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

Monday, August 16, 2021

#RPGaDAY2021 Day 16 Villain

RPGaDAY2021 Day 16

Having a hero is great, but a hero is only as good as the villain they battle.

Day 16 Villain

Villains are great.  I have talked about villains and big bads, and all sorts of bad guys over the years. 

Who have been my favorites?

Yoln, the Shadow Reaper & Hand of Leviathan

Yoln, the bad guy so nice I used him twice.  He was a human general that rose up through the ranks to become a Pit Fiend and the general of Hell's Army in the Dragon Wars from my 1st Ed AD&D game.  He was defeated there and cast out of Hell into the Astral where he was recruited by the Mad God Leviathan where he became the big bad of my Buffy RPG campaign, the Dragon & the Phoenix.  Is he really dead now?  Who knows. He might be back someday.

But after that I decided that no big bad of central villain would work for Season of the Witch.

Cult of the Dragon

The cult that gave my first campaign with my kids so much trouble. 

Come Endless Darkness

My favorite villains though are demons.  In my interconnected Come Endless Darkness the demons are overtly the bad guys with Lolth and Grazzt giving the Order of the Platinum Dragon so much trouble.  Demogorgon is behind all the cults in the Second Campaign.  And Orcus is challenging all the characters into my Into the Nentir Vale campaign.  But all are being deceived by Asmodeus, with the help of Grazzt.  Asmodeus in turn is being deceived by Tharizdûn.  In the end, Tharizdûn hopes to reign supreme with the devils under his control and the power structure of the demons destroyed.

War of the Witch Queens

My newest campaign deals with the death of the ruling Witch High Queen and the power vacuum that creates.  The villains of this piece are Kalek and Skylla.  I talked about their involvement last year's #RPGaDAY.  I am also thrilled to see that they are getting new minis for the next D&D 5e book.  That set also includes the fan favorite, Warduke.  Maybe I should add him in for nostalgia's sake.

Looking forward to that set as well as all my players coming up against all these great villains.


RPGaDAY2021

Friday, October 8, 2010

The Dragon and the Phoenix: Episode 7

Episode 7: The Road to Hell


Tara: My whole life has been ‘Tara, don’t use your magic.’ ‘Tara, hide your powers.’ ‘Tara you will scare people or hurt an innocent.’ But you are not innocent are you? You tried to hurt and then kill Willow. So maybe it is time I showed everyone just how powerful I am.
- Willow and Tara: The Dragon and the Phoenix, Episode 7 "The Road to Hell"



March 15, 2003. 
Saturday

Buffy must make a pact with demons to fight Leviathan. Anya is ordered to kill the Cast. The Knights of Elohim are back, this time with a Tainted Fallen with them, but not before stopping off in LA to fight Faith. A group of demons, the Mormolycia (Mormo), go to the Slayer for aid in fighting him before he ignites the Hellmouth with his Taint. Yoln has discovered the final piece of Pillager. Cast discovers that he is nothing but pure will now, his body having decayed completely away by the mad god’s Taint. D’Hoffryn orders Anya to kill the Cast to prove her loyalty to him. When she doesn’t he strips her of her power and curses Xander. Tara defeats a newly resurected Warren, but she and Willow have a big fight.
The Cast learns that Faith is dying.
Story Arc elements: The Yoln arc is moved up, the Knights are killed finally, Buffy makes a pact with a dangerous group of demons, Anya rejoins the Cast, the Bronze is destroyed, Andrew dies a horrible death screaming and crying like the little b!tch he is. Buffy’s disconnection to others is more pronounced when the Mormo demons seem to have more in common with her and even call her “sister” when they call everyone else “monkeys”. Willow begins to take more of a backseat role as the group’s magic powerhouse. Tony Foster is introduced. Giles discovers the truth about Slayers and the Watchers council.
Game design elements: Taint rules for Cinematic games, new group of demons, more on Fallen Angels, rules for curses.
Soundtrack: Chris Rea “Road to Hell”


Notes and Comments:
This one is huge. The biggest adventure to date actually takes place, game time, in the shortest amount of time. We have Warren coming back, summoned by Andrew. Warren kills Andrew and takes his skin. And believe me fewer things were more enjoyable to write than Andrew dying like a little stuck pig. Warren-in-Andrew's skin now works on getting the Knights of Elohim back into town. They have brought one of their own who is now Tainted; think of the Hulk with greasy black wings. The Knights want the Slayer, but Warren wants Willow. At the same time someone or something (Yoln) has been killing all the supernatural creatures in town looking for the last half of his sword (which Warren has). There is a scene in the begining when the cast goest to the Wharf Bar because they hear the Hellions are back. They are, or were, but when they get there they are all dead including two of the Knights.

Mormo DemonWe also introduced a new race of the demons, the Lilim. One sub-race, the Mormolycia, are a group of warrior demons, normally they all look like stunningly attractive 6ft tall women in green armor. Their true form is so horrifying that other demons fear them. The Mormo make a pact with the Slayer. They will leave each other alone in order to fight the greater threat, the Tainted Fallen and later Leviathan. Stat-wise the Mormo are Slayers. This is on purpose since it is later revealed that the progenitor of the Slayers was Lilith (see: Every Angel is Terrifying). The Mormo keep refering to Buffy as "Sister" and the others as "monkeys". Thier leader H'Cathh was once known to Anya.

The big battle happens at the Bronze. We have Warren in his Andrew suit with Bronze regulars that he has turned into zombies with some tech device. The fallen Angels. The Tainted Fallen (who is crazy) and Yoln who will fight anything not human. On the other side we have the Cast and the Mormo demons. Keeping track of all that combat was a nightmare. In the end the fallen, the tainted fallen and the zombies are killed. Yoln's head it cut off by Buffy but they discover there is nothing under the armor but pure will to live. Yoln gets up gets his sword piece from Warren and leaves. The Mormo keep their word and tell "their sister" that they will be at her side in the final battle. Tara defeats Warren with her "special power" (more on that), but she and Willow have a huge fight. Before that can get heated D'Hoffryn shows up asking Ana why she has not killed the Slayer yet, a job he gave her to do 2-3 episodes back. He strips her of her power and curses Xander to always feel her pain. Game wise this means any damage Anya takes, Xander takes as well. Images from Star Trek I have not gotten out of my head since I was a kid. During the fight the Bronze blows up, well parts of it.

Warren and Tara: this was an interesting problem. We knew he was going to have to come back to deal with the issue of Willow murdering him (we didn’t want to forget that really), but for the balance we wanted Tara to have to defeat him. Our working theory was to have Tara go all uber witch on him and show that you can be powerful but not have to resort to “dark magic” to do it. But I never liked that idea. And we went back and forth on this for a long time. In the end I made an executive choice but a bit of a compromise. Tara was going to show off some power, but only in terms of defense. Bullets melted when coming near her or bounced off and really that is the same spell she used in Episode 5. She did the one thing though that I felt was totally in character and showed that she was more powerful than the others. She forgave him. In that instant Warren lost all his anger and it was replaced by guilt and remorse. I wanted to show that being empowered did not mean having a power-up. Plus there is the other issue at hand, Adam Busch is in reality a nice guy and pretty cool. He hated playing that character and he told Whedon that killing Tara was “the stupidest thing he ever heard of”. So I was willing to cut him a break by not “playing” that character here. Warren, who the cops think is Andrew, goes to jail. Jonathan, who turned himself in at the start of the episode, is released thanks to Tara giving him the phone number of Tatsou from Episode 4. There is a truce between demons and the Slayer thanks to the Mormo (but she still gets to kill vampires). Willow and Tara are still fighting, but it is that silent sort where you are both mad but not talking. Anya and Xander are dealing with their new reality. Giles tells Buffy what he has learned about Slayers (see link above).

The cast then hears that Faith is in the hospital, she had fought Yoln, and she is going to die.

Next up. Dawn goes all Carrie and goes toe to toe with Willow as the magic powerhouse of the cast.

