Showing posts sorted by date for query daughters of the flame. Sort by relevance Show all posts
Showing posts sorted by date for query daughters of the flame. Sort by relevance Show all posts

Friday, April 1, 2011

Season of the Witch: Episode 12

Episode 12: Torn

May/June, 2005
Heatherfield, WA

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

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

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

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

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

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

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

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

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

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

Friday, March 25, 2011

Season of the Witch: Episode 11

Episode 11: The Burning Times

April 30, 2005 (Beltane)

Willow and Tara are mad. They have spent the last month researching all things mage, “Awakening” and every prophecy they can find and there is nothing useful out there. Though lots of stories of mages going insane or accidently causing destruction wherever they go. Plus their Adourflame condition is getting steadily worse, now they can barely touch each other without setting something on fire. A quick kiss in the kitchen one night causes the microwave to explode. In fact they discover in their research that most fire-starting supernaturals are either evil or groomed by evil. Independently each discovers something that might help, the binding ritual they used on Amy and Beth to remove their own magic. They do not mention it to the other.

They do get a visitor in the form of Anya, who is here to represent Lilith. She tells them that they have learned that Witches’ Committee is pissed off and they will be sending operatives to come and get them soon. They change plans and instead look for a refuge since they figure out that the town will not be safe. They discover there is a coven of witches, The Daughters of the Flame, in Sacramento. Willow and Tara are certain they can teleport there on their own. Anya remains, not wanting to trust their new powers teleporting them to an unknown location.

Not a moment too soon either as Bob appears to tell them that there are Witches’ Committee operatives headed their way. Anya says she will try to stall them. The girls along with Bob and Cordy, teleport out.

Arriving at the covenstead Willow and Tara are surprised to see it is really a commune with a few score witches. As soon as Willow and Tara though arrive they are set upon. There is a scuffle but soon the leader of the coven, Mistress Brent, recognizes the two and kneeling she welcomes them “home”.

They all go to Brent’s office. Cordy and Bob are silent as Brent explains the history of this coven. Bob and Brent keep looking at each other, till finally Bob calls her “Cathy”. She gasps out loud and says “Robert?” Brent, like all the women here, takes a coven name that is some form of a Celtic Goddess’ name. She explains she has been expecting them for some time now. She knows they are the reincarnations of Bohdmal and Liath, the founders of this coven. She didn’t know that Liath/Tara was the daughter of Robert Mclay, a man she had known about, but never met. Tara’s mother had been raised by the coven and was sent out to work with a “Robert Mclay” many years ago. Brent blamed that man for Megan’s death. Though Brent is torn now that Megan’s own daughter is here, seeking aid and the reincarnation of Liath to boot. Cordelia asks her leave to report this situation to the Elders and find out what she needs to do.

The girls explain what their problem is, the magic and being followed by both the Witches Committee and Lilith. Brent doesn’t trust either side. Brent offers the coven’s library, but she has never heard of two witches that were becoming mages that were also Anamchara. Bohdmal and Liath were Anamchara, but they never became mages. Brent says it is an exciting time in their cycle of life to have become mages at this point and waxes on what their next life might be like. Willow doesn’t care about the next life, she wants this one, with Tara. Tara mentions the binding ritual. Brent says that would destroy their magic, all of it, and also remove them the witches’ cycle of life, death and rebirth. Plus there is the roll they have to play in the Awakening. Willow and Tara argue that a life that they can’t have each other is no life at all. Brent agrees that if they ask her to she will perform the binding. It also means that they will never see Cordy or Bob ever again, but it will stop the Witches Committee and Lilith from chasing them. But she asks for 24 hours so they can all research a better solution.

They all agree and set to work. Because of their position in the coven, Willow and Tara are given a “Guardian” by the name of Ceridwen and a research assistant named Brigh. Brigh is in awe over Willow and Tara, having studied Bohdmal and Liath all her life. She couldn’t help but notice that their auras were brighter than any she had ever seen and more strangely they were exactly the same. Brigh said that even married couples whose auras begin to blend still retain distinctive patterns. As an example she asks them to view her and Ceri. They had been handfasted a few years back (June 21, 1997) and legally married recently (in Cerri's home of Boston last year), though both agreed that their handfasting was the true date of their bond. Brigh mentions that her own aura had been disrupted due to exposure to Taint a few years ago and when she and Ceri fell in love and were married the interplay between their auras “smoothed out” the Taint. Willow and Tara are a little stunned to meet two married women and their thoughts turn to each other. Brigh notices this and studies their auras more carefully. She gasps and tells them the exchange spiked the power in their auras. She doubts that they have 24 hours. She doubts they have 2 hours in fact before their magical feedback blew a hole in reality.

With Brent involved now the girls begin to think very seriously about the binding ritual. Of course I had dropped a hint or two, but they asked not about a binding ritual, but a bonding one. They discovered that a handfast could do the same thing but also allow them to still use their magic as always. Taking that huge step they agreed. That evening they prepared. Robert stood for his daughter, Cordy for Willow and with Cerri and Brigh as witnesses. Brent performed the ceremony. The girls kissed for the first time in a month and their auras were visible to all.

