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

Thursday, September 1, 2011

Tarot Witch of the Black Rose for Unisystem

In celebration of Holly G.'s birthday today here is a Tarot post!

I'll admit it.  I like Tarot. Yes, yes there are some gratuitous images that puts most fan-service to shame, there is also a story here that I like.  That battle between the mundane and magical worlds and those that try to protect both sides.    In a way, Tarot is a bit like Tamara Swift or Buffy Summers, except that while Tamara and Buffy are more explicitly protecting humans and the mundane world, Tarot has the more difficult job of protecting mundanes and magicals from each other.

The exploits of Tarot are also the perfect kind of story you could tell with any Cinematic Unisystem game.  Though the attention paid to real world pagan beliefs and world view make it closer in tone really to WitchCraft RPG, a game I still love.

It is easy to see Tarot (Rowan) as a Buffy-style witch (using Magic) or even a WitchCraft Gifted.  My general rule of thumb is WitchCraft for books and some movies and Cinematic Unisystem for everything else.

Given some of the comic book action, I think Cinematic Unisystem (Buffy and Ghosts of Albion) is the way to go.

Again, Tarot really amounts to what is a Witch Guardian in my games.  A little magic, some combat ability and a desire to protect others.  Everything else aside that is what Tarot (the character) is all about.

So here is the Tarot for Unisystem. And happy birthday Holly!

Tarot, Witch of the Black Rose (Rowan)
Witch
Str: 3 Dex: 3 Con: 3 Int: 4 Per: 4 Wil: 5

Life Points: 46 Drama Points: 10

Qualities
Attractive 3, Contacts 3 (supernatural), Fast Reaction Time, Hard to Kill 4, Heightened Senses 1, Magic 4, Magical Philosophy (Witchcraft), Natural Toughness, Nerves of Steel, Occult Library 4, Witch Guardian, Visions

Drawbacks
Adversary 3 (her sister, dragon witches,other evil supernaturals), Honorable 2, Love 4 (Jon "Skeleton Man" Webb (romantic), Boo Cat (romantic), Mother (platonic)), Obligation 3 (her coven), Reputation 3, Tradition Bound

Skills
Acrobatics 4, Computer 1, Crime 1, Doctor 4, Driving 1, Engineering 1, Getting Medieval 6, Gun Fu 2, Influence 4, Knowledge 4, Kung Fu 4, Languages 2 (English, Latin), Notice 4, Occultism 6, Science 1, Sports 2

Combat
Maneuver Bonus Base Damage Notes
Sword of the Goddess* +11 16/20 (two handed) Slash/stab
Punch +8 Bash
Dodge +10 Defense action
Parry +10 Defense action

Spell +15, special
 - Deflect +15
 - Hold +14
 - Dispel +12
 - Lesser Sensing +12

The Sword of the Goddess is a unique weapon, but not an uncommon concept. Using Tarot's own magic the weapon gains a +1 bonus in combat and adds to her strength by +1.

I have not detailed the Witchcraft magical philosophy yet, though i have a good intuitive idea of what I want and need for it.  Witches get a +1 to their Doctor/Physician skills for herbal healing,  and +1 to their Occult Library.

Tuesday, March 8, 2011

Willow & Tara: Mutants & Masterminds 3rd Edition

Willow & Tara: Mutants & Masterminds 3rd Edition

I have been on a Mutants and Masterminds 3.0 kick of late.  I like M&M and I love the new 3rd Edition game.  So really it was only a matter of time before I tried out my favorite witches in the new system.

I have done Willow and Tara before for Mutants and Masterminds 2nd Ed. But my write-ups were straight conversions of Unisystem and that might not have worked as well as I thought.  So with this I went back to who and what the characters are and stated them up from the ground up.  I kept many of the same powers and skills, or at least tried to.

"Willow and Tara" by David Reynolds

I set the girls at PL 10.  I did PL 11 previously with 2nd ed and they ended up being really super-powered.  Granted, that is fine for me, but I wanted to see what I could do with PL 10 and going by the book.    Willow has more powers/spells under Witchcraft, but Tara still has her healing ability and minion in MKF II.

