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

Friday, August 26, 2016

Kickstart Your Weekend: Huge Kickstarter Round up.

Lots to share today! So let's get into it.

Prince Valiant® Storytelling Game by Greg Stafford
https://www.kickstarter.com/projects/1861515217/prince-valiant-storytelling-game-by-greg-stafford

The comic gets updated in a new game from Greg Stafford.  I remember reading this as a kid and it could make for a great game.  Just a couple of hours left!

Tarot Witch of the Black Rose: Issue#100 Extended Edition
https://www.kickstarter.com/projects/jimbalent/tarot-witch-of-the-black-rose-issue100-extended-ed/

I make no apologies of my enjoyment of Tarot and Jim and Holly have put together a cool package here.  It's issue 100 and Tarot and Skeleton Man are getting married.  I am sure things are going to ger crazy before the official handfasting.

Battle of the Bands: The Deluxe Edition Card Game
https://www.kickstarter.com/projects/150522358/battle-of-the-bands-the-deluxe-edition-card-game

I do enjoy a crazy card game and this one had me at Elvis impersonator.

Worldographer: Hexographer 2 - Easy Map/World Creator
https://www.kickstarter.com/projects/inkwellideas/worldographer-hexographer-2-easy-map-world-creator

I also love mapping software.

Invisible Sun
https://www.kickstarter.com/projects/montecookgames/invisible-sun/

Monte Cook's massive new RPG. Or RPG as art or lifestyle.  I am not sure what it is to be honest.  But I am sure you all have $200 to find out?  Well so far a lot of others have so there is obviously a market for this.

Last, but not at all least.

Villains and Vigilantes™ 3.0: The Mighty Protectors™ RPG
https://www.kickstarter.com/projects/jeffdee/villains-and-vigilantestm-30-the-mighty-protectors

Jeff Dee has the rights to Villains and Vigilantes back and now is working on the 3.0 version of one of the world's first super-hero games.  It looks like it will be a lot of fun!

Go out there and bring your credit card! ;)

Wednesday, January 5, 2011

Tarot Witch of the Black Rose for Mutants and Masterminds 2nd Edition

Continuing on my Tarot builds, I wanted to take a step back and see how the character would shape up as a PL9 using M&M 2nd ed.  I am hoping it will be similar enough to the 3rd Ed build I did last week.  Plus I got some feedback on the build, so I'd like to give her a go.

Here is Tarot for M&M 2nd Ed.

Tarot, Witch of the Black Rose

Real name: Rowan
Gender: Female
Age: mid-20s
Height: 5'9"
Weight: 140 lbs
Hair: Red
Eyes: Green
Group Affiliation: The Black Rose Coven.
Base of Operation: Witches' Hollow, Salem, MA

PL: 9 (135 pp)

ABILITIES
STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3)
 INT: 16 (+3) WIS: 14 (+2) CHA: 18 (+4)

SKILLS
Acrobatics 4 (+6), Bluff 4 (+8), Climb 2 (+4), Concentration (+2), Diplomacy 4 (+8), Disguise (+4), Escape Artist (+2), Gather Info 4 (+8), Handle Animal 4 (+8), Intimidate (+4), Investigate 2 (+5), History 8 (+11), Arcane Lore 10 (+13), Theology and Philosophy 8 (+11), Medicine 3 (+5), Notice (+2), Search 2 (+5), Sense Motive 4 (+6), Sleight of Hand 6 (+8), Stealth 2 (+4), Survival 6 (+8), Swim (+2)

FEATS
All-out Attack, Power Attack, Prone Fighting, Weapon Bind, Benefit (1), Attractive (2), Artificer, Equipment (2), Diehard, Minions (3), Ritualist, Connected, Contacts

POWERS
*Magic [5], (Eye bite (Blast, does not require hands) [2], Dazzle [2], Flight [5], Impervious Toughness [3], Teleport [5]),
Magickal Senses [3],
Telekinesis [5],
Device [3] (Sword)

COMBAT
Attack 9 [Sword 3 (Lethal), Magic Blast 5 (Bruise)]
Defense 10 (10 flat-footed) Init 2

SAVES
Toughness 6 (6 flat-footed) Fortitude 5 Reflex 6 Will 5

DRAWBACKS
Rival: Raven Hex (sister), Enemy: Dragon Witches, Prejudice: Wiccan, Relationships: Jon "Skeleton Man" Webb (lover), Boo Cat (lover), Mother (mother)

Abilities 32 + Skills 19 (75 ranks) + Feats 17 + Powers 41 + Combat 18 + Saves 9 – Drawbacks -1 = 135 / 135

I noticed that I had more points to play with in this version, so some skills are higher than her 3rd Ed counterpart.   All in all, this was an easier build for me, since I have more experience with 2nd ed obviously, but it was very, very similar to building her in 3rd Ed.

As before I am also posting this on The Atomic Think Tank.

Friday, February 24, 2017

Witch & Witchcraft Reading Challenge: Spellfire

"If it's Lady Spellfire they want then it is Lady Spellfire they shall have!" - Shandril Shessair

Shandril is just small town girl, living in a lonely world...a wait. Well, she is lonely and living in a small town. She is an orphan girl working for ex-adventurer Gorstag in his inn.  She dreams of going on an adventure of her own.  So seeing a potential group who are short a thief, she steals their weapons and lets them know that if they want them back they need to take her on.
Soon she is swept up in the glory of adventure...which mean eating bad food being cold and afraid most of the time.
But Shan is special, and she finds herself in the ruins of Myth Dranor, pursued by an evil sorceress and devils. Rescued by the infamous Knights of Myth Dranor and none other than Elminster himself.  It seems Shandril has a power she is only now learning about. She is a spellfire wielder. She can absorb magic and turn it into blasts of flame so hot that with out training she destroys first one, then two and finally three draco-liches (great undead dragons of terrible power).  Keeping mind that most people never even meet one, let alone survive it!
Now she is being chased by the Cult of the Dragon, another group of evil Mages and who knows all else and they all want her secret. or her dead.

This is the first Forgotten Realms novel I have ever read.  There is a vast library of knowledge in and around the Realms and I have been pretty much blind to it for various reasons.  I picked this book a local library book sale.  I was always a fan of the Clyde Caldwell cover art and even have it hanging in my game room.
The book is enjoyable. It is clearly gamer fiction, but it has it's moments.  The author has a lot of affection for these characters, that is obvious, and you can tell there is much more goign on in his head than what is down on paper.  My issues as a newbie here was there were too many characters to keep track of.  Shandril and Narm are likable enough and Gorstag was the most relatable to me.
It did however, make me want to read some more Realms books.  Rather looking forward to it.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 7
Level: Maiden
Witches in this book: Certainly The Simbul, The Shadowsil and maybe, just maybe, Shandril too.
Are they Good Witches or Bad Witches: All the above
Best RPG to Emulate it: This book screams 2nd edition AD&D even if was published at the end of 1st edition AD&D.  Either would work out well.
Use in WotWQ: Hell yes! I have started on a quest of my own to read about the Seven Sisters (which The Simbul is part of) and use them in my games.


The Witches of the Realms

Let's have look at Symgharyl Maruel also known as the Shadowsil.  She certainly "feels" like a witch. An evil witch to be sure, but recognizable.

According to the Forgotten Realms Villian's Lorebook, The Shadowsil is:

The Shadowsil (Symgharyl Maruel)
human female 18th-level mage
AC 6; MV 12; hp 36; THAC0 15; #AT 1; Dmg by spell; MR Nil; SZ M; ML 18; AL NE; XP 12,000.
S 9, D 16, C 14, I 18, W 15, Ch 15.
Spells: 5/5/5/5/5/3/3/2/1.

Special Equipment: Ring of dragons, ring of protection +2, rope of entanglement, wand of fire.
Description: Tall, slim, and cruel, The Shadowsil was likely a Cult enforcer or high-level operative of some kind. She wore purple robes and was a former apprentice and paramour of Elminster before she turned to cruelty and evil. She died in his arms, proclaiming her love for him and her regret over their lost love.

If I were to turn her into a witch I'd use my Basic Witch rules with the Advanced options and make her 18th level. She would loose a 9th level spell, but gain powers.

This is also a good time to try out a Draconic Tradition.  My son and I have talked about Dragon Witches before, what they might be and how they work.  There are also the Dragon Witches from the Tarot comic and some others.

Symgharyl Maruel, The Shadowsil
18th level Witch (Draconic Tradition)
Female, Chaotic

Strength 9
Intelligence 15
Wisdom 15
Dexterity 16
Constitution 14
Charisma 18

Saving Throws
Death Ray/Poison 7
Magic Wands 8
Paralysis, Polymorph 7
Dragon Breath 10
Rods, Staffs, Spells 9

Hit Points: 63
AC: 1
(leather armor +2, Ring of Protection +2, Dex 16 -2)

THAC0: 14
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers*  (have not worked these all out yet)
Familiar: pseudo dragon
Lesser: Access Draconic Bloodline (allows the witch to cast MU spells as Ritual Spells)
Minor: Draconic resistence (avoid fear effects and add Cha bonus to saves)

Spells
Cantrips (6): Alarm Ward, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Spark
1st (6+2): Black Fire, Cause Fear, Charm Person, Endure Elements, Ghostly Slashing, Glamour, Light/Darkness, Minor Fighting Prowess
2nd (5+2): Discord, Enthrall, Ghost Touch, Hold Person, Invisibility, Phantasmal Spirit, Spell Missile
3rd (5+2):  Bestow Curse, Dispel Magic, Feral Spirit, Lifeblood, Toad Mind, Witch Wail, Fireball (bloodline spell)
4th (4+1): Analyze Magic, Elemental Armor (Fire), Intangible Cloak of Shadows, Phantom Lacerations, Withering Touch
5th (3): Blade Dance, Dreadful Bloodletting, Waves of Fatigue
6th (3): Death Blade, Mass Agony, True Seeing
7th (3): Death Aura, Greater Arcane Eye, Wave of Mutilation
8th (2): Destroy Life, Mystic Barrier,


Tuesday, December 5, 2017

Mighty Protectors: Converting* Villains & Vigilantes

Mighty Protectors is billed as Villains & Vigilantes 3.0. For the most part, I am completely fine with that.  The game feels the same and mostly plays the same.  There are differences though.  The differences feel about the same as those say between AD&D 1st Ed and D&D 3.0.
The numbers don't always line up in terms of CPs or BCs, but close enough that you can do what I call "concept-driven conversion".


Concept Driven conversion (for me) is a matter of reading over the character (monster, spell, adventure) and re-casting it in the new rules.  This is different than what I call Numerical Conversion where I can lump the numbers into an Excel sheet and get the proper conversion.

I tried both ways on characters I had been using for Villains & Vigilantes 2.x; Justice and Tarot.
I do want to point out that neither of these characters can be considered "mine".
Justice is derived directly from Superman and Wonder Woman, both owned by DC comics.
Tarot is owned by Jim Balent and Holly Golightly and she is very near and dear to them.

Justice (aka "Justice is Blind Issue 8: Mighty Protectors")
In the case of Justice I went with concept driven conversion since I knew I wanted to recraft her from the ground up as a 200 CP character.
To recap, Justice is also known as Astra Kal'El or Astra Kent.  She is the daughter of Superman and Wonder Woman in the future.  I have toyed with the idea of having her go back in time to stop the death of Lois Lane but that would also erase her conception..so problems there, but none that I can't solve really.  I like the idea of a young Kryptonian/Amazon.  True, I get a lot of my Justice fill lately from the Supergirl TV series, but this is still a fun character.


This Mighty Protectors version of her is not as powerful as the Villains & Vigilantes version I made a few years back, but I am much happier with it. She is powerful but still just starting out.

Tarot, Witch of the Black Rose
For Tarot, I wanted to do a more numerical conversion.  She was one of the last characters I stated up for V&V 2.1 and thought she would make a good first character for Mighty Protectors.
Trouble is I didn't like the conversion I came up with.  So I smoothed out some of the edges with some concept-driven ideas and good old-fashioned number juggling.  Comparatively the MP and V&V 2.1 versions are much closer aligned. Well...in truth the paper sheet I have is much closer. The Excel sheet shows more of the "smoothing".


From a 13th level character to a 200 point build.  Again I am pretty satisfied with this one but the 2.1 version is just as good to me.  Besides.  Tarot is way too fun NOT to have in a game.

Wednesday, December 15, 2010

Well, that's odd.

It occurred to me this morning while I was running (what, I can run!) that I have never done a post on Tarot the Witch of the Black Rose.  I mean it seems to have everything that ends up in my games; red headed witch, lots of supernatural and fantasy creatures, scantily clad women and at least lip service to real practitioners.

Maybe because I haven't actually read any of the comics.

Reading synopsis and overviews online though, "Tarot" or Rowan sounds like what is typically called in my games a "Witch Guardian".  Sorta like a Warden of the Dresden Files, but more focused on protecting the coven than being the Wicce secret police.  I like that she has a winged cat, that is something I have used in my games too.

I am a fan of Holly Holly Golightly's webcomic "School Bites" and she is one half (or two/thirds even) of the Tarot creative team.

Other parts of it though look fairly cliche'd and even drifting into softcore (neither of which I mind, but everything in it's place after all).

I have seen that includes such notables in witch/wiccan community as Fiona Horne and Raven Grimassi.  Not that it matters that much to me, but I have to admire Balent's attention to detail.

The reviews I have seen are somewhat mixed.  There are lot of positive ones to be sure,  but there are others complaining about the cheese-cake factor, nudity and sex.

So have any of you read it? Is it any good?
Can you give me your thoughts, comments?
Anyone know where I can buy the collected editions?

Friday, November 21, 2014

Kickstart Your Weekend: Jim Balent & Holly G's Crossover: When Magick Meets Manga !

I will freely and happily admit I am a fan of the Tarot Comics from Jim Balent.
I am also a big fan of Holly Golightly's "School Bites" webcomic.

In fact I have featured their characters here a number of times over the years for a variety of systems.

Tarot Witch of the Black Rose
Cherri Creeper, Witch Girls Adventures.

But I have never brought them together.

Well Jim and Holly are going to do that now in a new crossover comic book.
https://www.kickstarter.com/projects/jimbalent/jim-balent-and-holly-gs-crossover-when-magick-meet



The art is going to come in a variety styles.
So we will see Tarot, Raven and Boo in "School Bites" quasi-Manga style and the girls of School Bites drawn in Jim Balent's hyper-realism style.

Of course it could be fun just to see Tarot and Cherri on the same page since both characters seem to be modeled on Jim's wife Holly.

But honestly I am most excited to see "Annie Mia" the vampire turned Dark Angel from School Bites.

I know Jim and Holly are not everyone's tastes, but the comics are fun and they are both great people and this comic promises to be a blast.  So check it out!

Wednesday, May 1, 2024

The Enchanted World: The Secret Arts

The Enchanted World: The Secret Arts
 I was going to do this one last night, but since my A to Z was still going strong I thought today would be better. Plus, it helps me transition from last month's topic.

Magic is discussed a lot in the Enchanted World series and 1987's The Secret Arts is no different. Maybe because it is one of the last (second to last, really) entries, it does feel a little different.

The Secret Arts 

by Editors of Time-LIFE Books, 1987 (144 pages)
ISBN 0809452855, 0809452863  (US Editions)

Unlike the previous editions, this one is divided into seven chapters, each dedicated to a type of magical practice. 

Chapter One: The Power of the Word 

Magic scrolls, books and words are the tools of trade of these magic-users. We start with the papyri of Ancient Egypt, dedicated to the God Thoth the inventor of writing. We read tales of the mage Nefrekeptah and the lengths he went to gain the Book of Thoth. Even creating souless, deathless makins to travel under the Nile to dig up the vault where the book was held. Though all his efforts only lead to his ruin. In this early tale of magic, we learn there are "things man was not meant to know."

Chapter One: The Power of the Word

Our journey takes us to Renaissance Europe to Heinrich Cornelius Agrippa von Nettesheim, better known more simply as Agrippa. His challenges were no less than Nefrekeptah's and the secrets he sought were too dangerous for him to take on other students. These tales are repeated throughout history as more would be mages sought out more powerful magic words.

Chapter Two: Decoding Destiny 

This chapter covers divination is all it varied means. Casting lots, shapes in smoke, palmistry, the entrails of animals, and the drug or poison-induced trances of oracles. One thing these all have in common, is the future was truly unknown and unknowable. 

Chapter Two: Decoding Destiny

We get into a bit of history about the Tarot and various "magic squares" where magic gives way to math. Which is pretty close to real magic. This leads us to the Number 13 and all its magical conontations. 

Chapter Three: Arcane Harmonies 

In the first book, Wizards and Witches,  we are introduced to the power wizard and singer Väinämöinen. He returns for this chapter on the magic of music. We see how old Väinämöinen makes his magical harp from the jaw bone of a giant pike. 

Chapter Three: Arcane Harmonies

We see magic in other instruments, like the pipes of Pan and all sorts of harps. The lute of Celtic magicians/musicians. And we hear again about the violin-playing prowess of the Devil himself. Even the horns of ancient armies and the bells of churches are considered to be a type of magic. Each being used to ward off evil. Bells were used quite a bit, from the church bells to even small bells that were used to by the superstitious to ward off evil spirits, demons and faeries. 

Chapter Four: The Witch's Kitchen 

No mighty armies. No ancient wise wizards. This is the simple homespun magic of the Kitchen Witch. The symbolism of the witch over cauldron is almost as common as the witch on her broom. But not just witches stirred the cauldron, this is an image that goes back to Celtic myth and even before. What sorts of brew come out of those cauldrons? I suppose this is often why the ancient words for "Witch" and "Poisoner" were often confused. However, some of those potions did have a magic of sorts. 

Chapter Four: The Witch's Kitchen

It is often believed that many of the balms, potions, poultices, and ointments had a mild (or strong in some cases) psychotropic effect. Could images of faeries, demons, ghosts and the like be more akin to an LSD trip? Seems likely. 

Chapter Five: Lapidary Lore 

The power of stones and crystals is so pervasive that even Dr. Jung talked about it as a universal symbol. Stones harder than diamonds, metals with associations to the various heavenly bodies, and healing stones were common everywhere. Not to mention all the attention given by alchemists to transmute a base metal to gold, considered to be pure and nearly divine. This transmutation was symbolic, if it could be done then the transmutation of our "base metal" to something "divine" could also be achieved. 

Chapter Five: Lapidary Lore


Chapter Six: Mirrors and Metals 

Continuing the themes of metals, this one deals more with reflective surfaces. Though there is a good bit on how swords could, via the metal worked by the blacksmith, take on personalities of their own.

Chapter Six: Mirrors and Metals

Chapter Seven: A Magician's Arsenal 

Less weapons, and more tools of the trade. Books, herbs, and stones have been mentioned already. This includes how magic wands are made, or divining rods, or fetishes. Magical staffs held by kings and wizards alike are mentioned.

Chapter Seven: A Magician's Arsenal

This one has a lot going on in it. There is a feel of "this is the end of the series and we have all this stuff left over" but it is still fun read. I enjoyed the bit on magical swords gaining personality and had never really thought about where that idea came from in myths. 

Next time: We celebrate My Mom for Mother's Day and what she has contributed to my blog!

Friday, May 10, 2019

Kickstart Your Weekend: Heretical Fates Tarot Deck

A different KYW for the Other Side today.  Hope you enjoy it!

HERETICAL FATES ART BOOK and TAROT DECK with Danika XIX


https://www.kickstarter.com/projects/1193179890/heretical-fates-art-book-and-tarot-deck-with-danik?ref=theotherside

A NSFW Tarot deck and art book with 78 photographs by Allan Amato, descriptions by Danika XIX and art by JAW Cooper + Lauren Panepinto.



I am not "into" Tarot, but I do love the iconography of it all.   And this would be a cool tarot deck to have to use with some games like WITCH: Fated Souls or Mage

I also think I like the idea of Vivid Vivka as the Devil in this.


Looks really fantastic.

Friday, January 30, 2015

Witches & Witchcraft Reading Challenge: January Reviews

Here are the reviews from the first month of the Witches & Witchcraft Reading Challenge.

I got off to a pretty good start this month with a bunch of books I have been wanting to read or reread.

The Witches of Echo Park - Amber Benson
"The Flood is coming, Lyse. Prepare yourself."
I picked this up the same day I posted about joining the Challenge. I picked it up as both an audio book and as an ebook.
I fist have to say that it is a real treat to hear Amber Benson reading her own books. I feel I am getting something extra that I would not get from another reader.  The Witches of Echo Park is the first book of a series and thus we are hit with a lot of characters at once and the plot builds.   We meet Lyse and her great-aunt Eleanora first and they are focal characters of this book.  Lyse is your very typical Amber Benson heroine; quirky, a little neurotic, sweet and absolutely no clue about what is in store for her.  I can picture her sitting down with Calliope (from her Daughter of Death series) over coffee and talking about who had it worse.  But also like Calliope, Lyse has a hidden reserve of will and power and hopefully we will see more of it.   We are also in turn introduced to the other members of the Echo Park Coven. Devandra, the tarot card reader and mother of two.  I am expecting her daughters also have some power.  Arrabelle, the second in charge (behind Eleanora) and the herbalist of the group.  Daniela, a powerful empath and equally forward flirt.  She has a lot of secrets.  And lastly Lizbeth. She is the mystery here. 17, mute, and a terrible childhood.
Now it would be easy to complain that this is only a set up and by the time the book gets going it is over.  But no, this book is the set up, but there is a reason why this book does what it does and ends where it does.  The plot is about to be turned up to 11 and our witches are in for a wild ride.
Amber has really honed her craft here.  I like the switching narrators (the various members of the coven) to give a different point of view.  The pacing is good and I feel like I am in for a great ride here.
By the end of the book I did want more, and that is a good thing. The next book can pick up where this left off or a couple months down the line; either way I am excited and looking forward to the next one.
Witch Count: 6 (or 7-8, if you count Dev's daughters)



The Last Apprentice (Revenge of the Witch) - Joseph Delaney
This one I picked up for my son but went through it really fast.  Plus it is going to be a new movie, so I thought I would read it first.  The book deals with Tom, the seventh son of a seventh son.  He can see things others can't and this makes him perfect for the his new training as an apprentice "Spook".  Spooks are men that are charged with keeping the things at bay that would harm mortals. Tom quickly learns about ghosts, boggarts and witches.  He also learns that people fear and stay way from Spooks. That is til they need them. Tom learns his trade from Gregory, his master and the area's Spook.  Though a series of events with a local girl, Alice, and the Spook being lead away. Tom has to deal with a powerful witch, Mother Malkin and her family including Boney Lizzy.
Witches are depicted in this book as being evil, but that changes as we read and Tom comes to understand more and more.
Again this is a start to a series and a great one at that.  One could easily make a D&D campaign based on this world.  Actually, even though the book is aimed at younger readers, Lamentations of the Flame Princess has a similar vibe.
Spooks would work as an alternate type of Ranger.
Witch Count: 3 explicitly mentioned, but it is likely to be 4.

Harry Potter and the Sorcerer's Stone - J.K. Rowling
Of course a total re-read. This time I listened to it on audio book.
I read this book the year after it came out. People online where raving about it.  I have been wanting to reread it now after seeing the movies dozens of times and read it with full knowledge of what is to come.  I have to say the book stands up extremely well.  There are so many details in the book that my awe and appreciation of JKR has increased, if that is possible.  She set the stage for Book 7 very early on in Book 1.  She may not have known all the details yet, but she still knew what direction she was going in.  I am hoping to start Book 2 on audio here very soon.  Waiting for my library to get it in.
I do have to admit that I would love to work on a Harry Potter RPG.
Witch Count: Hundreds if not thousands.

Want to see what others are reading?  Here is a list.
http://melissaseclecticbookshelf.com/january-2015-witches-witchcraft-review-link-up/

Current Level: Initiate (Read 1 – 5 Witchy Books)

Wednesday, October 26, 2016

Review: WITCH Fated Souls

I supported the WITCH: Fated Souls Kickstarter back when it was coming out and have been meaning to do a review for ages.  Given that Halloween is nigh and the PDF is on sale at DriveThruRPG this might be a great time.

+Elizabeth Chaipraditkul is a new name to the RPG biz, but one that is getting out there. In addition to being the lead hamster at +Angry Hamster Publishing she is also working with +Stacy Dellorfano on a new adventure for the upcoming Swords & Wizardry Complete 3rd Printing Kickstarter.  WITCH: Fated Souls though is her masterwork.

WFS is a modern supernatural game. It has elements of horror and universe destroying, or defining, magics.  Now lets be 100% fair here.  We all have several of these sorts of games.  I have more than I can count right now and I have written or worked on a few myself.  So any game in this field has some really steep competition.  For myself I am likely to compare this game to CJ Carrella's WitchCraft and to Mage: the Ascension.  I am also likely to compare this to Ron Edwards' Sorcerer.

Liz has an impressive RPG Playing career and you can see influences of D&D, Vampire, and Mage in her game.  So WFS can be judged as a setting and for her game mechanics.

As mentioned WFS is a Modern Supernatural game with elements of horror.  Not, "you fail a SAN check" sort of horror but more along the lines of "what are you willing to do, willing to give up, for power".  The characters of WFS are witches, also known as the Fated.  These characters have sold their soul to a "demon" for power.  In some cases, this is a fire and brimstone devil or it's a nebulous concept, the Horned Beast,  the Reynard, or it is something they don't even understand themselves.

For my review I am looking over my hardcover book and PDF from my Kickstarter package.  This included a GM screen and a deck of "Devil Deck Cards".  I also got a lot of images, character sheet package PDF and some desktop wallpapers.  The book is 208 pages, standard format with full-color covers and interiors, though the color palette is predominantly blacks, blues, and violets.

WITCH is divided up into nine chapters and an introduction.

INTRODUCTION
Here we get some setting fiction and the typical "what are RPGs" section.  There is also a Chapter overview here.

CHAPTER 1: Character Creation
WFS is a character focused game.  One might even say it is a story-telling game, but it has more crunch than most storytelling games.  Regardless of what you might, or might not, call it, characters are the most important element.  What will your character do for power? What will they sacrifice and how much of their humanity is left when they are done?  In this respect, it has a lot in common with Vampire and Sorcerer.  You are expected to have a concept in mind when you begin your character creation.  To this end the various "Fate" or types of Witch you can become are presented. These include the Hecks, Druids, Djinn, Yokai, Sósyé, Liches, and Seers.  You can read about all of these and get details on who they are and what they do on AngryHamster's webiste,
http://www.angryhamsterpublishing.com/witch/.  Also detailed here are the types of demons associated with each Fate.
When creating a character the player needs to think about who this character is and what they are going to be doing in this world.  So there are prompts like "Before my Fating..." and "I was Fated because..." and "My relationship with my demon is..." Here, and throughout the book there are examples and story elements to help guide you.  There is also a step by step instruction guide.
Character creation, mechanically speaking, is a case of point-buy.  If you have played WoD, GURPS, Unisystem or other games then this will feel familiar.
Like WoD and WitchCraft we also get a couple pages, with character art, dedicated to each Fate.
The art in this game is really great.

CHAPTER 2: Vital Statistics
This deals with the stats of your character; attributes (nearly fixed qualities like Charisma, Dexterity, and Intelligence), skills (who good are you at driving, etiquette, social empathy), pursuits (things you own or are), and talents (akin to magical skills or qualities).
This is set up similar to many games so navigating what this is and how to use it are not difficult.  There is a LOT of room for customization so the number of potential characters is really great.  So there is no reason for every Sósyé or Djinn to be the same as the others.

CHAPTER 3: Magic
Now this is a fun chapter. An overview of the game mechanics of magic is given including the important "botch" roll.  Magic here has a bit of different feel than otehr games. The closest for me is WitchCraft, but with plenty of Mage added in.  Magic spells are grouped by Fate.  So the Djinn have different magic than the Hecks and so on.
All the fated also have access to Rituals, these are "longer" spells that take time and sometimes multiple casters.  Others are simple spells that are more rote.
In a similar cancept we are also given potions.  This is a true gem of these rules since it represents one of the best potion creation, use and mixing rules outside of the 1st Ed Dungeon Masters Guide.
It also has some of the most attractive art too.


The magic alteration section is great.

CHAPTER 4: Higher Spell Levels
This chapter is a treat since "higher level spells" are treated as something qualitatively different than the lower, more common magic.  The only thing I can compare this to is as if there was a new D&D book that covered 10th level spells.  This spells, known as Deireadh spells, can significanly alter the world and the character including, but not limited too, casting off their own demon.
Even if I never get a chance to use this chapter in a WFS game, it has given me plenty of ideas.

CHAPTER 5: Mechanics
The mechanics of WFS is pretty simple.  2d10 add the necessary mods and roll higher than a 13 (or 11 in some cases).  This makes many of the rule mechanics easy to abstract.  Sure if you roll higher (with mods) than a 25 then you get an Outstanding Success and a natural 20 is still good.  Botching is getting two "1"s.  So again, the feel here is very much like WitchCraft. Picking up these rules are a simple matter.  The rules have some special cases of course. Combat versus non-combat and using Talents. But nothing here will cause any experienced gamer any concerns.
There are plenty of weapons here too. Don't go into this looking for differences between various types of guns, the rules are simplified to "light revolver" and "heavy revolver".  But that is really all the game details you need.

CHAPTER 6: Expanded Mechanics
This chpater covers some specifics like wishes (we have Djinn afterall), Familiars, Artefacts, and using the Devil's Deck.  The Devil's Deck was part of the Kickstarter and it looks fantastic.  I think you can order one from AngryHamster, but a "Witches" Tarot deck would work out well too.

CHAPTER 7: Setting
This covers the setting and the history of the WFS world.  This is what helps set this apart from other games of it's genre. I say "world" but I also mean areas and places from beyond this world.

CHAPTER 8: Animals, Entities, and Foes
Pretty much what is says on the tin. Though there is a section up front on the various demons you can serve and what they are all about.
A lot of creatures are present here (and many more an be added).  There is also a good section of NPCs.

CHAPTER 9: GM Guide
Covers running the game and how to set the tone for this game.

I have been picking at this book for months and maybe it because it is close to Halloween I now get what I want to do with it.  This is a great game and with the right group, it will be a ton of fun.
I'd love to try it at a con sometime, but this is a game of many sessions and developing plots and layers of story.  This is a game of investment.


I will be spending some more time with it.
Will it replace WitchCraft in my life?  No. But it will make a for a nice addition.

I really, really like this game and want it do well.  The potential here is great.

Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

--

In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets


Thursday, June 1, 2023

Jenny, Larina and Valerie for the Doctor Who RPG Second Edition

So it is June, and historically June has been D&D month around here. Though I have to admit I have not been in a D&D mood all year.  I do have some things that fill that space certainly and will get to them.

Today though feels more like May 32nd. So I am going to do a little bit more with my Doctor Who posts and move on to other things.  And a good place to do that is to compare the three characters that I have been using for all my Doctor Who posts; Larina, Jenny Everywhere, and Valerie. 

The biggest difference between the 1st Edition and 2nd Edition Doctor Who RPGs is predominantly in character creation. Since I have three characters here that are a bit outside of the norm they make good test subjects for the new Distinctions.

Three Time Travelers meet in a bar

Who Are You?

So I have a public domain "shifter," an immortal from the 16th Century, and a witch vaguely aware of all her past lives. How do these three get together in a bar in Soho?

Thankfully I already have good ideas about who these characters are in the Doctor Who universe. I just need to get them to jell together.  Using the Shared Background Experiences table on p. 33 helps. 

  • Jenny has met other versions of Larina but sees that, unlike her, Larina is only vaguely aware of them. Larina wants to know what Jenny knows.
  • Jenny has come across Valerie in the past. Val thought Jenny was immortal, Jenny (never Jen) thought Val was another shifter. 
  • Val and Larina have known each other for years. Val has also interacted with Larina's past lives.
  • Jenny goes to Larina for a Tarot reading, and despite all the shuffling, all the cards when flipped over are blank. The same thing happens again with Valerie. 
  • This is the big one. All three try to avoid each other. Larina says they have strange auras, and not the same sort of strange. Jenny says the other two "buzz" and it gives her a headache. Val says that when they are together weirder than average shit happens. When it is all three the wierdness increases.

So when a chance meeting in a bar in Westminster one cold November night, things got weird.

Going back to the characters now and build them by the new rules. 

Jenny Everywhere

I have mentioned Jenny a lot. She is a great character for the Doctor Who game and maybe even a better character for this newer version.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Concept: Shifter in time and space.

What does that mean? Well she can sense changes in time flow, she can move about realities, she knows things that she otherwise would not know or not be capable of knowing. This new edition is explicit on the fact that the Time War changed history and the future and what we thought happened didn't or happened differently. Jenny can sense that.

Focus: Adventure

Jenny is nothing if not about adventure. She doesn't bemoan her abilities or lot in life, she embraces them.

Distinction: Shifter

This is what she is. It defines her. Since this is a major one her Story Points are reduced per page 47.

Jenny Everywhere for the Doctor Who RPG 2nd Edition


Valerie Beaumont

To paraphrase the Doctor, she is not my character but I have put a lot of work into her. Valerie is an immortal and she is always search for others like her, somewhat out of companionship and kinship but mostly to discover why she is the way she is. 

Concept: Immortal seeker of knowledge

Everything about Val revolves around her desire to learn more about who she is and her place in this cosmos. 

Focus: Discovery

Val is cautious not to let people know who she is until she knows who they are first. But when it comes to a mystery or discovering something new she jumps in feet first and then figures out how she will land on the way down.

Distinctions: Immortal, striking appearance

This one was easy, and the examples are given in the book. She also takes a minor reduction in Story Points.

Valerie Beaumont for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition


Larina Nichols

Ah. Now this girl. We go way back. 

She is a witch. Regardless what that means in any given world that is who she is. If anything she lives by the quote "A witch is not what you do it is who you are." Sounds like a Concept to me.

Concept: Modern Witch

She believes in magic, in the power of crystals and more. She does not view these as "paranormal" just "extra normal." Certainly in the universe of Doctor Who she can be justified.

Focus: Curiosity

Larina wants to know things just for the sake of knowing them. Her curiosity is insatiable and it gets her into trouble. A lot.

Distinctions: Psychic, striking appearance

Ah, now here is where the Distinctions work better than traits. In the First Edition, I had to buy a lot of traits to get her the powers I wanted, even if in a small bit. Here she takes a Major Distinction, Psychic and I work out with my GM (well...me) and figure out what she has when. So she is telepathic and empathic and can have visions of the future (precognitive) when needed.  There are plenty of examples of these sorts of humans in Doctor Who, well traveling with this bunch has turned her abilities up. Turned up so much that they might even become dangerous. 

The balance here is do I reduce her Story Points OR as the GM use her as a plot device?  Both sound appealing. 

Larina "Nix" Nichols for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition

I have to admit. I rather love these. I knew with the new 2nd Edition system, things like my group of weirdos here would work so much better.

Right now the only thing keeping me in the First Edition game is inertia, but if I had too I could switch over to the Second Edition with no looking back.

We are the Weirdos Doctor.

I'll reiterate this with more clarity.

If you are new to RPGs and/or new to Doctor Who, then this is the version of the game to get.  Get to your FLGS (preferably) or Amazon (if you must) and grab a copy. Or if you are a Save the Trees type (good for you!) then head over to DriveThruRPG and grab a copy in PDF. It has everything you need except dice.

Friday, June 25, 2021

Kickstart Your Weekend: A Blissful Time in Oz

I have two Kickstarters today that look fantastic.

Holly G art

Up first is my friend Holly G's To the Heart of Bliss

To the Heart of Bliss by Holly G!

https://www.kickstarter.com/projects/hollyg/to-the-heart-of-bliss-by-holly-g?ref=theotherside

Holly is the artist that gave us "School Bites" and works with her husband Jim Balent on their comic "Tarot Witch of the Black Rose."

While this Kickstarter is for her oracle deck, the reason I am backing is for her wonderful art.

Holly has a perfect track record with her own Kickstarters and I expect this will be no different.

5e Adventures in Oz: Setting, Monsters & Maps (Oh my!)

https://www.kickstarter.com/projects/doublecritical/adventures-in-oz-5th-edition-setting-and-sourcebooks?ref=theotherside

I have always had a soft spot in my heart for Oz.  I had the books as a very young child and I was absolutely fascinated with the Wicked Witch of the West.  Yeah I imprinted early and hard.

This new Kickstarter looks fantastic. It is for 5e and given some of the retellings of Oz of late I think this going to be great.


Friday, December 9, 2016

Green Ronin Holiday Sale on DC Adventures

Spend any time here and you will know that I am a HUGE DC Comics fan.  Yeah like many others in the 80s I read the X-Men and of course Spider-Man before that.  I know Marvel, but my love is DC.

So it is with some joy (and some anxiety) that I let you know about a huge sale Green Ronin is having on their DC Adventures RPG.  All four books are on sale for $5.00 each.  Not a bad deal really.  Scratch that, that's an excellent deal.

DC ADVENTURES Hero's Handbook
This is the core book and the only one needed to play the game.  It is based on Mutants & Masterminds 3rd Edition, which is also a fantastic game in it's own right.  The book is jam packed with great DC art.  All of the art and the write-ups are pre New 52 and pre Convergence.  But you know what, who cares!  This is DC which means Batman, Superman, Wonder Woman and Booster Gold! (ok so maybe Booster is not a reason to buy this...actually Booster is not in this book iirc).
You can plan in any DC world you like.  Hell you can (and should really) play in the future with Terry McGinnis as Batman. Mix in Oliver Queen from the Arrow TV show, Isis from the 70s "The Power of Isis" show and the Birds of Prey from their short lived TV show and do what you like.
All you need is a d20.  I personally like to use a clear green one since it looks like Kryptonite.

DC ADVENTURES Heroes & Villains, Vol. 1
DC ADVENTURES Heroes & Villains, Vol. 2
The A to Z guide of heroes, villians, organizations and even some places of the DC Universe.
Very nearly everyone is here in one form or another.

DC ADVENTURES Universe
The "world book" or campaign guide for your games.  Great in that has some stats but it can't cover nearly 80 years worth of DC history, nor does it try.  It focuses on the then most current version of the DC Universe (Pre-New52 and just after the "Darkest Night" arc).
If you have read a DC comic then you know what you are in for. If you have only seen the Batman movies then you are in for a treat to a much larger and much more interesting world.

Not sure if this is the game for you?  Then try the DC ADVENTURES Quick Start PDF.

Now. I have heard a rumor that Green Ronin will be ending their DC license.  That is really too bad, but not unexpected.  Licenses cost money and the product doesn't always reach enough people to make it worth while.  I have (personal) experiences where a licensed product doesn't sell to the larger fan base of the license.  But no worries since I have my books and my PDFs.  The DC ADVENTURES game is also 100% compatible with (the same game as) Mutants & Masterminds 3rd edition.  So as long as we have that then we can play all we like.
Maybe Freedom City can be part of YOUR DC Universe.

I have spent a lot of time with this game and plan to spend a lot more.
Here are some character write-ups I have done over the years.
I have two "DC Universe" games I want to try out sometime.  Both are mostly based on the current TV universe (aka the "Arrowverse").  One is the "The Incredibly Awesome (and Not At All Made-Up) Adventures of Booster Gold and Blue Beetle!"  the other takes place in that universe but is more a rif on the "I, Vampire" storyline of the New 52 comic era.  The "big bad" of this one is going to be Dracula, something I have always wanted to do.  I'll either use my version of Dracula (which I'll need to update to 3e) or the official M&M3 one, but upgraded.
I have always wanted to use Dracula as my big bad, especially against "street level" heroes.

Friday, November 2, 2018

Kickstart Your Weekend: Pathfinder Seoni Statue

This is a different one, but still pretty cool.  Seoni is the famous (or infamous) cover-girl of the Pathfinder core book.  Well, now you can have your own Seoni, at least a 12-inch version of her.

Pathfinder Limited Edition Statue


https://www.kickstarter.com/projects/dynamiteent/pathfinder-limited-edition-statue

I have to admit, I like iconic characters and Paizo did it right for their characters.  They made them interesting and while they are not the subject of novels like Eminster or Driz'zt they still were/are characters that people get invested in.

Of course, my particular fascination with Seoni is because this cover:


Is Wayne Reynolds' homage to this cover:



Are they the same people? Are they their descendants? Who knows.

The cover is popular enough to give us a statue and a 3D render.


Now you can get a Seoni of your own.  I have a Merlin, a Morgan LeFey and a Tarot Witch of the Black Rose as statues.  Maybe getting a Seoni would be nice.

Sunday, January 23, 2011

Red Sonja: Mutants and Masterminds 3rd Edition

Was re-reading my Mutants and Masterminds 3rd Edition book here and thought I should give Sonja a try.
I put her at PL 9, which is about where she would be for the Warriors and Warlocks book for M&M 2nd Ed.  Plus it puts on par with Tarot Witch of the Black Rose. The two certainly seem distantly related. Or maybe not so distantly really.

Red Sonja

Real name: Sonja
Gender: F
Age: mid-20s
Height: 5'9"
Weight: 140 lbs
Hair: Red
Eyes: Green

Power Level: 9


Abilities
STR: 5 (1)AGL: 3FGT: 14 (4)AWE: 2
STA: 6 (1)DEX: 5 (1)INT: 2PRE: 4

Dodge: 9
Parry: 9/14
Fortitude: 8
Toughness: 9
Will: 4

Armor (Chain mail)
Sword

Advantages
Accurate Attack, All out attack, Attractive 2, Close Attack, Diehard, Equipment (Sword and Armor), Extraordinary Effort, Fascinate (Intimidation), Fearless, Great Endurance, Improved Critical +3 (Sword), Improved Defense +2, Languages (Hyrkanian), Precise Attack (all), Prone Fighting

Skills

Athletics +7, Close combat (sword) +19, Deception +4, Insight +3, Intimidation +10, Investigation +3, Perception +5, Persuasion +4, Stealth +7

Powers
Gift of the Red Goddess Scáthach
-Enhanced Ability: Dexterity 4
-Enhanced Ability: Strength 4
-Enhanced Ability: Stamina 5
-Enhanced Ability: Fighting 10
Cold Immunity 1

Complications
Compulsion: Must never lie with a man unless he has beaten her in single combat
Fame: Sonja is known throughout the land

Power Points
Abilities: 36 Powers: 47 Advantages: 28 Skills: 14 Defenses: 10 = 135 pp

Fairly pleased with this build.  I am sure it is a matter of opinion where fighting skills vs her agility vs her strength lie, but this woks out well.

Cross-posted here:
http://redsonjashedevilwithasword.blogspot.com/2011/01/red-sonja-mutants-and-masterminds-3rd.html
http://www.atomicthinktank.com/viewtopic.php?f=14&t=39403