Tuesday, November 16, 2010

Random observation

No idea if this is true or not.  But I have been thinking about my friends and their likes and the all the blogs, pages and facebook stuff I read and I think there is something to this.

People that like Star Wars tend to be Marvel Comics fans.
People that like Star Trek tend to be DC Comics fans.

I know, I know, statistics of small numbers and all, but there might be some merit to this.

Monday, November 15, 2010

Need some Minis Painted

I will admit this up front.  I suck when it comes to doing anything artistic.
I can do some tricks on Photoshop, but that is it.

But I have a problem.  I love the miniatures from Dark Sword and Reaper.  But I can't paint a damn.
So,  I am looking for someone willing to paint some minis for me.  Yes I would pay you.  I understand this ia complicated procedure and I am willing to put my money where my mouth is.

Here are some of the figures I want to get painted.

First up is my new character.

This is the Dark Sword Halloween 2009 Witch.  Of course she is perfect for my new D&D 4 Essentials warlock and her familiar "Mojo".   I would LOVE to have it pained very similar to this in terms of color.  Maybe more purple and black, but I love the glowing blue sword and the blue reflected on her face and body.

The next few are actually the same character,  first is the Laurana Sorceress figure from Reaper.


This one I might one to be painted similar to this picture as well (I try to choose the picture that is the closest).

The next mini is the same character as above, so I would want similar coloration.  It is the Elmore Masterworks Mini from Dark Sword of Early Snow.



This one I want painted very close to the painting it was based on. http://www.fantasygallery.net/elmore/art_1_early-snow.html.  I have it in my game room now and it would be great to have a painted mini of it.

The one I am currently using now is the Elmore Green Witch from Dark Sword.  She is already painted similar to the Early Snow one, so I am good there.


The main differences are her purple dress and black cape.  I would like to find someone that can paint the other three as nicely as this one.  Why not go with the guy that painted this one?  Easy, I lost his contact info.  Plus I had to ship the figure, get it shipped back (which he did a fantastic job on) and it was a touch expensive.  Not that I didn't mind paying that at the time, but now I want 3 more.

I do have the minis right now, except for the Dark Sword Halloween Witch, so I can ship them to whomever.

My only request is that I am allowed to post pictures here on my blog.

So please.  Post here or email me if you can do this kind of thing.

Thanks!!

Ghosts of Albion: William Shakespeare, Occult Poet

The Occult Poetry of William Shakespeare

One of the new qualities in Ghosts of Albion is Occult Poet.  The Occult Poet creates subtle, but sometime far reaching magical effects that are often less overt than that of a witch or magician.  Presented here is one of Albion's greatest occult poets. 

Few people in the history of the world, let alone the history of the English language, have had the world-wide effect of the Bard of Avon, William Shakespeare.

Born sometime in the Spring of 1564 (generally attributed to April or May), much about Shakespeare’s life is still mystery. It is unknown when and where he picked up his proficiency in Occult Poetry or even why he picked it up. What is know that the plays, poems and love sonnets have had sometimes subtle and sometimes grand magical effects. To modern (Victorian) occult scholars the effects are obvious and profound, and among other Victorian English occult poets his works are now as valued as highly as Byron’s and the Rubaiyat of Omar Khayyam (1859).

Shakespeare’s work is known in general to protect the shores of Albion from supernatural attack and to strengthen her people. His works have been demonstrated to protect against evil minded faeries, witches and malicious ghosts. While nothing to date has been discovered that specifically protect against demons or even other threats from beyond, there are many “lost plays” that scholars feel would provide such protection.

Contacting the Bard from beyond has proven to be impossible. No one has reported seeing his ghost and mediums and spiritualists have not been able to contact him. So asking him directly has failed.

Noted works and Effects

These works only achieve their magical state when performed by a troupe of actors (as Shakespeare intended) or by an Occult Poet. To find the key passages or phrases the Occult Poet needs to pass an Occultism skill check (Intelligence + Occultism). A magician or occult scholar my attempt to find these as well (-2 to their skill check) but they are unable to use them as occult poetry. Any Occult poetry learned from Shakespeare’s works can only be used once per day as the Bard intended.
To use the works of the Bard as Occult Poetry requires the described roll from the Ghost of Albion RPG under the Occult Poet quality.
Again, Directors are encouraged to have their players recite the stanzas in question. After all quoting Hamlet well should be worth a Drama Point!

A Midsummer Night’s Dream came to Shakespeare appropriately enough as a dream on one Midsummer’s night. Generally regarded as one of his greatest comedies, it was also crafted as an occult pact of sorts between our world and that of the world of the Faerie. Each time the play is performed the pact is renewed. The Faerie will remain out of our realms and humans, except a select few, will not be able to see the faerie realms or their gateways. In addition the Seelie Court, ruled at the time by King Oberon and Queen Titania, would prevent the Unseelie Court from interfering as well.
Occult Poetry effects: When the appropriate passages are quoted, interactions with any Faerie are treated as if the Poet had an Attractiveness or Charisma +2 levels higher.