Given that this is for the 3rd edition version of M&M and I was working on a 3rd season for Willow and Tara called "Generation HEX" I am going to combine them together into one.  Only fair really since Generation HEX's genesis was in my attempt to add more M&M and BESM style play to my games.  In this case this Willow and Tara share a lot of the same history as the ones in my Unisystem games. It is 2011 and they are still together, celebrating 10 years as a couple.

Don't know if they are living in the same world as Justice, but I'd like to think so if I can figure out how, but they are certainly living in the same world with Tarot.

For the purposes of a game I would want them (or at least Tara) be teacher(s) at the local School for the Gifted.  For M&M 2nd ed this would be Claremont Academy and I still like that idea.

Willow Rosenberg
PL 10
Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 6, Awareness 4, Presence 2

Advantages
Artificer, Attractive 2, Benefit, Wealth 3 (millionare), Equipment 1, Extraordinary Effort, Inspire, Languages 4, Occult Library, Ritualist, Skill Mastery (Expertise (Magic)), Teamwork, Well-informed

Skills
Expertise (Magic) 14 (+20), Expertise (Science) 12 (+18), Insight 4 (+8), Investigation 4 (+10), Perception 2 (+6), Persuasion 1 (+3), Ranged Combat (Arcane Blast: Blast 10) 1 (+1), Sleight of Hand 1 (+1), Technology 10 (+16), Treatment 8 (+14), Vehicles 1 (+1)

Powers
Magickal Senses: Senses 8 (magic, Awareness: Magical, Counters Illusion: Magical, Detect: Magical 2 (ranged), Postcognition (Limited): Touch, Radius: Magical; Affects Insubstantial 2 (full rank))
Telekinesis: Move Object 4 (mystic, 800 lbs.; Concentration)
    Throw Object: Blast 2 (Alternate; magic, DC 17; Diminished Range)
Witchcraft: Magic 12 ([10 active, 30/38 PP, 3/r], DC 25; Affects Insubstantial 2 (full rank), Multiattack)
    Arcane Blast: Blast 10 (Alternate; DC 25; Distracting, Noticeable (Light flare))
    Astral Projection (Alternate; Activation: Move Action)
    Computer Link: Other Communication 5 (Alternate; Sense Type: Computer Link; Linked (Remote Sensing: Remote Sensing 13))
    Flight: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Concentration)
    Forget: Mind Control 1 (Alternate; mind, DC 11)
    Glamour: Illusion 5 (Alternate; magic, Affects: All Sense Types, Area: 30 cft., DC 15)
    Magic Sheild: Force Field 20 (Alternate; +20 Toughness)
    Remote Sensing: Remote Sensing 13 (Alternate; Affects: 2 Types, inc. Visual - Vision and Hearing, Range: 30 miles; Linked (Magickal Senses: Senses 8) [4 extra ranks]; Concentration)
    Telepathy: Mental Communication 5 (Alternate; Advantages: Extended distance with Willow; Distracting)
    Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
    Veil: Concealment 10 (Alternate; All Senses)

Equipment
Ritual Tools 1, Cell Phone (Smartphone), Computer

Offense
Initiative +0
Arcane Blast: Blast 10, +1 (DC 25)
Forget: Mind Control 1 (DC Will 11)
Grab, +0 (DC Spec 10)
Telekinesis: Move Object 4, +0 (DC 14)
Throw, +0 (DC 15)
Throw Object: Blast 2, +0 (DC 17)
Unarmed, +0 (DC 15)
Witchcraft: Magic 12, +0 (DC 25)

Complications
Prejudice: Jewish Lesbian Wicca
Relationship: Tara

Languages
English, French, Greek, Hebrew, Latin, Russian

Defense
Dodge 3, Parry 0, Fortitude 5, Toughness 1, Will 7

Power Points
Abilities 26 + Powers 65 + Advantages 20 + Skills 29 (58 ranks) + Defenses 10 = 150


Tara Maclay
PL 10
Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 3, Awareness 5, Presence 2

Advantages
Animal Empathy, Artificer, Attractive, Benefit, Wealth (well-off), Equipment 3, Extraordinary Effort, Inspire, Languages 4, Minion 2, Occult Library, Ritualist, Skill Mastery (Expertise (Magic)), Teamwork, Well-informed

Skills
 Expertise (Horse Riding) 4 (+7), Expertise (Humanities) 8 (+11), Expertise (Magic) 10 (+13), Insight 8 (+13), Investigation 5 (+8), Perception 2 (+7), Persuasion 2 (+4), Ranged Combat (Arcane Blast: Blast 10) 2 (+2), Sleight of Hand 2 (+2), Technology 2 (+5), Treatment 8 (+11), Vehicles 1 (+1)

Powers
Magickal Senses: Senses 8 (magic, Awareness: Magical, Counters Illusion: Magical, Detect: Magical 2 (ranged), Postcognition (Limited): Touch, Radius: Magical; Affects Insubstantial 2 (full rank))
Mystic Healing: Healing 9 (Activation (move action), Limited (Touch only))
Telekinesis: Move Object 4 (mystic, 800 lbs.; Concentration)
    Throw Object: Blast 2 (Alternate; magic, DC 17; Diminished Range)
Witchcraft: Magic 11 ([9 active, 27/35 PP, 3/r], DC 24; Affects Insubstantial 2 (full rank), Multiattack)
    Arcane Blast: Blast 10 (Alternate; DC 25; Distracting, Noticeable (Light flare))
    Astral Projection (Alternate; Activation: Move Action)
    Flight: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Concentration)
    Glamour: Illusion 5 (Alternate; magic, Affects: All Sense Types, Area: 30 cft., DC 15)
    Magic Sheild: Force Field 14 (Alternate; +14 Toughness)
    Remote Sensing: Remote Sensing 12 (Alternate; Affects: 2 Types, inc. Visual - Vision and Hearing, Range: 16 miles; Linked (Magickal Senses: Senses 8) [4 extra ranks]; Concentration)
    Telepathy: Mental Communication 5 (Alternate; Advantages: Extended distance with Willow; Distracting)
    Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)

Equipment
Apartment, Athame 1, Car, Cell Phone (Smartphone), Computer

Offense
Initiative +0
Arcane Blast: Blast 10, +2 (DC 25)
Grab, +0 (DC Spec 11)
Telekinesis: Move Object 4, +0 (DC 14)
Throw, +0 (DC 16)
Throw Object: Blast 2, +0 (DC 17)
Unarmed, +0 (DC 16)
Witchcraft: Magic 11, +0 (DC 24)

Complications
Prejudice: Lesbian Wicca
Relationship: Willow

Languages
English, French, Gaelic, Greek, Japanese, Latin

Defense
Dodge 4, Parry 0, Fortitude 4, Toughness 1, Will 8

Power Points
Abilities 24 + Powers 67 + Advantages 22 + Skills 27 (54 ranks) + Defenses 10 = 150


Minion - Miss Kitty Fantastico II - PL 10
Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 1, Intellect 1, Awareness 1, Presence 1

Skills
Athletics 2 (+2), Close Combat (????) 1 (+2), Deception 1 (+2), Insight 1 (+2), Perception 3 (+4), Stealth 4 (+6)

Powers
Fly: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings)  - MKF has wings that fold up on to her back and stay hidden unless she is using them.
Luck Control: Luck Control 1 (Negate Luck) - she is a black cat after all.
Mental Link: Mental Communication 1 (Sense Type: Telepathy; Limited (only with Willow and Tara))

Offense
Initiative +2
Grab, +1 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)

Complications
Quirk: Lazy
Quirk: Curious

Languages
Cat, Telepathy

Defense
Dodge 2, Parry 1, Fortitude 0, Toughness 0, Will 1

Power Points
Abilities 16 + Powers 8 + Advantages 0 + Skills 6 (12 ranks) + Defenses 0 = 30

All in all I like them, but would like to hear what the experts have to say.

Tara gets the car (specially designed hybrid Subaru Outback), apartment and MKF II on her sheet to spread the points around.  Willow is brilliant and the most power witch on the planet maybe, but she considers Tara to be just as potent.  Both girls have Wealth, in my games Willow sold her software company, Red Witch, and remained on as their paid consultant.  This gives her freedom to work when she wants and still have money. Red Witch makes the world best computer security systems; and all have a back door that only Willow knows how to access.

In my WitchCraft game, Tara has more Essence or magical energy than Willow does, not sure how replicate that here.

Note: That fantastic bit of art up there is from David Reynolds, one half of the brilliant ShadowGirls comic team. 

Thursday, February 10, 2011

How I stat out characters

I post a lot of characters here.  Lots.

Usually I have something in mind or I want to try out a new system with something I already know or a combination of the two.  But how do I take a character like Zatanna, or Red Sonja, or Willow and Tara or anyone and figure out how they are supposed to "be" in a particular system.  I have a couple of things I like to do and it has usually worked pretty well for me.

I always start out with what the character can do and who is this character supposed to be in my mind.  If I am working on Dirty Nel then I have a good idea, "sassy street faerie prostitute. cute. smarter than anyone gives her credit for. Enjoys her creature comforts and knows how to get them."  Some of that doesn't translate into game stats. Well...most games anyway. But a lot of it does.  I know she has quite a bit of knowledge about the world, street life and the occult.  I know she has a bit of magic in her and I also have a good idea about what her fighting prowess is like.

Skills
In most systems there are skills.  I look for signature skills the character has, say being able to program computers or speaking 4 languages and figure out how these are represented in the system.   For someone like Willow I look for high numbers in computers, science but also occult knowledge.  I know this is going to suck up most of her points and want to get them figured out first.  Plus they are very iconic to the character.  If I am working on Batwoman then I want to be sure her acrobatics are good, if I have Robin Sena I know she is young and most of her skills are weak except for things like occult knowledge and maybe her languages.

I like to stay within the rules as much as I can.  This helps me define the character in terms of that world's reality. If a Unisystem character gets 25 points for skills then I need to have good reasons for going to 35.  If I am using PL 9 as a base for Tarot and PL 11 for Tara in Mutants and Masterminds then I want their skills to comparable to those realities.

Skills are good Rosetta Stone really.  Most systems have them and there are lot of good translations.  Knowledge (Supernatural) could be the same thing as Occultism or Occult Knowledge.

Magic
Since I tend to make a lot of magic using characters using magic as another yardstick is good.   For D&D and d20-like games I know they need a certain spell and they need to be a certain level to cast that.  That is how I came up with Willow and Tara's levels in d20 Mod, a combination of spells and skills.
In a game like Ghosts of Albion the same is true, but then I can decide on how many levels of magic they might need.
For something like d20, this is pretty easy to work backwards from.  Find the spells, find the levels that can cast those spells, fill in the details.
For a point buy system like Ghosts, it is only part of the equation.

Combat
A lot of games feature combat or fighting.  To ignore this does the character an injustice.  Even in Call of Cthulhu or Doctor Who the character might need to stop running or talking and fight it out.  Thinking about combat like a skill then is a good way to figure out a character.  In M&M I know Tarot for example is a better fighter than Willow or Zatanna, but she can't match either of them (or even come close) in magic.  That doesn't mean she can go toe to toe with the likes of Red Sonja either.  It means that there is a good balance to be had.  Where that balance is sometimes is up for debate.  My Red Sonja may be different that someone else's based on the same PL (to use an Mutants and Masterminds example).

Feel
This is less "quantitative" really.  I'll start with a premise, "Willow is the most powerful witch in my game" then I work down from her.  I think what would it take to get the character to this level, what would it take to get a different character to a similar level.
For characters like the Hex Girls I want to make them total novices at magic.  So in Unisystem they have Magic 1 or 2 tops.  But still give the points where they would be better than average, music and showmanship.   I usually feel pretty confident in my builds, but each one usually takes longer than say just stating up John or Jane Doe Character.

Sometimes I have such strong idea for a character concept, like Justice, that I also just like to see the character in different systems too.  In the case of Willow and Tara I am also seeing if I can stat them up in as many systems as I can.

Monday, January 31, 2011

Tarot Witch of the Black Rose for True20

So I have been doing some Tarot posts of late and playing around again with True20 so this should really be a no brainer.  Plus Tarot #66 is now out, so why not.

Now one would expect that her True20 stats should be somewhat similar to her M&M 2nd Ed stats.  But if I build her by the book she ends up a touch weaker.  These are her "by the book stats".  In comparison to her M&M counterpart, this Tarot lives in a more darkly supernatural world, say like that of most modern supernatural novels like The Dresden Files or even the urban fantasy of Kim Harrison.
As typical I am using the Adept's Handbook and the guide to Horror Role-Playing from the True20 Revised book.

I would see her as something like a member of an Occult Guard or a Witch Knight.  Her armor then would be more traditional and ornate, but I would not change the character one bit.

Tarot Witch of the Black Rose

Human
Adept 6 / Warrior 3

Abilities
STR: 0 INT: +1
DEX: +2 WIS: +1
CON: +1 CHA: +3

Combat
Initiative: +2
Defense: +8
Base Attack bonus: +6  (Melee +8, Ranged +8)

Saving Throws
Toughness: +4
Fortitude: +3
Reflex: +5
Will: +8

Virtue: Compassionate
Vice: Impulsive
Calling (Blue Rose): Justice
Reputation: +3

Skills
Bluff +5, Climb -3 (armor), Concentration +8, Craft (Blacksmith) +3, Diplomacy +4, Disguise +3, Handle Animal +4, Intimidate +4, Jump -2, Knowledge (history) +5, Knowledge (Occult/Supernatural) +10,  Knowledge (theology and philosophy) +10,  Medicine +5, Notice +6, Perform (Ritual) +6, Research +6,  Search +6, Sense Motive +5, Sleight of Hand +3, Survival +5

Feats
The Talent, Imbue Item, Connected, Weapon Training (Sword), Armor Training (light), Attack Focus (Sword), Iron Will

Powers
Object Reading, Wind Walk, Heart Reading,  Elemental Blast, Elemental Resistance, Plane Shift, Ward

Other
Languages: Latin, English
Equipment: Sword of the Goddess, Armor

Conviction: 7

Starts out as an Adept and then picks up some levels in Warrior to cover her training.
Adept powers are based on Charisma.
Philosophy: Witchcraft.

So this Tarot is physically weaker than her M&M counterpart, but still rather powerful for the world she would be in.

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

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.

Sunday, January 2, 2011

2011: What's New Pussycat?

So here is the first blog post of 2011 for the Other Side.   I saw a lot of growth here over 2010 and hope to have more interesting things to show you and talk about throughout 2011.

On tap I have some Mutants and Masterminds 3rd Edition stats I want to post, some more about my upcoming 4th Edition D&D game with my kids, and certainly more OSR stuff.  I plan to post the next Season of my Willow and Tara game "Season of the Witch" and maybe even have some all new stuff.

I pulled out BASH, Icons and Villains and Vigilantes 2.1 again to do some write-ups of some other characters including Willow, Tara, Tarot and some new ones like Justice.  I want to give the Smallville RPG another go as well and pull out Doctor Who again.  Maybe I'll do that when the new Matt Smith branded box comes out.

If you are reading this on my blog or Google Reader (or some other RSS feed) then I am very happy to have you!  If you are reading this on Facebook, then that is great too, stop by the Blog proper sometime at http://timbrannan.blogspot.com/ to see the site as it is meant to be.

Of course if there is any topic, game or whatever you want me to cover I am always open to ideas.

So here is to a great 2011.

Wednesday, December 29, 2010

Tarot Witch of the Black Rose for Mutants and Masterminds 3rd Edition

As many of you know I have been in "research mode" on Tarot, Witch of the Black Rose for some time. And you may also know I just picked up Mutants and Masterminds 3rd Edition. Well I felt it was time to give them both a spin and see what I can come up with.

Tarot, Witch of the Black Rose

Real name: Rowan Gender: F 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

Power Level: 9


Abilities
STR: 2AGL: 3FGT: 4AWE: 4
STA: 3DEX: 2INT: 3PRE: 5

Dodge: 6
Parry: 6
Fortitude: 5
Toughness: 6/3
Will: 5
Armor +3

Advantages
All out attack, Artificer, Attractive 2, Benefit (Witch of the Black Rose), Connected, Contacts, Diehard, Equipment (Sword and Armor), Extraordinary Effort, Languages (English, Latin), Minion 3 ("Pooka" her flying Goblin Cat), Power Attack, Precise Attack (all), Prone Fighting

Skills

Acrobatics +7, Athletics +6, Close combat (sword) +12, Deception +7, Expertise (Magic) +11, Insight +6, Intimidation +5, Investigation +5, Perception +6, Persuasion +7, Sleight of Hand +5, Stealth +5, Treatment +5

Powers
Healing 2
Magic 5 (Dynamic)
 Eye bite (Blast, does not require hands) 2
 Dazzle 2
 Flight 5
 Forcefield 5
 Impervious Toughness 3
 Teleport 5
Magickal Senses (Awarness: Magic, Precognition (limited to Tarot's loved ones and to tarot card images)) 3
Telekinesis (Move Object) 5

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

Power Points
Abilities: 52 Powers: 34 Advantages: 21 Skills: 20 Defenses: 8 = 135 pp

This version of Tarot focuses on her fighting ability. She admits herself that she is not the most powerful witch, magic wise, around, but she has had quite a bit of training with the sword and in combat as a Swordmaiden of the Goddess. I also wanted to focus on the magical nature of her armor. Sure she goes to the same armorsmith as Red Sonja, but there is a magical aura about it that protects her all the same.

I opted for PL 9 here. She could not stand toe to toe with the likes of Zatanna or even Willow and Tara magic wise, but still has some room to grow her abilities.

ETA: I am also posting this on The Atomic Think Tank.

Saturday, December 25, 2010

Merry Undead Christmas!

So Christmas has come to the Brannan house.  Electronics were had by all.  But I wanted to talk about what I got RPG related this year.

Castle Ravenloft Board Game
I got this as my "big" RPG gift.  It looks like a lot of fun and we are going to play it later today I am sure.  I grabbed my Strahd mini that I got a while back and put it into the box to replace the weak looking vampire it came with (he is fine for the "young vampire" they also have you use him for).  Tons of skeletons, ghosts and other things were included.  Got a dracolich and a zombie dragon too.

"Orcus" Modules
I got the last titles in the P and E series I needed.  E2 and E3 and P2.  I now have all nine of the "Shadowfell/Orcus" modules.
I know the reviews of these are mixed, but I wanted them all.

Beholder Gift Set
I also got the D&D Beholder Gift set, which comes with 4 beholders.  A regular one, an shadow beholder, a ghost and a frost beholder.  They are very cool and I can't wait to use them somewhere.

Now on to the other gifts!

Forgot to mention!  I also got a new book, "Vampyre Kisses" and a bunch of "Tarot Witch of the Black Rose" comics.

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.  

Thursday, December 16, 2010

To follow up

On yesterday's post about Tarot, Witch of the Black Rose.  I have seen some issues now and I see that both sides have some valid points.

But I am afraid of becoming this guy...
http://ourvaluedcustomers.blogspot.com/2010/10/as-he-was-paying-for-2-newest-issues-of.html

More later.

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?