Thursday, February 25, 2021

One Man's God: Nehwon Mythos

Closing on one of the last of the named mythos for One Man's God.  I go to one that has a lot of importance for the creation of the D&D, the Nehwon Mythos of Fritz Leiber's Lankhmar series.

Nehwon Myths

You can now get Lankhmar RPG products for both 1st and 2nd AD&D as well as for Savage Worlds and Dungeon Crawl Classics.  To say it has left its mark on our hobby is a bit of an understatement.  Yet I find I really know very little about the stories.  I remember reading one of the books. It was either in late high school or my early college days, in either case, it was the mid-late 80s.  I recall reading the book and not really caring for the characters all that much.  I have been planning to reread them someday, but they keep getting pushed lower and lower on my to-be-read pile.

For this reason I had considered not doing these for One Man's God.  But the more I thought about it the more I realized it was a perfect chance to "level-set" what I am doing here.  Seeing if another culture's god can be redefined as AD&D Monster Manual Demon. 

Now I am certain that others with far more knowledge than me will have opinions one way or the other and that is fine.  They are welcome to share them.  A key factor of "One Man's God" is just that, one man's opinion on the gods. And that one man is me.  

So strap on a long sword and dirk and let's head to the City of Lankhmar.

Nehwon and Lankhmar in particular seems to have a lot of Gods.  I kind of lank this to be honest.  But how many of them are "Demons?"

We know there are demons here.  Demons and witches are described as living in the wastes. The wizard Sheelba of the Eyeless Face is said to be so horrible that even demons run from it.

Astral Wolves

These guys are great! Love the idea, but they feel more like undead to me.

Gods of Trouble

Ok, these guys start to fit the bill.  They are semi-unique, chaotic-evil, and have 366 hp. But they also have a lot of powers that demons just don't have.  They have worshipers, but no indication that any spells (for clerics) or powers (for warlocks) are granted.   They just seem to be powerful assholes.

Leviathan

There is a demon Leviathan and this guy looks a lot like him.  But this one is neutral and does not have any other powers except for being huge.

Nehwon Earth God

This guy appears to be an actual god, even if evil and non-human. 

Rat God

AH! Now we are getting someplace. Non-human, cult-like worshipers, described as the manifestation of men's fears, and chaotic evil.  I see no reason why the Rat God here could not be a type of demon with a larger power base.  At 222 hp he is actually pretty close to Demongorgon's hp.

The Rat God has some personal relevance for me.  I was riding the bus home in high school one day and there was a group of kids that were playing D&D. I listened in and guess in their game if you wanted to make boots that aided in your ability to move silently they had to be made from the pelt of the Rat God!  I always wondered what their other games must be like.

rat demon
Rat Demon (Prince of Rats)

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 18'
HIT DICE: 222 hit points
% IN LAIR: 50%
TREASURE TYPE: P, S, T
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-40
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20%
INTELLIGENCE: Supra genius (18)
ALIGNMENT: Chaotic Evil
SIZE: L (10' tall)
PSIONIC ABILITY: I

The Demon Prince of Rats is nearly powerful as other demon princes but he saves his interests and attention only for his rat and wererat followers.  He desires to overrun the Prime Material Plane with his children and feed on the bodies of all the living.

Spider God 

Same is true for this one.  I mean if rats are a manifestation of human fears then spiders are as well. This creature is also CE and at 249 hp that makes it more powerful than Lolth at 66!

Tyaa

Could be a demon, but had more goddess about her.  Again though, Lolth is both Goddess and Demon.  We will later get a demoness of birds in D&D during the 3e days in the form of Decarabia.  Tyaa requires her cult to sacrifice a body part, Decarabia cut off her own legs so she would never touch the ground again.

Bird Goddesses and Demons
Bird Goddesses and Demoness, separated at birth?

Obviously there a lot more here that could be done with these and the monsters/gods/demons that were not featured in the D&DG.

Friday, August 27, 2010

The Dragon and the Phoenix: Episode 1

So my Fridays are likely to be very busy so I am thinking of going through my big CineUnisystem adventure season The Dragon and the Phoenix.  These will be mostly plot summaries and some actual play reports.  Keep in mind that these games are now almost 10 years old.  I wrote and ran these a long time ago.  They were the playtest bed for Buffy, Angel and Ghosts of Albion.  Plus I have talked about these for so long I assume everyone already knows everything about them and that is really not the case.  So sit back a enjoy.

Episode 1: Will We Burn In Heaven?


Willow (crying): I thought…I thought I had lost you!
Tara (kissing her face): I’ll find you. I will always find you. 

- Willow and Tara: The Dragon and the Phoenix, Episode 1 “Will We Burn in Heaven?”



November 7, 2002 Thursday
(Ran this during Summer 2002, right after the Dark Druid)

Willow and Buffy have just been visiting Tara’s grave when they get two unexpected visitors, Cordelia and Tara. Tara comes back from Heaven to help the cast defeat a group of fallen angels bent on finding the Enochian Tablets and destroying all of creation with the Word of Unmaking. Tara helps, but is torn between her duty to the Creator and Creatrix and her love for Willow.  Te tablet is found, in the hands of a magical merchant named E'rif E'nur.  He is found dead and his local contact, Spike is horribly burned.  Anya is later found also burned.  Tara is able to heal her by touch, but both Spike and Anya tell her that they are "afraid" of her now. The fallen angels are found and there is a great battle.  An angel tries to burn Willow, but Tara gets in the way and engulfed in flames.  She walks out of the flame, unharmed, and in full angelic form to fight back.  The fallen angels are defeated with daggers given to them by Anya.  The tablet is destroyed and Tara must choose whether to return to heaven or remain. In the end Tara chooses Exile; she gives up her powers and angelic life force to be human again.
Giles discovers that the dead god Leviathan will be entering our reality.


Story Arc and Game Design elements: Introduce the new Ascension, Other Worldly and Geas quality/drawbacks.
Soundtrack: Foo Fighters “Learning to Fly”, Enya “Exile”

Notes and Comments: This is the first adventure and it is fairly linear, but also fairly combat heavy. What is new here is the first time we have seen angels in the game or universe, and they are evil ones. We also see the return of Tara and her exile. One thing quickly became obvious to us that a demonic Anya is not a playable character. She can't die, she is totally beholden to her demonic master D'Hoffryn and really she should be out to kill the Cast. Finding things to do with Anya was a problem. Another problem was Dawn. We had big plans for her, but no one wanted to play her. Spike gets burned pretty badly in this episode by the angels so we could have an excuse not to have him. The focus of this of course is the return of Tara and how Willow could deal with it. In the begining I wanted Willow to be completely de-magicked; unable to cast any spells. It would have been great for a story, but for a game people want Willow to have spells. So we comprimised and had Willow's magic reduced. Throughout the series she begins to gain it back. Tara shows off some of her new powers too here, the ability to heal and her "otherworldlieness". We liked the idea that every demon and vampire in town was now terrified of Tara. Later in Episode 4 Spike describes her as appearing as if she was on fire.
Some elements from my old AD&;D game appear here. Luna is a former character and E'fir E'nur was an NPC. E'Fir E'nur was also going to be part of the D'jinn arc as a summoneer and binder of Iffrits.

Like the D'jinn series, this also had a tie to the Dark Druid episode that was published in July of 2002. The Dark Druid, with your cast, acts a prelude to the D'jinn or with the original cast as a prelude to this.

Tara Maclay
Keribum (Ascended Human Witch)


Life Points 71
Drama Points 20

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

Qualities Ascended
Attractiveness +3
Empathy
Fast Reaction Time
Hard to Kill +7
Nerves of Steel
Sorcerery 5

Drawbacks Adversaries (lots) 5
Honorable (Serious)
Geas
Minority (Gay Wicca)
Obligation (Major)
Otherworldly

Skills
Acrobatics 2
Art 2
Computers 1
Crime 0
Doctor 2
Driving 2
Getting Medieval 3
Gun Fu 0
Influence 2
Knowledge 3
Kung fu 3
Languages 1
Mr. Fix it 0
Occultism 5
Science 1
Sports 0
Wild Card (riding horses) 3

Combat Dodge +7 -
Magic +15 varies
TK +10 2xSL

This is Tara at the beginning of the first episode of the Dragon and the Phoenix. She has returned as a Keribum (or not exactly a Kerubim from WitchCraft) to stop the Knights of Elohim from the Unmaking. Or at least she (and we) think so at first. She allowed to go into exile but keeps the healing touch power of the Keribum and demons and vampires still fear her.

After Episode 1 her stats return to what appears in the Magic Box or revised Core (which were based on the above stats in the first place).

I also made a print quality pdf of her character sheet.

Friday, September 24, 2010

The Dragon and the Phoenix: Episode 5

Episode 5: Heaven Bleeds


Willow (calmly): You hurt Tara. The last one who did that was a God. I made her regret it.
- Willow and Tara: The Dragon and the Phoenix, Episode 5 “Heaven Bleeds”



February 2, 2003 Sunday. Imbolc.

Assassins are sent to kill Tara and turn Willow back to evil or kill her as well. Tara and Anya learn more about the truth of why she was allowed to take Exile so easily. They learn that there is more to Tara’s exile than the cast (including Tara) knows and that she and Willow have an important role to play in the final battle with Leviathan. Willow, Tara and Buffy are sent back in time to see the battle Yoln had with a Slayer protecting a weapon powerful enough to kill a god (the Spear of Destiny). Willow and Tara meet themselves in a past life. After threats and physical abuse from D’Hoffryn, Anya leaves the cast.
Story Arc elements: Dawn’s psychic power begins to emerge.  Willow and Tara learn they have a role to play in the final battle (though not yet what that will be).  The Slayer from the past, Morgan calls Buffy "sister" the same thing that she is called by the Mormo demons later in Episode 7.
Game design elements: Cinematic Old Soul and Anamchara spell casting rules.
Quote Runner up: Anya: Demonic lizard tastes like chicken.


Notes and Comments:This one was big. Full of new monsters, spells and characters. We get to see Willow and Tara’s past life hinted at in “The Dark Druid”, though the Liath and Bodhmal of this time have not yet fostered Fionn. The assassins were an idea we kicked around for a few episode ideas, plus we also wanted a tangible threat to Willow and Tara and make sure that Willow did not have to go all black magic to solve it.
This also marks the last time we see Anya for a while. She has work to do and hanging around a bunch of demon hunters in bad for business (plus she was a way too powerful NPC).  Plus I got tired of the whole "Demons are just different kinds of people with funny faces" stuff we saw so much of the last season.  Demons are supposed to be evil, they are supposed to be vile.  D'Hoffryn had become a crazy grandfather type; so we turned him abusive.  If his demons didn't toe the line and kill the cast he would kill them himself.  So Anya, expressing some concern about this, gets beaten by D'Hoffryn for her troubles.

Now normally I have this rule, No Time Travel unless I am playing Doctor Who. But for this one I could not help it. Plus I love the visual of Willow, Tara and Buffy falling into a book and reliving the events in it.
This confronting their previous incarnations gave both girls the "Old Soul" Quality.

If Sass is the quintessential Willow author, then Lisa is the same for Tara. Lisa’s Tara is bold and willing to fight for the woman she loves. And no one does Tara-in-peril better than Lisa. While Lisa’s Tara is not quite the same as my Occult Scholar Tara, or Garner’s more reflective Tara, Lisa does do an excellent Liath; Tara’s past life.
Now we know who all the players are and pieces are all on the board, from here on out it is pushing the plot. It is also the last time (till the end) that Willow and Tara are 100% happy. The stress of what is happening is setting in. Before this they were still on their "honeymoon" with Tara back. Now she is back and she and Willow have some issues that need to work out. After all, Willow killed for her and Tara was considering leaving to go back to Heaven in Episode 1. Thess issues have not been forgotten, and they are coming back up.

Next Time: Love Stinks.

New Spells

Brigit’s Hands of Flame
Quick Cast: Yes
Power Level: 5
Requirements: A command word in Gaelic, “Adhain!
Effect: Upon utterance of the command word flames erupt from the hands of the witch causing 4 x caster’s Will of Life Point damage, double to vampires and other undead.
The flame leaves the hands in a fan like pattern. The length of the fan is in yards equal to the Success Levels.

Brigit’s Waves of Flame
Quick Cast: No
Power Level: 6 or 7
Requirements: Level 6: Blessed water drawn from Brigit’s well and dung from her fields. Level 7: The blood of a saint or other quasi-divine being replacing the water.
Command words: Latin “Incindar” or Gaelic “Adhain
Effects: Brigit is the Celtic goddess of fire, water and life. To her there can be no greater insult than the undead. This spell is actually a purifying one designed to burn out the offensive creatures. By using her blessed water and dung her witches perform the same ritual they perform to ready the land for growth every Imbolc (Feb. 2). This spell adds the extra kick of turning her sacred water into a wave of flame that will race out 50 feet + 10 feet per SL from the caster. The flames are soundless, and produce no heat unless the affected victim is undead (Vampire, Zombie, Skeletons) then they take fire damage of 2d10 (12) initial damage and additional damage at the rate of 6 +SL life points every turn in the flames. Demons take only the initial damage.
Level 7: The first version of this spell was discovered when Ireland was still Celtic and Pagan. Once the Goddess Brigit was transformed to the Catholic Saint Bridget her followers discovered that using her blood not only increased the casting level, but also increased the effectiveness of this incantation. In addition to the undead taking lasting damage now so did demons. Damage is increased to 3d10 (16) and recurring damage at the rate of 7 + SL LPs every turn.
Note: This was a 1st Ed AD&D spell that my then DM created called Sheets of Flame.  In fact it was his character E'fir Enur tht had "created" it.  I felt it was good to bring back as attribute it to Brigit.

Protection of the Goddess
Quick Cast: No
Power Level: 7
Requirements: A chant repeated by two or more witches. Not available to non-witches.
Command words: “Goddess above, ruler of all, protect your humble servant, as love becomes wall.”
Effect: A defensive ritual with an offensive bite, this magic shows that the Goddess protects what is Hers. This ritual once cast and activated will not allow any aggressive action taken upon those within its confines. Melee attacks turn back on the attacker, spells backfire or effect the hostile caster instead. Beneficial spells and magic will continue to work and others, ones not protected nor involved in the casting of the ritual, can effect each other as they please.
Witches and those they choose to protect may not attack others, but they can force out attackers. Anytime during the duration of the ritual the lead witch can say a command word or phrase and all those of hostile intent are removed from the area of effect.
The effects will remain dormant until the first act of violence is committed or until one of the witches present at the original ritual activates it. Often the coven chooses to activate it once the ritual is cast. After that time the effects persist a number of hours equal to the effective Sorcery Level + the total Success Levels.
The effects of the spell appear to be a dome of magical energy large enough to hold all the casters in close quarters, typically 5’ radius per caster.
Note: This spell is presented as an alternate to the Energy Barrier spell from The Magic Box Sourcebook..

New Qualities

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

Variable Point Quality (2 Base Points)
Prerequisites: Love (Romantic or Platonic, but not Tragic), both must take Quality

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 the Old Soul Quality.
The only prerequisites for this Quality are the two characters must love each other, as represented by the Love drawback (but never Tragic Love).
This quality offers several benefits

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 his anamchara +10 on any one test. Best of all, he can do it after the player has already made this test. The granting character spends his Turn explaining he is doing this to aid his beloved. This can only be done once per game session per character.

These effects cost two (2) Quality Points. In addition the anamchara must choose one or both of the effects below. These are extensions of this quality, but must be trained in order to be used. Training is represented in a point cost and some time devoted to the pursuit.

Combat Effects
The benefits detailed above have some application in combat as well. The Situational Awareness and Empathy 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 guns) 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.
Cost: 1 Quality or Skill Point

Magic or Psychic Effects
When anamchara cast magic together it is more than mere cooperative casting in the same way an orchestra is more than a few instruments playing the same song.
To use their magic together anamchara must be able to grasp hands and concentrate. It is a simple matter of rolling a normal 1d10 + Perception + Occult roll. If they both roll a 9 or higher they are in synch. Keep track of the average Success Levels as this is their Synchronicity Score. This only needs to be rolled once per magical situation. Such situations like scrying, or lifting a rock together or one session of combat would qualify.

When anamchara cast they can add their Synchronicity Score to the spell’s Success Levels after figuring out all the effects of casting together. This results in a little extra bookkeeping during game play, but also some amazing effects. For Directors that want less bookkeeping, anamchara can roll their Synchronicity score at the beginning of each game session and use it throughout. This could be part of a special ritual used to “tune” each other’s magic.
This is added even to spells where two or more casters is required. As a “side effect” of this magical synchronicity anamchara can use each other’s ritual tools without penalty.
Cost: 2 Quality or Skill Points

Sidebar: Using Ghosts of Albion Magic rules
If you are using the Ghosts of Albion RPG you can opt to use the “William and Tamara Casting Together” rule in this case in place of the rule above.

Note: The Combat and Magic bonus are not cumulative in the case of combat magic.

Roleplaying the Anamchara
Anamchara are best suited as Cast members (PCs) and not a combination of Cast and Guest Stars (NPCs). When playing these characters it is vital to understand that, sages’ hypotheses to the contrary, they are in fact two people. They are subject (maybe even more so) to all the pitfalls of love (the emotion) and Love (the Drawback) as everyone else. Arguments can and do erupt. In fact it is also recorded in the same pages describing the anamchara that a Celtic male expected his wife to be able to stand up to him and speak her mind (though no Celtic couple would argue in public).
Any situation that would turn Love to Tragic Love also would result in the loss of benefits for the Anamchara Quality. Though mythology and history is replete with tales of the extremes one would go through to retrieve their anamchara from the grasps of death.

Old Soul
4-points/level Quality
Prerequisite: Magic/Sorcery (Cinematic)

“Of course! It would have to be you two!” the giant Celt gathered both girls into a giant bear hug.
“Y-You know us?” Tara said.
“Know you? Know you! My dear sweet Liath, I would know you if my eyes had been plucked from my skull! Do you not know me? It is I, Fionn. Your Demne!”
“Fionn. Ok, so who are we then?” asked Willow.
“My dearest Bodhmal! Always with the riddles, ok I will play. You both are my mothers! We must celebrate, your son has returned and our family is one again!” He said as he pulled the two, very confused, girls into another enthusiastic bear hug.
- The Dark Druid

These characters have been reborn many times. As a result, their souls have become stronger. Old Souls tend to be very mature and precocious for their age. It would be nice to believe that age invariably provides wisdom, but Old Souls are equally likely to be depraved or insightful, cruel or kind. Whatever their orientation, it is usually be more extreme, having been refined over several lifetimes.
This Quality can be acquired multiple times during character creation (but it cannot be acquired afterwards, see below). Each “level” represents some 3-5 previous lives lived before the character’s current incarnation. Every level gives one “magical” past life and 2-4 “mundane” ones. The player can determine who these former selves were, where they lived, and what they know, or she can leave such information in the hands of the Director. From a roleplaying point of view, creating a “past lives tree” can be interesting.
Anyone with this quality can call upon the magic of her past lives to aid her in casting spells. They can add 1 sorcery level for every magical past life they have. So every level of Old Soul adds one level to your Sorcery level.
To call on the power of the old soul cost 1 Drama point (or one Essence Point for games that use Essence).
Successive lives tend to increase the character’s overall insights and understanding—for good or ill. For example, Tara has 5 levels of the Old Soul Quality. This gives her 5 more points to put into her mental Attributes (and 30 more Essence Points).
An Old Soul is sometimes able to tap into the knowledge of her previous lives. These attempts require the character to pass a single Test using both Willpower and Intelligence as modifiers, and each attempt drains the character of 1 Drama Point, which is regained normally (via play). When attempting to perform an unskilled Task, the character may receive a flash of knowledge from one of her previous lives. If the player took the time to decide what her character’s previous lives knew, then the character gains, for that one Task, a skill level equivalent to the character’s Old Soul level, but only the skills that the character knew in her previous lives are available. If the previous lives are not known, the character uses only one half of the Old Soul level (rounded down), but virtually any skill might be known. The only exception would be high-tech Skills that a previous life would be unlikely to know. Asking one’s ancestral memories how to hack into a computer system is not likely to work very well .
For example, Tara, with 5 levels of Old Soul, has about 20 past incarnations, six of which were magic users. Tara’s player has figured out that at least half (10) were peasants. These include Belen, a priestess in the Temple of Diana in ancient Greece, Liath, a Celtic warrior woman, Jing Jin a Chinese sorceress, Teamhair a Daughter of the Flame from Christianized Ireland, Fiona Maclay a witch from 18th century England and Tamara of 19th century London.
During an adventure Tara needs to play a game of fidchell against a demon to rescue her friends. Fidchell is an ancient Celtic game similar to chess and Tara does not know how to play. But Liath was an expert. If she passes the Willpower and Intelligence Test, she can play with an effective skill (Wild Card: Fidchell) of 5, at the cost of 1 Drama point. The skill lasts as long as the game lasts. If later in the day she needs to play it again a new Test and an expenditure of Drama Points are required. If Tara had not fleshed out the past incarnations, she would have been able to play fidchell, but with a skill of only 2.
Generally, only human beings can have Old Souls. Long-lived supernatural beings rarely reincarnate, or do so only over spans of millennia.
This quality is not accessible to vampires, demons, zombies or robots (who have no souls), werewolves in werewolf form, and one can argue Slayers. Slayers by their very nature have a bit of the Old Soul quality in the Slayer quality.

Awakening the Old Soul
Not every character will or should have access to this at character creation. There are some circumstances in which the character’s Old Soul can be re-awakened.
When this quality is first added to the game the Director will need to have a good in game or storyline reason for allowing the character access to this. These reasons could also be used for characters that wish to acquire this Quality later, but directors are urged to only limit this to characters during the character creation process.

1. Meeting a past life. The karmic and dharmic energies released when a soul meets a previous or future life is usually enough to jar that soul awake.
2. Exposure to a psychically tainted object related to that old soul. Example if a person picks up a dagger that was used to kill one of her past lives.
3. Psychic regression. No not the type done in less reputable psychiatric offices or even calling Shirley McClain or Ms. Cleo. A real psychic, such as a member of the Cabal of the Psyche, must help with the past life regression.

After this point Old Soul should be limited to character creation only.

For crossovers with other Unisystem games this can be interchanged with the Supernatural Quality “Old Soul”, on which this is based.

New Monsters


Devil
Devils are fiends, similar to demons. Devils though, unlike demons, are ordered and fit into a strict hierarchy of Hell. They are the creations of the original angels that rebelled in Heaven and were cast out into the pits of Hell.

Devil, Barbazu (Barbed Devil)
Motivation: To guard and protect the populace of Hell
Creature Type: Demon (Devil)
Attributes: Strength 5, Dexterity 3, Constitution 4, Intelligence 6, Perception 4, Willpower 7
Ability Scores: Muscle 16, Combat 16, Brains 12
Life Points: 50
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 8, Sorcery 4
Drawbacks: Attractiveness -2
Skills: Getting Medieval 3, Kung-fu 4

Combat Maneuvers
Name Score Damage Notes
Claw (2) 7 10 Slash/stab
Bite (beard) 7 15 Stab
Punch 7 10 Bash
Dodge 6 - Defense action

Barbed Devils are monsters in the truest sense. Vicious, armed and armored, these devils chief duties are to attack as guards or protectors of other devils. They have two massive claws ending in viscous dagger-like claws. They are covered in terrible spikes, have two large sharp horns, a long tail covered in barbs and a thick leathery hide.
Barbed Devils attack with a claw/claw/bite routine. Any successful hit the Barbazu can cause their victim to experience fear (a Fear Check will be required). Typically they will use this on their first attack to terrify their victims and make them easier targets.
Barabazu can also cast Hold Person and Jet of Flame (from The Magic Box Sourcebook p. 76 and p. 79).

Devil, Osyuth (Bone Devil)
Motivation: Fight for the greater glory of Hell
Creature Type: Demon (Devil)
Attributes: Strength 7, Dexterity 5, Constitution 7, Intelligence 3, Perception 3, Willpower 4
Ability Scores: Muscle 20, Combat 17, Brains 12
Life Points: 71
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 9, Sorcery 5
Drawbacks: Attractiveness -3
Skills: Getting Medieval 4, Kung-fu 3

Combat Maneuvers
Name Score Damage Notes
Claw 8 14 Slash/stab
Kick 7 16 Bash
Bone Hook 9 18 Slash/stab
- Grapple 10 - Capture
Tail 16 21 Poison (Str loss)
Dodge 15 - Defensive

Bone Devils, also known as Osyuth, are a lesser devil employed by the armies of Hell. They look like skeletons with dry leathery skin stretched over their thin frames. What sets them apart from a skeleton is their height, 9' tall and a large scorpion like tail.
They typically attack with their large bone hooks which they wield with deadly effectiveness. If a hit roll has 3 or more Success Levels the victim becomes trapped by the hook. Trapped victims are subject to a tail or kick attack.
The tail of the Bone Devil has a poison that reduces the victim's Strength score. In addition to damage the victim temporary looses 1 point of Strength.
Bone Devils are also capable of the following magics (from The Magic Box Sourcebook) Glamour, Magical Disguise, Quick Illusion (used to make Invisible) and can cause Fear (victims must make a Fear Check).

The devils appear in the "Flashback" sequence.

Umu Demons
Motivation: Guard dogs
Critter Type: Demon (Guardian)
Attributes: Strength 4, Dexterity 5, Constitution 4, Intelligence 3,Perception 7, Willpower 4
Ability Scores: Muscle 14, Combat 15, Brains 16
Life Points: 48
Drama Points: 3
Qualities: Hard to Kill 2, Armor Value 2, Acute Senses
Drawbacks: Attractiveness -4, Honorable (Rigid)
Skills: Getting Medieval 4, Kung-fu 3

Combat Maneuvers
Name Score Damage Notes
Big Sword 9 25 Slash/stab, can use one-handed
Bite (2) 8 17 Must Grapple first
Punch 8 8 Bash
Kick 6 10 Bash
Dodge 9 - Defense action
Grapple 8 - Resisted by Dodge

Lower level demons employed by the Uttuki, Umu demons act as guard dogs-a job they are perfectly suited for. Each Umu demon stands 6' to 7' in height. Their skin is covered with a fine dark fur, often black or dark brown. They are very muscular and often dress in ancient Babylonian or Sumerian garb; open toe sandals, papyrus kilts and bare chested. What sets these demons apart are their four heads. The heads most often resemble that of a Doberman, but some have been reported with jackal heads as well. All faces feature prominent snouts with dozens of needle like teeth. Each head faces a different direction, thus the Umu is never surprised. Their senses are as acute of that of a dog's (sharper sight, hearing and smell) only four times over. They are loyal to their demon employers and thus very much in demand by those that have things they want guarded. Each head is independent of the other. So heads can eat, carry on conversations and even sleep separately of the others.

Umu typically kill and eat anyone that comes too close to the thing they are guarding, making no distinction between friend and foe. Only their employer, the demon or witch that bound them are immune to their attacks.

There is also a rumor that there are three-headed varieties that serve the Goddess Hecate.

Friday, May 24, 2013

Guest Posting on A to Z: The Value of the Blogfest

I am guest posting over at Blogging from A to Z Challenge today.  Here is a copy of my post.

Hello everyone and my name is Tim Brannan, some of you might know me from either of my two blogs The Other Side (gaming, horror and geek life) or The Freedom of Nonbelief (atheism, science and human rights).  I also am one of a groups of bloggers at Amazon Princess and Red Sonja - She Devil with a Sword.  I am guest posting at the Blogging from A to Z Challenge.

One of the reasons I first got into blogging was to expand my abilities as a writer and help build an audience for my various game books.  I started my blog, The Other Side, as a design journal for my then WIP The Witch.  Then something interesting happened.  I became part of a community.  Sure I had been part of an online community before, via message boards, chat and even going all the way back to BBSes and Telnet.  But a blogging community is something a little different.  I can say my bits here and then others respond, I respond back and there is the back and forth that is very nice.  I then go to other blogs and repeat the process as a responder.   Over the years I have integrated nicely into a community of other bloggers in both gaming and atheism.  I continually get ideas based one what ever the topic du jour is.

I do not underestimate the value of community here.
That is one of the reasons why I feel the Bloghop or Blogfest is critical part of my blogging experience.  For the month of May I am participating in seven different bloghops/blogfests.  I am considering adding an eighth.

I enjoy participating in these for a number of reasons.

First off it exposes me to new bloggers.  I get to read something new and potentially someone new to follow with each one.  For the A to Z challenge I end following a dozen or so new bloggers.  Likewise it exposes me to a new audience and potential followers to my blogs. There are a lot of blogs out there. There are even blogs out there that have similar interests to that I never saw before.  Joining a Horror-related bloghop, for example, is a good way for me to find people with similar tastes outside my normal circles, but joining a "First Loves" bloghop really gets some diversity for me!

Secondly it stretches me a writer.  So with all of these blogs you think I have a lot to talk about.  Yet I have to admit that there are some days that I open up Blogger and stare at a blank screen. A good bloghop gives me ideas, and failing that it gives me motivation.    One of the more obscure ones I joined was one dedicated to silent film star Mary Pickford.  Now you might ask how a game-blog with an emphasis on old-school games and horror can have anything to say about a silent film star, but in truth there was a movie that had a huge influence on my future writing.  Being able to share that with my primary audience (my regular readers) and my new audience (people in the blog hop) was great, especially since I needed to write from the point of view to satisfy both.

At this point I do want comment on not alienating your audience.  I know there are some people, not a lot, but some, in my regular blogging circles that do not like blogfests, and the A to Z one in particular.  I want to be cognizant of this.  Not tailoring my involvement to the loudest minority mind you, but what it means to my primary audience.  If I were for example were to spend the entire month of June doing nothing but talking about silent movies the people that come to my blog for gaming material will be turned off and leave.  I participate in these bloghops/blogfests, but I have to make sure that anything I post would have been something I would have posted anyway.

I enjoyed being in the A to Z blogfest the last three years.  Each year I do something a little different.  I am thankful to all the mods, helpers and minions that made this years' run so much smoother.  A real special thanks goes our to Arlee Bird for driving this Leviathan every year.  This year I was more focused and did things that will end up in my next book Eldritch Witchery.  Again, stuff I was going to write anyway and share.  This time it ended getting more diverse feedback than say if I had done it in June.

In the end I guess these things are what make of them.  For me they have been a great experience both as writer who happens to be blogging and as a blogger in a community of bloggers.   Now if there was only a central place where all the blogfest and bloghops were advertised that would be great!

Maybe someone else can take that on. I have some posts that are screaming at me to write. ;)

About the Author: Tim Brannan is an author and blogger living in the suburbs of Chicago.  He has worked on a number of games including the Buffy the Vampire Slayer RPG, Ghosts of Albion, and The Witch.  He is currently working on Eldritch Witchery for Elf Lair Games and Darwin's Guide to Creatures for Battlefield Press for the Gaslight RPG.  When not working on game material or blogging he spends time with wife and two sons.  During the day he designs curriculum for universities going online. Prior to this he was teaching Statistics at the university.

Wednesday, July 11, 2012

White Dwarf Wednesday #23

Issue 23 puts us into 1981 proper.  February and March to be exact.  We have an interesting cover by someone only listed as Emmanuel.

We start off with a few pages of ads and then an interesting editorial from Ian Livingstone.  The editorial talks about the future of games, RPGs, as computer games.  Could you imagine being in 1981 and seeing the games we have today?  Skyrim or World of Warcraft or any of them?  I know exactly what I was doing then, trying to get a Radio Shack TRS-80 to do simple graphics in BASIC and saving them to a cassette tape.  It would have blown my mind.  But interestingly enough this editorial, unlike the others, is not as timeless even if the debate is still going on.

First up we have a milestone article from Lew Pulsipher, his grand "An Introduction to Dungeons & Dragons".  Frankly this one still works right now and I am considering making copies of it when I give my "What is D&D" speech when I bring in new players. There will more parts of this article in future issues.  While the numbers of players might be off, the "feel" of the article is right.

Next up we have the White Dwarf interview with Traveller's Marc Miller.   While this could be debated, I think Marc Miller has contributed just as much to the RPG hobby as did Gygax and Arneson.  Oh note they use the term "FRP" where we would use "RPG" today.  The article is an interesting read into the genesis of one of the "old guard" games.

Fiend Factory is back, this time with a theme of Flymen (no Flygirls in sight) as previewed in Issue #20. These monsters are all connected to the adventure later on.  The Flymen are insectoid-humanoid creatures.  Or more to the point, humans with fly heads. They are only 1/2" tall/long but have magics that can alter their or other's sizes.   The associated adventure, "The Hive of the Hrrr'l, is an interesting one and I give them credit for really trying something new.  The over effect is great. New monsters and a good hook.   I am not sure they would make for a great recurring enemy.

Open Box has reviews for us.  Up first is Warlock, a game I owned at one time.  Charles Vassey gives it an 8/10 and that roughly meets my memory of it.  Cults of Prax from Chaosium is next. I never played this one, but it gets a rare 10/10.  Might have to find that one. We are also treated to TSR's Deities and Demigods, the first AD&D Hardcover I owned.  This one of course does feature the much sought after Elic and Cthulhu mythos.  The book gets a 8/10 from Andy Slack, mostly due to the fact that he likes his own gods and this is a "DM's only" book.  We wrap up with Adventure 4 for Traveller, Leviathan. It gets a respectable 9/10.

In Character Conjuring Stephen Bland gives us the Elementalist.  As you can imagine it is an elemental based Wizard.  This is the first one of this type I recall seeing, but there were many more after it.
This one seems pretty good to be honest.  Spells up to level 9, but only 5 per level at max.

Starbase and Roger E. Moore present the Khazad-Class Seeker ship for Traveller.  I remember this article as another one from a collection I had from 81-82 or so.  I loved the idea of creating my ship.

Bill Milne writes "A Spellcaster's Guide to Arcane Power", one of the first Mana/Spell-point systems I can recall seeing.  It is a reasonable effort and shares traits with a number of other like systems, costs for spells, differeing rates of power recharge.

In Treasure Chest we get a number of "non-magical" items such as a knuckle dagger, a garrotte and a sword with a dagger in the hilt.

We wrap up the issue with Classifieds and a few more ads.

All in all a solid issue, what I'd call a utility issue.  I remember back when I first read this of using the Elementalists and only allowing him to use the Spellpoint system.  I thought it would be the best way to bring them both into a game.  It struck me later, after I had made a character, that these two systems really don't play well with each other.  So I dropped that idea.

Friday, October 29, 2010

The Dragon and the Phoenix: Episode 10

Episode 10: The Enemy Within

Jerome: "Come on dere Oz. Lets all do this one more agin'."
- Willow and Tara: The Dragon and the Phoenix, Episode 10 “The Enemy Within”


April 30, 2003. Wednesday

Buffy and Spike quest for a weapon to stop Yoln and Leviathan. While they are gone a group of werewolf bikers come to town to cause trouble and Oz is with them. S
tory Arc elements: The return of Oz. The coda to New Moon Rising. The rebuilding of the trust between Buffy and Spike and the reveal of Spike’s roll in the upcoming battle. The discovery is not a weapon, but rather the one item that Yoln still needs for himself, his missing hand.
Guest Stars: Oz, Kit (a Japanese werefox), Jerome LeCoeur and his band of werewolves, Angelique (a witch knight), The Dealer.
Game Design Elements: Introduce Werefoxes. Provide a cure for lycanthropy.
Soundtrack: Rush “The Enemy Within”, Nick Drake “Pink Moon”

Notes and Comments:
This one is really two adventures in one. The “A” Plot features Giles discovering the location of a weapon they could use to defeat Yoln, who apparently can’t be killed. Weapons has no effect, since he has no body, and magic bounces off of him. Giles only knows it is an item of great power and it has something to do with Yoln’s previous defeat. Figuring he already has his sword, they should get this. The weapon though is in France. They determine the location and Willow works out a teleport spell for them both to get their and back. The rest of the cast with Giles remain behind to do further research. Besides, the Order protecting the weapon does not want a bunch of people popping in. Contrived? A little, but I need to separate the cast.
So Buffy and Spike search for this weapon in France. They discover a weapon connected with Yoln, his severed hand, it possession of a cult of witch-guardians (a mix Christian and Pagan beliefs). The gauntlet is not the weapon they were looking for, but witch-knights do tell them it is vital in the final confrontation, though they are not sure how. Buffy tries it on and it begins to drain her life force. Spike wears it and discovers that he is immune. He also discovers that he can withstand sunlight, is much stronger and can’t remove it.
Back at home a gang of werewolf bikers show up. These guys are straight out of Abomination Codex so that was fun. Their leader is this big Cajun guy, Jerome Le Coeur. Shortly afterwards Oz comes into town with his new wife, a Japanese girl named Kitsune. They have been following Jerome for weeks, looking for the chance to kill him, which will cure Oz. Long story short, the cast works out a spell to stop the bikers, Oz fights Jerome. To keep the action going the Spike-player got to play Oz. Likewise, Buffy’s player played Kit. Yes, Kit was a werefox, but she had complete control over her form and was helping Oz with his. In the end Jerome is killed, Oz and the rest of the werewolves turn back to normal. Oz and Willow have nice conversation as do Kit and Tara. This was a coda to “New Moon Rising” and had originally been called “Under a Cajun Moon” under the “Road Stories” outline. I later re-used it in it’s original format, minus the Oz stuff, for “Season of the Witch”.

This episode also featured a rather snarky cut-scene where a new Slayer, some spoiled dark-haired girl from a rich family, was sent by the Watchers to infiltrate the Cast. Her job was divide the cast and seduce Willow, Spike and anyone else to get them on the Watcher’s agenda. Of course she gets into town she confronts Yoln and before she can say “I am Ken-”, Yoln cuts her off, literally. Petty of us? Yeah. So what.
I introduced Japanese werefoxes, Kitsune, in this adventure as well as slightly modified werewolves. These both appear in Ghosts of Albion.

I also introduced a reoccurring character in this episode, the Dealer and his bar Halfway.

Up next. The Cast gets their weapon and a suprise (or three). Then the final battle.
In the meantime here is a teaser,

Thursday, October 15, 2020

Supernatural: Charlie Bradbury for NIGHT SHIFT

It's Thursday and that means Supernatural day (well it is also Star Trek Discovery day, but that will wait till Fridays).  

I thought another NIGHT SHIFT character write-up was in order, and one with some solid geek cred. Charlie Bradbury played by geek icon Felicia Day.

Charlie Bradbury
(supernaturalwikisupernatural.fandom)

Charlie, real name Celeste Middleton, was a techie and hacker turned Hunter and "Woman of Letters." She met up with Sam and Dean during the Leviathan outbreaks (Season 7, "The Girl with the Dungeons & Dragons Tattoo") where she quickly proves her worth to the hunter's cause. She is smart, quirky, so steeped in Geek culture, and really quite a delight.  We also learn that she is one of the very few in the world that can't be copied by the Leviathans (her and Bruce Springsteen).  She becomes a hunter, but really shines when becomes an honorary Woman of Letters. Well...I guess a real one since there were no more Men of Letters in the US save for Sam and Dean.

She picks up a little magic here and there. Picks up a couple of women, including a faerie princess and notorious witch hunter Dorothy Baum/Gale

Sadly Charlie, like pretty much everyone in the Winchesters' life, was killed. She was murdered by the Styne's, the modern descendants of Dr. Frankenstien.  While her death didn't raise the ire that say Tara's or Lexa's did, it did raise concerns because she was such a beloved character. 

Charlie Bradbury

7th level Sage, Human

Strength: 12 (0)
Dexterity: 13 (+1) s
Constitution: 14 (+1)
Intelligence: 18 (+3) P
Wisdom: 17 (+2) s
Charisma: 18 (+3)

HP: 33 (7d6)
AC: 9
Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1
Melee bonus: +0 (+1)  Ranged bonus: +0 (+1)
Saves: +3 to spells and magical effect

Special Abilities: Open locks 35%, Bypass traps 30%, Sleight of Hand 40%, Move Silently 40%, Hide in Shadows 30%, Climb 75%, Danger Sense 50%, Perceptive 80%, Mesmerize 70%, Lore 88% (special bouns +15% for computers, +5 for magic)

Skills: Forgery (Dex), Computers (Int) x2, Knowledge (Int), Research (Int)

Languages: English, Elvish, Dothraki, Greek, Latin

Spells
1: Detect Magic, Bane, Sleep
2: Locate Object, Suggestion
3: Remove curse

Notes: Charlie became the adopted younger sister of the Winchesters. While I was never happy with her death, the show treated her well both before and after and there was a strong sense of loss and mourning on the show.  Besides. Dean, at great risk to his own soul, kills every single member of the Styne family in retaliation. 


"Later Bitches!" - Charlie

Charlie Bradbury, Apocalypse World
(supernaturalwikisupernatural.fandom)

When the Nephilim Jack began to open portals one opened to a world where the Winchesters were never born. This world had been overrun with demons so bad that the Angels came to Earth to eradicate them. And then they kept on going and started killing humans.  A resistance front grew and one of their commanders was Charlie Bradbury.

Charlie, along with alternate version Bobby and others came to the Winchester's world to escape. Charlie became a hunter in this world too.  She was the same person, but only more hardened and serious. 


Charlie Bradbury

3rd level Survivor/4th level Veteran, Human

Strength: 12 (0)
Dexterity: 13 (+1) s
Constitution: 14 (+1)
Intelligence: 18 (+3) P
Wisdom: 17 (+2) s
Charisma: 18 (+3)

HP: 33 (3d4, 4d8)
AC: 9
Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+!
Melee bonus: +0 (+1)  Ranged bonus: +3 (+4)
Saves: +3 to death attacks & area saves

Special Abilities: Open locks 35%, Bypass traps 30%, Sleight of Hand 40%, Move Silently 40%, Hide in Shadows 30%, Climb 75%, Danger Sense 50%, Perceptive 50%, Read Languages 80%, Tracking 70%, Supernatural Attacks.

Skills: Forgery (Dex), Computers (Int), Knowledge (Int), Research (Int), Survival (Wis)

Languages: English, Greek, Latin

Notes: This Charlie at first wanted to have nothing to do with the other Charlie's life and that included a friendship with Sam and Dean. Time in this world has mellowed her out a little.  She even expressed curiosity about finding her and Charlie's former girl-friend. Charlie broke up with her in this world, but she was killed in Apocalpyse World. 

Charlie spends some time with the witch Rowena as well.  Regular world Charlie was a bit afraid of her, but Apocalpyse World Charlie is not so easily shaken.

Bobby: Rowena and Charlie are road tripping it through the Southwest.
Mary: That's trouble.
Bobby: Ginger trouble -- the worst kind. 

13.23 Let the Good Times Roll


Ginger Trouble

So I really have to hand it to Felicia Day.  Over the course of her tenure on Supernatural, she played three different (well four I guess) versions of Charlie and each one felt different. Regular Charlie, Good and Evil Charlies (split by the Wizard of Oz) and Apocalpyse World Charlie. 

In truth, I was not a fan of Felicia Day until I saw her on Supernatural. Then I was like, "oh! so that is what all the fuss is about. I get it now."

Charlie would make a fantastic guest star on Wayward Sisters. The cast pulling her in when they need some magical help, since Rowena is unavailable. I can see Charlie eventually calming down and going more the sage route like her alternate did.  Hell. I think it would be cool if Apoc Charlie came across a stash of journals and notes from her alternate from this world, maybe even taking a page from Star Trek III (because Charlie would have) and figured out a way to store part of her own katra onto the Internet before Styne killed her.

Lots of ways I could go with this character to be honest.

Thursday, May 6, 2010

Willow & Tara: Mutants & Masterminds

Willow and Tara: M&M Conversions

A while back my semi-regular Willow and Tara game was coming to an end.  I had just finished the second season, "Season of the Witch" and wanted to work on a third season.  But for this season I wanted to do something different. I wanted to change to a new system.  Nothing against Cinematic Unisystem, I love it in fact.  But I had been eating and breathing it for years. I also tried out BESM and liked a lot of it and experimented a bit with Fudge, Fate and True 20 (more on all of those in later posts).

I had been toying around with the idea of them teaching at a school for “gifted youngsters” for some time before all of this. I honestly thought though I’d do it in BESM. But since by 2006 the girls were already living in or near Boston (for many reasons that seemed to converge at once) the idea firmed up when I saw that MDSnowman (from the Atomic Thinktank) had put his version of Freedom City in Massachusetts (his is much farther south).

I had just done a conversion of Erzsébet Báthory and had a great idea.  What if Bathory had taken over Claremont and Duncan Summers went to Willow and Tara for help.  My "mini series" "A Mid-Semester's Nightmare" was born.  I kept the school fairly non-descript in-case I later converted back to another system. But M&M just seemed to work very well.

So it was settled, Willow and Tara are teaching or working at Claremont Academy. It’s possible I could still work in my BESM and other ideas with this, but this was my start.  As things progressed though, we switched systems from M&M, to Marvel super Heroes, had a brief flirt with BASH and even Witch Girls Adventures.  None though ever really worked out they way I liked.  You have seen the WGA versions, I might post the others as well.

So here are my witches in their Mutants and Masterminds guises for the short lived mini-series.  These versions of the girls are post "The Dragon and the Phoenix".  So it is many years later and Tara is alive and her and Willow are well and living together.



Willow Rosenberg “The Witch”
Quote: “Wow. And here I thought my high school was weird.”

PL: 11 (165 pp)

Abilities: STR: 9(-1) DEX: 11(0) CON: 11(0) INT: 18(+4) WIS: 16(+3) CHA: 17(+3)

Skills: Acrobatics 8 (+8) , Bluff 4 (+7), Climb 4 (+3), Computers 15 (+19), Concentration 10 (+13), Craft(Chemical) 9 (+13), Craft(Electrical) 6 (+10), Craft(Mechanical) 2 (+6), Diplomacy 1 (+4), Disable Device 4 (+4), Disguise 0 (+3), Drive 2 (+2), Escape Artist 2 (+2), Gather Information 9 (+9), Handle Animal 1 (+4), Intimidate 4 (+7), Investigate 7 (+11), Knowledge (Arcana/Magic) 15 (+19), Knowledge (Chemistry) 8 (+14), Knowledge (Math) 8 (+14), Knowledge (Physical Sciences) 8 (+14), Language (English, French, Greek, Hebrew, Latin) (4), Medicine 4 (+7), Notice 7 (+10), Perform (Ritual) 7 (+10), Pilot 0 (0), Profession (Computer Analyst) 2 (+5), Ride 0 (0), Search 0 (+4), Sense Motive 0 (+3), Sleight of Hand 0 (0), Stealth 0 (0), Survival 0 (3), Swim 0 (-1)
Saves: Toughness +11 Fortitude +5 Reflex +5 Will +6

Feats: Attractive, Ambidexterity, Ritualist

Powers: Magic 16 (Telekinesis 16, Telepathy 11, Astral Projection (dimensional only) 11, Lightning bolt 11, Force Field 32, Magical Sight 32)

Combat: Attack +9 (Meele +9, Ranged +9) Defense +19 (+13 Flat-footed) Init +0

Drawbacks: Minority (Lesbian Jewish Wicca)

Real Name: Willow D. Rosenberg
DOB: August 1, 1981 (Age 23 in Summer 2005 when game takes place)
Identity: Public, but unknown as a witch
Occupation: Part time computer instructor at Claremont Academy; Private Computer Security Systems Analyst.

Height 5’3”, Weight 110lbs, Eyes Green, Hair Red


Tara A. Maclay “The Sorceress”
Quote: “I am not teaching Defense Against the Dark Arts. I know they don’t have it, I am just saying.”

PL: 11 (165 pp)

Abilities: STR: 12(+1) DEX: 9(-1) CON: 12(+1) INT: 16(+3) WIS: 18(+4) CHA: 16(+3)

Skills: Acrobatics 4 (+3), Bluff 4 (+7), Climb 2 (+3), Computers 4 (+7), Concentration 6 (+10), Craft (Alchemical) 4 (+7), Diplomacy 6 (+9), Disable Device 0 (+3), Disguise 0 (+3), Drive 3 (+2), Escape Artist 1 (0), Gather Information 4 (+7), Handle Animal 4 (+7), Intimidate 4 (+7), Investigate 2 (+5), Knowledge (Arcana) 15 (+18) , Knowledge (Theology/Philosophy) 8 (+11), Knowledge (Art) 4 (+7), Language (Greek, Japanese, Latin, Spanish), Medicine 4 (+8) , Notice 6 (+10), Perform (Rituals) 4 (7), Perform (Painting) 4 (7), Perform (Song and Dance) 4 (7), Pilot 0 (-1), Profession (HS Teacher) 5 (+9), Ride (Horses) 6 (+5), Search 6 (+9), Sense Motive 6 (+10), Sleight of Hand 2 (1), Stealth 4 (3), Survival 6 (+10), Swim 0 (+1)
Saves: Toughness +11 Fortitude +5 Reflex +5 Will +6

Feats: Attractive, Fearsome Presence (to Demons and Vampires only), Ritualist

Powers: Magic 14 (Telekinesis 14, Magical Sight 14, Astral Projection 2), Healing 5 (by touch).

Combat: Attack +9 (Meele +8, Ranged +10) Defense +18 (+12 Flat-footed) Init -1

Drawbacks: Minority (Lesbian Wicca)

Real Name: Tara A. Maclay
DOB: 11/07/1980 (24 in Summer 2005 when game takes place)
Identity: Public, but unknown as a witch
Occupation: Youth Counselor and Art instructor at Claremont Academy

Height 5’5”, Weight 125lbs, Eyes Blue, Hair Blond



Notes:
As usual, I am going with “The Dragon and the Phoenix” versions of these characters.
Briefly: Tara is back, Season 7 never happened, they defeated Leviathan. This would be the start of my Series 3 with Willow and Tara.

Neither are strong physical fighters, here or in Unisystem, so that converts well enough.

No dynamic Powers. I opted, for a couple of reasons, not to give Willow and Tara dynamic magic powers. Partially because they start this series as semi-retired but mostly I have something in mind for them later and dynamic magic plays a role in that.
Tara has healing separate from her Magic array same as her Unisystem counterpart. This plus her fearful presence to vampires and demons are the remains of her divine power as a Keribum (Kerubim). Tara also Magical Sight to cover her Empath and Sight qualities from Unisystem, but to better emulate it I might pull it out of her Magic array.

To mimic the Cinematic Unisystem magic better you can add Fade to the magical effects.

Casting together. 

In my games Willow and Tara can cast together to produce phenomenal effects via Anamchara Quality. In M&M this would be a special power or a special feat. In either case the results would be the same, Willow and Tara add their Magic levels together when casting together.


Links
My version at the Atomic Think Tank, http://www.atomicthinktank.com/viewtopic.php?t=14876
Also have a look at Narsil's builds for Willow and Tara on the Atomic Think Tank.


Thursday, June 30, 2022

One Man's God: Castles & Crusades Gods & Legends

Castles & Crusades Gods & Legends
A couple weeks back I posted a One Man's God using the AD&D 2nd Edition Legends & Lore.  I mentioned at the time that this falls outside of the scope of the original concept of my OMG posts; that is can I take creatures from the Deities & Demigods and re-classify them as AD&D 1st Edition demons. Not historical demons, not mythological demons, but 1st Edition demons.

Since I have spent this week discussing Castles & Crusades I have often talked about how this game is the spiritual successor to AD&D.  Do their books on gods also follow?  Or to be more precise, can I do a One Man's God post on the C&C god books?

When it comes to discussing gods, demigods, and heroes Castles & Crusades is really second to none here. There Codex series, written by Brian Young, is some of the best-researched material for an RPG ever produced.   

Gods and Demons in Castles & Crusades

You are not going to find stats for gods in C&C.  They are not meant to be fought. There are however plenty of gods to encounter. I covered many of these in the various Codex books by Brian Young.

There is also the Gods & Legends book which I'll cover here and use as my basis for this One Man's God.  

Demons are well covered in the Tome of the Unclean from Troll Lords.  Tome of the Unclean follows pretty close to the AD&D standard demon with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi.  So while I could more properly compare the C&C gods to the proper C&C demons, I think everything is close enough that I can continue with my original purpose of comparing these gods to the AD&D demons.  If there are any differences they are so minor as not to be an issue.  Besides. These are gods and demons we are talking about, there will always be exceptions to the rules.

Gods & Legends

For the purposes of this review, I am considering the PDF from DriveThruRPG. 

PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked.  Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.

This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame.  There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.

This book is divided into three(ish) large sections.

The Anvil of the Gods

This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take.  The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs. 

Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes.  Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.

Of the Gods

This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world.  A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.

Gods of Aihrde

Some sections are the same as in the older book, many do look to be rewritten.  The art is used from the older text but I do not see an issue with that. Many gods here get more text as well.  Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods.  Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common.  The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania).  Again, I like seeing this stuff. It immediately gives me a hook.  If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.

Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin.  It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.

All the Other Gods

This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series.  Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like.  No details on the gods themselves, for that you will need the Codies.

Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.

Who should buy this book?  Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde.  Also, anyone that owns the Codies and wants more game content. 

I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have.  Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.

One Man's God - The Demons of Aihrde

As I mentioned the Demons of Aihrde are already the Demons of AD&D.  But what about the monsters and gods here in Gods & Legends?  Let's see what we have here.

The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.

For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him.  Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like. 

The gods of the Dwarves, Halflings, and Gnomes do not have anyone.  The Elves have Talahnatilia but that is something other than a demon or devil really. 

It is not really to we get to the gods of the humanoids that we find good candidates.

Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane. 

Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil.  This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.

Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil.  Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises. 

Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really.  He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.

The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.

Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no.  Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.

I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.

Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world).  Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.

Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.  

Again. I might be extending my One Man's God to the point of breaking.  Let this be a lesson in how scope creep or extending your theories beyond your testable hypotheses is a bad thing.

Other gods from Earth mythologies have been covered in previous postings of One Man's God.