Macbeth is the Bard’s most obviously supernatural play. Each time it is performed it sets up a protection against witchcraft. Originally it was designed to protect all of Albion, but an error in the writing has limited it to only the people watching the performance. Unfortunately the same error backfires on the performers and makes them more likely to suffer the malfacea of evil witches during the rehearsals of the play. It is common believed that Macbeth was written to fend off a personal attack by witches.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a protection against evil witchcraft. All magical attacks against him are considered to come from a witch with 2 levels of magic lower. For example, Byron is attacked by a witch casting Soul Burn (PL6) with magic of 7. Quoting Macbeth, Byron causes the attack damage to be recalculated as if the witch’s magic level were 5. While this is lower than the PL of the spell the witch still casts, only damage is effected.



All's Well That Ends Well, Measure for Measure and Troilus and Cressida, each attempt to right some societal ill or wrong. Here the Bard struggles with wordcraft as an Occult Poet and wordcraft as a playright. Depending on how they are performed they do provide a positive benefit (usually Good Luck +1) to those in attendance.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a +1 bonus to his next roll within the next three hours.

Romeo and Juliet has had many purported occult properties. However many occult scholars and Shakespeare scholars report that so many changes have been made to it since Shakespeare’s death that the occult properties it once had may be lost.
Occult Poetry effects: For this tragedy of love the occult poet may contact the spirit of a lost loved one and speak to them. This effect though can only be performed at sunset.

His histories, King John, Richard II, Henry IV, etc, while mostly just good plays, have some occult properties for strengthening the monarchy and might of Albion.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a +1 bonus to his attacks and damage for the next three combat turns.

Titus Andronicus, one of the Bard’s bloodiest plays, speaks of death, combat and struggle.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a +3 bonus to his attacks and damage for the next single combat turn, but looses -1 to his dodge roll.

The love poems and sonnets of Shakespeare are the most quoted in the world. Lovers world wide have uttered his words in love and devotion thousands of times over.
Occult Poetry effects: Quoting Shakespeare’s love poems is believed to magically increase one’s Attractiveness or Charisma by +1 to anyone the Occult Poet fancies.

Sunday, November 14, 2010

D&D 4 Essentials today instead

So we had our "Little Kids" game today.  We had been playing Pathfinder with the boys, but the DM showed up with something else in mind.  He re-did all the Pathfinder characters using only D&D Essentials and we went through the adventure from the Red Box.  We had, as he described it, the D&D Essential experience.

It was awesome!

The boys picked up on the rules quickly, but they had all played 3.x, Pathfinder and D&D 4 before.  The characters were familiar to them all, that was also a plus. The tokens worked great, the maps are cool and the new Rules Compendium made looking things up a breeze.

We got through three encounters in about 4 hours, not too bad really.

Greg, the DM, and I are going to talk, but this might be the game we play with the boys. I still ahve our 3.x game to wrap-up and then start their 4.0 game.  Greg and I are still going to do Pathfinder for our "Big Kids" game, so this makes crossovers between the two groups more problematic, but not impossible.

Looking forward to more of this.  I am really, really enjoying the 4e Essentials stuff.

And yes, I played a Fey-Pact Warlock. Gotta stick to what works for me.

Pathfinder today

Have the "Little Kids" game today.  Playing Pathfinder and going to the Keep on the Borderlands (again).
I am actually playing, not running, this one.  Playing the new Pathfinder witch, which I like but it needs some tweaking to be perfect.

Now the biggest obstacle.   Getting my game room cleaned before the other players and the DM gets here. ;)

Friday, November 12, 2010

The Dragon and the Phoenix: Episode 12

Episode 12: No Other Troy

Yoln: You brought an army to stop me Slayer?
Buffy: No. I brought two.

- Willow and Tara: The Dragon and the Phoenix, Episode 12 “No Other Troy”



Episode 12: No Other Troy by ~WebWarlock on deviantART

Why should I blame her that she filled my days
With misery, or that she would of late
Have taught to ignorant men most violent ways,
Or hurled the little streets upon the great.
Had they but courage equal to desire?
What could have made her peaceful with a mind
That nobleness made simple as a fire,
With beauty like a tightened bow, a kind
That is not natural in an age like this,
Being high and solitary and most stern?
Why, what could she have done, being what she is?
Was there another Troy for her to burn?

- William Butler Yeats, No Second Troy

Oh, I love you
God, I love you
I'd kill a dragon for you
I'll die
But I will rise
And I will return
The Phoenix from the flame
I have learned
I will rise
And you'll see me return
Being what I am
There is no other Troy
For me to burn
- Sinéad O'Connor, Troy

No time, no date (Cast returns on May 19, 2003. Monday)

The cast leads an army of demons and an army of angels to Leviathan’s plane, but they discover it may require the death of one of their own to seal the portal forever. Release the souls of all the Slayer’s Leviathan has been feeding on for years. Buffy must defeat Yoln, but Willow and Tara must find a way to stop a God on his home realm.

