Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Wednesday, September 21, 2022

The Witches of Prowlers & Paragons Ultimate Edition

Yesterday I spent some LONG overdue time with Prowlers & Paragons Ultimate Edition. It is a ridiculously fun game that is really easy to learn and play. I want to give it some more trials, but one of the first things I always do with a game is to see how well it emulates one or two of about a half-dozen or so characters I am always throwing at a game. 

I choose these characters because I know how I want to play from the start, the question is can I make the game do what I want.  Today, with the Fall Equinox knocking on our door and my 100 days of Halloween still on my mind, I am going to do witches.  Shocking. I know.

The Witches of Prowlers & Paragons Ultimate Edition

BUT there is a good reason for this. I always want to check out the "magic" power of any supers game since that is the place you can really break the system. Also, I want to use characters familiar to readers here. This way you can compare and contrast between the various systems. They all do very similar things, but they all also do something different and it is in these differences I make my decisions. 

So, let's get back to some old favorites of mine!

Click on the sheets for larger.

Taryn Nichols, AKA "Teen Witch"

Taryn is my young, "Teen Titans"-esque superhero character. She needs to be on the low end of the supers scale. Her purpose is to see what I can do with the fewest amount of points.  In P&P I started her off at "Low" which is 100 hero points.

Taryn character sheetTaryn mini

Larina Nichols, AKA "Witch Queen"

Larina is always my "rules as written" witch.  To get her the way I wanted I had to jump a level to "High" at 150 hero points. I wanted to do 125 but she kinda got away from me.  Plus I would like to see the interplay of mother and daughter here in a supers game. 

She gains the extra Super Senses (Magic) power from her cursed left eye.

Larina character sheetLarina mini


Tara Maclay

Anyone who has been here for a while knows of my undying love for Willow and especially Tara.  They are largely retired now but would still be magical powerhouses in any game. I set Tara at "Legendary" with 175 hero points. She puts some points into her ability to heal by touch.

Tara character sheetTara mini


Willow Rosenberg

Willow sits at the highest end of my experiments. She is at "Iconic" level with 200 hero points. Like Tara she no longer has Burnout or Concentration con modifiers to her powers the Nichols girls do.  They have to focus, magic to Willow and Tara is like breathing at this point. 

Wilow character sheetWillow mini

I like how they turned out.  As with any game you might do things a little differently and that is fine. These builds work for me and give me a good idea of what the Omni-power can do for Magic.

I used the character sheets instead of typing them all up because I wanted that visceral feel of pencil on paper. Also so you all could an idea of what the sheets look like. 

You can see my other write-ups too for Zatanna, The Refrigerator, and Justice.

ZatannaThe RefrigeratorJustice


Saturday, August 27, 2022

#RPGaDAY2022 Day 27 - How has the character changed?

After 40 years all my characters have changed a bit. 

One character I had, Nigel was a Neutral Evil assassin, but over the years my DM pointed out he wasn't actually acting very evil anymore and he slowly had drifted to Chaotic Neutral, even to the point of losing his assassin's guild.

Larina went from a rather minor character in the late 80s to more and more importance in my games. I even made subtle changes to her looks, ie her eyes went from brown to blue, and in-story I claimed it was because her magic had become more powerful.

Now how *I* have changed with my characters is I am far more willing to try weird characters. Crazy Gnome bards (although not that weird anymore), crazy little goblin cultists, anything. I was never big on the Sword & Sorcery trope characters, but now even less so.


RPGaDAY2022

Monday, January 31, 2022

Character Creation Challenge: Motherland Fort Salem

I missed a couple of days last week on this.  Busy at the day job.  But I am making up for it today, the last day.  Today I want to feature the witches of Motherland Fort Salem

Season 3 has not started yet and there is a huge push to get a Season 4.  While I do respect the creators to tell their story in a three-season arc, I would love to see more.

If you have not been watching then you are missing out. The show is fantastic really. 

Motherland gives us an alternate history where witches rose up during Salem and forged a pact with the then Colonies to protect the new country from their enemies.  There are fewer states in the US and a large portion, The Cession, was given back to the Native Americans in return for their help and magic.  

The series follows three new witch recruits, Abby, Tally, and Raelle, as they go through Basic Training and later War College and how they survive as a unit.   The show does a great job of featuring both their strengths and their weaknesses and how they work together to be a better whole. 

The show features a full cast of strong, interesting women characters.  The leader of the Army is General Alder, a 300+-year-old witch, their drill sergeant is a woman. Even the President is an African-American woman.  Men are either tertiary characters at best (the Witch-Father) or eye-candy (Abby's two boy toys).  Tally doesn't even see a man until one gives up his seat for her so she can fly from California to Massachusetts.  Not that men are put into a bad light.  The Witch Father is respected and well-liked. Raelle's dad is proud of his daughter and worries about her.  It's just their stories are not as important here.  That's a nice change of pace really.

The witches are also not a Ms. Pac-Man trope. They are warriors, witches but also women and they are allowed to be all three. It really is quite enjoyable and very different from what I have seen in the past. 

I can't wait for Season 3!

In the past, I have stated the witches of the Bellweather Unit/Sekhmet Company for OSR D&D, D&D 5e, and NIGHT SHIFT.  

So here they are again for another show overtly about empowered (and powered up) women, Buffy the Vampire Slayer RPG, and mixing in bits of Ghosts of Albion RPG

Since magic has a greater role in M:FS than it does in Buffy, I am going to use Ghost of Albion Magic Rules.

Since I missed four days, here are all the characters to make for it (with an extra one)!

Raelle Collar
(Taylor Hickson)

Hero

"I'm in this with you, and we're gonna figure it out together, okay? Whoever you are, whoever you were, I'm in. No matter what happens, no matter what anybody else thinks, I'm with you."

Life Points: 65
Drama Points: 15

Strength 2
Dexterity 4
Constitution 5
Intelligence 3
Perception 3
Willpower 2

Qualities
Attractiveness (2)
Contacts (2, Amry, Spree)
Hard to Kill 9 (bonded with the Mycelium) 
Immortal (bonded with the Mycelium) 
Nerves of Steel
Soldier
Witch (Magic) (3)
- Magical Philosophy, Fixer (Healer)

Drawbacks
Adversary (lots)
Honorable (2)
Love, Romantic (Scyla)
Obligation (3, Army)

Useful Information
Initiative +4
Observation +5

Height: 5'4" 
Hair:  Blonde
Eyes:  Blue

Skills
Acrobatics 1
Art 2
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 2
Doctor 6
Driving 1
Gun-Fu 0 (I have not seen any guns in this universe)
Getting Medieval 4
Influence 3
Knowledge 3
Kung Fu 2
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 2
Occultism 4
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +8 - Defense Action                           
Grapple +9 - Defense Action
Scourge +8 7 Attack Action
Windstrike +6 7 Attack Action
Witch Bomb +6 Special Special

Gear
Scourge, Salva

Raelle lived in the part of American known as the Chippewa Cession where the Indigenous Tribal Federations are.  She is a healer of great power like her mother was.  Her mother was reported dead by the Army and Raelle blames the Army and Gen. Bellweather in particular.  She doesn't want to be there and her plan was to get enlisted in the infantry and get killed as soon as possible.  Her attitude earned her the nickname "shitbird" from Abby.

Raelle attitude changed when she met and fell in love with fellow cadet Scylla Ramshorn.

She came in contact with the great mycelium network under Fort Salem and she has bonded to it. This makes her practically immortal.  She has a special attack dubbed "the witch bomb" which lays waste to all around her.  She is hesitant to use it.

--

Tally Craven
(Jessica Sutton)

Hero

"
It's my duty to fight for this country. I think of it more as a privilege. A privilege we witches share."

Life Points: 37
Drama Points: 15

Strength 2
Dexterity 3
Constitution 4
Intelligence 3
Perception 5
Willpower 4

Qualities
Attractiveness (2)
Contacts (1, Army)
Fast Reaction Time
Hard to Kill 1 
Nerves of Steel
Soldier
Witch (Magic) (3)
- Magical Philosophy, Seer

Drawbacks
Adversary (lots)
Honorable (3)
Obligation (3, Army)
Tradition Bound

Useful Information
Initiative +5
Observation +10 (+13 with magic)

Height: 5'6"
Hair: Auburn
Eyes: Brown

Skills
Acrobatics 2
Art 2
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 1
Doctor 2
Driving 1
Gun-Fu 0
Getting Medieval 4
Influence 3
Knowledge 4
Kung Fu 2
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 5
Occultism 4
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +7 - Defense Action                           
Grapple +8 - Defense Action
Scourge +7 7 Attack Action
Windstrike +7 7 Attack Action
Sight +13 Special Special

Gear
Scourge, Salva

Tally comes from the depleted Craven line. All her aunts had gone to fight in the Army and they all died.  She is the last of her line. She lived in the Matrifocal Allotment near Sacramento, California. She had not even seen a male until she answered her call of duty, an action her mother strongly wished her not to do.  Her power is to "see." She can detect disguised and hidden objects or people and might be one of the most powerful seers to come up in the ranks in a long time.

Tally is a sweet girl who loves with all her heart because that is what she knows.  She is fiercely loyal to her Unit.

She saved Alder's life when she volunteered to become a Biddie for a short time.  This has given her access to Alders memories.

--

Abigail Bellweather
(Ashley Williams)

Hero

"
Obviously you're familiar with the Bellweather name..."

Life Points: 44
Drama Points: 15

Strength 3
Dexterity 3
Constitution 4
Intelligence 4
Perception 3
Willpower 3

Qualities
Attractiveness (2)
Contacts (2, Army, Bellweather family)
Hard to Kill 2 
Nerves of Steel
Resources (10)
Soldier
Status (4)
Witch (Magic) (3)
- Magical Philosophy, Storm magic

Drawbacks
Adversary (lots)
Honorable (3)
Obligation (4, Army)
Tradition Bound

Useful Information
Initiative +3
Observation +6

Height: 5'8" 
Hair:  Brown 
Eyes: Brown  

Skills
Acrobatics 4
Art 0
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 1
Doctor 1
Driving 2
Gun-Fu 0
Getting Medieval 4
Influence 4
Knowledge 4
Kung Fu 3
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 3
Occultism 5
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +7 - Defense Action                           
Grapple +8 - Defense Action
Scourge +7 7 Attack Action
Windstrike +7 7 Attack Action
Maelstrom Generation +11 Special Special

Gear
Scourge, Salva

Abigail "Abby" Bellweather, of the East Coast Bellweathers, is the leader of the Bellweather Unit.  She starts out in the show as an arrogant, if even spoiled, girl of privilege. By the end of the series she is the leader she was born to be.  Even her rivalries with Raelle and fellow East Coast witch Libba Swythe become something different as she accepts the responsibility of what being a soldier-witch means.

When the Camarilla targeted her family and killed her cousin she has dedicated her entire training to wiping them out. 

--

Scylla Ramshorn
(Amalia Holm)

Hero, Villan, Anti-Hero

"I like you, okay? I have feelings for you, and they're not something I'm used to having ... not something I'm used to dealing with. I'm a dodger, which means no attachments. Because things go away, we go away."

Life Points: 44
Drama Points: 15

Strength 2
Dexterity 3
Constitution 5
Intelligence 4
Perception 4
Willpower 3

Qualities
Attractiveness (2)
Contacts (1, Spree)
Hard to Kill 2 
Nerves of Steel
Soldier (Dodger)
Witch (Magic) (4)
- Magical Philosophy, Necromancer

Drawbacks
Adversary (lots)
Love, Romantic (Raelle)
Obligation (1, Army)
Obligation (4, The Spree)

Useful Information
Initiative +3
Observation +8

Height: 5'3" 
Hair: Brown 
Eyes: Blue 

Skills
Acrobatics 1
Art 1
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 4
Doctor 2
Driving 1
Gun-Fu 0
Getting Medieval 3
Influence 3
Knowledge 3
Kung Fu 3
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 4
Occultism 5
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +6 - Defense Action                           
Grapple +7 - Defense Action
Scourge +7 - Attack Action
Windstrike +8 - Attack Action
Other magic +12 Special Special

Gear
Scourge, Salva

Scylla is a "Necro" or a Necromancer.  Because their power makes others uneasy they are quartered in a different part of the base. We learn that Scylla's parents were killed when she was young.   She meets and falls in love with Raelle.  Later we find out she is part of the terrorist organization known as The Spree, responsible for hundreds of deaths across the country.  Her job was to recruit Raelle, but she actually fell in love with her.

Scylla was instrumental in discovering the location and leadership of the local Camarilla faction.  With her help Raelle got to see her mother one more time and now she, along with the Spree, are protecting the Bellwether Unit.

--

General Sarah Alder
(Lyne Renee)

Very Experienced Hero

"Honor me, make a place for me and my kind and we will win your wars."

Life Points: 88
Drama Points: 20

Strength 3
Dexterity 3
Constitution 9 (with biddies)
Intelligence 5
Perception 5
Willpower 4

Qualities
Age (3)
Attractiveness (2)
Contacts (4, Army, Governments)
Fast Reaction Time
Hard to Kill 6 
Nerves of Steel
Soldier
Witch (Magic) (8)
- Magical Philosophy, War magic

Drawbacks
Adversary (lots)
Honorable (3)
Obligation (4, Army)
Tradition Bound

Useful Information
Initiative +5
Observation +9

Height: 5'9"
Hair: Black
Eyes: Blue 

Skills
Acrobatics 3
Art 2
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 4
Doctor 3
Driving 3
Gun-Fu 
Getting Medieval 9
Influence 7
Knowledge 5
Kung Fu 5
Languages 3 (English, Méníshè, French)
Mr. Fix-it 2
Notice 4
Occultism 9
Science 1
Sports 1

Combat
Maneuver Bonus  Damage  Notes
Dodge / Parry     +12 - Defense Action                           
Grapple +13 - Defense Action
Scourge +17 18 Attack Action
Windstrike +17 18 Attack Action
Other magic +21 Special Special

Gear
Scourge, Salva

Sarah Alder was a survivor of the witch hunts of the 16th and 17th Centuries. She rallied her fellow witches at Salem, Massachusetts and presented the new government with a deal. Save us and we will fight your wars.  The US Government and the Witches have been allies ever since.  

Sarah maintains her youth with her select group of "biddies" or women that have sacrificed their own youth so she may remain forever young.  The biddies and Alder are all connected, much in the way a witch and familiar might be.  Thus Sarah can call on greater magics than her already high level has access to.

Alder appears to die at the end of the last episode of Season 2, but instead we see she has become part of the mycelium network.

--

Damn. Now I want to rewatch all of Season 1 and 2 again!

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge

Wednesday, October 20, 2021

The NPCs of "The Wild Beyond The Witchlight"

Skylla, my ex
While "The Wild Beyond The Witchlight" has a lot going for it the reason, well one of the reasons, I really wanted it was because we were getting some official D&D 5th Edition stats to some classic NPCs, in particular, Skylla and Kelek two "iconic" characters that I am using in my War of the Witch Queens campaign. So I want to look at these old friends and maybe a couple of new ones too.  I'll leave poor old Thaco alone with his pipe and bitterness today.  Plus it is October and Horror month, so I really just want to talk about my favorites, the bad guys.

Who Are These Characters?

Long before the use of the term Iconic Characters to refer to reoccurring D&D characters in publication, there were names like Warduke, Strongheart, Ringlerun, and Kelek.  They appeared in the AD&D toy line from LJN and in other media including coloring books, stickers, adventures, and sometimes even the Dungeons & Dragons cartoon.   It is also one of the reasons why I have to laugh when people today will see a stuffed Owlbear and complain that "WotC is selling out and ruining D&D."  They must have forgotten the Official Advanced Dungeons & Dragons Yoyo or Sunglasses.

Of all of these characters, there were a few standouts who got extra attention.  Ringlerun, the Good Wizard would be the cover boy for the Jeff Easley recover of the AD&D Player's Handook, although many at the time did not see the connection.  Kelek and Warduke would go on to get a guest spot on the D&D cartoon.  Warduke in particular would go on to be a minor celebrity in D&D iconic circles, getting 1st Ed (well...Basic really), 3rd Ed, and now 5th Ed Ed stats.

LJN D&D Toys

We would get all their official D&D Basic and Expert set stats, not AD&D, in the product AC1 The Shady Dragon Inn.  This was sort of a Rogues Gallery for BECMI D&D. You can read my review of it here

What I would like to do here today is compare these characters from the Wild Beyond the Witchlight to their Shady Dragon Inn and Quest for the Heartstone counterparts. 

Bad guys

The League of Malevolence

Heroes are great, but give me a "good" villain any day of the week.  Here are five iconic D&D villains. I will compare them to their D&D Basic versions to see what has changed and what has stayed the same.

Kelek

First up is the leader of the League of Malevolence, our Legion of Doom for D&D.  All these characters are Chaotic Evil which tracks well to their original alignments of Chaotic.  

In Basic D&D Kelek was an "Evil Sorcerer" of course at this time a "Sorcerer" was the level title for a 7th level Magic-user.  In 5e his class has become a Sorcerer.  This actually make a lot of sense and I approve of this change.  His stats are pretty much the same from edition to edition with the exception of his Charisma which goes from 7 to 17.  Charisma is the "prime" stat for sorcerers. Here he is described as a sociopath. That tracks with how I have seen him in the past

Part of this adventure is searching for a lost Unicorn horn. Well that was more or less the plot of the only D&D Cartoon to feature Kelek.  If nothing else I am saying he is still after unicorn horns. 

Skylla

Ah. My beloved Skylla.  I was the most excited and the most worried to see what the Wizard's dev team was going to do to you.  I have to say I am not disappointed. In Quest of the Heartstone, she is listed as a 6th level Warlock. Again, this time "Warlock" meaning 6th level magic-user. I do note that the TSR team avoided calling her a "Witch" at the time. Likely due to the Satanic Panic (but Warlock is fine?).  Like her former boss Kelek, the level title is translated to Class here and she is a 6th level Warlock. It fits well if you ask me

Skylla's stats are mostly the same with some tweaks to improve what she needs to be a Warlock.  Though the best changes are in her background.  For starters, her patron is not a demon (like I did) but rather with Baba Yaga (like...I did).  Additionally they tackle the Skylla/Charmay art issue head-on as sometimes Skylla goes by the name Charmay.  It's different than what I do with her, but it works out fine in my mind.

For the record, they got Skylla as close to a "witch: as D&D 5e's rules will currently allow.  I think they did a great job with her.  Kelek too.

Warduke

I do have to ask. Why does everyone like this guy so much? I never quite got it, but hey someone out there is looking at my nearly 30 posts about Skylla and scratching their head. 

That all being said, Warduke here is fairly impressive. I think the fans will be happy.  His stats are all the same in both versions.  His Dread Helm in Basic gave him Infravision to 60'.  The D&D 5e version only makes his eyes glow red.  Well, as I have said many times, I have a pencil.

Zarak

The half-orc Assassin was just an odd dude in Basic D&D that didn't have half-orcs as monsters, let alone as a character race, nor did it have assassins.  Yet there he is on page 18 of my Quest for the Heartstone. In D&D 5 he also has some strangeness. He is a full orc here BUT he is a short one to fit the AD&D/D&D Basic orcs.  Though he is still a Chaotic Evil Assassin.  His Dexterity gets a buff in 5e, but he loses his "boomerang" dagger!

Zargash

The evil cleric is back.  He is 7th level, so that makes him an evil Bishop. Zargash is still Chaotic Evil and he worships Orcus. Stats are tweaked a bit, but otherwise he is largely the same.

Missing Evil Characters include, Grimsword (Evil Knight aka Anti-Paladin), Zorgan (Evil Barbarian) and Drex (Evil Warrior) all from Quest for the Heartstone. Fox Fingers (Thief) and Raven (Evil Cleric) from Shaddy Dragon Inn.  In might be fun to make Raven. She is evil (but maybe not totally), and in love with Warduke. She was once friend with Mericon. Who is up in the next batch.

Valor's Call

Our group of good hereos had the real chance of being boring on one hand and overly sanctimonious on the other.  Thankfully were spared the worse.  They are not as interesting as our bad guys, but they are still fun and there are still some tweaks that make them worth reading and using.

Elkhorn

Our Lawful Good dwarf might have been one of the more popular figures right behind Warduke.  His stats are the same in both versions.  I do like how they took an essentially blank canvas and made a dwarf that is not a Flint Fireforge clone or a Dime store Thorin and gave him some goals.  He is a staunch enemy of evil.  If Strongheart is the founder of Valor's call, then Elkhorn is its heart.

Mercion

Ok. She is no Aleena, but Mercion is the cleric of the group. Her stats are tweaked a bit to give her better Strength and a higher level, but the Mercion in 5e is much more interesting.  In what I feel is a real homage to her Basic D&D roots, she does not worship a god but rather an ideal. She believes that truth gives life to artistry and beauty.  It's kind of a cool concept. If I were to use her as an NPC I would make sure she never lies about anything, ever. In fact, the brutal truth is better for her than a sweet lie. 

Molliver

Molliver the good thief was not in the Shady Dragon Inn product but can be found in the Quest for the Heartstone. In Quest no gender is given for Molliver, so in the 5e book their pronouns are "they."  I like it. I like it because a.) it works for the character and b.) it will certainly piss off the ones that need pissing off.

Molliver is also the only Chaotic Good member of the party. A "Lawful" thief does not make much sense really. Stats are largely the same with a buff for Dex. They even have their boots of levitation, handy for a thief.  

Ringlerun

Our Lawful Good Wizard from Basic remains a Lawful Good Wizard in 5e.  Never as interesting as Kelek, Elminster, or Mordenkainen he was on the cover of the Player's Handbook and a popular figure. 

Ringlerun
His arm must be tired

He is still largely a generic wizard. He has kind of a James Randi in his later years look about him.  In my games he is dead; died of old age, but that doesn't really make sense for a wizard I guess.  I have some ideas forming that I might explore later.  Or not. After all he was never very interesting.

Strongheart

If I have one purely AD&D gripe it is that I rarely see anyone playing a paladin a good way.  "Sanctimonious Asshole" is not a Paladin. Neither is "Grim, tortured because there is so much evil in the world" isn't either.   I was worried that Strongheart was going to fall into one of those two camps. Or even worse, weak Sturm Brightblade clone.

Thankfully, that is not what we got. Instead, 5e Strongheart is the kind of paladin who is all about "we should get together to defeat evil because there is so much good in the world to enjoy!" He makes a good leader.  Again his stats are slightly tweaked to give him a better Strength (13 to 15) which, by the way, his D&D Basic stats were not good enough to make him an AD&D Paladin!

He was the character I was prepared to dislike the most (I have played paladins in EVERY version of D&D) and his actually was pretty cool.

It is mentioned that there are more characters in Valor's Call, off doing Good elsewhere.  They do have a solid feel of "The Superfriends" here. Not s big surprise I guess. Potential other members from Quest of the Heartstone include Peralay (Elf Fighter/Mage), Figgen (Halfling Fighter or Fighter/Theif), Deeth (Fighter), Hawkler (a totally NOT the Beastmaster Ranger), Bowmarc (Good "Crusader") and Valkeer, a half-giant warrior.  Of these Valkeer might the most fun to update to 5e.  Of these Peralay also appears in The Shady Dragon Inn.  

Strongheart and Warduke

Other NPCs

There are plenty of other really interesting NPCs in this book.  Many I plan to lift and convert back to D&D Basic for use in my War of the Witch Queens campaign.

Burly the Hobgoblin

Before D&D, a hobgoblin was more a trickster as exemplified by Puck or Robin Goodfellow. In Witchlight we have Burly a Neutral Good Hobgoblin.  Ok, I'll go with that. My favorite bit is he is a hobgoblin who wears a pumpkin on his head.  Now, where have I seen that before?

Pumpkin head

Bugbear. Hobgoblin.  The differences are largely academic.

Likewise, Chucklehead is a goblin with a  head shaped like a taffy apple.

Iggwilv the Witch Queen

Yes! Getting Skylla was one thing, getting a new Iggwilv?  That's just crazy good.

This is Iggwilv after she has left the Abyss and has been hiding out in the Feywild for centuries. Here she is also known as Tasha, Natasha, and Zybilna.  There is an interaction here with Kelek that plays so well into my plans it is hard not to use it all.  There is an interesting Maiden-Mother-Crone aspect of Iggwilv here in the form of Tasha-Zybilna-Iggwilv.

Iggwilv

Now I am perfectly happy with the formerly Chaotic Evil Iggwilv becoming more Chaotic Neutral as time goes on.  What I am not 100% sure about is her desire to abandon all her research on the Abyss and Demons in favor of learning about the Feywild instead.  But...I can live with it.

The Hour Glass Coven

I like them. Very interesting bunch of witches and hags.

The Minis

This is such an interesting group of NPCs it makes sense that there is also an equally interesting group of minis to go with them.  Sadly the supply chain breakdown has pushed many of these minis till 2022.  But I am really looking forward to them.

Kelek
Kelek

Skylla
Skylla

Zyblina
Zyblina


Looking forward to them.

Tuesday, June 22, 2021

Motherland: Fort Salem Season 2 and NIGHTSHIFT

Last year's big surprise hit for me was Motherland Fort Salem and Season 2 starts tonight!

Motherland Fort Salem

And I can't wait!

The show gave us a very different sort of Army and a different sort of witches.  Now with Season 2 we have two different witch factions (the Army and the Spree) and an ancient group of Witch Hunters called The Camarilla.  I am also looking forward to learning more about the "Mother Language" that witches can speak called Méníshè.  Reminds me of what was trying to be done with Inha as a witch language

If this all sounds like a great RPG setting, you are right! This is a fantastic setting for NIGHT SHIFT.

I am stating up the characters up to the end of Season 1, but not including the game-changing season finale.

Raelle Collar
(Taylor Hickson)

5th level Witch

Base Abilities
Strength: 12 (0)
Dexterity: 13 (+1)
Constitution: 15 (+1) s
Intelligence: 12 (0) s
Wisdom: 13 (+1) P
Charisma: 15 (+1) 

HP: 19  (5d4) +5
AC: 6 combat armor
Fate Points: 1d10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +1  Ranged bonus: +2
Saves: +4 against spells and magical effects
Arcana: Innate Magic: Wind Shear (1d6 per level of witch)

Hair: Blonde
Eyes: Blue

Spells
1st level: Cure Light Wounds, Sleep, Wind Strike* (treat as an air-based magic missile)
2nd level: Continual Flame, Levitate
3rd level: Cure Disease

Raelle lived in the part of American known as the Chippewa Cession where the Indigenous Tribal Federations are.  She is a healer of great power like her mother was.  Her mother was reported dead by the Army and Raelle blames the Army and Gen. Bellweather in particular.  She doesn't want to be there and her plan was to get enlisted in the infantry and get killed as soon as possible.  Her attitude earned her the nickname "shitbird" from Abby.

Raelle attitude changed when she met and fell in love with fellow cadet Scylla Ramshorn.

Abigail Bellweather
(Ashley Williams)

5th level Witch

Base Abilities
Strength: 12 (0) s
Dexterity: 11 (0)
Constitution: 13 (+1)
Intelligence: 14 (+1) s
Wisdom: 11 (0)
Charisma: 17 (+2) P

HP: 18 (5d4) +5
AC: 6 combat armor
Fate Points: 1d10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +1  Ranged bonus: +1
Saves: +4 against spells and magical effects
Arcana: Innate Magic: Wind Shear (1d6 per level of witch)

Hair: Dark Brown
Eyes: Brown

Spells
1st level: Detect Snares & Pits, Obscurement, Wind Strike* (treat as an air-based magic missile)
2nd level: Levitate, Suggestion
3rd level: Curse

Abigail "Abby" Bellweather, of the East Coast Bellweathers, is the leader of the Bellweather Unit.  She starts out in the show as an arrogant, if even spoiled, girl of privilege. By the end of the series, she is the leader she was born to be.  Even her rivalries with Raelle and fellow East Coast witch Libba Swythe become something different as she accepts the responsibility of what being a soldier-witch means.

Tally Craven
(Jessica Sutton)

5th level Witch

Base Abilities
Strength: 11 (0)
Dexterity: 13 (+1) 
Constitution: 14 (+1) 
Intelligence: 13 (+1) s
Wisdom: 14 (+1) P
Charisma: 16 (+2) s

HP: 18 (5d4) +5
AC: 6 combat armor
Fate Points: 1d10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +1  Ranged bonus: +2
Saves: +4 against spells and magical effects
Arcana: Innate Magic: Wind Shear (1d6 per level of witch)

Hair: Red
Eyes: Brown

Spells
1st level: Detect Evil, Detect Magic, Wind Strike* (treat as an air-based magic missile)
2nd level: Knock, Levitate
3rd level: Clairvoyance

Tally comes from the depleted Craven line. All her aunts had gone to fight in the Army and they all died.  She is the last of her line. She lived in the Matrifocal Allotment near Sacramento, California. She had not even seen a male until she answered her call of duty, an action her mother strongly wished her not to do.  Her power is to "see." She can detect disguised and hidden objects or people and might be one of the most powerful seers to come up in the ranks in a long time.

Tally is a sweet girl who loves with all her heart because that is what she knows.  She is fiercely loyal to her Unit.

Scylla Ramshorn
(Amalia Holm)

6th level Witch

Base Abilities
Strength: 11 (0)
Dexterity: 13 (+1) 
Constitution: 16 (+2) 
Intelligence: 14 (+1) s
Wisdom: 13 (+1) s
Charisma: 18 (+3) P

HP: 27 (6d4) +12
AC: 6 combat armor
Fate Points: 1d10

Check Bonus (P/S/T): +4/+2/+1
Melee bonus: +1  Ranged bonus: +2
Saves: +4 against spells and magical effects
Arcana: Innate Magic: Wind Shear (1d6 per level of witch)

Hair: Dark Brown
Eyes: Blue

Spells
1st level: Deathwatch, Obscurement, Wind Strike* (treat as an air-based magic missile)
2nd level: Levitate, Phantasmal Image, Suggestion
3rd level: Animate Dead, Speak with Dead

Scylla is a "Necro" or a Necromancer.  Because their power makes others uneasy they are quartered in a different part of the base. We learn that Scylla's parents were killed when she was young.   She meets and falls in love with Raelle.  Later we find out she is part of the terrorist organization known as The Spree, responsible for hundreds of deaths across the country.  Her job was to recruit Raelle, but she actually fell in love with her.

General Sarah Alder
(Lyne Renee)

20th level Witch

Base Abilities
Strength: 13 (+1) 
Dexterity: 14 (+1) 
Constitution: 20 (+4) 
Intelligence: 17 (+2) s
Wisdom: 16 (+2) s
Charisma: 20 (+4) P

HP: 123 (10d4+18) +80
AC: 6 combat armor
Fate Points: 1d10

Check Bonus (P/S/T): +8/+5/+3
Melee bonus: +7  Ranged bonus: +7
Saves: +8 against spells and magical effects
Arcana: Innate Magic: Wind Shear (1d6 per level of witch), Telepathic Transmission, Arcane Bonds (Biddies) 

Hair: Black
Eyes: Blue

Spells
1st level: Command, Cure Light Wounds, Detect Magic, Inflict Light Wounds, Protection from Evil, Wind Strike* (treat as an air-based magic missile)
2nd level: Cause Fear, Continual Flame, Lesser Restoration, Levitate, Suggestion
3rd level: Clairvoyance, Curse, Haste, Protection from Evil 10', Unholy Blight
4th level: Arcane Eye, Confusion, Hallucinatory Terrain, Phantasmal Killer, Restoration. 
5th level: Cloudkill, Commune, Domination, Telekinesis
6th level: Control Weather, Disintegrate, Feeblemind, Slay Living
7th level: Death Aura, Veneration, Wave of Mutilation, Windershins Dance
8th level: Antipathy/Sympathy, Damning Stare, Discern Location, Wail of the Banshee
9th level: Astral Projection, Breath of the Goddess, Mystic Barrier

"Honor me, make a place for me and my kind and we will win your wars."
- General Sarah Alder to Massachusetts Bay Militia, Say the Words

Sarah Alder was a survivor of the witch hunts of the 16th and 17th Centuries. She rallied her fellow witches at Salem, Massachusetts and presented the new government with a deal. Save us and we will fight your wars.  The US Government and the Witches have been allies ever since.  

Sarah maintains her youth with her select group of "biddies" or women that have sacrificed their own youth so she may remain forever young.  The biddies and Alder are all connected, much in the way a witch and familiar might be.  Thus Sarah can call on greater magics than her already high level has access to.

Sergeant Anacostia Quartermain
(Demetria McKinney)

10th level Witch

Base Abilities
Strength: 16 (+2) s
Dexterity: 17 (+2) 
Constitution: 16 (+2) 
Intelligence: 13 (+1) 
Wisdom: 15 (+1) P
Charisma: 16 (+2) s

HP: 45 (10d4) +20
AC: 6 combat armor
Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +4  Ranged bonus: +4
Saves: +5 against spells and magical effects
Arcana: Innate Magic: Wind Shear (1d6 per level of witch), Telepathic Transmission

Hair: Black
Eyes: Brown

Spells
1st level: Command, Inflict Light Wounds, Sleep, Wind Strike* (treat as an air-based magic missile)
2nd level: ESP, Levitate, Phantasmal Image, Suggestion
3rd level: Clairvoyance, Dispel Magic, Protection from Evil 10'
4th level: Arcane Eye, Phantasmal Killer, Produce Fire
5th level: Harm, Telekinesis

Staff Sergeant Anacostia Quartermain serves as the sergeant for the Bellweather Unit.  She is absolutely loyal to General Alder but also cares a great deal for the girls in her unit. 

She is a highly trained combat witch.

--

Motherland: Fort Salem would be an excellent setting, aka "Night World" for NIGHT SHIFT.  I am hoping to learn more about the witch hunters in the Camarilla this season and I hope Tally will be OK, and what ever happened to Rae and Abby.

Get NIGHT SHIFT here: