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

Monday, April 29, 2013

Kickstarters of the Week

Y post up a little later today.  But here are some Kickstarters that caught my eye over the last week.

The Victorian Academy of Magick Book
http://www.kickstarter.com/projects/415194828/the-victorian-academy-of-magick-book
Paul Voodini is running this one and it looks really cool.  I spoke with him a bit and it would make for a great background book in any magic-based Victorian era RPG.

To get an idea of what the book will be like, check out the Facebook page, The Victorian Academy of Magick, https://www.facebook.com/VictorianAcademyMagick

The Way of Tree, Shadow & Flame for The Secret Fire RPG
http://www.kickstarter.com/projects/georgestrayton/the-way-of-tree-shadow-and-flame-for-the-secret-fi

reviewed the Secret Fire a while back and Tenkar brought this one up.  It looks pretty cool and I was pleasantly surprised with the Secret Fire.

Tarot, Witch of the Black Rose: Eleventh Collected Trade
http://www.kickstarter.com/projects/jimbalent/tarot-witch-of-the-black-rose-eleventh-collected-t
Finally the 11th collected Tarot Witch of the Black Rose trade-paperback is up.
It already met it's funding so now it about the stretch goals.
I have stated up Tarot in the past and I like the character to be honest.

Dark Dungeons: The Movie
http://www.kickstarter.com/projects/295102457/rpgs-are-evil-dark-dungeons-the-movie
I am not even sure what to say about this one.  You all know the Chick tract.
There was even an animated movie made of it once.

http://vimeo.com/17338896

I of course like my own MST3k treatment (two sites of many)
http://www.rpglibrary.org/inspiration/darkdungeons/intro.html
http://www.humpin.org/mst3kdd/

I might just have to throw some money at this one.

ETA:

The World's Worst Dungeon Crawl!
http://www.kickstarter.com/projects/epiclevel/the-worlds-worst-dungeon-crawl

No idea yet. But it looks fantastic.  Though I do enjoy the line "Killing characters is easy, entertaining players is hard."

Tuesday, September 17, 2013

Tarot Witch of the Black Rose for Superbabes

I have posted about Tarot before.  Unlike the characters of Superbabes and Femforce, Tarot is often considered to be part of the "Bad Girl Art" type.  Not that she is the opposite of the Good Girl Art, but rather the situations she gets herself in never would have happen to Nightveil or Miss Victory.

I am not going to lie. I like Tarot. Its a guilty pleasure to be sure, but my enjoyment of it is honest.  Plus +HOlly Golightly and creator Jim Balent are both really cool.

Tarot in Superbabes is actually a good fit.  She has some magic, some skills and combat ability and certainly the chance to earn Bimbo Points.  If you read the comic then yeah. She does some really cool comic things, but then ends up loosing her clothes while sledding due to some faeries (ok to be fair the whole vacationing lot, Jon, Mother and Raven, did too).

Character: Tarot, Witch of the Black Rose
Secret ID / AKA: Rowan
Age: she isn't saying   Apparent Age: mid 20s
Origin: Supernatural Pupil (50cp)
50 CPs

Primary Stats
Muscles: 14  Max Press: 700
Health: 17 ("Buxom" seems right)  Regen, Combat: - Regen, At rest: 1pp/3rds  HTK/Day: 2d10
Moves: 19 ("Fast")  Bonus to hit: +3 Movement: 8" Hittability: 8 Initiative Bonus: 1
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 19  Regen Rate: 1pp/2rds HTK Regen/Day: 1d6+3
Personality: 18 ("Sparkling")
Looks: 51 ("So gorgeous she is hard to look at")
308 CPs

Secondary Stats
PP: 154
HTK: 50
Fame: 5/15 (normal/supernatural world)
Bimbo Points: 1 (there will be more)
XP: 15,002 ("Big Leaguer")
Level: 9 ("Junior Heroine")
CPs: 4 more to spend

Powers
Magic Spells (Tarot admits she is still a student here)
- Blast 4d6 (48cp)
- Flight 10 (80cp)
- Force Field 10 (60cp)
- Go Places (teleport) (200cp)
Healing II 100cp
Visions of Elsewhere 40cp
Visions of the Past 30cp
588 CPs

Gizmos
Armor (Invulnerability 4)
Sword of the Goddess (free gizmo)
20 CPs

Skills
Occultist 50 cp (gained for free at 1st level)
First Aid 20cp
Melee Weapon (Sword) 10cp
Persuasion 20cp
Blind Fighting 25cp
Contacts (Supernatural) 20cp
Survival 20cp
Weaponsmith 25cp
140 CPs

Character Description
Height: 5'4"
Weight: 140 lbs
Hair: Red
Eyes: Green
Skin: Caucasian
Unique Characteristics: She has a black rose tattoo/birthmark on her left shoulder.

All in all not a bad fit.  I like her at 9th level which lines up nicely with her other builds.
She has a winged cat familiar named Pooka as well as a two lovers, Skeleton Man (Jon Webb) and Boo Cat (a werecat).  Given how often they are endangered or get Tarot into trouble they should be worth a couple of Bimbo incident-free Bimbo Points.

Links to other Tarot stats
And Tarot's home on the Internet http://www.jimbalent.com 

Friday, March 20, 2015

Kickstart Your Weekend: Elizabeth Chaipraditkul Interview

I want to spend some more time talking about WITCH today with the developer Elizabeth Chaipraditkul, +Liz C. 
WITCH is getting a lot more attention and I wanted learn more about the game.

To say I am looking forward to this is an understatement.

Tim Brannan/The Other Side:  Let’s start at the beginning,  who are you and what is Angry Hamster Publishing?
Elizabeth Chaipraditkul/Angry Hamster: My name is Liz and I am the co-founder of Angry Hamster publishing. I’ve written WITCH and it is our flagship game for Angry Hamster Publishing. I’ve written for the Living Forgotten realms before and I am currently working on a project for Onyx Path Publishing.

TB: How did you get into gaming?
Liz: I was a very solitary kid, the kind of girl who spent all her time in her room playing with her Barbies and making up stories, so the moment I found out about gaming I jumped on it. I thought it was fantastic that there were other people out there that wanted to make-pretend as much as I did. I started out with form rpgs when I was in middle school and then in highschool I was introduced to D&D 3.5 and it took off from there.

TB: What are some of your favorite games? Why?
Liz: TTRPG-wise I would have to say Vampire the Masquerade. I love how gritty it is, the romance and the tragedy of an immortal existence. I blame Anne Rice and Joss Whedon for this. I also love Numenera and Monster Hearts. Numenera because it is unique and wonderful, I love adventure and this game is pure adventure. Monster Hearts holds a special place in my heart, because it is a game that perfectly encapsulates all the angsty supernatural/teen TV shows I love.

TB: Now the good stuff.  What is “WITCH”?
Liz: WITCH is a dark, modern fantasy role play game where you play a member of the Fated a witch or warlock who has sold their soul to a demon for power. The game is set in our world, but then if we had all the cool stuff like magic and monsters. The game deals heavily with how characters will find a way to survive and triumph over their personal storylines and demons. This rather dark theme is set in a world that is utterly fantastical. The world of WITCH, unlike the lives of the Fated, is not dark at all. In fact is it wondrous, magical, and begging to be explored.

TB: What is here in WITCH to set it off from other Modern Supernatural games?
Liz: We place a large importance on character’s stories and their interactions with their personal demons. When I created this game I wanted the character’s lives to be as much a part of the main plot as whatever cool story the GM had cooked up. With the Fated constantly having to deal with their demons the game does that just that. In order for the Fated to gain more power they must summon their demon and make a new deal with them, demons are real characters who have wants and needs, and they will (probably) as the Fated to do something they are not comfortable with. How the Fated deal with their demons and how they still survive in their own lives is a unique feature in our game.



TB: Tell me more about the magic system in WITCH
Liz: Mechanics wise, our magic system is very unique. We don’t put a limit on how much magic players can use, they are able to use as much magic a day as they want, however, it comes at a price. Players can also do things such as Magic Alteration, changing the look and feel of their Spell, at will. This means that players can customise their characters without a penalty and each character’s magic will be unique.

TB:  What sort of games/stories do you expect that people will use this for?
Liz: I’d like to say the two themes I love most in games and that is - adventure and drama. There is nothing like your coven recovering an ancient artefact just for one of you to give it to your demon for power power is there? I love exploring places that beg to be explored and interacting with a world completely foreign to you. However, as a player I am also very selfish. I want a personal story and I want drama. I always hope my GM is going to pick apart my backstory and find something crazy to run with. I believe that is what WITCH allows GMs to do.

TB: Going on the drama bit for a second.  Would it be possible to do a Monster Hearts-like (a game I love) game with WITCH?
Liz: For sure! The setting isn’t limited to adventure, horror, etc. Often, in the WITCH games I run the player’s lives end up taking center stage, their relationships etc. The story I have in mind is always second and woven deeply into who the characters are. I also think that the Fated and their demons could have interesting relationships together. We have a story in the book of a woman named Mary, she was a Pagan and actually ended up married to her devil. I would not call their relationship love… actually the exact opposite, but how fantastic would that type of drama be in a story?

TB: Your Kickstarter is doing great.  You are funded and heading into stretch goals.  What what you like to do this with these funds?  (the Cape Town and Athens additions)
Liz: Well, our most recent stretch goal is one of my most beloved and that is the Devil’s Deck. The Devil’s Deck is an altered Major Arcana of a tarot deck that the fated use to divine the future. It features heavily in our game and if we get 100 more euros in our campaign we unlock it for our players! Each one of our backers will get the digital PNP files for the Devil’s Deck. The next stretch goal after that is getting all our backers (who have pledges for a physical copy of the book) a hard copy of the deck. I really hope we get there!

TB: Cool so a Tarot set to go along with the Witch board!  Any other goodies you would like to do?
Liz: Oh yeah! The next rewards is for sure going to be a GM screen or what I like to call - 4 page cardboard excuse to showcase the amazing art we have! I never use my GM screens as actual screens, but I love handy quick references and the art is always so amazing! Also, if the last two days go crazy I have also sourced custom dice, but we’ll see if we get there :D.

TB: What are your future plans for this game?
Liz: I have a companion that is half on paper and half in my mind. It will give players more options for higher Spell Levels and also introduce two new Fates. It will basically contain a lot of content that didn’t make it into the CRB. I am also working on a few adventures and I would love to get to write more about the Fates.

TB: Ok last question and this is for my own benefit. Who is your favorite wizard, witch or magic-user?
Liz: Argh! Just one? Okay, I am going to pick two - Tara (from Buffy the Vampire Slayer) and Halaster . I love Tara, because she is perfect and wonderful in every way. I love Halaster, because he is crazy. Haha, I actually can’t describe him more than that.
TB: I absolutely LOVE Tara!  Would it be possible to play Willow and Tara in WITCH?
Liz: YES! Well, I want to say no, because we know where the relationship ends up - but yes! Also, dark Willow would make such a cool higher Spell Level witch. In our game when you get to higher Spell levels you get to focus your magic into either redemption or utter damnation (and more, but see my answer above about wanting to write more books ^^). I totally see a tragic dark Willow and redeemed Tara story. Ahhhhh!
TB: Well Tara is alive and well in my games, so I will have to try stating them up!
Liz: I want to see that ^^.

TB: And finally where can we find you on the internet?
Liz: You can find more about WITCH at angryhamsterpublishing.com and follow us on Twitter @angryhamsterrpg. I also have a personal blog, which is epicxcloth.blogspot.com

--

In the process of talking to Liz I decided EXACTLY what my first WITCH game is going to be.
I am going to abandon the Fate version of my American Horror Story: Coven game I was playing around with and do it all under WITCH instead.

AND of course I need to stat up Willow and Tara as soon as I can.

Monday, July 25, 2022

100 Days of Halloween: Build A Witch

If you are starting to think I went on to Itch.io and bought everything witch-related...well you would be mostly right.  I didn't buy everything...just a lot.  Today's item was from that.

Build a Witch

This product says exactly what I am planning to use it for; not as a game in and of itself, but as an aid for building witch characters for any RPG.  

As always I will be following my rules for these reviews.

Build a Witch

The PDF is 21 pages, comes with a color (ish) and a printable version.  There is also a file on just the character section.  All for $3.00.  That's about 14 cents a page, but there is a bit of blank space due to layout. One title page, one table of contents page and one font attribution page leave 18 pages of content, 8 of which are pregenerated characters.  There is no art other than the cauldron pictured above.

The file is landscape, so shows up better on your screen, but if you want to use in on an iPad you'll need to turn of rotation.  

The pdf covers various questions that can be asked or random answers used (1d8, 1d12 and 1d30 are most common). 

You start out by choosing a name and gender for the witch.  Couple of things. I often like to choose their name last, once I get a feel for who they are.  Sometime the names jump out other times they don't.  This list is nice, but hardly long enough.

Gender is next.  I like the idea that Gender could be something like "The sound of waves crashing on the beach" yeah great! I can work with that. But I am unsure how to play that. Also, there are genders listed here and there genders mentioned in the sample characters. None of these lists match.  The sample characters are the pretty traditional "male", "female", and "non-binary."  Don't dangle "Wrath and revenge" and "The void" and not follow up with it.

There are some tables. Great. Everyone loves a random table. There are Traits (1-8) *Note: at no point does the author say "roll a 1d8" that is my interpretation of the rules.  Backgrounds (1-12), Quirks and Knacks (1-12), Special Items and Trinkets (1-12), and some question prompts (30 of these).

Ok. I like all of that.  Every bit. I would scribble all of these on a character sheet whether I am playing D&D or Buffy or Mage.  A few little nitpicks though.

Layout.  I understand the desire to use landscape, but the layout used does not favor it.  Also, tables are broken by pages, which often can't be helped, but start the next table on the next page, not in the middle of the page.  I had flashbacks of trying to print papers on a dot-matrix printer and seeing a sentence print right on the tear line. 

Reading over the sample characters though is a bit confusing. Not that they confuse me, but I am not sure what they were made with.  Not following? Ok. Let's take an example.

Let's look at Hemlock.  Hemlock (he/his) is a genderfluid witch with Satyr ancestry.  Ok I already mentioned gender, so let's move past that now. Ancestry? No tables for that.  Ok. No big deal I am sure that ancestry is and has to be 100% dependent on the game you are playing. A Satyr witch would work fine in D&D, not as well in say C.J. Carella's WitchCraft or the American Witch.  But, oddly enough would be right at home in Mage.  (Someone will get that.) Moving on.

Appearance. Ok, fine no need for a table for that. Expertise.  Ah. wait. When was this discussed? Lifestyle. Again, this is brand new.  Favorite Things. I like it but not detailed above.  What isn't there are all those tables mentioned above. What are his Traits? What about his Background? His Quirks & Knacks?

I get the feeling that the author loves to make witch characters and I get that. I really, really do.  I love their obvious enthusiasm here too. It's just the product doesn't feel finished to me. 

How about this. I try this out on one of my own witches.  I'll choose a D&D 5th edition one since that has the most familiarity with readers.  So Taryn my fey-pack warlock. Look, I have the name and gender already. Taryn, she/her.  Since this is an established character I won't roll, but choose.

Traits: Calculating.  Taryn never does anything she doesn't think out a 100 different ways.
Background: You made a bargain with a fae being... Sort of. It was her mother, Larina, and Taryn was raised by her, no joking, fairy godmother, her first 13 years of life.   
Quirks and Knacks: You will only make potions that need to be stirred clockwise. Actually, this IS a habit I have for her. Her mother has the same one and it was something they noticed about each other when getting reacquainted. Though the once about crows is also cool. 
Special Items and Trinkets:  A spell bag to comfort and ease anxiety. She keeps a small black velvet bag. Among other things is a ring from her mother and a tooth of a small dragon.

The Prompts are also fun but with 30 of them no need to go into them all. A couple though.

2. She loves her witch hat. She wears it all the time to "embrace the stereotype."
5. Yes she uses a broom and loves to go fast on it. If she were a modern witch she would own a motorcycle. 
7. Her favorite season is Fall of course.
9. Her familiar is a black cat named Mojo.
22. She always has her deck of Tarot cards on her.
28. Uses tea in her craft? No self-respecting witch EVER goes without tea. 

So yeah.  The prompts are fun and should really help you get in the mindset for your witch character.  

Will I use this product? Yes. I will. In fact, I might use it to help define the more important NPCs in my War of the Witch Queens campaign.


The Other Side - 100 Days of Halloween

Friday, September 16, 2022

100 Days of Halloween: Tarot Magic

Tarot Magic
Digging deep tonight with one going all the way back to the d20 days. Everything about it just fills me with early 2000s nostalgia. Is it the lens flare on the logo? Is it the repeated use of the Morpheus font (which I STILL like)? I don't know. But whatever it is this one has been sitting on my hard drive for nearly 15 years or more (20 if you count the softcover I used to have) waiting for me to review it.

Tarot Magic

PDF. 90 pages, color cover, black & white interior art.

This book had been published originally back in 2002-2003 by Mystic Eye Games for the d20 OGL and STL. Yes we are going all the way back to the d20 System Trademark License here.

Now it has been updated in a 2016 re-upload by Samurai Sheepdog.  I still have my original PDF on a backup drive so I can compare them. The cover is the same, but a bit brighter and the Samurai Sheepdog logo and website is there.  Also, all mention of Mystic Eye Games is gone. The back cover is missing as well. But the PDF is also clearer to read and generally of better quality.

I will note that this book is filed under the D&D 3.5 category, but it is really D&D 3.0.  I don't think it makes much practical difference to be honest.

The book is divided into five major sections.

Chapter 1: Tarot Reading in the Game

This cover the basics of card layout and meaning and how they can be used in a game situation. In most cases, the book advises the GM to control what the deck will be saying to fit the narrative/structure of the game.  The most value here are the card meanings, though that information is also widely available elsewhere.

Chapter 2: Tarot Mage Class and Prestige Class

Now, this is fun.  Presents the Tarot Mage class that can be used as a regular class or as a prestige class.  Honestly, I like the option.  I think it works well as a Prestige Class with someone starting as a wizard, sorcerer, witch, or even a thief with some arcane ability.  Example NPCs of both a Tarot Mage and a Wizard/Tarot Mage are given.

Chapter 3: Tarot Mage Spells

This is a meaty chapter and kudos for coming up with all these spells. There are 38 pages worth of spells. Not a lot of art means a lot of text. 

The spells are all "Arcane" so they are also listed by their school.

Chapter 4: Magic Items

These come in three major types; cards, materials to make cards,  and items related to what are on the tarot cards. 

Chapter 5: Foul Locales

Ok. This one is odd. Chapters 1 to 4 all proper headers with large fonts.  This one starts at the bottom of a column when the magic items end.  The only thing connecting it to the book is the fact that members of the family living in this locale are all Tarot Mages.

In any case it is an interesting book and one I tried many times to use back in the 3.x days.  It is high on concept but the usability of the core class was limited compared to the Wizard/Sorcerer.  The prestige class was much more useful. 

Still it was rather fun.


The Other Side - 100 Days of Halloween


Sunday, December 19, 2010

School Bites as a Witch Girls setting

I have been a long time fan of Eerie Cuties a web comic featuring high school age vampires, witches, a succubus and other fantasy/horror creatures.  I have mentioned Eerie Cuties in the past and in particular Chole the Succubus. At the time I thought EC would make for a great alternate setting for Witch Girls Adventures.  I still think that in fact and will try to stat up a few of the characters this week.

One of the comics that is advertised on the EC page is School Bites.  I have read it a few times and enjoyed it.  Well I have been doing my research on Tarot Witch of the Black Rose and it dawned on me then that the Holly G of Tarot was the same as the Holly G of School Bites.  I suppose all the Tarot ads should have been a giveaway.  

So School Bites is about Cherri Creeper a new vampire and the vampire school she now attends. There is a lot going on in the comic that make it great material for a game.  New powers, a rival gang coven of vampires and of course plenty of teen angst issues.  It's funny, witty and certainly PG-13 with some of the drawings and innuendo. Of course that is also a great description of Witch Girls Adventures, except swap out witches for vampires.

While I did read through all the comics, there are not a lot of powers demonstrated yet.  Which is kind of the point, they have some powers they just don't know how they all work yet and don't have the rest.

But I can make some guesses.

Cherri Creeper (former name Charlotte Webb)
Body: d6
Mind: d6
Senses: d6
Will: d4
Social: d6
Magic: d6

Life Points: 12   Reflex: 9
Resist magic: 9  Zap Points: 12
Skills:  Acrobatics 1, Art 2, Basics 2, Fib 2, Hear 2, Plucky 2, Streetwise 2, Urchin 2
Cryptozoology 2, Mysticism 1

Traits: Friendly,  Urban, Vampire

18 year old Charlotte Webb was living on her own in New York attending art school.  That is till one night (Halloween to be exact) that she was attacked by vampire Dante Le Bon.  Now a new vampire and loving her unlife Cherri (as she is now known) is learning what it is to be a vampire.
She has some new good friends, a fuzzy bat, some cool new teachers and wings (that she doest quite know how to use yet).  Of course there are problems.  There is this guy she likes, but he is human, and Le Bon now knows of her and wants her back for his coven.


There are more characters including a vampire cat girl, a vampire cheerleader, a nosfeatu prince and a vegan wicca vampire.  It's like chibi-animie World of Darkness.

It's fun stuff and I am looking forward to seeing some more.  I'd like to see some of the world myths explored some more and how exactly a cat-girl vampire came to be.  

Wednesday, October 25, 2023

Review: The Last Sabbath RPG

The Last Sabbath RPG
 It's Halloween, and of course, I am always looking to add more spooky games to my collection. If they are witch-themed, then all the better.  Today, I am reviewing the Last Sabbath RPG.  I featured the Kickstarter last year and received my books this past summer.  It is a gorgeous piece of work, but is it a good RPG? Let's find out.

Last Sabbath RPG

Design by Atropo Kelevra and Valentino Sergi. Art and illustrations by Loputyn (Jessica Cioffi). The game was based on Loputyn's artistic vision. Paperback, saddle stitched book. Black & white (with red foil covers). 48 pages.

This is the English translation of the original Italian RPG. 

Last Sabbath is a Masterless, Journalling RPG for 1 to 7 players. Masterless in that no one player is the game master and journalling since the players will write down what their characters (all witches) will do in each scene.

Now, I am not overly familiar with playing Journalling RPGs, but I know what they are in concept. 

In this game, the players all play new witches who have gathered together in a Coven. Why? Well, that is what everyone will find out together. I say up yo seven people since that seems to work well with the structure of the game, but 4 might be more wieldy. It can also be done as a solo RPG experience.

The game offers many aids to move the players (and the characters) along. If this is the Coven's first time playing or this is a solo effort, then the authors suggest using the Scene Prompts instead of the divination techniques. That is a good idea, but the divination techniques add a bit of randomness to the game that I quite like.  So, at this point, what is required of the players are these rules, notebooks to journal in, a d6, and maybe some divination tools. More on those later. While a fancy journal would be a nice touch here, a regular notebook is also good. Since you will be sacrificing memories here as part of game play it is somewhat cathartic to write them down and then tear out the page.

The game setting is whatever you want it to be. That and the nature of the witches involved are entirely up to the players. 

Safety tools are recommended because this game encourages you to push the boundaries. It is all part of the idea that magic is both a gift and a curse. Bad things are going to happen to your character. 

Last Sabbath RPG

Game Play

The game is divided into Seven Scenes. The Call, Initiation, Danger, Investigation, Revelation, Threat, and Epilogue.  Each scene is then divided into 3, 5, or 7 turns (players' choice). When all players have done their Turn, you move on to the next one.

At the end of every scene, one of the Records (what the player wrote down) becomes a Memory. Memories can be sacrificed for Power to fuel their magic. But removing the wrong memory can cause a witch to forget why she is part of the coven. 

Turns are covered with some examples of a 3-round game plane for a Scene. 

Guidelines for play follow. Witches can ask one question of a fellow witch once per turn or answer a question on their turn. If a Power is used, then the affected witch must respond to that power on their turn. 

Power

Without magic, the characters are just people sitting in a circle. And while that would be a fine game, not one I would review here. Power is what makes witches witches.  Power comes in the forms of a Charm, Spell, or an Incantation, each with great effects and greater costs. Some incantations, for example, can cost the witch her life. So yeah, power comes at a cost. Some examples of powers are given, including origin and types. But the details are left to the players to figure out. 

Divination 

This just gives us a brief idea on how they are to be used. Details are given later with the various types of divination tools.

The Scenes

Half-way through the book we reach the Scenes, or how the game progresses. Anything can happen in a scene including the death of a witch. Players should not worry about that since they can introduce a new witch in the next scene.   Each scene is given some guidelines in the form of leading questions and some prompts. For example, for Scene 1: The Call, one of the prompts is "A call for help is heard in your mind" (paraphrasing). Witches can choose or they can roll a d6. 

All the scenes are handled in similar fashions, with Scene 7: Epilogue as the adventure conclusion. 

Divination Tools

This section covers various divination tools which are broken down by tool with examples for each scene. These include Tarot, Rune stones, Mikado, and Tea Leaves.

Tarot is likely going to be the goto, but there is a certain charm to the Tea Leaves, especially if you have plenty of tea on hand while playing.

Last Sabbath - Grimoire

by Atropo Kelevra and Valentino Sergi. Black & white art with red. 36 pages.

This is a Kickstarter add on for the Last Sabbath RPG. It has additional thematic prompts for the LAst Sabbath RPG. At first I was curious why it was not added to main RPG. But reading through I see why, the prompts are great but should be used sparingly since they could force the game into a direction not set by the players. They are perfect when the players might want some advice on what to do nest, or even for a second play through.

The art of this book is not from Loputyn, though it is good in its own right.

Last Sabbath RPG

Thoughts on this Game

My experience with games like this are a little limited. But this looks like fun and would work great in the hands of the right group. I see this as a good way to spend a rainy afternoon with some like mind friends over pots of hot tea. Save the Dr. Pepper and Doritos for D&D night. This is for orange zest scones and black tea. 

If you are the type that wants really crunchy rules, then I would say this not the game for you. But I recommend you at least check out something like it. 

Thoughts on the Art

The art is striking, evocative and perfect for the feel of this game. This is expected since the game grew out of the artistic vision of Loputyn (Jessica Cioffi). The art might be considered risqué to American audiences, but for European ones, I am sure this is just slightly above comic book fare. 

Art of Last Sabbath

Use as a Session 0

Back when I first talked about this game, I mentioned it as a possible Session 0 for my War of the Witch Queens. I am more convinced about that than ever. 

In fact, I can see this game being interspersed with War of the Witch Queens adventures. Since the overall arc of that campaign is to discover who murdered the High Queen of Witches. 

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

I have some major NPCs (all posted with stats) that enter into the tale/campaign. For my play test of this I took them and put them all through a couple of scenes of this game to figure out what their motivations will be. It was quite fun, to be honest.

I can also see it working as a Session 0 for a NIGHT SHIFT game consisting mostly of witches. 

While I have the Smith-Waite Tarot deck pictured above, the perfect deck for this will be released next month: the Loputyn Oracle. It is published by Llewellyn Publications, pretty much THE publisher for all things mystical and witchy. Though it only has 32 cards, it should be fine for this game to be sure.

There is a lot of things I can use this game for, and I am looking forward to trying them all.  Now. time to put the kettle on.

Links

Where to buy

Creative Team

Saturday, October 31, 2020

October Horror Movie Challenge: Season of the Witch (All)

ITS HALLOWEEN!  It's a Saturday. We get an extra hour after midnight and the moon is full.  

Again, today I am going to end with some movies around the same theme; or more accurately movies with the same title.

Oh no, must be the season of the witch!

Season of the Witch (1972 or 1973)

Ok, this is a repeat from 2012, but the topic and time period was just too perfect to ignore. While this month has largely been about European Horror prior to The Exorcist, this one from Horror Master George Romero could not be ignored.  

Besides, bored housewife turns to witchcraft? Yeah, that is great stuff, to be honest.  There is still a lot of fun in this movie. A nice slice of Occult Americana. Neat little bits on Rosemary's Baby, Voodoo, ritual tools, and Tarot Cards. Even an honest to Goddess coven and ritual initiation.  If anything this movie is better with another watch. The movie even has enough sense to know when to take itself seriously and when to not.  

The new special edition Blu-Ray art makes Joan look a little scarier than she is but hey, that is fine really. 

A wonderful example of the Swinging 70s and horror prior to The Exorcist. 

New View: No
Witches: Yes
Features the Donovan Song: Yes

Halloween III: Season of the Witch (1982)

Now I remember seeing this one in the theaters. I loved the poster and thought it was really cool.  But for the life of me when rewatching it I could remember any of it.  This movie is best watched as disconnected from the rest of the Halloween/Michael Meyers franchise.  It fits in with the original vision of the franchise as separate, unrelated movies in an anthology.  Much like "Creepshow" and "American Horror Story."

The story is. Well it's dreadful, to be honest. It wasn't well liked then and it has not aged well either.  I do like the idea of the masks being haunted/possessed/curse or whatever it was they were.  Though seriously, trying to get a chip from the megaliths at Stonehenge? Yeah, not likely.  Though I would totally use a bunch of cursed masks in a game.

I think I remember why I don't recall this one as well. It's kinda dull and I might have spaced out a lot while it was on.  

New View: I am going to say No, even though I can't remember much of it.
Witches: None, but it does have Dick Warlock in it. So that is something.
Features the Donovan Song: No


Season of the Witch (2009, 2014)

Did Halloween III leave such a bad taste in everyone's mouth that this title had to wait nearly 30 years to be reused? I guess. 

My first "first time view" today and one of my last (!) new movies of the season.  Make no mistake, this one is not good. It is a little indie film from England. The actors are mostly unknowns.  Mary Blackwell travels back to her hometown of Maiden Hollow to clear out her recently deceased father's house. There is a priest who becomes obsessed with Alice (Beth Kingston) who looks like his dead wife.

Or that's what I think. There are times when the music soundtrack overwhelms the voice track. Calling this a "slow burn" is charitable. Calling it boring might be closer. 

Which is too bad, because I had hoped for some English folk horror.  The "village justice" scene at the end is the closest we ever get to that.  Actually, I felt the whole scene was overdone to be honest. 

The movie was finished in 2009 but not released till 2014.

The tag line is "Don't look behind" which makes no sense. Given how times the question is asked the tag line should be "Did You Have Breakfast?"

New View: Yes
Witches: Not really
Features the Donovan Song: No

Season of the Witch (2011)

This one is pure horror-action cheese.  I saw it when it came out but I am a little surprised in never made it into my Horror Movie Challenge till now. 

So this one has a lot of good going for it on paper. Nicholas Cage and Ron Perlman star as Teutonic Knights.  There is a girl, Anna, played by Claire Foy in her first movie role, being accused of witchcraft and they need to take her to a monastery. 

It goes about as you would suspect. Knights take the witch in a cage. She protests she isn't a witch. Crazy shit happens on the way.

It's a fun romp and Cage never fails to amuse and Ron Perlman is always fun.  The demon effects are also really good. After spend so much time in the 1970's horror it is nice to see a really scary looking monster.

In some ways this movie could be considered part of a series along with Vin Diesel's "The Last Witchhunter." There is a similar vibe to them both.

New View: No
Witches: Yes
Features the Donovan Song: Sort of. It's on the soundtrack, but it is a symphonic instrumental. 

Judgment: If your "Season of the Witch" movie does not feature the song by Donovan, then your movie is going to suck.


I started early while waiting for Trick or Treaters.  I might be able to get in one more tonight!  The new Craft movie is out now!

NIGHT SHIFT and Old-school Content:  The "Season of the Witch" is a potent concept for me. 

I used it for the name of my Willow & Tara series (essentially "Buffy, Season 8") and it is coming around again in relation to my War of the Witch Queens

Watched: 59
New: 40


Friday, December 4, 2015

Conceptual Continuity: The World that Frank Zappa Built

Today is sad day. 22 years ago one of the greatest performers in music died.  Frank Zappa.
ETA: We also just learned that form leader singer of Stone Temple Pilots, Scott Weiland has also died today.


I love Zappa's music after being introduced to it by both a friend and my older brother Mike.  Zappa was a genius and I could spend the next dozen posts talking about him, his music and his contributions.  But instead in a move that might amuse Frank himself I am going for the cheap (but well thought out) gag.

Here are some Zappa inspired items, people, places and things for your game.

Oh I can't explain Conceptual Continuity. It is something that has to be experienced.

Barking Pumpkin
This looks like a normal jack-o-lantern, but once lit it acts an alarm ward. Anyone approaching withing 10' of this pumpkin will cause it to starting barking like a large dog.   Only the command "Sit, Fido, sit." followed by "good dog" will stop it from barking.



Python Boot (magic item)
These boots look like they are made of a skin of a large python.  They give the wearer a +2 on any roll that might involve Charisma (though not magical rolls).  It is assumed that anyone wearing such a boot must be interesting to talk to.

Python Boot, Stinkfoot (cursed)
This cursed version of the Python Boot gives the same powers as a regular python boot.  Though the wearer will not be able to remove them.  Once they try the boot will begin to emit an order like a Stinking Cloud spell.  All Charisma based rolls are now at a -4.

St. Alphonzo (and his Pancake Breakfast)
Saint Alphonzo was one a kindly friar that believed that breakfast was the most important meal of the day.   Special pancakes blessed by the saint keep adventures full and warm till nightfall when consumed in the morning.
St. Alphonzo's is currently run by portly cleric by name of Father O'Blivion, who may or may not be plagued by leprechauns.

Camarillo Brillo by farlo
The Witch of The Short Forest
13th level Witch, Aquarian Tradition, Female (Neutral)

Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 41
Alignment: Neutral
AC: 5 (Ponch [equal to Leather Armor], Amulet of Protection +2 )

Occult Powers
Familiar:  Snake
Herb use
Lesser: Astromancy
Minor: Moon Blessing

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh: Wave of Mutilation

The witch of The Short Forest is notable for many reasons. First are her looks. Her hair is bright red and curled. Her skin is gray-green and all she seems to wear is an old poncho and an amulet.  She is also sometimes seen with her snake.  She will attempt to read your fortune with a deck of old tarot cards.  Or she will try to seduce any male, particularly adventurers but especially Bards (she loves the guys in the band).  If asked she will play a pair of castanets.
She lives in a small two story hut in the valley in the middle of the Short Forest. She will tell you she was born there and that makes her a valley girl.
She had a sister that drowned and doesn't want to talk about it. She will mention many times that she doesn't want to talk about it. (Ship Arriving Too Late to Save a Drowning Witch).

She created the Barking Pumpkin and has a many of them outside her home.  She also has a cat (not a familiar) that speaks fluent Chinese (a language she does not know).

The witch's real name is Dinah, but she never answers to that.

Goblin Girl
Armor Class: 14 (5)
Hit Dice: 1 (6 hp)
No. of Attacks: 1 weapon (dagger)
Damage: 1d6
Movement: 20' Unarmored 30'
No. Appearing: 1
Save As: Fighter: 1
Morale: 8
Treasure Type: R
XP: 12

Goblin Girl is a short, kind of pretty little goblin lass. She isn't evil, per se, but she does tend to get into a lot of mischief.  She is very fond of ale, and for a sip she will help out adventurers.  She is also overly amorous and will adopt a "boyfriend" in the party very early.  She will get upset and even suicidal if affection is not returned.  She won't actually kill herself, but she loves the attention.
She wears a green dress and a black witch hat.  She isn't really a witch, she just likes the hat.  It also covers up her head, which is flat on top.

She is friends with the Witch but has been kicked out of St. Alphonzo's many times for stealing margarine.  She has a boyfriend that is a hobgoblin, but she will claim they "are not serious".

Discorporate (Absolutely Free) (spell)
Level: Witch 5, Wizard 5
Duration: 1 hour + 10 mins per level
Range: Touch

By means of this spell the witch can leave her body and project herself anywhere on the current plane she is inhabiting.  She can not affect objects or people unless they are also astral, ethereal or in spirit form.  She can pass through walls and travel great distances, but she must return to her own body before the duration ends or be lost.
The witchcan bring the astral forms of five other willing creatures, provided all subjects are linked in a circle at the time of the casting. These fellow travelers are dependent upon the caster and must accompany her at all times. If something happens to the caster during the journey, her companions are stranded.
Like the Astral Spell, a physical body is left behind attached by a silver cord.
Material Component: A bit of velvet.

Zomby Woof
Armor Class: 15 (4)
Hit Dice: 4+1 (20 hp)
No. of Attacks: 1 bite
Damage: 2d6
Movement: 20'
No. Appearing: 1d6
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 270

This is a large werewolf zombie stuck in mid-transformation. It is very ungainly and moves slow. It's right foot is larger than the left one and only one paw has claws.
It is a mindless monster that attacks anything in The Short Forest.
A Zomby Woof is turned as a ghoul.

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!