Story Arc Elements: Willow and Tara are shown their pasts and futures by the Mouth of Leviathan, how everything they have done was constructed to bring them to this point to allow Leviathan to enter this realm. Leviathan had meant for Willow to be his instrument to be powerful enough to allow him to enter this realm. Tara was the factor he did not count on, her influence was turning Willow away from the path she was on to one more in balance with magic. Without Tara, Leviathan will enter the realm through Willow at anytime he chooses.

Game Mechanics:
Stats for various Slayers from the past. Dragons.
Soundtrack:
Sinead O’Connor “Drink Before the War” and "Troy".  Megadeth “A Tout Le Monde”, Sarah Maclachlan “Elsewhere”

Notes and Comments:
This is the big one. The finale. Designed to be both the series finale for “Buffy” and the start of a new spin-off series “Willow & Tara” and there is a lot going on.

Let’s start with the big stuff. The Cast comes through Dawn’s rift using the Spear as a guide. It takes them to a cave in an outcropping overlooking a valley. A valley filled with demons (40,000 to be exact), when they see Buffy they all begin to shout “Slayer! Slayer!” It was quite a visual.

The first act of course is to get a grip on this new demonic army. The leaders are the Mormo demons from before. The cast is also joined by a smaller, but no less effective, army of angels. Among them is Kara, who has taken Tara’s place in the armies of Heaven. In fact she has surpassed even Tara’s previous achievements. Once the cast can convince the demons and angels to fight together against the forces of Leviathan then the action begins.

For the battles I used the Army of Darkness mass combat rules with Buffy as the general, but I made sure everyone had a chance to shine.
Upon entering the realm of Leviathan the cast notices that their Con and Wills are being drained. So, we have a time limit here. Both Faith and Buffy know that the realm is draining the source of their power, though they can’t figure out why.

Dawn has to hold the portal open, so she is given a group of angels to protect her. Spike has the Hand of Yoln as a weapon and Buffy has the spear.
We spend some time battling the armies of Leviathan. His creatures combine the worse aspects of dragon, snake and demon, for lack of a better word I called them Draconians.

The cast enters Leviathan himself, anyone with a soul takes another hit to Will. Anyone without a soul is absorbed into the walls, floor, everything. Thus newly re-re-ensouled Anya and recently souled Spike are fine. Well, fine as can be. I struggled with this for a bit, do angels have souls? In the end I decided no, they have spirits like demons. So the angels that went in with the cast are lost. This is done for the obvious reasons; the cast needs to shine here, not the armies.

Buffy fights Yoln. Until next season she is the star and the big guy is going after her. Now I don’t know how many of you all use the Original Slayer in games, but she is one deadly character. I had to up Yoln to obscene levels just to deal with her. Faith and Spike are fighting at her sides (I am sure there is metaphor here, but I am not going there) and these three can quickly mow down (and did) most opponents. Spike gets his arm chopped of by Yoln (yeah I did that first too) and dumps the ash out of the glove and puts it back on.

“You think you came here to stop me and my lord. You can’t. Everything is in motion, everything had been planned before you were even born. This is not my defeat, this is my apotheosis. You are not heroes.
You are sacrifices.”
- Yoln, the Shadowreaper
Yoln becomes fully human again (or at least as human as he was before), he tells them it is a trap and the attack start anew. Yoln is stronger now, but can be killed. Buffy does kill him, which just starts the whole place to start exploding.

There is truth in Yoln’s quote since this was an adventure I had planned to do for AD&D 1st ed back in 1987. It took place during the same battle as the “flashback” from Episode 5. Then, as in now, the story focused on a battle with Yoln and his Master, then known only as “The Whispering God”, and two lovers; Morganne (the Slayer from episode 5) and a young swordsman. So this adventure had been in the works long before Buffy and crew were ever “born”. Yoln was then a demonic-human that became a death knight.

Anya and Xander meanwhile are off to discover the reason why their “souls” are being drained. They discover that the spirits all of the Slayers that have died before are stuck on Leviathan’s plane. Literally. They are stuck in the wall of the dead god’s flesh and are slowly being consumed. Anya and Xander work to free them while fighting lesser minions (giant white blood cell things). They manage to free some of the Slayers who can fight (but are still dead, but at least now they can move on) till Spike come running up telling them it is a trap.

Willow and Tara confront Leviathan “himself” in the form of The Mouth of Leviathan played by Malcolm McDowell at his evil best.

From the Mouth of Leviathan we learn Leviathan worked through Set and other gods and demons to get things done. He empowered Willow when she first gave Angel back his soul. Willow was supposed to be his instrument, a force strong enough to bring Leviathan into this world, then he would feed on Willow. In a way she was working like another one of my old AD&D influences (or rather my DM’s), Raven from the Teen Titans. Though Willow is not Leviathan’s daughter, he does need her to enter the world.