The girls are given the night to consummate their marriage, but by morning the reality of their mission hits them again. The Witches Committee are at the coven’s doorstep demanding that they release Willow and Tara to them.
The Daughters of course refuse, but the Committee tells them that they are not capable of dealing with mages. If Willow and Tara were only “just witches” it would be fine, but the Committee was set up to deal with witches that become mages. Both sides agree to allow Willow and Tara to be seen by the Committee’s people (called The Keepers). To everyone, Willow and Tara’s auras no longer look like mages, but just really powerful witches. Though they still have their mage powers. The Keepers, seeing but not believing, challenge them both to a battle Arcane. If they are Mages then they will be fine, but have to go with the Keepers. If they are witches then they will loose, but can remain here. Before anyone can say anything though Willow is grabbed by the female Keeper and Tara by the male and they all phase. All four have been removed from the reality of the coven, though everyone can still see everyone else. Willow and Tara are also not in the same reality and can’t touch to get the benefit of being Anamchara. The battle progresses, and does so poorly for the girls. Willow is locked in a reality with her attacker and Tara is also locked with her own. Cordy and Bob both make different attempts to phase into either girl’s reality, only to run into a wall. Willow and Tara both try to exploit their own connections to somehow bring themselves together, but no luck there either.
Tara does notice that the aura’s of the Keepers are also strangely linked. She figured out (with some good rolls and a drama point) that these two must be sleeping together, but don’t want anyone else to know (she sees lust and guilt). She uses the binding ritual on the male keeper to pull him closer to his clandestine lover. They crash into each other, metaphysically speaking, a cancel the magics in place. Brent rules that since Tara defeated them both not with mage magic, but witch magic they don’t have to leave with them and they can stay here. The male Keeper, furious, knocks down Brent, pulls out a gun and fires on Tara. Willow throws up a barrier and the bullet ricochets off and hits the Keeper in his side. He lives, but will need surgery to repair is intestines.

Willow and Tara decide to remain with the Daughters as a “honeymoon” and as a way to be trained on their new mage powers.

Notes: Brigh was “played” as Lexa Doig, Ceri was Yancy Butler, Brent was played by Kate Jackson, I did not cast the Keepers, but any resemblance to certain Executive Producers or show runners I am sure is by coincidence only.

Ok what is going on here?
A few things. The Daughters of the Flame are a coven I had made for my 1999 AD&D Witch book. I had used the coven a number of times in my own works and games for years before that. Lisa, who had been helping write a bunch of these episodes and was my Tara had also, independent of me, used the Daughters in her own writing. Brigh, Ceri and Brent were her creations. I ran Brigh and Ceri through some WitchCraft adventures back in 2003-2004 (where Brigh picked up some Taint from a Mad God cult), so it was nice to have them back here. In my WitchCraft game at the time I specifically mentioned that Brigh can’t read auras. Ah well, I forgotten that. The Keepers were also her creation (though she only had one) and their job was to train Mages into assassins. I wanted them all here in Season of the Witch since their genesis was so related to the “witch culture” I had built in my own games (Mages were even Prestige Classes for witches in my later d20 book).

The Daughters also gave us the chance to poke a little fun at our selves, the Willow and Tara fan community. Often stereotyped as fanatical lesbians devoted to Willow and Tara above anything else, the daughters became (on the surface anyway) a group of fanatical lesbians who believe that Willow and Tara (or rather their past lives) were their reason for being. If the Wicce book had ever come out for the WitchCraft game you would have seen a more balanced view of the Daughters of the Flame. There were the “Eala” or swans that were more passive and the “Brenna” or ravens were more fanatical.

The date the girls were married is set in my world as April 30, 2005.
Marriage. If there is one thing that is debated more in W/T fan communities more than when they first had sex it is what sort of wedding the girls should have, if any at all. I forced the issue by well, forcing the issue. Since no situation would have appealed to all tastes I made it so they had to get married in order to preserve their magic. There is a nice little bit of parity there. To save their magic (which had been a metaphor for love) and likely the world they had to get married. The Keepers, who were having an illicit affair (the male Keeper was married), actually became their weakness. I don’t pretend to be subtle.
This is also the Gaelic Tree month of "Willow".  Again.  Not subtle.
Plus we wanted to talk about the whole same-sex marriage issue, it's not something a TV would do to be honest, at least not one at the time.

Originally there was going to more to this episode making a double episode really. Dawn was going to be there as well since she was taking college courses and still in town. Willow and Tara were going to “confront their Old Souls”, but we had kind of done that with The Dragon and the Phoenix. Cordy was mostly an NPC by now anyway, but I was happy she was at the wedding, someone from the Original Series there was nice. I had more political play between the Daughters and the Witches Committee but it never came out well in the game, so it was dropped. There was also more scenes with Willow/Tara and Brigh/Ceri. We did learn that Ceri’s birth name was Susan and she had played drums in an all girl KISS tribute band called LICK when she lived in Boston. Brigh had been born Amy Nakamura to a Japanese father and an Irish mother. She had lived in Toronto.  Amy's transformation into Brigh was part of the background for my Witch Guardian post.

Next up: The Cast travels north to find the Veil between realities is torn and the witches holding it together are not in the mood to hear some new-comers' ideas on how they are supposed to do their jobs; fated or no.

Friday, January 7, 2011

Willow and Tara: Season of the Witch


So what is "Willow and Tara: Season of the Witch"?

Well for starters Season of the Witch had three major purposes. First was to show that Willow and Tara could hold a series on their own. I think I showed that well enough in "The Dragon and the Phoenix", but I really wanted to emphasize that here. So to that end there was a format change from the Original Series. To force our hand I decided that we could not even say the words "Buffy" or "Vampire", though vampires I was not so successful with. I have a cut scene near the end of the series when a witch hunter comes to town. She is surrounded by a pack of vampires, then with out a word at all she cuts them all down. I figured in that case I was also further distancing myself from the Original Series since I showed that slaying vampires was no big deal. The other was one I just couldn't help doing and that was Vampire Tara. More on those two though when the time is right.

The second major purpose of this series was to have no big bad.

That's right, none. The Big Bad formula was getting old. Every season on the Original Series was a Big Bad that had to up the ante on the last one. What was next? Galactus? So instead I came up with this idea of the Awakening. Now I kept the Awakening vague for most of the series simply because I also didn't know what it was! I knew it was something that all the magical factions in the world were looking upon with fear, uncertainty and doubt. I knew that Tara's parents discovered the most recent clues about it in 1976. And I knew it dealt with Willow and Tara directly.

In the end, like some of these kinds of things it was a convergence of many ideas into a whole. Which gets to my third major purpose.

The third thing I wanted to do with the series, and this is mostly tangential, is I wanted to work in features from other games. You saw this as my big conversion efforts. Season of the Witch began with elements from WitchCraft and Ghosts of Albion, but I began working in the concepts from other, mostly supernatural horror, games into it. This was not part of the plot, only as a means to give a fuller experience of a much larger world. The Original Series was very narrow in it's focus, something I did not realize till I started to take the series apart. Like in The Dragon and the Phoenix, I wanted the players to feel they were part of a larger world and they did not live in a vacuum. In Season of the Witch there are other things going on, there are other factions, other players and other threats and allies. To help me out I borrowed from other games. There are factions from Mage the Awakening, SAVE from Chill. The Bureau is loosely based on various government bodies found in Conspiracy X, DarkMatter, Bureau 13 and Delta Green. This helped shape the world they lived in, not just some small corner of Southern California.

But this got me thinking, how is that all these games where "magic is real but hidden" work? How is it that magic can stay hidden when there are so many vampire related killings? Are all cops on the take? What is happening? How can this keep going on? And then the answer became clear. It can't. If you read Chill and WitchCraft you get the idea that long ago magic was more common. Then something happened that caused it to be less common. Now something is happening again to make more common. Both Chill and WitchCraft say supernatural occurrences are on the rise. But even the average 2-3 games of WitchCraft have more supernatural things going on than an entire campaign of Chill. Which is fine IF you consider there is 20 years separating them. Then look at Armageddon, 2018 magic and the supernatural are out and in the open. I had my answer.

The Awakening is the falling of the Veil between our world and the magical one. After the awakening we will be living in a world were magic is real and everyone knows about it.

The characters have to decide whether or not this is a good thing and which of the factions working for/against them they can trust if any.

But I also needed to stay true to my first major purpose; Willow and Tara. So if the world was going to go full on magic, or not, something needs to happen to these two as well. Given the research I was doing, and again taking an idea from my contributor and playtester Lisa Countryman, I decided that Willow and Tara were also going to become the first Mages.

Exactly what a Mage is will detailed soon.

Characters

Obviously Willow and Tara, but that is almost too small of a group. But still all I had them in was Bob's '67 Ford Thunderbird. I needed to be very clever or lucky. I was both.

The other main character was Robert Maclay, Tara's father. He was a ghost ala Ghosts of Albion (I'll post his stats soon). He had been the team leader back in '76 so his insight was needed. He also had the whole repentant thing going, he needed to prove to his daughter that he was not really a heartless bastard. Well. He was, but he had his reasons, and those reasons are the same ones why he did not want Tara in Sunnydale, that he lied to her for years and inventiblly why her mother died.

Plus if you were a young lesbian on a road trip with your girlfriend who is the last person you want tagging along? That's right the ghost of your strict and very conservative father! He made it in on comedy alone!

I also needed another character. For this I needed someone with fighting ability. I love Willow and Tara, but in physical combat they suck. Bob is fine, as long as whomever he is hitting is also a supernatural creature. A mundane can't be hit by him, hell they can't even see him. So I needed some one with some firepower, some physical ability to fight, and someone that could fit in a convertible with two other people.

I considered using Ms. Kitty as High Bast, but truth be told, I dismissed it as soon as came up with it. No good reason, and even while typing this now I can't think of a reason not to do it. But it wasn't what I wanted really.

In the end I went with another character I felt got shafted, Cordelia, as a Charmed style White Lighter. It fit really. I had a Charmed crossover coming up. I had already used her once in "Will We Burn in Heaven?" and the Ascension quality I gave her was not very different than the White Lighter one. She could pop in and out as needed and then didn't have to be in the car the whole time. I gave Cordy other "charges" to explain why she could not get them out of every mess. And the girls needed to drive to recreate Bob and Megan's (Tara's mother) original mission. Plus, and lets be really honest here, Charisma Carpenter is hot.

Willow and Tara get Bob's car and Megan's journal/Book of Shadows (things that can help them or be stolen if I need them to be) and the adventure is ready to begin!

Here is my original outline for the season:

Main plot is witchcraft and magic. With seasonal issues of family.

Season of the Witch - Cinematic game set in 2003-2005. Set in the same universe as "The Dragon and the Phoenix". Heavy WitchCraft RPG elements (with many elements from "Ghosts of Albion").

Willow and Tara travel back to Tara's home town for the funereal of her father. While there they discover that Robert and Megan Mclay (Tara's parents) were involved with a secret society of hunters of the supernatural. Visited by Robert's ghost, Willow and Tara retrace the steps of Robert and Megan's failed 1976-1980 mission. Tara's mom had a vision of the world in Chaos, magic open and running amok. Thousand's kill themselves in crises of faith, others began to hunt down and kill witches.

Watching them are the Government (the Bureau), SAVE, the Daughters of the Flame, the Witches Committee and Lilith. All know about the "Awakening", or a fundamental change in the nature of magic. Most believe it means magic will be exposed (it has already begun).

The Awakening: Magic is going to be exposed. The various groups, Cleaners, Guardians, Protectors all know this and there is nothing they can do to stop it. But Willow and Tara are going to give it a try.

This will certainly throw society into chaos. To stop it the girls need to shut down several key portals. Willow & Tara stumble on this reality and learn that Tara's mother and father, while working for a small team of psychic investigators discovered this in 1976. Now 30 years later the prophecies are coming true.

FACTIONS:

The Witches' Committee wants this to happen and are poised to take control in the ensuing chaos. Human witches.

Lillith wants to keep the status quo since she knows that the mundanes will turn on witches and slaughter them. Lillith runs "L Enterprises". (have a report of how W&H were destroyed by her). She is running the auction in San Francisco. Approached by Lillith. Anya is there, she is now divorced and working for Lillith. Lillith does not reveal all her plans yet.

Governmental Bodies. The Bureau (introduced last season) is working on a "final solution" for the problems with magic and demons. Bob knew of them, but never trusted them. Of course they want to stop the awakening as well, but have other plans too.

Daughters of the Flame. This group of witches has a different view on what the Awakening means and they are convinced it has to do with Willow and Tara specifically.

RESOURCES: Cordy, Bob Mclay, Megan's journal.

NOTE: I do not remember who originally did that image above. It was a desktop image that I most certainly downloaded from the Kitten Board. I added the text myself later. If the creator sees this then please contact me for your proper credit or removal of the pic.

Wednesday, November 17, 2010

Witch Guardians, 3.x and 4e


Amy stood in the large room with the eighteen other witches. "Witches" she thought, "a wholly inadequate term to describe these sword wielding warrior women; They are Guardians."
They all wore heavy robes and the Flame burned in the center of the room, but despite that Amy felt chill. The wood floor was cold to her bare feet and all eyes in the room were focused on her.
The High Priestess, Mistress Brent, stood in front of her. She seemed slight compared to the others, especially next to the tall dark skinned Amazon she had come to know as Cerriweden, but Brent radiated a power that made everyone else in the room seem small and powerless. In Mistress Brent's hands was a finely crafted sword of Celtic design.
    "Amy Nakkamura, daughter of Hoshi and Deidre Nakkamura. Approach the Circle." Mistress Brent said. She complied.
    "How do you enter?" Mistress Brent asked.
    "With perfect love and perfect trust." Amy answered with words she had known since she was a child. After all the Daughters were still "witches".
    "Do you submit to the Goddess?" Mistress Brent said. Despite the tone it was not a question. Amy lowered her eyes and kneeled. Two other guardians approached and removed her robes leaving her sky-clad and her bronze skin exposed to all.
    "The Daughters of the Flame are a pastoral order. We do not seek violence and pursue paths of peace, love and communion with the Goddess. We follow the path laid out for us Brigit and recorded by the Ban-Drui Bodhmal. Do you accept Peace and Love Daughter of Brigit?"
    "With all my heart." Amy answered, it was more than a litany to her, it was the truth.
    "But there are those that seek to harm us, to destroy us and they will not be tolerated. As Brigit is the Fire of Life she is also the Fire of Retribution. Fire that warms you, sends away the cold, or destroys. The Flame is Life."
    "The Flame is Life!" the other Guardians repeated.
    "As Liath was Guardian to Bodhmal and they found love, the Guard is Guardian to the Daughters.
    "Will you protect the Flame daughter of Brigit?" Again, not a question from Brent.
    "The Flame is Life. I will protect it." Amy asked.
    "How shall you defend it?" Cerridwen then asked.
    Amy stood, her arms outstretched and naked to world. "With only with what I have. My Body, My Mind and My Soul." She said. A nod from Brent and the two guardians returned with new a new robe, one that looked like their own.
    "Then you shall have these robes to signify that you are one of us and to keep you warm." She held up the sword. "To defend your sisters you will have this sword. But this sword is not for Amy Nakkamura. Mistress Brent held the pommel of the blade with both hands pointing the sword skywards, it was, Amy noted, the same position as the Wiccan handfasting rite
    "I give this sword to Brigh nic Brigandu to defend your life, your sisters and the Flame. Accept this Brigh, Daughter of Brigit. Welcome to the Imbolc Guard!"
Brigh, no long Amy, took the sword.
Brent turned her head away from Brigh and spoke aloud to rest of the Guard. "Imbolic Guard. Do you accept Brigh nic Brigandu as your sister and fellow Guardian?"
Their was a collective "We accept her" from the Guard, then cheering as they broke the circle to embrace Brigh.

 
The Witch Guardians
While the witch is perfectly capable of defending herself and her own, sometimes it becomes necessary for arms to be taken up in defense. This defender of the coven is known by many names but all are generally known as witch guardians.


"Witch guardian" is a broad term used to describe those that devote their lives to defending witches and their faith. They can come from the ranks of the coven themselves, or they may be from another class, called to serve the Goddess in their own way, with arm, sword and spear rather than by bell, book or candle.
While there are a variety of types of witch guardians, they all share some things in common.


The witch guardian defends and protects witches. She is usually the same general alignment as the coven, but many tend to be more lawful. In many ways the witch guardian sees herself as fulfilling the same role as a paladin might. Witch guardians are considered to be part of the coven, but do not take part in coven duties. For example the Imbolc Guard that protects the Daughters of the Flame are not required to tend the sacred flame, though many still do. Some witch guardian groups also are almost a tradition of sorts themselves. The Waelcyrie are one of the oldest groups of witch guardians known and they will protect witches of all traditions and covens.


Witch guardians do not actively seek out those who oppose the witch's faith, but are prepared to defend their charges. The witch guardian has both martial weapons and magic at her disposal. The covened witch guardian will stand guard and protect the coven while they perform their rituals and ensuring the safety of all members. The witch guardian will then, either in private or with the coven's high priestess, perform her own rituals. In covens with more than one guardian the high priestess will often perform a second set of services. It is understood by all that the Patrons excuse the guardians from these normal ritual duties because of the important roles they serve.


Witch guardians also will protect places of power from desecration or may even be assigned other duties such as protecting an important artifact or even a single witch in particular. For those who are not part of coven travel around seeing the world and ensure that places of power they find are free of contamination, infestation and desecration.


Witch guardians feel an urge to protect witches and the faith. It might be a calling from the Goddess, but guardians never divulge why they took up their duty. An apprentice witch guardian needs to take instruction from a more experienced one for three months before they are eligible for the initiation into the tradition. The initiate's instructor (known sometimes as an "Advocate") and three other experienced guardians must be present to invest the initiate into the tradition. If a coven does not have four experienced guardians, the required amount are summoned by the Patrons when the rite is to take place, to ensure that another joins the tradition. These guardians usually do not stay with the coven.


During the rite of investment the apprentice decides to join the witch guardians, or continue in their chosen class. The only time a witch guardian leaves this tradition is through death. If they become disillusioned in witchcraft itself, they must also leave the class. All supernatural and spell-like abilities learnt are lost (as they are provided by the Patrons) as well as access to the witch spell list.
First and foremost the witch guardian lives to protect the lives of the witches in her charge. Most would rather die than allow any harm to come to the coven.


3.x and Pathfinder


Hit Dice: d8
Requirements
    To qualify as a witch guardian, a character must fulfill all of the following criteria.


Base Attack Bonus: +5

Knowledge (Witchcraft): 4 ranks
Spellcraft: 4 ranks
Wilderness Lore: 2 ranks
Feats: Weapon Focus (weapon will depend on what type of guardian they become), may be taken at 1st level of Witch Guardian.
Class Skills
The witch guardian's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Religion) (Int), Knowledge (Witchcraft) (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Wilderness Lore (Wis).

Skill points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of witch guardian prestige class.


Weapon and Armor Proficiencies: A witch guardian is proficient in all simple weapons, plus 6 martial weapons of her choice. She may choose to swap any 2 martial proficiencies for 1 exotic proficiency.
Proficient in all light and medium armor. Note: The abilities gained by Nature's Gift are only useable with light armor.


Weapon of Choice (Ex): The witch guardian gains a weapon of choice. The type of guardian they become often determines this weapon. The Patron they serve or the coven they protect can also put restrictions on this weapon. This is also the weapon the would-be guardian chooses for her Weapon Focus feat. See descriptions below.
This weapon gains an enchantment of +1 at first witch guardian level and then an extra +1 every other level of witch guardian (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level of witch guardian). Unlike magic weapons created by normal means, the guardian need not spend experience points or gold pieces to accomplish this task. However, a guardian's enchanted weapon only functions for her, not even other guardians of the same coven.

Deity's Gift (Su): The witch guardian is the defender of all witches and places of power, and they often come across spellcasters who wish to destroy all they hold dear. Because of this, they are granted a +2 divine bonus to saving throws against magic. This ability increases to +4 at 4th level (and is not cumulative with +2 already granted).


At 7th level this bonus is applied to all allies in a 20-foot radius as well as all inanimate objects, including all items on the body of the guardian and her allies, within the area. The guardian herself still has his +4 bonus. At 10th level the area is increased to 40 foot radius. Note if they are more than one 7th level witch guardian within a 20 foot area, the bonuses do not stack as they are the same type of bonus.


Detect Witch's Foe (Sp): This supernatural ability gained at 2nd level is similar to the Detect Evil ability of Paladins. However it only finds those who wish to harm a witch, a place of power, or the witch guardian herself.

Nature's Gift (Ex): The fighting style of the guardian emphasizes agility and reflexes over strength as well as the duality of the God and the Goddess. As such, when a guardian fights with no armor or in light armor they gain the benefits of Ambidexterity and Two Weapon Fighting feats.
If they already have both these feats, they may instead choose two from the following list: Improved Initiative, Lightning Reflexes, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Two Weapon Fighting, Run, Point Blank Shot, Shot on the Run, Evasion, Uncanny Dodge.


Favored Enemy (Ex): At 6th level, a guardian may select a favored enemy like that of a ranger. These will be enemies that threaten the coven directly and are generally not class of enemies per se. They might be another coven, a group of evil sorcerers, a local church or even a cult of warlocks. The witch guardian gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
At 8th level the witch guardian may choose another favored enemy or choose the same one to increase the bonuses to +4.


Hex Mark of Warding (Su): At 8th level the Witch Guardian can scribe a magical rune onto a door, wall, tree, or other stable object denoting their protection of that area. If any enemies to the Coven or place of power the Witch Guardian is pledged to protect come within level yards of the mark, the Witch Guardian may make a Spot Roll DC 20 – the number of enemies to be alerted to their presence and numbers, but not exact nature. A Witch Guardian may have up to one Hex Mark of Warding per 2 levels in the Witch Guardian class. So a character with 8 levels of Witch Guardian may have up to 4 Hex Marks working at one time. Distance is unlimited as long as the Witch Guardian is still on the same plane as the Hex Mark.


Spells per Day: The witch guardian has a limited ability to cast witch spells. If she came from a spell casting background before (say for example witch or ranger) these spells are in addition to ones she already knows.
The witch guardian uses the same spell list as witches.
 
Witch Guardians
    There are many types of witch guardians that vary by exact role, traditions raised in, or covens they protect. Each coven could theoretically have their own unique style of witch guardian, but some larger groups are described below.
What sets most apart are their weapons of choice, duties to the coven and their philosophies.

Huntresses of Diana. These guardians are most common among Classical Greek and Amazon traditions. Like the Amazons, they honor Diana and like their Goddess all Huntresses must be chaste and physically fit. They opt for no or very light armor and their weapon of choice is the bow. The Huntresses protect not only their covens but also the natural areas in which the witches live. The huntresses will kill most intruders on sight, especially men. This is not in contradiction with their alignments since this is the interpretation of their Goddess' will. Most good aligned huntresses will attempt not to kill and instead try to get most intruders to leave via magic or trickery.
A related group are the Huntresses of Mabd, who perform the same function for Faerie traditions.


Imbolc Guard. These guardians are assigned by Brigit herself to protect the witches of the Daughters of the Flame coven. The Imbolc Guard are also charged with the task of training and aiding the Imbolc Mage. Their weapon of choice is the sword. Often these are smaller swords designed to be easily concealed, and they will always be of masterwork quality. Like the witches they protect, the Imbolc Guardians number 19. Smaller covens have fewer Guardians. When not charged with protecting the coven or the Imbolc Mage the Guardians will be training or aiding in the tending of the sacred flame.

Waelcyrie. These guardians are one of the oldest groups of witch guardians known. The Waelcyrie can be found protecting any type of coven or tradition. They are also most likely to be found wandering from coven to coven providing their aid or protecting places of power. The Waelcyrie can choose any weapon of choice and wear any type of armor (spell casting restrictions still apply). Waelcyrie will only protect witches of same, or similar alignment.


