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Showing posts sorted by date for query Anamchara. Sort by relevance Show all posts

Tuesday, January 20, 2026

Character Creation Challenge: Day 20, Saileach and Teamhair

 Yesterday, I posted one of my archwitches, Feiya, based on the Pathfinder Iconic. Today, I want to compare and contrast an archwitch and a witch priestess, my two advanced classes. And who better than my favorite witch couple, Saileach and Teamhair?

Saileach and Teamhair character sheets

Who are Saileach and Teamhair? Well they are, in a nutshell, my D&D versions of Willow and Tara, my two favorite characters from Buffy the Vampire Slayer. Or more to the point, my two favorite WitchCraft RPG characters of the same name and general background. Saileach and Teamhair are rough Irish Gaelic versions of their names. Much as my WitchCraft RPG versions have evolved and changed from their root, so have Saileach and Teamhair evolved from my WitchCraft RPG versions.

I used these characters back in the 3e days and they were a lot of fun. They are not exactly Willow and Tara anymore than Bodhmal and Liath aren't. In my games, witches cannot be raised from the dead or resurrected. They can, and often do, get reincarnated. So Bodhmal and Liath are early Iron Age versions, Saileach and Teanhair are mediveal/D&D versions and then Willow and Tara are modern day. Yes, I also have Victorian Age ones in William and Tamara, but here they are incarnated as brother and sister, exploring a sibling bond rather than a romantic one. This often happens in lore about reincarnation. 
(Note: Because there is confusion in some other places. I don't believe in reincarnation any more than I believe in dragons or pixies. This is all for a game. I am, and remain, a staunch atheist.)

So who are these two? Well, in D&D 3e, they began life as a would-be wizard sent to a convent (Saileach/Willow) and a druid wild woman (Teamhair/Tara). This is many years later now and they are proper witches, but each also pursues witchcraft from their own lens. So the path of the archwitch for Saileach and the path of the witch priestess for Teamhair.

As with Branwen and Eria they are members of the Daughters of the Flame Coven. One might even call them THE members since a lot of the Daughters of the Flame evolved because of the characters of Saileach, Teamhair, Bodhmal, and Liath. These versions of Saileach and Teamhair would be in charge of the coven with Teamhair acting as High Priestess. 

Archwitch vs Witch Priestess

The archwitch and the witch priestess are both "Advanced Classes."  They are like the Hierophant Druid and the Thief-Acrobat of the Unearthed Arcana and the Wizards of High Sorcery from the Dragonlance Adventures hardcover. 

I am still debating the powers these classes should have. Originally, I thought the archwitch would stop gaining occult powers in favor of other powers and 9th-level spell casting. The witch priestess does not have 9th-level spell options from the cleric. I want these two advanced classes to be roughly equal in power. 

I think 9th level spells should be the domain of the Witch Queen. Makes sense. Both archewitch and witch priestess should get spells from the Arcane and Divine lists, respectively.

But I am still torn on the Occult Powers question. I think I'll try these two with the spells, but no occult powers past level 7; they can take a level 7 occult power according to their tradition. Both still get cantrips and bonus spells for high charisma. 

Saileach character sheet
Saileach

20th level Human Archwitch, Lawful Neutral

Secondary Skill: Scribe

S: 10
I: 18
W: 15
D: 11 
C: 12
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7  
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 1 (Bracers AC 1)
HP: 42
THAC0: 14

Weapon
Dagger +2, Undead slaying 1d4/1d3

Familiar: Wolf ("Cosantóir")

Occult Powers
1st level: Familiar
Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Spells
Cantrips: Arcane Mark (Scribe), Daze, Clean, Palm, Spark
First level: Bad Luck, Blindness, Charm Person, Dowse, Far Sight, Read Languages, Light, Magic Missile*
Second level: Agony, Burning Gaze, Enthrall, Evil Eye, Identify, Levitate, Spell Missile, Produce Flame
Third level: Lightning Bolt*, Bestow Curse, Dispel Magic, Life Blood, Lethe's Curse, Toad Mind
Fourth level: Analyze Magic, Elemental Armor, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Etheral Projection
Fifth level: Baleful Polymorph, Dreadful Bloodletting, Greater Command, Telekinesis
Sixth level: Anti-Magic Shell, Etheral Banishment, True Seeing, Legend Lore (Ritual)
Seventh level: Ball of Sunshine, Etheralness, Foresight
Eighth level: Astral Projection, Wail of the Banshee, Trap the Soul

Theme Song: On Your Shore

Full details below.

Teamhair character sheet
Teamhair

20th level Human Witch Priestess, Neutral Good

Secondary Skill: Intiate

S: 11
I: 16
W: 18
D: 12
C: 15
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7 
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC: 1 (Bracers AC 1)
HP: 63
THAC0: 14

Weapon
Staff +2 (Striking) 1d6 + 1d6 per charge

Familiar: Cat ("Iontach")

Occult Powers
1st level: Familiar
Witch Priestess Powers: Healing Hands (gained at level 7), Invoke the Ancients (gained at level 9), Blessing of the Grove (gained at level 11). 

Spells
Cantrips: Spark, Flare, Cure Minor Wounds*, Open, Detect Poison
First level: Cure Light Wounds*, Bless Growth, Charm Person, Fey Sight, Light, Moon's Heart, Speak with Animals, Vertigo
Second level: Bewitch II, Candle of the Wise, Enthrall, Evil Eye, Hold Person, Locate Object, Magic Circle Against Spirits, Suggestion
Third level: Astral Sense, Dispel Magic, House Spirit, Magic Circle Against Undead, Speak with the Dead*
Fourth level: Cure Serious Wounds*, Cleanse, Undead Destruction, Drawing Down the Moon (Ritual), Divine Power, Spiritual Dagger
Fifth level:  Flame Strike*, Calm Weather, Dream, Telekinesis
Sixth level: Heal* True Seeing, Anchoring Rite, Refuge (Ritual)
Seventh level: Fire Storm*, Breath of the Goddess, Binding Ritual (Ritual)
Eighth level: Mystic Barrier, Wail of the Banshee, Protection of the Goddess (Ritual)

Theme Song: Exile

Saileach and Teamhair

I dropped their level 13 and above Occult Powers in favor of their new class-based powers. I like the idea of dropping the occult powers in favor of 7th-, 9th-, and 11th-level powers. Saves the occult powers to be unique to the witch class proper. 

For spells, I originally opted for the Archwitch and Witch Priestess to take spells above 5th level, but now I think they should take any spells they have access to. So that is something I will change. I do need to better define which spells, Arcane and Divine, these classes have access to.  So far, the spells marked with an asterisk* are the spells for their chosen advanced classes, except for the * marked cantrips, and those come from their secondary skills.

There are also some spells here that are a direct result of my original playtests of these two characters: Lethe's Curse, Ball of Sunshine, Protection of the Goddess, and Anchoring Rite. 

Because Saileach and Teamhair are very much part of a coven, I gave them both Ritual spells.  They also have a few spells to fight undead to honor their source material. Also, the Daughters of the Flame abhor the undead. That goes back to a time before I was "the witch guy" and was "the vampire guy."

It should also not be a surprise that their theme songs come from Enya, and from the same album, no less. Though I have not found a good way to represent the Anamchara quality for them. Well, not yet. 

Character Creation Challenge


Sunday, January 21, 2024

Character Creation Challenge: Liath Luchara for Wasted Lands

 Yesterday I had the pleasure to introduce you to what I am now considering the Gold Standard version of Bodhmal. Today I want to introduce you to the what I think is the best version of Liath Luchara I have ever done. If I was happy yesterday, then I am ecstatic today. 

Briefly, Liath and Bodhmal are part of the Fenian Cycle of Irish myth and legend. They are foster mothers to a young Fion MacCumhail (Finn MacCool). They were a featured set of characters in my Dark Druid adventure.  

Liath Luchara sheets

Liath is a warrior woman, but she also has a bit of magic about her. Capturing her properly in D&D-like games has been a challenge. I have tried various mixes of warriors, rangers, and barbarians. Nothing has been a great fit. Barbarians have no magic (even the 5e Wild magic one), and Rangers really have too much or not the right kind. So what am I to do? Well, once again, Wasted Lands to the rescue.

Liath starts out simple enough. She is a warrior. That is her calling, and that is how she is always described in the myths and legends, so who am I to argue. But she does have a bit more going on. So I am going with Wasted Land's secret weapons, Backgrounds and the Divine Touchstones.

Again this post is for my late friend Rebecca Joanne Ashling. She would have loved this.

Liath Luchara
Liath Luchara

Class: Warrior
Level: 10
Species: Human
Alignment: Light
Background: Barbarian

Abilities
Strength: 16 (+2) A
Agility: 14 (+1) 
Toughness: 14 (+1) 
Intelligence: 10 (+0) 
Wits: 16 (+2) N
Persona: 14 (+1) N

Fate Points: 1d10
Defense Value: 5
Vitality: 72
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +4 (base) +2 +1 (divine touchstone)
Ranged Bonus: +4 (base) +1 +1 (divine touchstone)
Spell Attack: +1
Saves: +3 to all saves (Warrior) +2 to toughness (Barbarian)

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks, Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x3)

Sorceress Spells
First Level: Mystical Senses

Heroic/Divine Touchstones 
1st Level: Arcane Power: Wild Shape (Liath was always becoming a salmon in the myths)
2nd Level: Additional +1 to combat
3rd Level: Sorceress level 1: Arcane Power: Arcane Bond (Liath)
4th Level: Divine Smite
5th Level: Great Smite

Barbarian Abilities
+2 to toughness saves, 

Heroic (Divine) Archetype: Protection

Gear
Gáe Assail (great spear), Dagger

Wasted Lands Liath & Bodhmal

Ok. This is rather perfect. Again, Ranger had too much magic, and Barbarians too little. But this gives me a nice balance really. She has a barbarian background, but her divine touchstones have given her a bit more magical ability and ones she "earned" on her own. Game-wise, this feels like she was discovering more and more secrets. I have considered trying out an Archer or Divine Warrior, but those concepts, while great, were not a great fit for her.  She is not a "Chosen One" by any stretch even if there are some cool things going on in that class. Save that one for Fionn himself I think.

Getting Liath and Bodhmal together, they are far more than the sum of their parts. Their Arcane Bond is focused on each other, allowing them to boost each other's magic when needed and replacing the Anamchara quality as it is supposed to.  

It is one thing to design this all in mind, it is another to see it working and working far better than you imagined. Seriously, with Wasted Lands, I might never need "D&D" again.  Putting them in Wasted Lands also just feel right.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

If you want to read more tales of Bodhmal and especially Liath then I highly and enthusiastically recommend Irish Imbas Books.

Saturday, August 7, 2021

Sword & Sorcery & Cinema: Sorceress (1982)

Sorceress (1982)
Getting back to this last week I was at my parents' and the week before I was celebrating my wedding anniversary.  So let's jump in feet first with another cheesy 80 Sword & Sorcery flick. This time I am watching 1982's Sorceress.

I was pretty sure I had never seen this one before and I was right.  I would have remembered something so dreadful.  Bad acting? Check. Weird mutant creatures? Yup, check. Gratuitous nudity? Oh yeah. Lots of violence against women? Well, yeah it was the 80s.

Let's be 100% honest here, this movie was made for one reason, to show off the nubile assets of Leigh and Lynette Harris, and I am not talking about their fighting ability. Or acting ability. 

Besides being known for being Playboy playmates in 1981. Lynette also went to prison for 5 months in 1990 for tax reasons. She and her twin were both mistresses of businessman David Kritzik.  He was paying them to have sex with him and the IRS doesn't like it when they don't get their cut.  They both would later be exonerated in 92.  Not to be outdone Leigh would later expose herself to some minors.  Their real-life stories sound more interesting than this movie.  Though they seem to have fallen into a bit of obscurity.  Likely that is what they do prefer. 

Hmm...maybe I should return my attention to the movie.

Not to dump on this movie too much.  We do have a cool wizard who gives the twins their fighting powers. A creepy satyr. A generic Viking-like warrior.  An evil sorcerer who is also the twins' father. An evil priestess. Zombies attacking. And a battle of the gods.  So I mean all the right elements are here.

It does have Corman's fingerprints all over it.

They have the same abilities as the Corsican Brothers; they can feel what the other is feeling.  With the brothers that was typically pain, these two...well it's a bit different.  The idea though is not a bad one, I used a similar idea with the Anamchara.  Well, the sensing the others feelings part anyway.  

Roberto Ballesteros, the evil sorcerer Traigon, is really the only one here that has any sort of resume here.  I hope the poor acting here is really due more to bad dubbing.

I will give the director credit on one thing.  While the twins are constantly in trouble they never once appear weak or scared about their situation.  When given the chance they pick up weapons and fight.  Sure they act naive at times, but they were sheltered their whole lives so that is expected. 

In the end rather laughable, but the zombie battle is fun.  The gods battling in the skies is weird, but I will admit I got a solid Deities and Demigods vibe from it.  Ok the D&DG if it were made by Roger Corman

Gods fight, Men laugh

Yeah. Not great.

Gaming Content

The movie is very generic 80s fantasy; derivative to be honest.  It's not so much what you can get out of this for your game since likely your game has already done everything in this movie. 

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.


Wednesday, June 14, 2017

Willow & Tara: Blue Rose 2nd Edition

Yesterday I posted the first part of my conversion of the Buffy the Vampire Slayer universe to Blue Rose.  Today I want to post the second part.  In this post, I'll look at Blue Rose versions of my two favorite witches, Willow & Tara.
I had posted some conversions for these two using the Blue Rose/True 20 system, but those were modern versions of what I call the "Dragon and the Phoenix" timeline.  They were not Aldean versions of the characters.  Honestly given their treatment in the main continuity, they will be more respected in Aldea than in Sunnydale.

Like with Bethan I am starting with what is the essence of the characters and adapting that to a Aldean/Blue Rose background.  So I am pleased to introduce Helyg (Willow) and Brynn (Tara).

Helyg & Brynn, Rose Adepts
In my games, and in much popular fan fic, Willow and Tara have been reincarnated many times and in each life they have been lovers.

Helyg, Adept of the White Rose

Helyg was born to a not-very-rich merchant and his University schooled wife.  She had expected she would join the service of the Church of Pure Light in Jarzon like so many other intelligent, but not wealthy, girls living in Jarzon.  Helyg knew though she was different. Very different.
She knew the thoughts of others, even when she didn't try. She could "see" when things were about to happen and avoid them.  As her magical power grew so did her realization that she also was caria daunen and preferred other girls. She had been in a relationship with boy who was a childhood friend because this was expected of her.  When she was with him she could avoid the questions her mother had, but only voiced in her mind.  Helyg planned to escape to Aldis where she could, at least, be away from a country that did not approve of her love or her magic.  Somehow she managed to convince her parents, and to this day she believes she used Arcana to do this, to allow her to attend University in Aldis.
Here she met the Darkfiend Slayer, Bethan and learned of her battles.
She also met Brynn.
When she met Brynn she felt a deep connection to her from the start. She thought at first it was because she had met another young adept and a potential "study buddy" and friend. It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.



Name:
Helyg
Race:
Human
Background:
Jarzoni (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
2
INTELLIGENCE
5 4 Historical Lore, Arcane Lore
PERCEPTION
2
STRENGTH
1
WILLPOWER
3

Combat
AR 0
Defense 12
Health 32
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Shaping (J), Psychic (N)
Mundane Talents: Lore (N), Linguistics (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight
Shaping: Move Object, Arcane Weapon, Wind Shaping, Wind Walking

Persona
Calling: The Adept, Mastery of the Arcane
Destiny/Fate: Seven of Chalices, Practical/Deluded
Goals: Keep Brynn safe, help Bethan, Learn the secrets of the Rose Adepts.
Corruption: None, but she thinks she might have unduly influenced her parents with Psychic Arcana. This is something she has only shared with Brynn.

Relationships
Brynn (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (2). She is my best friend. To everyone else, she is the indestructible Slayer but we have shared fears, sorrow, and happiness. I know the true Bethan.
Gwawr (2). She is my best friend's sister. I sense power from her, but she doesn't know it yet herself. She loves Brynn so much I can't help but be protective of her.

Brynn, Adept of the White Rose

Living in the great forests of the Pavin Weald is not an easy life.  Living under the shadow of sorcery makes it much tougher.  Brynn grew up in such an environment. Her father and brother were both stern military men that took the point of view that women need to remain at home.  He wanted to rais his daughter the same way, her mother, Meghan, would have nothing to do with that. While many girls in this part of the Pavin Weald did not bother to learn to read, Brynn was taught by her mother. She also learned that she, her mother and grandmother, were all part of a great legacy of Reznan Witches. Her father, Riobard, had rescued Meghan from a Darkfiend attack many years ago.  Riobard always felt it was the trace of Vata blood in Meghan, her mother and now in Brynn that had attracted the Darkfiends.  After Meghan had died Brynn learned that a sizable sum of money had been saved for her to attend University in Aldis.
She left her home and entered the wide world for the first time.
She also met Helyg.
When she met Helyg she felt a deep connection to her from the start. She knew Helyg had power, she had felt the same around her mother and grandmother.  It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.

Name:
Brynn
Race:
Human (some Vata heritage)
Background:
Forrest Folk (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
1
INTELLIGENCE
4 3 Natural Lore, Arcane Lore
PERCEPTION
2
STRENGTH
2
WILLPOWER
4

Combat
AR 0
Defense 12
Health 35
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Psychic (J), Healing (N)
Mundane Talents: Animal Training (Horses) (N), Medicine (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight, Calm, Sense Minds
Healing: Cure, Sleep

Persona
Calling: The Moon, Discovery of Secrets
Destiny/Fate: Six of Rods, Confident/Apprehensive
Goals: Protect Helyg from Corruption, help Bethan and Gwawr, Learn the secrets of the Rose Adepts.
Corruption: None.

Relationships
Helyg (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (1). She is Helyg's best friend and she treats me like I am family. If I can help her in anything I will.
Gwawr (2). She is my best friend, even though she is younger. She also has powerful psychic potential, but it is untested. I will protect her as my mother protected me.

*When using Psychic Contact between each other, neither Helyg nor Brynn suffer fatigue.  Contact is made at +5 to their rolls.

WOW. I am so, so pleased with these stats. I can't wait to play these two!

Anamchara
“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.” 
- Attributed to Pliny the Elder, 1st Century CE

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.
The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.
Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together, often both having been in the Eternal Dance together for centuries.
The only prerequisites for this are the two characters must love each other, as represented by a relationship intensity of 3 or greater.


        ANAMCHARA STUNTS
SP      Stunt
5      I Will Always Find You. This acts like a mild form of Empathy or Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.
5        I’ll Stand By You. When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant her anamchara +5 on any one test. Best of all, she can do it after the player has already made this test. The granting character spends her Action explaining she is doing this to aid her beloved. This can only be done once per game session per character.


Friday, March 31, 2017

Willow & Tara: Armageddon, the End Times

This post has been a long time coming.

Back in 2001 I started a project to stat out two of my favorite witches for every RPG I have ever played.  You can see the fruits of those efforts here.  I printed out hundreds of character sheets, filled them out, even used a few in games.  Deep diving into two characters and seeing how they work across different systems and different worlds. It has been a great time.



One set of sheets I started in 2006 and thought, oh I'll get to these when I run my "Generation HEX" game.  Well...I never got around to those sheets.  I was in the habit putting the date of the game on the top of the sheet. That way I could keep the overall campaign straight in my head.

This week was the 20th anniversary of Buffy the Vampire Slayer, a milestone I was going to leave unremarked.  But I pulled out those sheets and noticed the date on them.   The game was also one I wanted to revisit this year given ...all sorts of reasons.

The year was 2017 and the game was Armageddon: The End Times.



There are so many reasons that Armageddon is the most perfect choice for Willow and Tara in 2017.

Armageddon is the sequel to the WitchCraft RPG much in the same sense that the Buffy RPG is; just a different evolutionary path. Armageddon features much more powerful characters in a post-apocalyptic world. In fact, there is a lot about the game world of 2017 that we can relate too in the real world of 2017.

I described Armageddon as:
The ultimate expression of the Classic Unisystem game line. Use it as a future for your WitchCraft games, or as source material for WitchCraft and All Flesh Must Be Eaten. Far improved over the poorly edited 1st Edition, this could be C.J. Carella's finest work and that is saying something.
It should then stand to reason that my versions of Willow and Tara should also be represented in their ultimate expression.

Willow & Tara in 2017



Given what I have been doing with the characters for the last few years I would have to say they have been largely retired.  Given the reunion staged by Entertainment Weekly, I would say something pulled them out of retirement.  Maybe a horrible orange monster threatening to take over the world. Or something.

On my sheets, I gave them both 200 extra character points. One of the first things I did was buy off many of their drawbacks. Most of that stuff dealt with youth and being young.  I am also going with the fan-favorite theory that they have two daughters by this time.

I didn't buy up their attributes much save for maybe ones that would be expected to improve due to better diet and exercise.

Willow Rosenberg-Maclay
Wicce Seeker of Knowledge
Gifted Master

Age: 36, Ht: 5'3", Hair: Red, Eyes: Green

Attributes: Str 2 Dex 3 Con 3 Int 5 Per 5 Wil 6
Life Points 36
Endurance 38
Speed 12
Essence 65

Channeling Level: 8

Qualities & Drawbacks: Gifted (+5), Essence Channeling (25), Increased Essence Pool (+20), Adversary (Assorted, 2), Ambidexterity, Anamchara, Attractiveness (+2), Hard to Kill (+2), Honorable (-1), Minority, Lesbian (-1), Nerves of Steel (3), Old Soul (2), Resources (3, wealthy)

Skills: Acrobatics (4), Brawling (3), Bureaucracy (5), Computers (9), Computer Hacking (9), Computer Programming (9), Craft (5), Dodge (6), Electronics (5), Engineering, Robotics (5), Humanities, Psychology (1), Languages (English, French, Greek, Hebrew, Latin, Russian), Magic Theory (5), Instruction (1), Medicine, General (2), Occult Knowledge (9), Research (4), Rituals, Wicce (7), Trance (1).

Powers: Absob Power, Aura of Confidence, Create Ward, Essence Shield, Farsee, Flame, Float, Mindtalk strength and art (7), Mindhands strength and art (5), Lightning Bolt, Mindfire strength (5) art (4), Mindtalk strength and art (5), Physical Shield, Search Person (4)* (8 if that person is Tara, Brianna or Chole), Sending, Soulfire Blast, Visual Illusion.


Tara Rosenberg-Maclay
Wicce Weird One
Gifted Master

Age: 37, Ht: 5'5", Hair: Blonde, Eyes: Blue


Attributes: Str 3 Dex 2 Con 3 Int 5 Per 6 Wil 6
Life Points 36
Endurance 38
Speed 10
Essence 70

Channeling Level: 8

Qualities & Drawbacks: Gifted (+5), Essence Channeling (25), Increased Essence Pool (+20), Artistic Talent (7), Hard to Kill (+1), Honorable (-1), Minority, Lesbian (-1),  Nerves of Steel (3), Old Soul (2), Resources (3, wealthy)

Skills: Cooking (5), Craft, Candle Making (2), Craft, Simple Crafts (4), Humanities, Art History (6), Humanities, Psychology (7), Languages (English, French, Gaelic [Irish], Greek, Japanese, Latin), Magic Bolt (4), Magic Theory (5), Instruction (5), Medicine, General (2), Myth and Legend, Folk Magic (7), Occult Knowledge (9), Research (4), Rituals, Wicce (7), Singing (2), Survival, Urban (2), Trance (2), Dancing (3)

Powers: Blessing of Protection, Create Ward, Essence Sheild, Flame, Float, Influence Emotional State, Lesser Healing (Heal Wounds, Cure Disease), Mindfire strength and art (4), Mindtalk strength and art (5), One with the Land, Perceive True Nature, Physical Shield, Search Person (4)* (8 if that person is Willow, Brianna or Chole), Sending, Touch of Healing*, Visual Illusion

*Tara still retains her healing touch divine powers from when she was brought back from the dead.

Not sure if I spent all my points correctly, but that is fine. I had a lot of fun doing this.

So for me it has been nearly 10 years since I used these characters in these incarnations.
What have they been doing?  Well in the Dragon and the Phoenix/Season of the Witch timeline they moved to Boston, been married for years. Willow owned a software security firm ("RedWitch") that she later sold making millions. Tara has degrees in art history and counseling. She teaches at a school for young magicians and witches (no not Hogwarts). They have two daughters Brianna 12 and Chole 9.

If you want to see a "timeline" of their development then here you go. These are in world-chronological order, not the order I wrote them.

Pre-2000, BESM
2000-1, WitchCraft
2001, d20 Modern
2002, BESM-d20
2003, BESM 3rd Ed
2004, World of Darkness
2005, Chill
2006, Cartoon Action Hour Season 3
2006-7, Doctor Who
2007, Savage Worlds
2007, DC Heroes
2008, Cortext
2008, World of Darkness (new)
2009, Mutants and Masterminds 2nd ed
2010, OVA
2011, Mutants and Masterminds 3rd ed
2012, Marvel Heroic Roleplaying
2013, Superbabes

There are more, but you get the idea here.

This was great. Like meeting up with old friends again and seeing that they are getting along wonderfully. Been wanting to do this for a while now and it did not disapoint.

Friday, March 17, 2017

Witch & Witchcraft Reading Challenge: Fionn, Defence of Ráth Bládhma

"'I am An Cailleach Dhubh,' Bodhmhall replied cynically 'No secret is unknown to me.'"
- Bodhmhall, Bandroai of Ráth Bládhma

Fionn: Defence of Ráth Bládhma: The Fionn mac Cumhaill Series: Book One by Brian O'Sullivan

In this Part 1 of the story of Fionn mac Cumhaill, also known as Finn MacCool, the titular character barely makes an appearance.  He is there, yes, and all the events of the story are centered around him and his mother, but he is not the hero of this tale.
The heroes are the Bandroai (or Ban Drui or Druid) Bodhmhall and her protector and lover Liath Luachra.  When pregnant Muirne Muncháem shows up at Ráth Bládhma, Bodhmhall is duty bound to give her shelter even though she knows that this woman is being pursued by an army who want her and her unborn son dead.  There is also something else in the wood, something darker and evil.
Soon the siege of Ráth Bládhma is on and others are seeking protection and it is all one outcast druid and her warrior woman anamchara can do to protect Muirne and her son.

Since this is a part one there are a lot of characters to get introduced and the whole issue of the oncoming siege and the dark power in the woods.

Ultimately this book is a tale of survival. I hesitate to call it a book about war, there is war yes, but it is more about the survival of the clan and what others will do to survive.

What attracted me to this story was course it was about Fionn mac Cumhaill as well as well as Liath and Bodhmal.  I have read many of the tales about Fionn and most of the modern novelizations.  Fionn was also a central character in my own Buffy the Vampire Slayer games.  So imagine my surprise and pleasure when I discovered this tale was really more about Liath and Bodhmal!

Very little has been said about Fionn's fosterers in the tales and little more has been mentioned in the novels.   For this book to be all bout Liath and Bodhmal was more than I could have asked more.
While reading I found myself connecting to things O'Sulivan had written; we obviously have drawn from the same sources.  So I found his work to be familiar and yet completely new.  When I had read a quarter of the book I had to stop myself from saying "Liath wouldn't do that" or "That's not what Bodhmal would say." At about half way I was so completely enjoying the book that I forgot all that.  Before I finished I had already bought every book Brian O'Sullivan had written.  There are more parts to this story as well as one with Liath and her time with the warrior band Na Cineáltaí or "The Kindly Ones".

The book is largely self contained. That is you can read it and not be left on a cliff hanger if you know the tales of Fionn. I am planning to queue up the next books in the series right away to be honest.  The tale is timeless and one that can be retold many ways.

Liath & Bodhmal
I feel I should address this subject, especially if you have ever read my blog.  Many know my long time love affair with Liath and Bodhmal.  They have appeared in many of my games and have worked their way into the histories of not only the witches I write about, but my characters too.  I have spent a long time with these two. I have very definite opinions on who these characters are and what they should be doing in any given situation.  While my interpretations are different than O'Sullivan's we both agreed on some very important key points. Liath is a peerless warrior. Bodhmal was a druid with a past and not a great past at that. We also agreed on a very key point, that Liath and Bodhmal were lovers.  It's not something I had seen in other tales before. Morgan Llywelyn hinted at it, or maybe I read into it, but Brian O'Sullivan also saw that and his tale is worthy of these two.  Sure I have to get over the first meeting in my mind of Liath and Bodhmal (Liath sparing with her two brothers with a staff and keeping them both on the defense) but this is a really great book.
I can't wait to read more.


2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 9
Level: Maiden
Witches in this book: Bodhmhall is called a "Bandraoi" but she is a witch in my book.
Are they Good Witches or Bad Witches: Very good.
Best RPG to Emulate it: A better question is what RPG have I NOT used to emulate it!  Again, this Liath and Bodhmhall are not my Liath and Bodhmal exactly, but they are closer than any other set I have seen.  To date I have used Castles & CrusadesLabyrinth Lord, D&D 4th Edition,  and of course Unisystem.
Use in WotWQ: What do you think?  But seriously though, in the mythology of my games Bodhmal was not the first witch, but she was one of the first. The Daughters of the Flame coven come from here and in some ways so does the Aiséiligh Tradition.

You can find more of Brian O'Sullivan's books at http://irishimbasbooks.com/.


Wednesday, February 17, 2016

Sisters of the Aquarian Order: The Geminian Prophecy

The Sisters of the Aquarian Order believe in reincarnation.  They have seen the same souls over and over again throughout their long history.  While the memories of former Sisters live on in the Gestalt, the "souls" are reborn again and again.

Such is the case with Kimbra III and Kelleigh III.  Not only reborn but reborn as twins again.
Unlike most Sisters, Kimbra III and Kelleigh III were left for the Order after showing signs of power at a very early age.  They already had advanced telepathy between themselves, they are Anamchara and showed knowledge of the Order that many Initiates did not even have.

Tragedy struck the young twins when they were separated in a conflict between the Star Knights and the Void Knights.  Kelleigh III was believed to have been killed, though her sister knew better.

Kimbra III now serves as a "cultural liaison" to the Star Knights.  Here she provides them details she has learned about the Void Knights in her studies.

Kelleigh III is still alive, but now a member of the Capricorn Sisterhood. Here she also works as a cultural liaison to the Void Knights.   Only Kimbra knows her sister is alive via their Anamchara link.  The Aquarian Order suspects she might be alive and is watching Kimbra closely for any signs of heresy.

In truth both sisters work toward the same goal, the discovery of the return of the Old Ones.

Kimbra III
5th level Aquarian Sister

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  16
AC: 7
Base to hit: +2
Saving throw: 11

Powers
Empathy, Telepathy (Anamchara: Kelleigh III)

Rituals 
First: (2) Far Sight, Read Languages
Second: (2) Agony, Hold Person

Eqipment
robes, baton


Kelleigh III
5th level Capricorn Sister
(Note: to Aquarian Sisters she is an Omega Level Heretic)

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  17
AC: 7
Base to hit: +2
Saving throw: 11

Powers
Empathy, Telepathy (Anamchara: Kimbra III)

Rituals
First: (2) Cause Fear, Drowsy
Second: (2) Detect Thoughts, Phantasmal Force

Eqipment
robes, baton

The Geminian Prophecy
The Geminian Prophecy is so old that most Sisters don't even know about it. It is not in any database, but only recorded in ancient preserved scrolls.  So old in fact that there are no Heresies surrounding it.  The prophecy states that twins will be born into their powers early in life.  They will represent two sides of the same duality and they will either unite it or destroy it.

Friday, June 5, 2015

Chrys Fey, Libby Sawyer and the Witch of Death

Recently I had the pleasure to read a pre-release copy of The Witch of Death thanks to author and fellow A to Z Blogging survivor +Chrys Fey.  This introduced me to her newest character Liberty "Libby" Sawyer, a police detective and kick-ass witch.   Which of course means she is perfect for this blog!

So please allow me to introduce Libby and Chrys.

Liberty “Libby” Sawyer
“Actually, I’m a witch.” She smiled when Reid jolted and turned to face her. “I’m Detective Liberty Sawyer." She stuck out her hand.

Cinematic Unisystem Rules (Buffy the Vampire Slayer, Magic Box, Ghosts of Albion)
Experienced Hero 
Libby, off duty obviously

Drama Points: 10
Life Points: 39

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

Qualities: Attractiveness 2, Contacts (criminal) 2, Contacts (occult) 1, Empathy 2, Hard to Kill 3, Magic 2, Magical Family, Nerves of Steel, Occult Library 2, Psychic Visions 1, Rank (Detective) 2

Drawbacks: Adversaries (various. supernatural and criminal) 3, Honorable 2, Love (Reid) 4, Obligation (uphold the Law)

Skills: Art 1, Computer 3, Crime 3, Doctor 2, Driving 3, Getting Medieval 2, Gun-Fu 3, Influence 2, Knowledge 3, Kung-fu 2, Language 2 (English, latin), Mr. Fix-it 1, Notice 3, Occultism 5, Science 2, Sports 1

Initiative: +2
Spellcasting: 1d10 + 12
Notice: 1d10 + 7
Magical sight: 1d10 + 9

Gender: Female
Age: 33
Height: 5’11”
Weight: 138 lbs

Combat
Gun +6 by type
Punch +5 4
Kick +5 5
Spells +12 by type
- Witch Bolt +12 damage 4
- Deflect +14

Liberty "Libby" Sawyer is a witch from a long line of family witches.
Her personal occult library is growing, but she has access to much larger collections through her magical family connections.  Unfortunately because of these ties enemies of her family are hers as well.  She is not sure, but suspects that she is distantly related to Elizabeth Sawyer.

Like most witches Libby can read auras, is sensitive to psychic impressions, and has magical sight.
She is likely to have the Anamchara quality with Det. Reid, but it is still undeveloped at this point.

New Spell: The Bleeding 
Quick Cast: Yes
Power Level: 4
Philosophy: Evil
Requirements: A command word, line of sight, and a drop of blood from the target.
Effect: This spell causes the target’s blood to evaporate if he is within 50 feet. He must resist the spellcasting roll with a Constitution (doubled) roll each Turn or suffer one-third of his total Life Points in damage (round up). The effect lasts for a number of Turns equal to the half the Success Levels (round down) of the spellcasting roll. Multiple castings of this spell on one target have no effect.
Once the blood has been removed from the body the witch casting the spell gains the victim’s Magic Levels.  For every 2 levels of magic the victim has the caster gains 1.
Note: This is not one of Libby's spells.

You can find Chrys on the web at http://writewithfey.blogspot.com/
And more about Libby at The Faux Fountain Pen and Tasha's Thinkings.



Title: Witch of Death
Author: Chrys Fey
Genre: Supernatural/Suspense
Format: eBook Only
Page Count: 45 (short story)
Release Date: May 20th, 2015
Publisher: The Wild Rose Press

Blurb: 

Detective Reid Sanders doesn’t believe in the supernatural, but when he’s faced with a crime scene that defies the laws of nature, he has no other choice but to start believing. And solving a magical murder involves working with a witch.

Liberty Sawyer embodies the look of your classic evil witch, so, it’s no surprise when she uncovers the murderer is a witch that she becomes Reid’s number one suspect. If she can’t convince him otherwise, more people could lose their lives to dark magic, including her.

BOOK LINKS:


ALSO AVAILABLE:


Blurb:

Jolie Montgomery, a twenty-one-year-old woman, wakes up in an alley next to her corpse. She has no memories of her murder or the night she died. She didn’t even see the killer’s face before he or she took her life. Wanting justice, Jolie seeks answers in the only way a ghost can...by stalking the lead detective on the case. 

Avrianna Heavenborn is determined to find the person responsible for a young woman’s death. She gets closer to the killer’s identity with every clue she uncovers, and Jolie is with her every step of the way.

But if they don’t solve her murder soon, Jolie will be an earth-bound spirit forever.

Book Links:



BIO:

Chrys Fey is the author of Hurricane Crimes and 30 Seconds. She is currently working on the sequel to Hurricane Crimes that’ll serve as book two in the Disaster Crimes series.

When Fey was six years old, she realized her dream of being a writer by watching her mother pursue publication. At the age of twelve, she started writing her first novel, which flourished into a series she later rewrote at seventeen. Fey lives in Florida where she is waiting for the next hurricane to come her way.

You can connect with her on Facebook and her blog, Write with Fey. She loves to get to know her readers! 

Author Links: 

Friday, May 24, 2013

Castles and Crusades: Liath and Bodhmall

I want to wrap-up my week on Castles & Crusades with a post of two of my favorite characters of Irish Myth.  Liath Luachra & Bodhmall the Druidess.

One of my favorite stories is that of Fionn mac Cumhail.  I used him as character in the very first Buffy RPG adventure The Dark Druid. The back ground of the adventure had Fionn coming to the 21st century and that the characters in the game were the new incarnations of people from his past.  My conceit was that his foster mothers Bodhmall and Liath were Willow and Tara respectively.   I expanded on this in my Willow and Tara based Buffy/Ghosts of Albion games. Episode 5 of The Dragon and the Phoenix expands on this and makes the connection well known to the characters.  Episode 11 of Season of the Witch establishes that in the game world Liath and Bodhmall were also the founders of the Daughters of the Flame coven.   So these are some characters with game history for me.

So whenever I need a "D&D Version" of Willow and Tara I turn to Liath and Bodhmall.  This way I can direct their fates in new and different directions and not mess with my "modern age" versions.
I have stated them up for D&D4 here before. In fact I spent a lot of time on it since the D&D4 druid couldn't do what I wanted till Essentials.

Bodhmall as expected makes a better druid under the Castles & Crusades rules than she did under D&D4.
Liath though needs some tweaking. Ranger in C&C is a little different and not really what my mental image of what she is.  It is very, very close, but missing the key ingredient.  I have this mental image of the first time Bodhmall meets Liath.  Bodhmall needs a protector/body guard while she is taking a babe to be fostered to the north.  She sees Liath standing on a raised log. On either side of her on the log are her brothers. They are fighting with long staves and the men are trying to knock her off the log.  She is more than holding her own. Her hair is long and braided and despite her young age is already graying; thus her name "The Gray of Luachair".

Some might balk at me taking two established mythological figures (however obscure) and making them same-sex lovers.  In truth I wondered about this too.  But I was doing research and I picked up a copy of Morgan Llywelyn's  Finn MacCool and there was an interesting typo on the character pages.  It listed Liath as being Bodhmal's wife.  That clenched it for me.

Character Creation
If you ever made a character for 1st Ed AD&D then you can make for C&C in about the same time.  If you have familiarity with 3e, then it might go even faster.
(Honestly I am wondering at this point if C&C should just be the AD&D game I play.)

I like the way the powers for the classes work out for the characters.  I made the right choices.
Since I am using this with the Codex Celtarum, the characters both get a Fey power at 1st level, plus something special

Bodhmall
1st level Human Druid, Female, Neutral Good

STR: 10 (0)
DEX: 10 (0)
CON: 14 (+1)
INT: 14 (+1) P
WIS: 18 (+3) P
CHA: 11 (0) P

AC: 13, Leather Armor
HP: 7 (d8)

Staff +0, 1d6
Scimitar +0, 1d6

Nature Lore
Druid Spells
- First Aid, Light, Purify Food & Drink
- Entangle, Magic Stones
Second Sight (1), p. 93 CC
Anamchara*

Liath Luchara
1st level Human Barbarian, Female, Chaotic Good


STR: 13 (+1) P
DEX: 10 (0)
CON: 18 (+3) P
INT: 10 (0)
WIS: 16 (+2) P
CHA: 11 (0)

AC: 12, Leather Armor
HP: 13 (d12)

Spear +1, 1d6
Short Sword +1, 1d6

Combat Sense
Deerstalker
Intimidate
Primeval Instincts
Shapeshifting (Salmon), p. 94 CC (based on Morgan Llywelyn's work)
Anamchara*

All in all I am happy with those write-ups.

Of course I can't introduce Liath and Bodhmal and not have their Anamchara quality.  It is what helps define them.

So here it is for use with the Codex Celtarum.

Anamchara
Level 6 Druid, 6 Witch

CT na D 10 rounds R self + one other
SV none SR none Comp n/a


“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.” 
- Attributed to Pliny the Elder, 1st Century CE

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.

The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.

Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together.


Extension of the senses (“I Will Always Find You”). This acts like a mild form of Empathy or a lesser Situational Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.

Boost Morale (“I’ll Stand By You”). When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant her anamchara +5 on any one test or roll. Best of all, she can do it after the player has already made this test. The granting character spends her round or turn explaining she is doing this to aid her beloved. This can only be done once per game session per character.

Combat Effects 
The benefits detailed above have some application in combat as well. The extension of the senses translate into making the anamchara a particularly effective fighting team. In order to gain this benefit the anamchara actually need to train together in a fighting style. Players should decide which style (martial arts, medieval weapons or even magic) they will train together in. This training offers a +2 bonus to all attacks of that type and damage for each. Both can also effectively fight against one opponent with out penalty due to room. Anamchara naturally avoid each others weapons. 



I am curious to see what the Castles & Crusades players think of this power.

I am also posting this as part of my giveaway for the Bloghop Against Homophobia and Transphobia.
Win a copy of the Witch and help me support the Trevor Project!

Tuesday, August 7, 2012

Capes, Cowls and Villains Foul

Capes, Cowls and Villains Foul (CCaVF) is the eagerly anticipated supers/comic book emulation game from Spectrum Games.  The same folks that gave Cartoon Action Hour.

I want to start off by saying that this is an attractive book.  At 164 pages of full of color it feels like a comic. Since that is what the author aims to emulate I would say it so far is a success.

I think that is a good place to start.  What is CCaVF?  Well yes it is a supers game, but it is more a comic book emulation game.  Meaning it tries to emulate the play-ability of reading a comic book.  This sets it apart from the likes of other purely "Supers" games that might be trying to emulate how a super hero could exist in some sort of reality.  Instead the assumption here is comic book reality. This would include things like editorial control or even breaking the 4th wall.  Both of which are discussed later.

Chapter 0 is our Introduction which helps lay the ground work for what we will be reading. We are told that physics and logic often take a back seat to drama and excitement.  So far I feeling that this will be closer to Marvel Heroic Roleplaying than say Villains and Vigilantes (both of which are great games for different styles of play).  We are told that this game is about telling exciting stories with your friends.  So far this sounds good.  We are told next that this game uses the d12.  I love that.  The d12 is the oft forgotten die stuck between the mighty d20 and the diva that is the d10.
We also learn that CCaVF is a resource-based game.  Now my experiences with resource based supers games has been mixed.  So lets see what we have here.

Traits are match against other Traits with various Linked traits.  Traits can be Primary or Secondary and after they are Used they become less effective.  So someone like Superman would have a Primary Trait of Super-Strength with Secondary Traits of Flight and Heat Vision. Following the example in the book the Traits are bolded.  Characters are likely to have 5 to 12 traits.  Characters can also have Complications and Factoids. Sounds great! Let's get into the design!

Chapter 1 is Character Design.  I like the term "Hero Design" myself, but that is cool.  Your "Editor" (GM) will determine how many starting points your character will have.  Much like the Power Points of M&M or other games. Except you are not buying the trait itself, you are buying what the trait represents.  So a Signature Triat vs. a Secondary one or an Auto Defend.  There is a handy chart with all the trait types and levels/ratings so you can add up your points quickly.
CCaVF encourages thinking about your character as a whole.  So when making your Batman-clone you would not list all his martial arts but would just list Advanced Combat Training or something like that. Superman would have Super-Sonic Flight while the Carol Danvers Captain Marvel would have Hyper-Flight.  So where are these traits listed?  They are not.  Yup.  YOU define what the traits mean.  So for example I define an Anamchara trait to go with my Willow & Tara characters.  This is a Shared Trait, so the points are split up, but I define what it means and what it does.  But don't worry the author gives you some ideas to work with.

The neatest thing though has to be the Editorial Control. These are like supercharged hero points or drama points. Editorial Control can be purchased with points, but is more expensive for more powerful characters. The Editor also gets a pool of EC points as well to use for the villains.  There are also examples of various ways to regain EC points.  Finally you fill out the character with factoids.
The chapter ends with an example of character creation.  This is followed by a quick generation card to get you plying right away. Finally a listing of Heroes and Villains.

Chapter 2 is the Rules chapter.Typically rolls are a d12 + some trait.  Other times you might need to roll 2 d12s and keep the highest or even 3.  The basic idea here is that the action needs to be like that in a comic book. So a bit of time is spent on combat.  Now heroes and villains in CCaVF don't have hit points, but they do have Setbacks.   Most of the chapter is dedicated to this this idea and some example difficulties are explored.  All and all pretty easy.

Chapter 3 is all about Villains.  Villains get special treatment in CCaVF.  They are created with the same rules that give us heroes, but there is more to them than that.  Given the treatment given them here, I think this should be must reading for any superhero RPG player/GM.  Heroes are often defined by their villains or rogues gallery.  This game did not forget that.

Chapter 4 deals with Options. Things you can do to tweak characters or games.  One really nice thing is about how deal with super hero team-ups and what to do when some characters are more powerful than others.  There is even a bit on killing (and why it should be avoided) and live action (LARP) supers.

Chapter 5 is a fairly comprehensive example of play.  If you normally ignore these please read this one.  Many of my questions were answered here. It is a good walk through of how to play the game.

Chapter 6 talks about Issues, or adventures for your new set of heroes and villains. Again there is a lot of good information here for Editors/GMs of any sort of supers game.  In particular there is the all important Introductory Issue which brings the team the together.  I could not help but think of the team of misfits in the new Justice League Dark while reading this.  Fantasy RPG fans should also take note of this chapter since it helps get past that old "you all met in an inn before an adventure".

We end with an Afterword where the author discusses why he made this game.  The Appendix has a great glossary, index and cheat sheets for the game.

All in all I am quite pleased with this game.  I agree with the author in that I love Supers games, but it is hard to find that perfect game for your group.  There have been some great choices that have come out in the last few years, but none are 100% perfect.  CCaVF may not 100% perfect either, but it is really damn nice and has a lot of great things going for it.

Up next I'll stat up some characters.

Monday, June 11, 2012

Xena & Gabrielle: Spellcraft & Swordplay

Note: This is my first (albeit late) post for the YAM Magazine LBGT Blogathon.  I am going to go over some of my favorite characters from TV, Books, and Movies and talk about how to use them in various games.

In some cases I'll also talk about why I picked the characters I did and why I paired them with the game I did.

Xena & Gabrielle: Spellcraft & Swordplay

I make no excuses of my enjoyment of Xena: Warrior Princess.  The show was silly, irreverent and always a fun time. Frankly, with it's mix of comedy, drama, memorable characters and a mis-mash of historical and mythological events, it really was the perfect D&D TV show.

I have discussed Xena in the past, with both M&M3/DCA stats and Ghosts of Albion/Army of Darkness. The unisystem versions has been one of my most popular posts. Xena certainly has earned a place in many game worlds, but in particular mine.  So here are some more stats.

This is Xena and her anamchara Gabrielle for the Spellcraft & Swordplay RPG.  Unlike my other stats, these assume that Xena and Gabrielle are still together and travelling the world.


Xena, Warrior Princess of Amphipolis
Warrior (Fighting Woman): 9th Level

Strength: 18
Dexterity: 18
Constitution: 17
Intelligence: 11
Wisdom: 12
Charisma: 15

Attacks: 7+5 (7 attacks per round, +5 to any one attack)
Hit Points: 40
Alignment: Neutral (Unaligned)
AC: 5
Sword: 1d6+3
Chakram 1d6+1, decapitates on "box cars" (double 6s), on any double that hits can knock out instead of doing damage.

+2 to Con-based Saves


Gabrielle, The Battling Bard of Potidaea
Bard: 7th Level (Bards are found in Monstrous Mayhem)

Strength: 14
Dexterity: 15
Constitution: 15
Intelligence: 15
Wisdom: 14
Charisma: 16

Attacks: 4+3
Hit Points: 25
Alignment: Neutral (mostly Good)
AC: 7
Sword: 1d6+3
Favored: Charisma, Intelligence
Oration: Gabrielle is a teller of tales, in particular the tales of Xena.  She is the author of the so called "Xena Scrolls" which could be a fabled magical tome in your game.

Staff: 1d6
Sais: 1d6 can attack with both hands (used later in the series)

Why Xena?
There is one thing that Xena does better than any RPG.  It attracted a huge female audience and kept them.  Granted, one could argue that "Friend in Need" might have killed that, but up until then.  I think Xena works for the same reason that other successful shows do.  Great characterizations and great characters.  You know all about Xena and Gabrielle, but they are still great to watch.  Adding them to your game might just be that spice you didn't know you were missing.

Adding Xena and Gabrielle to your Game
Given their wanderings across the world it should actually be only a matter of time before the characters would run into her.  Maybe they know of her infamy as a conqueress.  Maybe they know of her turn and desire to do good to atone.  Or maybe it is just one of those things where the PCs and Xena arrive in the same place at the same time.  Fate is funny that way.



Plus they are kick-ass characters that bring a lot of fun to the game.