What Leviathan never worked into his plans was how much of an influence Tara was having. Tara was pulling Willow away from the self-destructive forms of witchcraft (Sorcery) and too the more “natural” Magic. At first he worked on Glory and her minions to redirect Glory to a vulnerable Tara, but that was short lived. The Mouth shows the girls thousands of alternate realities where they are together, but in each one Leviathan manages to kill Tara (or somehow turn Willow) and consume the world. So Leviathan through his agents stopped the bullet from hitting Willow and instead redirected to Tara. The various realities shown are all various fan-fictions of my playtesters and our friends on the Kitten Board. There are also scenes of various alternate versions of Willow and Tara. Lots of ones on their past lives, including one where they both die in Atlantis; a pair of Chinese sorceresses; Liath and Bodhmal from Episode 5 and “The Dark Druid” and others. There are also alternate versions of Tara, the Tara that really was part demon, the nature sprite Tara that Whedon talked about doing, vampire Tara, even the “original” plan for Tara to make her what the Amy character eventually became; the dark magic junkie. The outcome for any alternate though is the same, the destruction of the world.

The mouth offers Willow a choice now, they can leave together, all she needs to do is drain all of her’s and Tara’s magic into Dawn. Then Leviathan will enter the world via Dawn. They can then live on Faith’s old magic dead world. Of course everyone they know or love will die.
Now at this point we had planned to go in a bunch of different directions, but the winning one, the plan that made the most sense won out.

Standing on spires (really his spine) of Leviathan’s plane Willow and Tara see their friends running back to the portal, being perused by devilish, dragon monsters, the armies still fighting. They see torn and battered Slayers limping to attack Leviathan’s creatures, even though they stand no hope of even slowing them down. Meanwhile with Yoln’s death the conduit to the mortal realm is breaking up. Dawn is fighting to keep the portal open and the land (which is really Leviathan himself) is reacting violently with “earth quakes” and volcanoes. The Earth can be seen (blocking out the sun) and rising. The Mouth tells the girls that all Leviathan needs now is enter the world through the gate, either through Willow now or Dawn (since she is holding it open) and then drain his “hosts” magic to manifest fully.

Seeing the death and destruction they realize there is only one way to keep it from getting worse. Grabbing hands, they jump into the gapping maw of Leviathan’s plane. Yup. I went for the “Thelma and Louise” ending.
Now everything goes berserk. Demons are running amok, trying to get out of the place. Angels find they are fighting the hordes of Leviathan AND retreating demons, the land is throwing fits more than ever, and then silence.
From the maw that Willow and Tara threw themselves in comes the reborn Leviathan. He was “force feed” all of Willow’s and Tara’s combined magic. Given the Anamchara rules that is quite a bit. He now stands over 200 feet tall and getting taller by the second, seven heads and full of anger. There is no way he can go through the portal now, so he is going to settle for killing everyone and everything on his plane. Time for the cast to run.

Of course I gave them the chance to get to the portal. Leviathan is chasing them down, roaring in anger. Then I need to decide what I should do with the characters. Leviathan is not a stated out monster, he is pure plot device. But I want the surviving characters to well, survive. Yeah I really, really wanted to off Spike. I felt he was representative of everything that I considered wrong with the show. The plan was that he was going to take the remote detonator for his chip and wait till the armies got on top of him then he was going to blow his own head off. But Garner convinced me otherwise. Plus I was already working on “Season of the Witch” at this point and he never showed there, but I figured I’d need him later. I did in fact for a Ghosts of Albion/Buffy crossover. I wanted to make him into a ghost and said as much very early on, but he ended up being a ghost in Angel, so I figured I could do better than that. So his player and I agreed that Spike was going to buy the rest of the cast time. He stood and fought the on coming demons and draconians to keep them a little bit at bay. That way if I needed him back I could, or if I needed him evil again then I can say Leviathan had been whispering in his ear all this time, the same thing he did to Yoln. At this point anyway I was borrowing heavily from Charmed so Leviathan’s plan was the same as the Demonic Wasteland. There were plenty of powers laying around there for someone with the will to use them. Spike could have come back (and still might who knows) like Cole did in Charmed.

The remaining cast get through the portal. Beaten, broken, but alive. They leave the ruins of the High School (they are shot out of the Hellmouth) and Dawn says the mouth is closed completely.

Cut back to a grey void where Willow and Tara are. Luna, the Seraphim, returns and offers them a choice. They can go to Heaven together as their reward, or the Summerlands if they prefer, or they can be sent back to Earth. Tara will loose some of her divine power she had before (the aura around her that induced fear in demons), but they will let her keep the ability to heal by touch.

They come back and we wrap up the game. Scenes of Xander’s and Anya’s wedding (this time a small private ceremony), Giles ends up catching the bouquet. Buffy’s martial arts class is still a big hit, we see her going on dates with Tony, the cop from Episodes 6 and 7. There are a few demons left in town, but most have cleared off. The last scene is Willow and Tara enjoying themselves (not like that!) at home. I don’t have it my notes, but they talked about how their lives are theirs to do with as they please. At that point Dawn comes in to tell Tara the phone is for her, it is her brother.