War Witch. These guardians are always women. They began as a group of warrior women known as Wild Women that protected druid groves and many still do, even though the Wild Woman predates the druids by millennia. A fair number have also lent their spears to protect witch covens. Consequently they tend to be associated most with Celtic Classical and Craft of the Wise traditions. Their weapon of choice is always the spear. Often they are recognizable by the black leather breeches they opt to wear. Not only do they disdain the use of armor, but also most will enter battle either topless or completely nude. This is done for the same reason that Celtic men will paint their bodies, to distract and incite fear in their opponents.
Table: Witch Guardian Level Progression
Level 
BAB 
Fort
Save 
Ref
Save 
Will
Save 
Special
Spells per day 
1st
+0 
+0 
+2 
+2 
Weapon of Choice (+1),
Deity's Gift (+2) 
2nd
+1 
+0 
+3 
+3 
Detect Witch's Foe, Nature's Gift 
3rd
+2 
+1 
+3 
+3 
Weapon of Choice (+2) 
4th
+3 
+1 
+4 
+4 
Deity's Gift (+4) 
5th
+3 
+1 
+4 
+4 
Weapon of Choice (+3) 
6th
+4 
+2 
+5 
+5 
Favored Enemy 
7th
+5 
+2 
+5 
+5 
Weapon of Choice (+4), Deity's Gift (+2 20' rad) 
8th
+6 
+2 
+6 
+6 
Hex Mark of Warding 
9th
+6 
+3 
+6 
+6 
Weapon of Choice (+5) 
3
10th
+7 
+3 
+7 
+7 
Deity's Gift (+2 40' rad) 

 
4th Edition
Witch Guardian Paragon Path
"No one dares harm my brothers and sisters!"
Prerequisite: Warlock (or Witch) (or alternately any Arcane Class)
You have traded the implement of your choice for that of a sword. You protect the members of your coven using magic and sword.

"Witch guardian" is a broad term used to describe those that devote their lives to defending witches and their faith. They can come from the ranks of the coven themselves, or they may be from another class, called to serve the Goddess in their own way, with arm, sword and spear rather than by bell, book or candle.

While there are a variety of types of witch guardians, they all share some things in common.
The witch guardian defends and protects witches. She is usually the same general alignment as the coven, but many tend to be more lawful. In many ways the witch guardian sees herself as fulfilling the same role as a paladin might. Witch guardians are considered to be part of the coven, but do not take part in coven duties.


Witch Guardian Path Features

Weapon Expertise (11th level): You gain the feats Weapon Proficiency (longsword or weapon of the coven's choice), Weapon Focus and Implement Expertise (longsword or weapon of the coven's choice). This allows you to use a sword as a melee weapon and as your implement when casting. You gain the following, proficiency in that weapon, +2 to damage caused by that weapon in melee attacks, and +2 to attack rolls when using the weapon as an implement. These both increase to +3 at 20th level.

Pact/Coven Gift (11th level): When adjacent to a member (or members) of the coven or group you are sworn to protect you confer a +2 to all their defenses and attack at +2.

Witch Guardian Spells

Enemy of the Pact/Coven 
Witch Guardian Attack 11 
You single out an enemy that threatens the members of your faith and burn them with your fire.
Encounter wArcane, Implement, Fire, Weapon

Standard Action
Close Blast 5
Target: Each Enemy in Blast
Attack: Charisma or Constitution vs Reflex
Hit: 2[W] + Charisma or Constitution modifier damage + 1d8 Fire damage
Miss: 1d8 Fire damage

 

Against the Coven's Foes
Witch Guardian Utility 12 
You have been charged with the protecting your Coven, they in turn empower you to find their enemies.
Encounter wArcane, Psychic

Immediate Interrupt
Personal

Trigger: A melee attack hits you
Effect: You gain a +2 power bonus to AC and Fortitude against the triggering attack and become invisible to enemies until the end of your next turn.

 
Hex Mark 
Witch Guardian Utility 20
You cast a rune of warding and fill it with your power to protect.
Daily wArcane, Implement, Psychic

Standard Action
Close Burst 10
Target: Creature entering the zone making an attack.
Effect: Any creature that enters the zone and makes an attack against yourself or an ally triggers the Hex Mark.
Opportunity Action
Close Burst 10
Trigger: A creature making an attack roll against you or an ally.
Target: The triggering creature
Attack: Charisma, Intelligence or Wisdom vs. Will
Hit: 1d8 + Charisma, Intelligence or Wisdom modifier psychic damage
Effect: The creature is dazed (save ends)
Sustain Minor: The zone persists but is fixed to the starting square.

Thursday, October 28, 2010

Maahes the Tainted Bast for the WitchCraft RPG

Maahes the Tainted Bast

When a Bast spirit is exposed to large amounts of taint they become Maahes. Their namesake was an outsider God absorbed into the Egyptian New Kingdom pantheon. Maahes had a lions head and was later interpreted to be the son of the Goddess Bast and the God Ptah. He was a god of war and called The Bringer of Destruction.

Maahes is considered to be in Bast (the race) mythology to be the first bringer of Taint to the Bast. Whether Maahes was a willing or unwilling carrier of taint is unknown and lost to time.

When a Bast spirit is exposed to Taint it is compelled to enter a body (if not already in a cat body). Sometimes they discover a human, living or dead, and use it for their purposes. Whatever body the tainted Bast enters they become anchored to it forever. The new creature is called a Maahes (singular and plural forms are the same). Regardless of the source of the body or its nature it transforms due to the taint. The Maahes is effectively immortal since it can regenerate loss of life points at the rate of CON per hour. They no longer age and even disease and poisons are no longer effective. Only attacks of a magical nature or ones that drain Essence or Taint have any effect. To destroy a Maahes one must reduce its Essence or Taint to zero.

The appearance of a Maahes differs wildly. Former High Bast Maahes are often stuck between human and Bast forms, usually a human body with a cats head or sometimes cats paws and claws. High and Low Bast Maahes can also appear to be as sickly, even feral, cats. Sometimes it is even difficult to tell what sort of creature the Maahes original was, all that is evident in its twisted form is some reminder of catlike traits. In all cases and whatever the form they carry about them the same aura of corruption that tainted humans and spirits do. Of course to the Bast they are even more repugnant.

Bast relate to Maahes the same way that humans deal with other tainted humans; extreme revulsion and avoidance. What horrifies Bast the most about the Maahes is not just the taint, but the fact that Maahes can no longer reincarnate. The taint that twists their bodies also twist their spirits and minds. Even their telepathic speech is distorted to other Bast.

Maahes can have Gifted or Taint powers as do humans. Some can even develop disciplines of the flesh as do Mockers, but nothing can change their forms back to pure cat.
There are no Maahes known amongst the Mockers.

Maahes

Strength: 2-5             Intelligence: 3-6
Dexterity: 4-7            Perception: 2-6
Constitution: 4-6        Willpower: 4-7

Life Points: 40-60
Essence Pool: 30-50        Taint: 60-100
                                       Madness: 3-5

Skills: any appropriate for Bast
Powers: Immortality, Increased Life Points, Increased Taint Pool, Regeneration, Taint, Taint Powers,

Maahes have a host of mental derangements. Cruelty is high on list given their cat-natures, but because this is taint with no logic based in our universe there are as many recorded passive Maahes. Eventually, long lasting Maahes have nearly sort of mental imbalance known to man, and some that are not.

Interactions with Maahes
Most covenants know very little about Maahes. While most theorize they are possible, very, very few have actually seen one. Some early reports coming from the Sentinels confused Bast and Maahes and considered them to be the same, evil, creature.
The Wicce, whom the Bast have the best relations with, are mostly in the dark over the nature and even existence of Maahes. It could be that this is by design on part of the Bast. Only the Wicce coven The Daughters of the Flame, acknowledge that they exist and even have records of their existence dating back to their earliest days as a coven (150 CE). They speculate that the Irish Ciat Sith or Cat headed demon (more properly, faerie cat) were in fact Maahes. This could also be the reason why the Daughters have had a falling out with many of the larger Bast covens.
There are rumors that the Rosicrucians have been researching and working on a means to remove the taint fully from Maahes and return them to normal Bast. As with all secrets of the Brotherhood of the Rosy Cross, they are not too forthcoming with the information.

Maahes in Armageddon
Most Maahes flocked to Leviathan as their savoir, equating him with the snakes that the Goddess Bast was presumed to have destroyed. Of course once the disaster in Munich struck many were destroyed outright due to overexposure to taint. While not members in any standing with CoR or AoR, Maahes work to achieve Leviathans will as they perceive it.

Roleplaying Maahes
As creatures of Taint, Maahes are most often to be pitied. Removed from the world of the Bast, death is often their only, if final, solution. Only the strongest willed Maahes survive long enough to actually enter into the Casts lives, let alone be a threat. The ones that do survive represent not only a powerful enemy (only the powerful ones survive), but one that can infect with taint in addition to whatever powers and skills it had before.

Adventure Hooks
A Low Bast has become a tainted Maahes and has sought the aid of the Cast to help it return to normal. The Cast must choose whether to aid or kill the infected creature.

A former High Bast Maahes and powerful sorcerer has decided that the future evolution of the Bast species is integration with Maahes. His plan, as much of it that can make logical sense, is to kill off as many Gifted humans as he can, infect as many Bast as he can, and then with his army of Maahes, take over the world. Of course his plan is grandiose, but he is still powerful enough to do a lot of damage to the Gifted and Bast in the mean time.

Thursday, March 18, 2010

Sympathy for the Succubus, Part 2

Continuing on with my tribute to the Succubus (or is that obsession?) here is some crunch.

Succubae for Ghosts of Albion (Cinematic Unisystem)

Succubae are demons that seduce men and feed off of their base desires and life force.
She can drain 1 Point of CON each night she visits, but must grapple awake opponents or visit them when sleeping.
The succubus can learn magic, but most often they do not.

Creature Type: Succubus (Demon)
Attributes: Str 3, Dex 5, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 12, Combat 13, Brains 15
Life Points: 45
Drama Points: 2

Powers: Glamour; Constitution Drain (1 CON point per visit); Flight; Insubstantial Form;
Qualities: Attractive 4; Hard to Kill; Innate Magic; Resistance (Fire, Poison; Mind Control); Telepathy; Charming Voice
Drawbacks: Lecherous; Covetous; Inhuman Form

Maneuvers
Name;  Score; Damage; Notes
Bite;  13; 5;  Must grapple first; no defence action
Claw;  13; 8;  Two attacks per Turn
Grapple; 13; —;  Resisted by dodge
Kiss/Embrace; *; 1 CON point; Must Grapple first

Spellcasting 15 Varies By spell
Deflect 15 — Magic defence action; deflects spells 45º

Bat Winged Bimbo (Buffy and Angel, Cinematic Unisystem)
4-Point Quality
(Trying to do my best "Buffy-style" here)
Bat wing bimbos are demons, but don’t hold it against them. Sure they are as evil as their bigger sister the Succubi, but a girl has to make a living too. Like so many that leave their homes and end up in Southern California, the BWB has learned to do some things she never thought she would ever do to earn a buck.
Often times when not looking for a soul to steal, these catty little demons can be found fighting amongst themselves, avoiding over zealous demon hunters, or trying to get a real movie deal because they know they are a star and they hope no one will look into their pasts.

Being a Bat-Winged Bimbo gives you the following:
- 3 Levels of Attractive. We all know that evil always looks better.
- 3 levels of Hard To Kill. Living in a Hell hole makes you a bit tougher, living in Hell itself turns you into a hard ass bitch.
- Asbestos Soul. BWB gain a +1 Resistance to pain from fire and heat. BWB treat fire damage as regular damage (no extra damage each turn).
- Those cute horns count as a natural weapon, doing 1-2 points of damage per hit. (+1)
- Those sexy wings provide flight at the same movement rate as running. (+1)
- Gossipy. BWB bimbos tend to be a chatty, gossipy lot. Sure 99% of it is about manicures for wing talons and how to snag a good (evil?) demon lord, but some it useful. They get a +2 to their Occultism skill (the Things Man Was Not Meant to Know are fine for women it seems).
But this comes with a fair amount of drawbacks too.
Bat-Wing Bimbos have a host of mental and emotional problems. They are mean spirited (literally), petty, and vindictive not to mention lecherous little harpies. In game terms this equates to Cruel 1, Covetous (Greedy) 1, Covetous (Lecherous) 1.
Those large wings and horns might be totally hot, but you could never take her home to mom (unless of course mom was into that kinky stuff). This is worth Supernatural Form (definitely not human).

Bat Winged Bimbos as Characters
BWB can be a useful part of an otherwise upstanding and moral party of demon hunters. Slayers hate them, but those scrawny little bitches are just jealous. The biggest issue of course is how to hide those wings, horns and tail. Faerie Glamours or other illusion magics will hide their natural form from the mundane, but anyone that can see magic will see through that disguise to what she really looks like.

Bat Winged Bimbos were created to be something like a "lesser Succubus", akin to the old D&D Alu-Demon.  These were obviously inspired by the the same creatures in Macho Women with Guns.
If you go with my alternate take on Slayers from Every Angel is Terrifying then Succubi, Lilim and Slayers are all related.

Witch Girls Adventures
Malcolm Harris, the author of Witch Girls Adventures mentions that there are no demons in the Witch Girls universe, but there are spirits called "Hates".  It is actually kind of a neat concept.  If there are hate spirits then certainly there can be other deadly sins, such as lust spirits.  Alternately there could also be a type of vampire that feeds on emotions rather than blood.  The ones that feed on the more amorous emotions (lust, love) could be called Succubi.  In this sense they are more similar to the WitchCraft RPG Vampyre subtype.

A succubus in WGA should probably be something like Chloe Love from the Eerie Cuties webcomic.

Succubus
Rank: 3
Body: d6 Mind: d6 Senses: d8
Will: d8 Social: d8 Magic: d6
Life Points: 12 Reflex: 9
Resist Magic: 9 Zap Points: 12
Skills: Athletics +2, Basics +2, Dancing +4, Fighting +1, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +3, Mysticism +2, *Mythology +4, Streetwise +3
Abilities: Beautiful, Mysterious
Heritage: Demon / Lust Spirit / Vampire
Spells: Succubi have access to all the Charm type spells in the WGA core.

Cortex
Cortex is a system I have talked about off and on.  It is one I like, just not one I get to play a lot of.
Succubi would work well in Cortex since the characters tend to skew more normal than say Buffy or Ghosts of Albion.  A single Succubi with a good plan should be more than a match for a group of heroes.
For example imagine the havoc a succubus could do to the investigators in a Supernatural game.

Succubus (Base)
Agi d10 Str d6 Vit d10
Ale d12 Int d8 Wil d12

Init d10 + d12
LP 22
Endurance d10 + d12
Resistance d10 + d10

Traits
Allure d10, Amorous d8, Enhanced Communication d6, Enhanced Senses d6, Immunity d12, Inherent Weapon (claws) d2, Sharp Senses d6

Skills Athletics d4/Acrobatics d6, Influence d4, Knowledge d8/Occultism d12, Melee Weapons d4, Perception d6, Unarmed Combat d6

Attacks: The Succubus drains life force from her victims. She either does this while the victm is sleeping, in her embrace, or if she has grappled the victim. Once she has a victim in her embrace she will drain for a number of turns equal to a third the maximum result of the victim’s Vitality Attribute. She will return to the victim two more times, draining the remaining third each time till the victim dies.

Spellcraft & Swordplay
Succubi are set to appear in the upcoming Spellcraft & Swordplay supplement Eldritch Witchery, as soon as I finish writing it.  Among other things, EW will also feature Demons and Devils.  Succubi are the daughters of the Queen of Demons.

Succubus

#App: 1
AL: E
SZ: M
AC: 7
Move: 90' / Fly: 120'
HD: 6 (25)
Attacks: Claw/Claw/Special (2 dagger-2)
Special: Fly 120', Energy Drain (kiss), Darkvision, Dominate, Magic Resistance (fire), Immune to mundane weapons
Treasure: 6
XP: 345

These female demons are not found in great numbers and never working together.  They claim to be the daughters of the Demon Queen, but this is a claim the Demon Queen herself neither supports nor denies.  In any case these demons, while not physically very powerful, are capable of controlling other demons that are far more powerful.  Succbi are charged with the tempting of mortals, a task they relish in.  They appear as unearthly beautiful women (or men if needed), in their true form they stand 6' high and feature small horns, a tail and large bat-like wings growing from their backs.
A Succubus can cause Darkness 5', have Darkvision, can Dominate any one (1) PC and can become Incorporeal at will.  The Succubi lures her victim into acts of passion and drains their life force with a kiss.  This Energy Drain takes 1 life level/hit dice.  She can also use the following spells as a Witch (wizard) of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic.  If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) ... details in Eldritch Witchery.

Last Thoughts
Regardless of the game Succubi should be given the same attention that one would give a vampire in a horror game; that is treat it like a special NPC and build her as a character. Most demons can be part of the mindless hordes you send after the characters, and in most cases this is the appropriate thing to do.  Succubi though, since they tend to work alone and are very specialized in their hunts, should be built to suit. A succubus designed to go after William Swift in Ghosts of Albion should be different than the one sent after Dean Winchester in Supernatural.

Sympathy for the Succubus, Part 1
Sympathy for the Succubus, Part 3
Sympathy for the Succubus, Part 4