (magic) than previous editions, so I think this version really works out much better than previous incarnations of Megan/Stephanie.

Sunday, January 24, 2021

Character Creation Challenge: Dark Ages Mage

Dark Ages Mage
Ah! World of Darkness. 

We have had some great times together. And some not so great.  But I never grow tired of picking up a WoD book (new, old, Chronicle, whatever) and seeing what is going on.  As you can imagine Mage was a particular favorite of mine. I loved all the lines but Mage: Sorcerer's Crusade was my favorite.  Dark Ages: Mage though has a lot going for it though too.

The Game: Dark Ages Mage

As it turns out, Dark Ages: Mage requires you to have Dark Ages: Vampire as opposed to Mage: The Ascension or Mage The Sorcerer's Crusade.  That is of course fine, but not what I was expecting for character creation.

Still. This gives the Dark Ages line a sort of continuity that would be both a blessing and curse that the "modern" line did not have and would not have until we get the "New Wolrd of Darkness" in the start of this century.   The year is 1230 AD and stuff is bad all over.  Dark Ages of the World of Darkness. That's like double dark.   

If you have played any of the World of Darkness games then you know what to expect. There are not as many "Traditions" as we will see in Mage, but it does give us a good idea of how they all got here. 

Since we are still in the Dark Ages let's do one of the descendants of Lars and Siân.


The Character: Lowis Larsdottir

Lowis is a reincarnation, future incarnation, past-life or something weird and magical in relation to my Larina. I was playing in a WitchCraft game with her and then I also started a Mage: The Ascension game and wanted to play the same character.  I decided they were the same, but parallel worlds.  This got me on a path where there are many versions of my witch out there and all are more or less aware of the others. 

Lowis here has a Welsh first name and a Nordic last name, and I suspect she lives on the continent somewhere.  Maybe Italy or Austria. 

Lowis Larsdottir
Lowis Larsdottir

Initiate

Nature: Pedagogue
Demeanor: Fanatic
Fellowship: The Old Faith

Cabal: Followers of Aradia
Mentor: Gezzie

Physical
Strength 1
Dexterity 2
Stamina 3

Social
Charisma 3
Manipulation 2
Appearance 3

Mental
Perception 3
Intelligence 3
Wits 4

Talents
Alertness 1, Awareness 2, Empathy 2

Skills
Animal Ken 2, Crafts 3, Herbalism 3, Survival 1

Knowledges
Academics 2, Cosmology 1, Enigmas 2, Hearth Wisdom 3, Linguistics 2, Medicine 1, Occult 3, Theology 1

Backgrounds
Mentor 1, Chantry 2, Familiar 2, Library 3

Foundation (Spontaneity) 2

Pillars
Autumn 3, Spring 1, Summer 2

Lowis is new to the Old Faith.  She knows the faith has been handed down over the generations and now she has been awaked to it. As a merchant's daughter, she is afforded some luxuries and can read. She is also a steadfast member of her faith and wants to see it spread.  She is not quite "run naked through the woods" but she is getting there. 


Saturday, January 23, 2021

Character Creation Challenge: Fantasy Wargaming

We have all had this one on our shelves at one point or saw it in the book stores and thought to ourselves, "wow I should REALLY do something with that one day."

Today is that day.  I am going to make a character for Bruce Galloway's Fantasy Wargaming

The Game: Fantasy Wargaming

There is a lot to unpack here. Not just in terms of the game itself, but the history of the game.  There is no way I could provide a good review of it for this particular post.  I am not even sure I want to try.  For starters, there is such a disdain for RPGs in this book and for D&D in particular.  I would call it a Fantasy Heartbreaker, but it never lets you get close enough to it to break your heart.  

So instead I am going to defer to the experts here.  They have spent more time on this that I will or ever will.  Plus my copy is so musty it is giving me a headache and it is still four feet away from me as I type this.

Again, given the musty state of my book, I am going to refer to these sites often in my character creation. G.L. Dearman's site in particular has some good character sheets.

The game does cover witches and witchcraft, all be it in a roundabout manner.

Few questions in anthropology have raised as much controversy as the nature of witchcraft. There are three quite separate views of the witch-the peasant magician, the pagan, and the devil worshipper. Fantasy Wargaming accepts all three as valid. Witches clearly exercised magic. and not just Supernatural powers by appeal Equally, the theory of a surviving pre-Christian Celtic fertility cult bas some force. Some ritual elements, notably the sacred dance and orgy, appear at the very beginning of the period, before diabolism bad really taken root. There are echoes of Bacchic revels, and of Diana's Wild Hunt.
Some medieval witches strenuously asserted their worship of a "different" god. Yet equally, the evidence for devil worship among medieval covens is overwhelming. (FW p. 24)

Well, that works for me. I can use this. 

For the character, I was hoping to make a Satanic witch.  Would have been great for the Satanic Panic call-back to when was made.  But I opted for today's date as her birthday and that made her Aquarius.  And I have a perfect Aquarian Witch. 

Fantasy Wargaming RPG

The Character: Marie Capet

Marie is another quasi-mythical character from my games.  I know that she was most active in the year 1012 AD.  Marie is also an Aquarian Tradition witch from my first Basic-era book of witches which, in a few thousand years, will become the Sisterhood of the Aquarian Order.   In later years she would have been called a neo-pagan. Margaret Murry would have embraced her.  As my prototype Aquarian, Marie sees no problem with grabbing what ever bits of esoteric knowledge comes her way.   To the Church, this makes her little better than a heretic and at worst, a follower of Lucifer.  She actually feels that Lucifer has been mischaracterized by the Church and that as "The Light Bringer" he is more of a Promethean-like figure.  She is doing what she can to bring on the next Age of Mankind.  This would not be known as the Aquarian Age, or the New Age, until much later on.

Given the rolls, I figure she was the 2nd daughter of a poor noble. She was going to go into the nunery but instead ended up marrying the Baron that her sister was supposed to marry.  She was married at age 14, so she has a couple of children (that survived) now by age 21. She has a level in Religious and a level in Magic as a Witch.  I assume she is discovering witchcraft from an Italian ladies' maid who knows of the "old ways."

11th Century Frankish Noblewoman
Marie Capet
Female Frankish Witch

Star Sign: Aquarius

Ability Scores (adjusted for Star Sign)
Physique: 1110
Agility: 12
Endurance: 10

Intelligence: 18
Faith: 1416

Charisma: 1213
Greed: 89
Selfishness: 13
Lust: 12
Bravery: 12

Social Class: 17

Height: 5'3"  Weight: 110lbs
Current Agility: 12

Literate: Yes
Speaks: Frankish, Latin, German
Chance to Speak Language: 60%

Leadership: 15

Birthrank: Second Daughter
Father's Social Position: Poor Baron (16)
Husband's Social Position: Rich Baron (17)

Misc. Traits: Paranoia

It is the Paranoia that helped me figure out she was learning her witchcraft on the sly.  Given the time and the culture, I thought an Italian Strega might be the best bet.  Maybe someone with a direct connection to Aradia. 

I did not pick and spells or rituals.  This game is crazy.  But there are a few ideas I want to use from it. 

Friday, January 22, 2021

Character Creation Challenge: Yggdrasill

Yggdrasill
Today is part 2 of my two-part character creation.  Yesterday I re-introduced you all to Siân ferch Modron and the game Keltia.  Today is her soon-to-be husband, if they don't kill each other first, Lars son of Nicholas from the RPG Yggdrasill.

The Game: Yggdrasill

Like Keltia, Yggdrasill is from the French publisher Le 7ème Cercle (The 7th Circle) and was published in English first by Cubicle 7.  Now it is published in English exclusively by Le 7ème Cercle.  The games have a lot of similarities in rules and in tone, so using them together is expected really. The production values for Yggdrasill are higher, with full-color pages and a stylized character sheet, and it leads me to believe it was the newer game. However, the publication date of it is 2009 and Keltia is 2012.

Yggdrasill is, as you might imagine, a game of the Epic Sagas of the Vikings and Norsemen.  I do have to point out that "Viking" is not a group of people but rather describes what they do.  It is handy for describing the era though, 800 AD to 1100AD or so.  Already we are talking about a time period later than what we see in Keltia which is usually depicted in the 100AD to 500AD era.  This works out well for me since I would want to play in a time that is an overlap of the eras; the end of the Druids and the rise of the Saxons, Angles, Jutes, and, well yes, the Vikings. Maybe there was a time when Northmen raiders came ashore to Ireland or Wales and encountered Druids. Maybe not.  That is why we have games.  

Also like Keltia, there is a TON here that I could use with Troll Lords' Codex Nordica and visa versa. All four books combined? Now there is a campaign worth playing! 

I have to admit one of the reasons I was drawn to both of these games was that the art for the Volva (witch) archetype, reminded me so much of Larina.

Volva

The Character: Lars son of Nicholas

Lars got his start a little bit before Siân did.  Lars' name of course was easy, I knew my witch Larina was named after her father because of the red hair they both share. Nicholas, or sometimes Nichols, was named for a professor I had at the beginning of my Ph.D. studies.  I imagined him as a traveling scholar, from somewhere far away, maybe in the North.  His travels brought him to a new land where everything was the most verdant green as far as the eyes could see. He was born a Northman, but he was an Irishman in his heart.  The rest came easy.

In this version, Lars came to Cymru (Wales) while traveling on a ship. He was to sole survivor of a shipwreck.  He was to be sacrificed but his ability to play the harp showing he was a Bard (Skald in his world) saved him.

Lars Nicholasson
Lars son of Nichols
Lars Nicholason
Archetype: Sage
Profession: Skald
Kingdom: Denmark

Runes: Ansuz+, Perth+, Mathr-
Gifts: Initiate (Galdr), Scholar
Weakness: Curious

BODY
Strength: 2
Vigor: 2
Agility: 2

MIND
Intellect: 2
Perception: 2
Tenacity: 2

SOUL
Charisma: 2 
Instinct: 3
Communication: 2

Reaction: 6
Physical Defense: 6
Mental Defense: 7
Move: 4
Enc: 4

HP: 37

Furor Pool: 6

Skills
Art (Skaldic) 7, Eloquence 7, Languages (Norse, Brythonic) 2, Sagas 7
Galdr 7
Long Weapons 3

Incantations
Illusion: Hearing (3), Sight (6)
Charms: Sleep (3)

Like Keltia there is a LOT to go with here.

While reading over this I just HAVE to make a Finnish Volva/Witch of Tasha/Iggwilv. That would be a lot of fun.

Thursday, January 21, 2021

Character Creation Challenge: Keltia

Keltia, the Chronicles of Arthur Pendraeg
First of a two-parter today!  I delve into a game I REALLY wanted to play more of, but is now out of print from it's English publisher.  The games are Keltia and Yggdrasill, two games that really capture the feel of the Post-Roman Celtic and Norse worlds.  Both use the same base system and both really grab my attention. Today for part one I will focus on Keltia.

The Game: Keltia

Keltia, or Keltia, the Chronicles of Arthur Pendraeg, is from the French publisher Le 7ème Cercle (The 7th Circle) and was published in English first by my good friends at Cubicle 7.  The game is set roughly in the years following the exit of the Romans from Britain.  There are mentions of Roman civilization and Christianity, but this is a purely Celtic world.  Or rather, it is a world of the Celts of Myth, Legend, and Folklore.

It is the Dark Ages, but this isn't the one you read about in history books. This is a game-world; so not Britain exactly, but Ynys Prydein.  It uses a lot of Welsh so already it has my undivided attention.

This game is quite good and character creation was pretty fast.  Again, there are a lot of options and I really must come back to this one in the future.  I can see using this in conjunction with Troll Lord's Codex Celtarum for Castles & Crusades.  Both cover similar ground and one would easily work as a background and as a supplement for the other.

I am rather fond of the Mind/Body/Soul stat groups.  I was working on something similar a long time ago, but that work eventually became NIGHT SHIFT.

Lars and Siân

The Character: Siân ferch Sinéad

In a lot of ways Siân is not just the main reason I wanted to try out Keltia, she is also the reason I wanted to do this challenge.   Siân ferch Sinéad is the mother of my iconic witch Larina.  Tomorrow I will feature her father Lars. If you have been a long time reader here you will recognize her as also being one of my playtest characters for The Craft of the Wise: The Pagan Witch Tradition for Old-School Essentials.

Siân (along with Lars) was featured with her "Irish" name, Siân nic Stefon.  She is the daughter of Stefon and Sinéad; nic and ferch being the Irish and Welsh (respectively) way of meaning "daughter."

These though are Siân's and Lars earliest days.

Siân is the daughter of a Druid and High Priestess, so she follows in her mother's footsteps and will become a high priestess as well. She is a bit haughty and this comes out in her Arrogance weakness.  She certainly feels her culture is superior to all others.  It is not until she meets Lars, a "Gogleddwr" (Northman), that her ideas begin to change.

Siân ferch Modron
Siân

Siân ferch Sinéad
Archetype: Wise One
Profession: Priestess of Avalon
Kingdom: Cymru

Gifts: Blood of the Ancients, Scholar
Weakness: Arrogant

BODY
Strength: 1
Vigor: 2
Agility: 2

MIND
Intellect: 2
Perception: 3
Tenacity: 2

SOUL
Charisma: 3
Instinct: 2
Communication: 2

Reaction: 7
Physical Defense: 6
Mental Defense: 6

HP: 26

Furor Pool: 6

Skills
Art (song) 3, Knowledge (Ritual) 7, Languages (Brythonic), Ogham 7, Traditions 6
Awen 7
Short Weapons 3

Spells (Priestess of Avalon)
Sense Awen 1, Blessing of the Gods 1, Read Omens 1, In the Arms of Dôn 1

I like how this character is shaping up.  I would use Keltia and the Codex Celtarum to inform how she would be played in Old-School Essentials.

Looking forward to seeing how her future husband turns out tomorrow!

Wednesday, January 20, 2021

Character Creation Challenge: The Dark Eye

The Dark Eye
This is my week to tackle games I have always wanted to play, or play more of.  Today is the day I take on one I have had sitting on my shelf since 2017 or so, The Dark Eye.  

The Game: The Dark Eye

I have known about this game for a while, both The Dark Eye and the original German Das Schwarze Auge. I always wanted to own the original German, having taken German in both high school and college, but not using a language for, well longer than I care to admit, you lose it. Das tut mir leid.

The Dark Eye always attracted me as a sort of a darker fantasy RPG.  A game where Mirkwood is replaced by the Black Forest.  

I picked the 2nd Printing of the English edition at my local game auction.  I grabbed the core rules and a bunch of add ons that I suspect came from the Kickstarter. There is a lot and it all looks so good. There is even a basic QuickStart.

The game is very moody, but also surprisingly, well, bright.  The art is fantastic and the design and layout are great. A really gorgeous game.  Can't wait to do something more with it.  And there is just so much material to be had, both to buy and for free

I went through the character creation and poured over the book.  I am overjoyed AND overwhelmed with all the options.  I can easily see why this game is so popular here and in Germany.  It is a game I would love to do more with and there is even a Community Content section for fan-produced works.

This could become a new obsession if I allowed it.

The Dark Eye RPG

The Character: Katherina

Katherina is a character I would have likely created in German class.  I will say this, the Dark Eye character sheets are among the nicest I have ever used.  Though now I also want to make a Dwarven Witch and maybe a version of my Larina.  I might do them as part of a larger review.

I might be missing some of the details here, but I think I have her set. 

Art by Ramona von Brasch
Character art by Ramona von Brasch
Katherina
Female Human Middenrealmer Raven Witch

COU 12
SGC 13
INT 14
CHA 15
DEX 12
AGI 12
CON 13
STR 9

Life Points 32
Arcane Energy 40
Spirit 2
Toughness 1
Dodge 6

Experience Level: Experienced (1,100 AP)

Advantages
Spellcaster, Hidden Aura, Increased Arcane Energy (V), Increased Life Points (I), Difficult to Enchant

Disadvantages
Negative Trait (Obessesed with Magic)

Special Abilities
Tradition (Witch), Languages (4 when I know more of the languages), Curses (4), Flying Balm, Connection to Familiar, Mimicry

Skills
Physical: Flying 6, Gaukelei 4, Stealth 2
Social: Empathy 6, Fast-Talk 4, Persuasion 4
Nature: Animal Lore 4, Plant Lore 4, Survival 3
Knowledge: Astronomy 4, Geography 4, Magical Lore 3, Myths & Legends 5, Religions 4
Craft: Alchemy 4, Treat Disease 2, Treat Soul 4

Combat Techniques
Brawling 8, Pole Weapons 8

Familiar
Krähe (Raven)
SA: First Among Equals

Spells
Fighting Stick 5
Witch's Bile 4

Age: 18
Birthday: Nameless 5
Social Status: Free
Hair: Black
Eyes: Blue
Height: 5'5"

I am sure I need to pick out more spells and more rituals. Again, there is just SO MUCH here.

Tuesday, January 19, 2021

Character Creation Challenge: DragonQuest 1st Edition

DragonQuest, 1st Edition
I am actually quite thankful for this challenge right now.  I feel my creative batteries are in need of a recharge and this has been a help.  

The Game: Dragonquest

Everyone has that "one game" the game they admire from afar, want to learn it or more about it, and maybe, just maybe get to play it one day.  For the early 1980s that game for me was DragonQuest.  I can recall looking over the 2nd Edition book sitting prominently out front of Belobrajdic's Bookstore in my hometown.  I'd flip through it and marvel how "Not D&D" it was.  I always wanted to buy it but since my gaming budget was limited to what I could make on my paper route it was a fascinating game that no one I knew played OR the next AD&D hardcover.  Not a question of who was going to win really. 

Thankfully I am at a point in my life now where my RPG budget is several orders of magnitude greater and even expensive aftermarket books are within my grasp.  So I was quite pleased to have picked up DragonQuest 1st Edition boxed set a while back.  It confirmed everything I had thought at the time.
The game is wonderful in it's "Not D&D"-ness, it is wonderful to read and a joyful look back into the past of our hobby.  And I also know that no one I gamed with at the time would have played beyond one session.  Ah well.  I have today.

I do recall reading more about DragonQuest in the page of Dragon Magazine and I remember when TSR bought SPI (DragonQuest's publisher) that a new 3rd Edition was going to come out. I even held out hopes that the dual systemed D&D/DragonQuest adventures would lead to more crossovers.  But sadly that never occurred.   


At some point, I will need to do a deep dive into this game. But for now, let's make a character.

The Character: Phygor

In my games Phygor was one of the greatest wizards to have ever lived.  He was a well to do student in Glantri's Magic School. He was smart, well-liked, and had a very rich family. He was sitting in the courtyard of the school one day when just decided that he could not learn anything else here. So he got up left his books, belonging, and half-eaten lunch and he walked.  He kept walking until he had gone all over the world learning esoteric magics from hundreds of different spell casters.  He was something of a magic "Batman" in my games, only with no tragic backstory.  When he returned to Glantri he was able to quickly and decisively put down a rebellion of other wizards; having no defense against his new and strange magics.  While he was in the D&D sense a Lawful Good Wizard, he has the respect of almost all the magic-users, wizards, witches, and warlocks of my world. Even the evil ones since Phygor believed in the crazy notion that magic should be for all so he made all of his discoveries public.   

He was never really a character.  Just a name and a myth. I would then claim that my wizard character Phygora was named for him and of course he would also go on to learn a lot of strange magics.  Sort of like how Harry Houdini named himself after his idol Jean-Eugène Robert-Houdin. 

So let's go back in time. To a point before Phygor at age 25 got up and left his life to learn different magics.  This is 18-year-old Phygor just getting started at his school. Not discontent, but bright-eyed and eager to learn.

Phygor
Phygor
Human Male, 18 years

Primary Characteristics
Physical Strength 12
Agility 10
Magical Aptitude 21
Manual Dexterity 16
Endurance 16
Willpower 18
Appearance 13

Secondary Characteristics
Fatigue 20
Perception 5
Action Points 9

Starting XP 140

Adept, College of Ensorcerlments and Enchantments
Talents: Witchsight
Spells: Spell of Telekinesis
Rituals: Ritual of Enchantment

Skills
None yet

He looks like a likable chap. He would have to be, he is going to travel the world and seek out all the masters of esoteric and occult knowledge.  

There is an absolute ton to like about this game.  Frankly, I'd love to get some more XP and see what skills I could start with this guy.  Maybe even advance him far enough to even start his big world-spanning journey.

I could even see a future feature here where I try to stat him up in other FRPGs but each time have him a little more advanced.  Maybe even ending with his BECMI stats at 36th level.

Phygor

What are your memories of DragonQuest?  I'd love to hear them.