Covers
This may be one of my most favorite cover of the series. The idea was to only going to get Willow and Tara fans to write the episodes, play test and do the covers, and in particular only members of the Kitten Board. This one was done by Chris Cook who runs a website devoted to Willow and Tara in every universe. Called “Through the Looking Glass” it has tons of art, stories, and even games for the Willow and Tara fan base. The premise really mirrors that of this episode. I showed the multiverse where Willow and Tara are together in every reality. I also showed that in realities that they are not together are doomed to destruction. Chris shows us the realities where they are together. Have a look, http://www.uberwillowtara.com/ there is even some Dragon and the Phoenix art there as well. The various realities are all from various W/T fan fiction.  The sources for them were stories from the Kitten Board, Different Color Pens fiction board and the old Willow and Tara fiction site, Extra Flamey.


And of note. This is my 100th post tagged "witch".

Next time, DS al Coda.

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 Cú 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.

Friday, November 5, 2010

The Dragon and the Phoenix: Episode 11

Episode 11: Shadows in the Rain

Dark Willow/Nox: Are you going to kill me lover?
Tara: Not if I don’t have to.
Dark Willow/Nox: That’s why you are going to fail.

- Willow and Tara: The Dragon and the Phoenix, Episode 11 “Shadows in the Rain”


Episode 11: Shadows in the Rain by ~WebWarlock on deviantART

May 7, 2003. Wednesday

Willow becomes physically ill on the anniversary of Tara’s murder. Her magic has an effect on the weather. The Cast finds the weapon they need, but it is in the hands of the last person they expected. Tara, Willow and Dawn combine their power for the first time to retrieve it, but their attempt pulls the cast into a magically-dead (no magic for Willow or Tara) world where Dark Magic Willow (now called "Nox") was not defeated. Willow discovers the wages of her sins. Dawn gets a nasty surprise when she sees herself as a vampire.
Story Arc Elements: Show why the stupid “crayon speech” never could have worked. The cast finds the Spear of Destiny, the weapon they need to kill Yoln.
Game Mechanics: Push the “magic boost” rules to an illogical point and never use them again.
Note: This episode had an unintentional side effect in creating the prototype for my new Mutants & Masterminds villain, Nox.
Soundtrack: The Police “Shadows in the Rain”

Notes and Comments:
The basic idea of this episode, Dark Willow having to face Tara, is actually one from my WitchCraft based Willow & Tara game from the Summer of 2001. Yeah, I had Dark Willow two years before anyone else. But no magic-as-drugs metaphor here, this was pure desire to control the things around her. In Shadows in the Rain, I get my cake and eat it too by pulling the Cast into an alternate world were DMW went on unchecked, or as AU-Faith tells us, that after getting talked down by Xander, Willow just bides her time till she can power up again and this time control the world rather than destroy it. In the original it was Tara and Faith as the only survivors in a bleak future where Dark Willow (then called “The Queen of Darkness”) rules. Here in this adventure, Tara is replaced by Xander, who is nothing more than a puppet of “Nox” aka Dark Willow.

I sat this on the anniversary of Tara’s (though now Kara’s) murder for symbolic reasons and to make a point. You don’t get over something like your lover being killed and then hop into bed with the next person that looks at you. I worry about anyone that can honestly think that is true. Ok, sure, random sex I understand, but not “love” by any means. So on this day Willow is violently ill. Her grief, even though Tara is alive again, is causing her to be physically sick. In the AU the same thing is happening to Nox, only there Nox has enough power to make the whole world feel her pain. The other issue with this one is Willow needed to come to terms with what she had done. It’s like that old saying, “you can’t shake the devil’s hand and say you are only kidding.” Tara forgave Warren, now it was time for Willow to forgive herself.
The battle is complicated by the fact that no one can approach Nox’s fortress and AU Xander is actually working for Nox and not the cast. AU Faith is happy to see Buffy, whose death at the hands of Nox she took particularly hard (yeah AU Faith is bisexual). Matters are made worse when the Cast learns that the Government is going to nuke Sunnydale as a way to deal with Nox.

We also wanted to showcase Dawn’s power one more time. This episode takes us to Nox’s world which is magically dead. So Willow and Tara have no powers here. Their magic is gone (more symbolism since it was magic that brought them together). But Dawn’s powers do work. Speaking of Dawn, the cast gets a nasty surprise in the form of “Dusk”, the AU Dawn turned into a vampire by Nox. Dusk is still stuck in “whiny little kid” mode, the same place she was when she was killed. Dawn on the other hand gets to show her maturity and growth here. She is not the helpless kid sister anymore, she has a part to play.

The vampire Dawn pic was made by a guy named Zahir that used to hang out over at the Kitten Board and was into Willow and Tara based role-playing games of all sorts.

So. Why are they even here? Well the back in episode 5 we saw the spear fall into the same astral portal as Yoln, his sword and a bunch of other items. The spear ended up here. The cast tries to retrieve it with magic, but instead of pulling it to them, it pulls them to it. Why are they going for this weapon? Well the cast is convinced they need a weapon that can kill a god, the spear is one of four weapons in my myths that qualify.
In my other games this is also the Spear of Cú Ċulainn. He obtained it in the 1st Century and it was later lost after his death but before Fionn Macumhail was born.

The deal was at this point I less and less interested in what Buffy, Spike and Xander and all had to do or were doing, becoming primarily focused on the “stars” of the story, Willow and Tara.

The Cast fights the bad guys, and girls. My Spike player gets to kill Dusk because he really hated Dawn. And Willow and Tara have to face off against Nox. Willow finally gives Nox her Ankh charm from Isis. Since it’s job is to drain off dark magic it kills Nox, but she finds peace. She asks Tara if she could forgive her and then asks Willow if she can forgive herself.   All the magic in the world is gone though too and Willow and Tara are still powerless. Dawn opens a portal using the Spear and AU Faith comes with them since there is nothing left for her to do in this world.

The Cast walks out of the portal and not into Sunnydale, but a desolate landscape. In front of them in a valley below an outcropping of rock are thousands (40,000 in fact) demons. They notice the cast’s arrival and begin to shout “Slayer! Slayer!”

There are other issues too.
Willow and Tara both independently discover passages referring to the death of “Returned One”, which they both interpret as Tara. Anya (an NPC) keeps throwing out that after this is all done Tara may have to go back to Heaven still. (side note, at one point we even considered this to be true and tried to figure out how we could do it).

Then there are the two important questions.

1. Why kill Faith only to bring her back?
Honestly I felt the character of Faith was broken beyond repair, nothing the writers had her doing made any sense. It’s part of the “bad girl fetish” as my writing partner Garner put it. They were so in love with Evil!Faith and could only keep upping the ante on her behavior. Now I happen to like bad girls and I liked Faith (once upon a time), but the only way to fix the character was to start over. Yes there was the added benefit of having a new Slayer that Yoln could kill, but that was an afterthought in the “Faith Dies” plot. This Faith is based on the WitchCraft version of her I did long ago. While the stats are the same as the Buffy book, this Faith is different. She has done some bad things sure, but she has atoned and feels guilt and remorse.

2. Why kill Dawn, I thought you liked her?
I do, but the rest of my writing team did not. Plus, and let’s face it, the show writers had no clue what to do with her. I gave her psychic powers to represent her new maturity while vampire Dawn (“Dusk”) was still stuck in the mentality of a whiny high-schooler. Now personally I would have rather had Dawn kill Dusk with a snappy quip of “will you shut the hell up!”, but my Spike player got to kill her instead. Sometimes that’s just the way it goes I guess.

In my original WitchCraft AU (and remember Buffy was still dead at this point) Faith had taken on the role of raising Dawn. It was hard for both of them, but it seemed to work well in the game.  In the original WitchCraft version of this game it was Faith and Tara alone fighing against Nox and Xander was the vampire. In the end Faith and Dawn lived and were still "sisters" 

The cover here is a fantastic bit of art by Div, the same artist that gave us Episode 5’s cover. I felt it was symbolic to feature only Willow instead of Willow and Tara. In the original series Episode 19 was always a Willow centric one, here we felt the second to the last one of our series would be the Willow centric one.  We did that again in "Season of the Witch".

Next time. Nothing left to burn…

Thursday, November 4, 2010

Dragon and the Phoenix preview

Ok. So this totally self-indulgent but this may very well be the only time this will ever see the light of day.

Back when we were working on the game I wanted to do a "comming soon" video for the "Sweeps Week" episodes. So there was one for Episodes 4 and 5 and then another for 11 and 12.
I never got the one for 4 and 5 started in time, but for 11 and 12 I did write the outline and even gathered up a couple people who's voices sounded like the casts enough for voice overs. I had the whole Macromedia suite at the time so I figured I'd do a video. Trouble was, never could find the scenes I wanted from external media and I discovered I also had no desire to watch Buffy anymore to even mine it for scenes. Plus life was getting REALLY busy again since we had a new baby in the house again (that was Connor).

So. Like role-playing you are just going to have to use your imagination on this one. ;)

--


Everything you know is about to end...

Tara (Voice over, Sinéad O’Connor’s “Drink Before the War” plays in the background throughout): I saw when he opened the sixth seal, and there was a great earthquake. The sun became black as sackcloth made of hair, and the whole moon became as blood… (fade out)

Buffy (talking to her friends): This ends. We sit here and wait for these maniacs to come to our homes to end the world (Flashbacks of the Master, Angeleus, the Mayor, and Glory). They threaten me, they threaten to kill my family (Buffy holding Dawn at the end of “The Gift”) my friends (Tara/Kara getting shot, Spike getting burned in “Will We Burn in Heaven?”). No more.
I am taking this fight to their ground, I am going to stop this before it starts. I am going to get that Spear (scene of Faith wielding the Spear of Destiny to kill a pack of vampires) and I am going to Leviathan’s plane (the Cast standing in a desolate gray plane, emptiness as far as the eye can see).

Dawn: What do you plan to do?

Buffy (after a beat): I’m going to kill a God.

Scene: An army of demons led by Buffy attacks Yoln’s army. Yoln swings his Hellforged blade but it is stopped by Buffy’s spear.

Yoln: So Slayer. You brought an army to defeat me? (another swing)
Buffy: No. (a parry. Then wielding the spear with both hands she swings and knocks Yoln back.) I brought two.
The army of demons continues running while a legion of angels flies up an over them to join in the attack.

An armored angel swoops down with a flaming sword, she removes her helmet to reveal Tara’s face.

A younger Willow looks up with the black magic eyes.

Yoln’s voice over while the following scenes playout in rapid succession.
Yoln: This has all been planned. You are not heroes. You are sacrifices.

Tara standing in a cemetery waiting while vampires attack her.

Yoln lifting off his helm with two hands.

Dawn’s eye’s glowing with green fire as she holds a portal open.

Spike (carrying an injured Anya): It’s a trap!

Willow and Tara holding hands jump into a gapping maw.

Silence. Then a titanic seven headed dragon approaches the cast and roars.

Darkness, then back to Buffy’s home.

Xander: So I guess the revolution won’t be televised? (laughs to himself)
Spike laughs with him and they fall silent realizing they just “shared a moment”. They uncomfortably move apart.

Coming soon…
Episode 11: Shadows in the Rain and double sized series finale Episode 12: No Other Troy

Soon. There will be nothing left to burn.

--

Excited yet? I am!

Pygmy Tarrasque

The Pygmy Tarrasque

The Tarrasque in D&D is colossal monster that pretty much no character has any right to stand against. It is the primal force of destruction made physical. It is the Godzilla of the D&D game. It is also based on a monster of myth and legend known as the Tarasque. While they look similar and act similar, the Tarasque was once defeated.

I can recall one time while watching some TV, likely a nature show but it could have been Star Trek the Next Generation too. I was reading my Monstrous Compendium and someone had mentioned the Pygmy Tarsier. I thought that at the time a Pygmy Tarrasque would make for a great monster.

The idea here is a Tarrasque that the characters can actually and defeat.  Build up the rumors in either direction; the tarrasque is an unstoppable killing machine created to kill gods OR it's just an armored dragon like beast that a group of French villagers can kill.  Which is true?  Don't know and neither will your players till you spring this on them.

Fluff:  Let's say the regenerative powers of the Tarrasque is such that sometimes big hunks of it's flesh are torn out.  Typically this would only happen if it was in a fight with a titan or demon lord. These hunks either regenerate into smaller versions of the creature or maybe this is what happens to other monsters when they consume this flesh.  Or one could even say that these smaller ones are the result of the breeding of the Tarrasque with dragons.  Or it along with the Great Tarrasque are the offspring of Leviathan (as in the myths) or even Tiamat.   One should not discount this angle on the story.  Given the Leviathan connection it sorta behooves me to stat it up for Cinematic Unisystem.

In the village of Tarascon they still celebrate the defeat of this great monster. I am happy that we have never seen such a beast in England.
- From the Journal of Tamara Swift.

Name: Tarrasque,  Pygmy
Motivation: Eat
Creature Type: Monster
Attributes: Str 18, Dex 7, Con 10, Int 2, Per 6, Will 3
Ability Scores: Muscle 40, Combat 20, Brains 10
Life Points:  750
Drama Points: 2

Special Abilities: Additional Actions +2 (3 total), Armour Value 9, Attractiveness –5, Cause Fear, Increased Life Points, Regeneration (Con per Hour), Resists Magic 3 (can deflect automatically any spell PL 3 or lower)

Manoeuvres
Name  Score      Damage    Notes
Bite
+22 
48
   Slash/stab
Claw x2     
+20
34
   Slash/stab
Tail 
+18
34
   Bash
- stinger  
+16
Special
   Poison

Tuesday, November 2, 2010

Gnomes for Basic D&D

I guess this one is for my brother who loves gnomes. First in a batch of various "Basic" D&D things I have been thinking about.

Gnomes for Basic era FRPGs

Gnomes have long been a staple of various fantasy role-playing games, but surprisingly there were never any core rules for gnomes in the Basic-era (1974-1991) of the Worlds First and Largest Fantasy Adventure RPG.

Gnome

Gnomes are small humanoids that live in the same general areas as do elves. While elves prefer the open spaces, Gnomes live underground in elaborate burrows and underground cave systems. They share many similarities with dwarves, which maybe something of a racial cousin, they are their own race with a long history.

The typical gnome stands 3' to 3½ ' tall, and weighs about 40-45 lbs; About the same size as a Halfling, but not as stocky. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

A gnome character must have a score of 9 or higher in both Intelligence and Dexterity. Gnomes are similar to Elves in terms of play, they can act as fighters (though not as good as true fighters or Dwarves) and can cast spells as do Magic-Users, though in the form of Alchemy.

Sages disagree on the origins of the gnome as a species and their name. Some point to the word "gnomic" meaning "to know" or "the wise". Other point to "gnomus" meaning "earth" or "from the earth". Both seem to be apt.

Some occult sages and scholars suggest that gnomes are off-shoots of dwarves, halflings, or even goblins. They do have some connection to the lands of Faerie, as do the elves. Other have suggested that gnomes are in fact some sort of earth spirit or even an elemental. Gnomes themselves say they simply are and leave it at that.


Gnomes are inherently magical, many excel in areas of alchemy and other magic, and most gnomes know at least a little magic. Adventuring gnomes can cast wizard spells as indicated below. Gnomes though use their magic via Alchemy. Gnome spell books are full of arcane recipes and formulae. To "cast" a spell then the Gnome either drinks, throws or otherwise invokes the potion as needed. For example a Clarivoyance "spell" might require the Gnome the spread an oily poultice over their eyes, a Fire Ball spell could be a potion that is thrown. In any case these would not require a roll to hit any more than any other magic-user or elf.

Gnomes tend to be Neutral in alignment, but quite a few are Lawful.
Gnomes hate kobolds and will try to attack them on site.

There are Gnomes that also known as "Deep Gnomes" that have well defined infravision to 90'.

Prime Requisite: A gnome has two Prime Requisites: Intelligence and Dexterity. If either of these Ability scores is 13 or greater the character gains a 5% bonus to Experience Points earned every adventure. If both are 13 or greater, the XP bonus if 10%.

Weapons and Armor: Gnomes may use any weapon, but it needs to "sized" to fit them. Typically any weapon sized for a Halfling character. Gnomes may not use "two-handed" handed weapons such as two-handed swords, long bows, battle axes, and other larger weapons.

Gnomes may wear any type of armor, but most prefer "natural" armor such as leather or hide. Halfling armor must "taken in" in order to properly fit a Gnome.

Gnomes may use any magic item that is useable by Magic-Users and any magic weapon.

Special Abilities

A gnome has a number combat advantages, due to it's size and familiarity with various terrain.

Combat: Gnomes use a combination of melee weapons and magic in combat situations. All gnomes gain the following bonuses when in combat.

-2 bonus to Armor Class when attacked by creatures larger than man-size.
+ 1 bonus to initiative rolls.
+1 bonus to "to hit" rolls against Kobolds and Goblins.

Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.

Languages: In addition to the common and alignment languages Gnomes may also speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to animals 1/day as per the Spell of the same name. Animals are limited to burrowing animals (badgers, rabbits,

Vision: A gnome can see twice as well as a human in low-light conditions (starlight, moonlight, torchlight and a "light" spell, but not "Continual Light").

Spells: As mentioned, Gnomes can use Magic-User spells like an elf. These spells are usually in the form of an alchemical mixture that must either thrown, drank or applied as needed. There is no penalty for performing this action since it is considered to be part of the "casting time". The gnome can only prepare the number of alchemical agents ("spells") as per the chart below. The gnome then must prepare a new batch the next day. Gnomes use natural ingredients that are usually readily available and carry others with them. These materials are small and light and typically weigh no more than a ounce per level of spells. So a 3rd level spell would weigh about 3 ozs.

For example the Gnome may wish to cast a Light spell. This may require them to mix two reagents together that produce a glow.

Advancement
Gnomes may advance only to 9th level ("Gnome Adeptus"). This is balanced by the gnome's magical ability and their ability to also fight better than a same level magic-user. At 9th level a gnome may settle in area and attract other gnomes to form a clan, or gather their family together for a clan as it's Chieftain. All burrowing animals within the area (a radius of 5 miles) will be friendly to the gnomes of the clan and can speak to them. These animals will warn the clan of approaching intruders or strangers, carry brief messages back and forth to other clans.



GNOME EXPERIENCE TABLE
LevelTitle
XP
Hit Die
1
2
3
4
5
1Gnome Neophyte
0
1d6
1
2Gnome Apprentice
3,000
2d6
2
3Gnome Theoreticus
6,000
3d6
2
1
4Gnome Practicus
12,000
4d6
2
2
5Gnome Philosophus
25,000
5d6
2
2
1
6Gnome Major
50,000
6d6
3
2
2
7Gnome Magus
110,000
7d6
3
2
2
1
8Gnome Magister
220,000
8d6
3
3
2
2
9Gnome Adeptus
400,000
9d6
3
3
2
2
1



GNOME SAVING THROWS
Level
1-3
4-6
7-9
Death Ray or Poison
12
10
8
Magic Wands
13
11
9
Paralysis or Turn to Stone
13
11
9
Dragon Breath
15
12
9
Rods, Staffs and Spells
15
12
9

Gnomes use the same attack to hit rolls as do fighters, dwarves, elves and Halflings.


CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Gnomes9876543210-1-2-3-4-5-6-7-8-9
1-310111213141516171819202020202021222324
4-6891011121314151617181920202020202122
7-96789101112131415161718192020202020


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 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.

"Gnomes for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan