The Other Side
#FollowFriday and Kickstart Your Weekend: Zine Quest 3
One of the things I loved about small cons in the 80s (and really, those were the only ones I went too then) was the little indie Zines. Small, cheap (a bonus for a broke high school student) and packed with all sorts of strangeness, they had all sorts of appeal to me.
Granted they were not all good, but they had a sense of, I don't know, love about them. This was before Desk Top Publishing was even taking off yet so often these were Xeroxed, hand stapled affairs.
While it might be easier to get Zines out to the masses, the sense of love is still there.
This is why Zine Quest was made and now we are at the beginning of Zine Quest #3 over on Kickstarter and the choices are overwhelming.
There are plenty of OSR and D&D 5 choices as well as plenty of other indie games in the truest sense.
Trying to track them all is a bit more than I want to take on by myself. Thankfully there are good resources to help us all.
Hero Press / I'd Rather Be Killing Monsters
If you come here then you know "the other Tim" from across the pond. Hero Press is my go-to entertainment blog for all things RPG, Superhero, and more. Go there. No qualifiers, just go there. But he is also covering the Zine Quest projects he likes. You can also follow his Zine Quest tags.
Over on the Facebook side of things his group, I'd Rather Be Killing Monsters will be featuring even more Zines and project owners are encouraged to post links to theirs.
Gothridge Manor / RPG Zines
Tim Shorts (yes another Tim!) is also keeping everyone posted on Zines. He has been talking about them on his blog Gothridge Manor (also a great blog!) and his Facebook group RPG Zines. This is pretty much Zine central and worth your time to check out. Like Tim, Tim has a Zine tag for his blog as well.
But where Tim Shorts rises above the other Tims is his own contribution to the Zine project.
Be sure to back The Many Crypts of Lady Ingrade on Kickstarter.
Tenkar's Tavern
If you have been in the OSR any amount of time you likely know about Tenkar's Tavern blog/podcast/Facebook group. Tenkar is also covering Zine Quest with a lean to the OSR zines coming out.
You can also follow the #Zinequest3 hashtag on Twitter.
There are more launching every day in February, in fact, one launched while I was writing this post that I want to back. So expect a Part 2 next week!
Star Trek: Mercy and BlackStar Characters
One thing I wanted to accomplish with the recent Character Creation Challenge was to create characters that I could use in my War of the Witch Queens campaign AND get ideas for a multiverse of witches.
But that is not the only thing I wanted from it.
I also wanted to see the differences between various Star Trek-like systems in order to find good NPC for my BlackStar and Star Trek: Mercy games.
Of course, my main source is going to be the challenge founder Carl Stark at Tardis Captain's blog (and of course his Star Trek RPG page).
- FASA Trek
- Frontier Space
- Star Trek Adventures
- Far Trek
- Star Trek RPG (Last Unicorn)
- FASA Doctor Who
- Prime Directive
- Star Trek RPG (Decipher)
- Starships & Spacemen
- Where No Man Has Gone Before
Reading through all of these (and it has been great!) I am more convinced now that my Star Trek Mercy game needs to be a FASA Trek game while BlackStar can be something else; most likely Star Trek Adventures.
Star Trek: Mercy
As I have mentioned previously Star Trek Mercy will take place aboard a Federation Hospital Ship. Its mission is a bit like Doctors Without Borders; they fly into dangerous situations with the goal of helping. While it is a Federation/Starfleet ship I am going to open up character choices to any and all Star Trek races. So humans, Vulcans, Andorians will be expected, but also Romulans, Klingons, Deltans, even Gorn, and Orions if someone can give me a good reason. These crew will not be members of Starfleet, they still belong to their respective worlds, but I also have to, want to, work within canon.
For this, a few guidelines are needed. No Klingon Starfleet officers. Worf was the first and the Federation and the Klingon Empire are at a period of cooled tensions. They are not allies per see, but they are also not shooting at each other. We know from the TNG episode "The Neutral Zone" that Romulans have not had any relations with the Federation since the Tomed Incident of 2311. There is still a Romulan Ambassador on Earth in 2293. That gives me 18 years' worth of gameplay.
I stated in my first post on this that 2295 would be a good year to set this in. Seems like I was on to something. I can even use the Plasma Plague of 2294 as the first mission of the Mercy. We even get a Stardate for it, 38235.3, though that date can't really work for 2294, it doesn't even work well for The Original Series Stardates. That date gives you Wed Feb 24 2360 for TNG and Tue Oct 28 2279 for TOS. Might need to use the FASA Trek Stardate calculations to make this one work!
Also since this is FASA Trek I can borrow some ideas from The Next Generation Officer's Manual. In particular, the notion that there were a bunch of different uniforms in use. Gives me an excuse to use the ones I want. These would be new here and old by the time the USS Protector and the Mystic-class ships roll out.
I am going to need a new ship design too.
What would also be nice is to work in some Original Series Apocrphya into my game; Saavik being half-Vulcan/half-Romulan, Chekov working for Starfleet Intelligence and a touring Chess Master (loosing to the Betazoids), Scotty as a Professor of Engineering at Starfleet Academy before getting lost near a Dyson Sphere in 2294, Sulu as the Captain of the Excelsior and Harriman as Captain of the Enterprise B. Uhura as Demora Sulu's Godmother. I would also like to find out more about Lt. Elise McKennah, played by Michele Specht in Star Trek Continues.
McCoy becoming an admiral, Spock continuing his role as Federation Ambassador, and Kirk disappearing on the Enterprise B. Though those are not really disputed.
I like this idea since it is also the first Trek game my Star Trek loving wife has mentioned she would like to play.
Morelia the Wood Witch for Basic Era D&D (BX/OSE)
I make no excuses for it, I like Ginny Di. She is great and is having more fun with D&D than a roomful of dudes my age. She often has content I enjoy but this week she has given her viewers three more NPCs to adopt or adapt and I just couldn't say no.
So with her (implied) permission here is Morelia the Wood Witch. She has accidentally overdid it on a love potion and now the whole village is madly in love with her. She is very happy to see any new PCs, especially ones not from the village. She will work out a deal with them. If they can bring back enough Pixie's Tongue (it's actually a type of plant) then she can brew up the antidote for everyone. But you better hurry! Two fights for Morelia's hand have already broken out and things promise to get worse soon!
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Morelia the Wood Witch
Abilities
Strength: 12
Intelligence: 15
Wisdom: 13
Dexterity: 17
Constitution: 16
Charisma: 17
Saving Throws
Death or poison: 10
Wands: 12
Paralysis: 11
Breath Weapons: 14
Spells: 13
AC: 9
HP:
Spells
1st Level: Bewitch I, Charm Person, Color Spray
2nd Level: Burning Gaze, Glitterdust, Bonds of Hospitality (Ritual)
3rd Level: Dance of Frogs, What You Have is Mine (Ritual)
4th Level: Bewitch IV, Dryad's Door
*The Green Witch Tradition from my Swords & Wizardry Green Witch book is perfect for her, but I also want this character to have access to some Pagan spells. Plus I want to use her as an NPC for BX/OSE, so she is a Pagan Green Witch. Combine books and mix and match spells.
Helping Morelia now in the adventure will pay off later. Morelia knows about the Tridecium and what is going on with the Witch Queens. She will be an invaluable source of information. That is if she can fix her love potion mishap.
One Man's God: Syncretism and the Gods
In real-world mythology and religion, it doesn't work like that. Zeus was, and was not, exactly Jupiter. Ra was Ra, unless he was Amun-Ra or Aten. Dumuzid was Tammuz, except for the times he was his own father. This is not counting the times when religions rise, fall, change and morph over the centuries. Today's God is tomorrow's demon. Ask Astarte or the Tuatha Dé Danann how things fare for them now.
Gods are messy.
It stands to reason that gods in your games should also be as messy.
Now, most games do not have the centuries (game time) and none have the real-time evolution of gods in their games. We use simple "spheres" and give the gods roles that they rarely deviate from. The Forgotten Realms is an exception since its published works cover a couple hundred years of in-universe time, but even then their gods are often pretty stable. That is to make them easier to approach and to make sales of books easier. The Dragonlance books cover more time in the game world, but their gods are another issue entirely.
While I want to get back to my One Man's God in the proper sense I do want to take this side quest to talk about Syncretism.
Syncretism
According to the ole' Wikipedia, "Syncretism /ˈsɪŋkrətɪzəm/ is the combining of different beliefs, while blending practices of various schools of thought." For our purposes today we are going to confine ourselves to just gods.
For game purposes, I am going to use Syncretism as the combination of two or more gods into one. The individual gods and the syncretized god are considered to be different and separate entities.
Now years ago when I proposed the idea that gods can be different than what is stated I go some grief online from people claiming that gods are absolute truth. For example, you can cast a Commune spell and speak to a god and get an answer. But a commune is not a cell phone. It is not email. It is only slightly better than an Ouija board. You have no idea who, or what, is on the other end. If you are a cleric all you have is faith.
So what is a syncretic god like? Some examples from the real world and my own games.
Hermes Trismegistus
Our poster boy for syncretism is good old Hermes Trismegistus or the Thrice Great Hermes. He is a Hellenistic syncretism of the Greek Hermes and the Egyptian Thoth. Now, the DDG has these as very separate individuals. Thoth is a Neutral Greater God of Knowledge, Hermes is a Neutral Greater God of Thieves, Liars, and more. From this perspective, there does not seem to be an overlap. But like I say above, gods are messy. This figure is believed to have written the Corpus Hermetica, the collection of knowledge passed down to the various Hermetic Orders that would appear in later antiquity and during the Occult revivals. Even then the Thrice Great Hermes of the Hellenistic period could be argued to be a completely different personage than the Thrice Great Hermes of the Hermetic Orders.
But is Hermes Trismegistus a God? If you met him on the street would that mean you also met Hermes, Thoth, and Mercury? Or can all four walk into a bar together and order a drink? That answer of course is a confounding yes to all the above. Though this is less satisfactory than say having stats for all four in a book.
The Triple Moon Goddess Heresy
Back when I was starting up my 4e game and deciding to set it in the Forgotten Realms I wanted to make sure I had a good grasp on the gods and goddesses of the world. I was also already mulling some thoughts that would become One Man's God, so I decided to go full heretic. I combined the moon goddesses all into one Goddess. I also decided that like Krynn, Toril has three moons, but you can't see one of them. I detailed that religion in my post Nothing Like the Sun... and I did something similar to Lolth and Araushnee in The Church of Lolth Ascendant.
Sehanine Moonbow, Selûne, and Shar by Ben HoneycuttAs expected (and maybe a little wanted) these tended to shuffle the feathers of the orthodoxy. Thanks for that by the way.
This is all fun and everything, but what can I actually *do* with these?
Syncretic Gods make FANTASTIC witch and warlock patrons.
Witches in many pagan traditions in the real world believe that their Goddess is all goddesses. That is syncretism to the Nth degree. I already have a case with Hermes Trismegistus and the Hermetic Order.
Here are some syncretic gods from antiquity and potential roles as patrons.
Apollo-Belenus, Patron of the sun and healing. From the Greco-Roman Apollo and the Gaulish Belenus.
Ashtart, Patroness of love, marriage, and sex. Combines the Goddesses Aphrodite, Astarte, Athirat, Ishtar, Isis, and Venus. Sometimes depicted as the consort to Serapis.
Cybele, or the Magna Mater, Patroness of Motherhood and fertility. She combines many Earth and motherhood-related Goddesses such as Gaia, Rhea, and Demeter.
Serapis, the Patron of Law, Order, rulers, and the afterlife. He is a combination of the Gods Osiris and Apis from Egypt with Hades and Dionysus of the Greek. Besides Hermes Trismegistus, he is one of the most popular syncretic gods and the one that lead archeologists and researchers to the idea of syncretism.
Sulis Minerva, Patroness of the sun and the life-giving power of the earth. She is chaste and virginal where Ashtart is lascivious.
And one I made up to add to this mix and smooth out some edges,
Heka, the Patroness of Magic. She combines Hecate, Cardea, (who might have been the same anyway), Isis, with bits of Ishtar (who has connections to Isis too), and Ereshkigal with some Persephone.
In my own games, I have always wanted to explore the Mystra (Goddess) and Mystara (World) connection.
This also helps me answer an old question. Why would a Lawful Good witch be feared or hated? Simple that Lawful witch is worshiping a god that the orthodoxy deems as a heresy.
A Witch (or Warlock) of the Tripple Moon Goddess in the Realms is going to be hated by both the followers of Selûne and Shar, even if they are the same alignment. Cults are like that.
I am planning on expanding these ideas further.
Another thing I want to explore is when a god is split into two or more gods or demons. In this case I want to have some sort of divinity that was "killed" and from the remnants of that god became Orcus and Dis Pater, or something like that. Orcus, Dis Pater (Dispater), and Hades have a long and odd relationship. This is not counting other gods that have floated in and out of Orcus' orbit like Aita and Soranus.
Character Creation Challenge: Looking Back and Forward
And that is done!
I managed to get through the 31 Day New Year, New Character creation challenge. It was quite a bit of fun. In fact, I might continue this on the 1st of each month. I still have plenty of games to cover.
For the record, here are all the characters created this past month.
- NIGHT SHIFT: Sabrina Spellman
- Dark Places & Demogorgons: Taryn "Nix" Nichols
- Dungeons & Dragons, Original Edition: Deirdre
- Dungeons & Dragons, Basic Edition: Áine nic Elatha
- Advanced Dungeons & Dragons, 1st Edition: Rhiannon
- Advanced Dungeons & Dragons, 2nd Edition: Sinéad and Nida
- Dungeons & Dragons, 3rd Edition: Rowan McGowan
- Dungeons & Dragons, 4th Edition: Eireann
- Dungeons & Dragons, 5th Edition: Taryn, Celeste, Cassandra, Jassic, Sasha, and Áedán Aamadu
- Quest of the Ancients: Sarana
- Pathfinder 1st Edition: Labhraín
- Pathfinder 2nd Edition: Oisín
- Castles & Crusades: Fear Dorich
- Spellcraft & Swordplay: Runu and Urnu
- Astonishing Swordsmen & Sorcerers of Hyperborea: Xaltana
- Blue Rose1st Edition, True20: Marissia
- Blue Rose1st Edition, AGE Edition: Seren
- 7th Sea, 2nd Edition: Gwenhwyfar
- DragonQuest 1st Edition: Phygor
- The Dark Eye: Katherina
- Keltia: Siân ferch Modron
- Yggdrasill: Lars son of Nicholas
- Fantasy Wargaming: Marie Capet
- Dark Ages Mage: Lowis Larsdottir
- Chill 3rd Edition: Megan O'Kelly
- C. J. Carella's WitchCraft RPG: Fiona
- WITCH Fated Souls: Alexandria
- The Great American Witch: Amy Nakamura
- Mage 20th Anniversary Edition: Brianna
- Mutants & Masterminds: Scáthach the Shadow Witch
- DragonRaid: Solomon
Many of these characters will find some life again in my War of the Witch Queens.
Character Creation Challenge: DragonRaid
Now for today's last character. Ah. This is a game that has been on my radar for YEARS, decades even. Today feels like the perfect time. So let's make a character LightRaider for DragonRaid!
The Game: DragonRaid
Ok. This game.
So DragonRaid got a lot of grief in the gaming communities I was apart of. I had some Christian gamer friends that thought it was a cheap attempt to capitalize on their faith and some even did not want to mix their D&D and belief. As an Atheist, then and now, I thought it was interesting. As someone who was interested in psychology then and someone with degrees in it now I also thought it was an interesting way to learn something, in this case, Bible verses. I always wanted to see the game for myself.
One thing I have to keep in mind that this "game" is not really an RPG, but a teaching tool in the form of a role-playing game.
The game's author and designer was Dick Wulf, MSW, LCSW, who is, as his degrees indicate, a licensed Social Worker and holds a Masters in Social Work. He had done a lot of work in psychotherapy and ministry. He also played D&D and Traveller. So it seems he actually likes and knows RPGs better than the guys who gave us Fantasy Wargaming!
Plus I have to admit the ads in Dragon Magazine always looked really interesting. I mean seriously, that is an evil-looking dragon and should be stopped and those look like the brave warriors to do it. Even if they need some more armor*. (*that is actually a point in the game! more later)
A while back my oldest son and I saw this game at my FLGS and I told him all about it. He is also an Atheist (as everyone in my family is) and he wanted to get it so we could play the other, evil, side. He wanted to do something with the dragons in the game (he loves dragons) and I of course wanted to bring witches into it (cause that is my raison d'être). Plus this copy still had the cassette tape in it. I mean that is just beyond cool really. So yeah I grabbed it with every intention of having a bit of a laugh with it.
I might be a witch-obsessed Athiest, but I am also an educator and not really an asshole.
The truth of the matter is spending this past week with the game I just can't take a piss on it. The author is just too earnest in his presentation of this game. There is love here, and scholarship, and frankly good pedagogy behind the design. I don't normally mix my professional education background with my game design work. Yes, they can and they do mix. But when I am writing a book on the Pagan witches for Old-School Essentials I am not trying to write a historical treatise on the pagan religions of Western Europe during the time of the Roman Empire. I'll try to keep my facts in line, but I can't serve two masters. I have to write what is best for a game.
DragonRaid also doesn't serve two masters. It serves one and makes that work for both pedagogical reasons (to help young people understand Christianity and their Bible better) and game design reasons (to have a fun roleplaying experience).
For this DragonRaid succeeds in a lot of ways. For this, I simply can't do anything else but admire this game and its design. So no playing dragons here, or me coming up with a witch class to fight the characters. I might do that at home, but I am not going to be a jerk about it.
Besides look at everything you get in this box! I mean seriously, this is some value.
I even got the cassette tape! I don't have anything to play it on though.
Thankfully you can go to the official Lightraider Academy website to get the audio files from the tape.
This company is all in on this game and I have to admit I totally admire them for it.
So expect me to more with this game on these pages including a full review.
The Character: Solomon
Building your character, the Lightraider, is one of the core elements of this game. It is also why we are here today. There is a pad of Lightraider worksheets and a smaller sized pad of Lightraider character sheets. I am betting I will need both. There is also a blue Game Instructions Rulebook for players.
There are two books that I start with. The red book is the New Player Briefing. The yellow book is the Dragonraider Handbook Player's Guide. I will start with the red since it is the smaller of the two and covers the game basics. The yellow, spiral-bound one covers the in-game background. After some background, we get to the characters on page 60 or so. There are 9 Character Strengths (Love, Joy, Peace, and more, based on Galatians Chapter 5, verses 22-23.) and 2 physical attributes. The first nine are determined randomly on a d10 (called a "Starlot" here. the d8 is a "Shadowstone." I think that is what I am calling d8s from now on!). Many other attributes and scores are determined via derived stats from those strengths. I see why we need/want a worksheet. There are also 8 character abilities that are required and three optional ones.
Note: I am not doing this as a proper review. That will come later. Today I just want to make a LightRaider.
I am going to do this properly and roll all random strengths. Let's see what sort of character I get. Rolling is the easy part, everything else on this sheet requires a lot of math. Not difficult math really, lots of averages, but had I know I would have worked up a spreadsheet.
Ok. I did a spreadsheet anyway. This is the exact thing I would have loved back in the day. I would have written a BASIC program for my Color Computer to help me generate a character. Even now I can see all the code in my head! So let's look over all my numbers and see what character I have here.
Solomon
Knight of the Way
Character Strengths
Love (LO) 6
Joy (JO) 6
Peace (PE) 5
Patience (PA) 10
Kindness (KI) 2
Goodness (GO) 6
Faithfulness (FA) 7
Gentleness (GE) 2
Self-Control (SC) 10
Character Abilities
Courage (CO) 7
Endurance (EN) 8
Hope (HO) 6
Knowledge (KN) 7
Listening (LIS) 7
Quiet Movement (QM) 8
Vision (VIS) 7
Wisdom (WIS) 4
Blend with Surroundings (BWS) 9 +2 11
Climb Skillfully (CLS) 8
Track Enemy (TE) 8 +2 10
Weapon Abilities
Solo Battle (SB) 6
Sling 7
Flail 7
Crossbow 6
Defensive Abilities
Evade Enemy (EE) 8 +2 10
Recovery from Injury (RFI) 6
Resist Torture (RT) 7
Armor
Belt of Truth (BT) 7
Breastplate of Righteousness (BR) 6
Shield of Faith (SF) 6
Helmet of Salvation (HS) 6
Sword of the Spirit (SS) 1
Boots of the Gospel of Peace (BGP) 6
Physical Attributes
Physical Vitality (PV) 27
Strength (ST) 4
Agility (AG) 4
You can't see it, but there are a lot of derived stats here. For example, Blend with Surroundings (BWS) is made up of Self-Control doubled (SCx2), plus Patience (PA), plus Endurance doubled (EN). Endurance itself is made up Joy, Peace, Patience (doubled), Faith, and Self-Control doubled, all divided by 7 and rounded down. See why I wanted a spreadsheet.
Can't get much more old-school than this really!
Looking over this character I see he qualifies now for a special Character Role. Normally this would be chosen later after a few games, but let's do it now. Doing the math (again) I see he meets or passes the thresholds for Knight of the Way or Rescue Master. Looking over his stats, mostly at his really poor Kindness and Gentleness scores it looks like Knight of the Way is the better choice. That also gives me a +2 bonus for BWS, TE, and EE.
So. Who is this guy?
Well seeing how low his Wisdom is I thought let's name him Solomon. A reminder of what he needs to work on.
Solomon is a bit of loner. He is not particularly kind nor gentle. He doesn't learn from his mistakes well (low Wisdom) but he is not stupid. What he is however is tireless in his goal of hunting down the enemy of the Overlord of Many Names. He specializes in getting other Lightraiders behind enemy lines and hopefully getting them back out, but that is a job for the Rescue Masters. He knows if he gets caught he can resist the enemy better than most and that is where his true kindness is; if catching him means someone else avoids the Dragon Lord's torturers then so be it.
His combat scores are good, but better with ranged weapons. And yes despite what you may or may not have heard characters ARE expected to fight and kill the forces of evil.
His Faith is pretty good and his Goodness a little less. I think this guy is likely more about wanting to hurt the enemy rather than helping out good people. That will be his struggle.
Well...the real struggle is I don't really know any bible verses so I am not going to get very far with the Word Runes. But I suppose that is the purpose of this game really, to teach them to young adults. This is actually a cool idea; memorizing real bible verses to have an effect in the game. As an educator, I can appreciate this.
I will need to get into that in a future review.
The Links
I am going to be going through this game some more. So I am going to share my collected links here so we both have them for later.
- LightRaiders, the home of DragonRaid, https://lightraiders.com/
- Introduction to DragonRaid, https://vimeo.com/399051861
- The DragonRaid audio files, https://lightraiders.com/dragonraid-tape/
- Wikipedia article, https://en.wikipedia.org/wiki/DragonRaid
- Review on RPG.net, https://www.rpg.net/reviews/archive/11/11723.phtml
- Review on Biblical Geek, http://www.biblicalgeek.com/blog/2018/11/22/dragonraid
- Thoul's Paradise has a whole series of posts.
Character Creation Challenge: Mutants & Masterminds
The Game: Mutants & Masterminds 3rd Edition
M&M 2nd Ed was one of my favorite superhero RPGs, so it made sense for me to upgrade to the 3rd Edition when it came out. Also given that the same system was being used in the DC Adventures RPG, I just really could not say no.
I have talked a lot about M&M 3 and DC Adventures here. And it is no surprise with my Zatanna postings that I am more of DC fan than a Marvel fan.
I am happy to see the M&M is still going strong. One of the true success stories of the OGL experiment.
Green Ronin even has a Pateron for Mutants and Masterminds at https://www.patreon.com/MutantsAndMasterminds
From the very start of War of the Witch Queens, I knew there was going to be some influences from other games and other universes. Mutants & Masterminds, which already embraces the Multiverse, was an early obvious choice for me. But something that no one knows is that my Come Endless Darkness also had an origin point in M&M. Back then it was going to be Dracula trying to take over the world. I really could not pass up the chance of Dracula fighting someone named Summers. While I moved the whole thing over to D&D (and Dracula to Strahd) I can still see some of the old DNA of M&M in it. Some of the rest moved on to WotWQ. One idea, in particular, was an anti-hero Scáthach.
Now before I get into the character of Scáthach, I do want to address that this is neither the Ulster cycle character Scáthach, nor is the Red Sonja character of Scáthach, The Red Goddess, though in true comic book fashion, both are inspirations. Since she is supposed to be a witch of sorts I am going all the way back to one of my first WitchCraft RPG games that took place at the University of St. Andrews in Scotland. Plus I wanted a character I could port back over to D&D if I wanted.
The Character: Scáthach the Shadow Witch
Professor Moria Stewart, Ph.D. was a lecturer on classic Irish and Scot Mythology at the University of St. Andrews. She was busy sketching pictures of Dunscaith Castle in Scotland while working on a new paper about Cú Chulainn when she noticed that all her sketches featured the same shadowy figure. She did not remember drawing it, nor even seeing it. She compared it photos she took but nothing was uncovered. She returned to the castle site and was confronted by a Shadow. She fell and hit her head on some rocks below the castle. She was certain to die but the figure came to her saying it would give her power if it could bond to her. Not wanting to die Dr. Stewart agreed and became a creature of shadow herself.
While during the day she goes about her life and teaches her classes to bored undergrads by night (or when she needs too) she can veil herself in shadows and she becomes Scáthach the Shadow Witch!
Neve McIntosh as ScáthachScáthach, The Shadow Witch - PL 10
Realm Name: Moria Stewart
Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 7, Intellect 3, Awareness 2, Presence 1
Advantages
Contacts, Languages 3, Well-informed
Skills
Athletics 2 (+3), Deception 2 (+3), Expertise: History 8 (+11), Insight 2 (+4), Intimidation 2 (+3), Perception 4 (+6), Ranged Combat: Shadow Blast: Cone Area Damage 10 8 (+9), Stealth 8 (+9), Technology 4 (+7)
Powers
Blend in Shadows: Concealment 2 (Sense - Sight; Blending)
Faerie Fire: Cumulative Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 15; Cumulative, Increased Range 2: perception; Limited: One sense (Sight))
Shadow Blast: Cone Area Damage 10 (shadow, DC 25; Cone Area: 60 feet cone, DC 20, Increased Range: ranged)
Shadow Form (Activation: Standard Action)
Alternate Form (Shadow) (Activation: Standard Action)
Concealment: Concealment 5 (All Visual Senses, Sense - Hearing; Limited 2: Darkness and Shadow)
Insubstantial: Insubstantial 4 (Incorporeal)
Movement: Movement 3 (Safe Fall, Trackless: Choose Sense 1, Water Walking 1: you sink if you are prone)
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Ríastrad: Enhanced Fighting 6 (+6 FGT)
Strength Effect
Shadow Aura: Protection 6 (+6 Toughness; Sustained; Noticeable: Visible effects)
Shadow Magic: Illusion 5 (Affects: Two Sense Types - Sight, Hearling, Area: 30 cft., DC 15)
Shadow Sense: Remote Sensing 5 (Affects: Visual Senses, Range: 900 feet)
Shadow Sight: Senses 3 (shadow, Darkvision, Low-light Vision)
Offense
Initiative +1
Faerie Fire: Cumulative Affliction 5 (DC Will 15)
Grab, +7 (DC Spec 11)
Shadow Blast: Cone Area Damage 10 (DC 25)
Throw, +1 (DC 16)
Unarmed, +7 (DC 16)
Complications
Identity: Shadow Witch is different than Moria
Mythic Weakness: Can't touch any metal while in Shadow form
Languages
English, French, Greek, Latin, Scots Gaelic
Defense
Dodge 3, Parry 7, Fortitude 2, Toughness 7, Will 4
Gender: Female
Age: 35
Height: 5'10"
Weight: 145#
Hair: Black
Eyes: Blue
Power Points
Abilities 22 + Powers 98 + Advantages 5 + Skills 20 (40 ranks) + Defenses 5 = 150
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.comMutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
This character could be a lot of fun! I can see her working in either the DC Universe or the M&M Universe.
Character Creation Challenge: Mage 20th Anniversary Edition
The Game: Mage: The Ascension 20th Anniversary Edition
I remember picking up a copy of Vampire the Masquerade back in the early 90s and thinking it looked interesting, but nothing I was going to play really. Though my thought did go to moving the whole thing over to Ravenloft. It wasn't later until I had moved to Chicago to work on my Ph.D. that I found Mage.
The ground floor of the commuter train station had a bookstore in it. One of the pure joys of my daily commute. I picked up a copy of Mage: The Ascension (Revised) and thought that it was fantastic. While I would ultimately stick with WitchCraft, Mage continued to have a fascination for me. Moving back and forth between the systems I ultimately landed on the idea that a "Mage" was an evolved form of a "Witch." I did some refinements, mostly after Mage the Awakening was released, so eventually came to the idea of an "Imbolc Mage" the term borrowed from a friend that wrote about "Ascended witches." IT worked for me. Even in my D&D 3.0 days, an Imbolc Mage was a witch prestige class. My Imbolc Mage is even tied back to Amy and Megan. In one universe Amy is a good friend, in another Megan is her grandmother. In Scáthach/Moria Stewart's universe, she is the superhero Witchfire (but more on that tomorrow).
While Mage the Ascension grabbed my attention, it was Mage the Awakening that I created the more material for. I soon figured out why, it was that it was very close in feel to WitchCraft. I wanted to do something that took the best aspects, or more to the point my favorite aspects, of both games and use them together. I grabbed the Mage Translation Guide with great glee, but I never really did anything with it. With the release of Mage: The Ascension 20th Anniversary Edition (and its nearly 700 pages) I just dropped all the work I was doing with Mage the Awakening.
This brings me to Bri.
Brianna was really my first character specifically for Mage the Awakening. I knew she was going to me an Imbolc Mage according to the myths of my game worlds so stating her up in Mage first made the most amount of sense. Given that her character birthday is coming up (February 1) I think she needs to be stated up for Mage: The Ascension.
The Character: Brianna
Of the members of this week's coven, Bri is the youngest and the most powerful. She is also one of the oldest characters I have made and have detailed this month. In my first Generation HEX game she was born February 1st, 2005, since that game was set in 2022 she would have been 17. Well, she will be 16 in a couple of days, so let's see how she looks for Mage.
One of the big changes right away is shifting her from a Verbena to a Sister of Hippolyta. While the game even mentions that these two should have merged a long time ago they are separate still. Given that Brianna is part of the Daughters of the Flame, the sisters feel like a much better fit really. This is also apparent in her Avatar and Destiny Backgrounds. She is going to do Big Things someday. But right now she is just a kid.
Abigail Cowen. She has played a witch and a fire faerie.
She is perfect as Bri.
Brianna
Nature: Activist
Demeanor: Idealist
Essence: Primordial
Affiliation: Sisters of Hippolyta
Sect: Daughters of the Flame
Concept: Guardian
Attributes
Physical
Strength 2
Dexterity 3
Stamina 3
Social
Charisma 2
Manipulation 1
Appearance 3
Mental
Perception 4
Intelligence 3
Wits 3
Abilities
Talents
Alertness 2, Athletics 1, Awareness 1, Empathy 1, Intimidation 2, Leadership 1
Skills
Martial Arts 1, Melee 1, Research 1, Survival 1, Technology 1
Knowledge
Academics 2, Computers 1, Enigmas 2, Esoterica 2, Investigation 1, Occult 3, Science 2
Spheres
Life (Affinity) 2, Mind 2, Forces 1, Prime 1, Spirit 1
Backgrounds
Avatar 3, Destiny 3, Mentor 1
Arete 3
Willpower 5
Quintessence 5
Gender: Female (she/her)
Age: 16 (DOB Feb 1, 2005)
Hair: Red
Eyes: Blue
Height: 5'5"
Weight: 120 lbs.
Yeah. This makes me want to play Mage again!
Character Creation Challenge: The Great American Witch
The Game: The Great American Witch
The Great American Witch (GAW) was released last year to much excitement (well on my part certainly). The game is quite a lot of fun, though I have not had the chance to play it as much as I would like, it has become a great resource for some of my other games.
I reviewed the game here, and interviewed the designer Christopher Grey here.
While I continue to be mostly unimpressed by Powered by the Apocalypse games, this one deviates enough from that standard to make it more interesting to me. Plus I do like the character, craft, and coven building material within the book. The coven building, in particular, has been very helpful for my Basic-era War of the Witch Queens game. I can also see it working great for WitchCraft and maybe even WITCH: Fated Souls. The Crafts of GAW could also work out well enough, narratively, as different "Crafts" of the Wicce in WitchCraft.
Still, I see a lot of potential for this game and I am happy I picked it for today's challenge.
The Character: Amy Nakamura
Amy is a character I have used as an NPC in my WitchCraft/Buffy games before but never stated her out. I thought it might be fun to detail her a little more here. Though in previous versions she was a follower of Brigit. This Amy did not become "Brigh daughter of Brigit" instead she became something of a solitary witch looking to protect others on her own. Since my War of the Witch Queens spans the multiverse I am going to say that "Amy" was needed, but instead of Brigh they got this Amy. Or maybe in this world, she is the one that has that needed multiversal connection.
For a lot of reasons that make sense mostly to me, she is a "Craft of Tara" witch, "Coven of the Storm".
Character creation in GAW actually begins with Coven Creation. For this coven I am going to choose the witches I have been featuring this week, Megan, Fiona, Alexandria, and Amy, each pulled from their timelines.
Coven of the Storm
Oath: Use force to enact change
Holy Day: Samhain
Hearth: A hidden building
Connections & Resources: A hideout that cannot be located by natural or supernatural means.
Coven Resources: Few. Witches operate in the mundane world
Staus: Well thought of by those that know.
Mainstream? Witches need to come together.
Mundane? Has value, but not important
Influence: Not well known
Members: Only these characters
Photo by Joy Marino from PexelsAmy Nakamura
Craft of Tara
Mercy -1
Wisdom -1
Severity +2
Maiden: Tara Swift and Heroic
Mother: Blue Tara
Crone: Black Tara
Refuge: Personal Shrine
Background: Family has always practiced the craft
Lifestyle: Spritual activist
Personality: Optimistic and supportive
Relationships
Who helps you keep peace in the coven? Megan
Who is the most volatile and needs the most management? Fiona
Who gives you the strength to confront challenges? Megan and Alexandria
Who confronts challenges for you? Alexandria
Who brings balance to the coven? Megan and Amy
Who brings the coven out of balance: Fiona
Ok! So I have a character here that works great for this game.
Character Creation Challenge: WITCH Fated Souls
We are getting near the end of this challenge and I find I am sad to see it go. I am going to revisit these characters all at a later date I am sure. Maybe reunite them under one system. Today though I want to go back to a system I really like but rarely get to do anything with. Elizabeth Chaipraditkul's WITCH: Fated Souls.
The Game: WITCH: Fated Souls
WITCH: Fated Souls was part of a very successful Kickstarter and later sales on DriveThruRPG. It shares many of the background features of WitchCraft but in a different way. That will be a theme all this week. WITCH:FS also has "witches" and how they use magic to affect the worlds around them. It is a different take on some of the same ideas and I always find it a joy to read.
I did a lengthy review of the game a while back, and it was part of another Character Challenge where I stated up Thomasin from "The VVitch" in different systems.
The system is pretty easy to learn and is flexible. I prefer WitchCraft in many ways, but that is hardly a fair comparison. There is a lot that WITCH:FS does very well and I do wish I spent more time with it. It is a game that rewards your investment of time to it with the characters becoming more and more interesting as they progress. There is every bit of the same sort of world-building here that happens in WitchCraft or The World of Darkness games. It just needs a GM that will give it the time that it deserves.
The Character: Alexandria
Alexandria has been with me in idea form for a little while. Her concept writ large is a "Tireless Social Justice Witch." She is not afraid to fight for what she believes is right and she doesn't back down.
Also, I always imagined her as looking like Cuban singer Camila Cabello. Why? Because I adore her and I listened to a lot of her music to get the right vibe for this character.
Alexandria is portrayed by Camila CabelloAlexandriaFate: Djinn
Familiar: Appears as a small bluebird
Attributes
Intelligence: 3
Wisdom: 2
Perception: 3
Charisma: 3
Manipulation: 3
Dexterity: 3
Strength: 3
Stamina: 3
Skills
Athletics 1, Brawl 2, Craft 2, Deception 2, Dodge 2, Empathy 1, Expression 1, Intimidation 1, Perform 2, Spot 1, Stealth 1, Survival 2, Thievery 1, Wits 1
Hit Points
Hurt: 12, Injured 12, Mauled 7, Unconcious 3
Soak: 0
Initiative Mod: 3
CD to Hit: 12
Pursuits: Property 3, Contacts 1, Funds 1
Spell Level: 1
Talents: Casting 2, Potions 1, Occult 1
Spells: Emneya
Cantrips (Tether), Canto I, II
This is a fun character. I can't wait to see what she has in store.
Character Creation Challenge: C. J. Carella's WitchCraft RPG
The Game: C. J. Carella's WitchCraft RPG
Mere words can't express my love for this game. Though I have tried many, many times. This is the game I come back to. This is the game that hold up as my Gold Standard of Games. Not that it isn't without it's own issues of course, but nothing I can't work around or even with. I have often said I wrote Ghosts of Albion as nothing but a giant love letter to the WitchCraft RPG.
WitchCraft was the game that pulled me back into RPGs. I was ready to give up until I found this game. I have never looked back.
Not only is it a great game with some great supplements, but it is also supremely flexible. There is really nothing I can't do with this game. Add on some of the other "Classic" Unisystem games like All Flesh Must Be Eaten (Zombie survival horror), Armageddon the End Times (Post-apocalypse reckoning), and Conspiracy X 2.0 (Aliens and Government conspiracies) you have an entire world of options. But honestly, the game is perfect as it is.
If you don't believe me, grab the PDF for free from Eden Studios on DriveThruRPG.
The Character: Fiona
Fiona is, or is based on, the character from the opening fiction and she is the "Cover girl" of core rule book. "Head Zombie" George Vasilakos, the CEO of Eden painted that. It is seriously one of the best pieces of art for any gamebook ever.
Fiona is a young witch and maybe, just maybe she is a bit of a stereotype, and she maybe is based a little on Fiona Apple circa 1999.
Fiona
Gifted Wicce Wierd One
Attributes
Strength 2
Dexterity 2
Constitution 3
Intelligence 3
Willpower 3
Perception 2
Life Points 36
Endurance Points 29
Speed 10
Essence Pool 20
Channeling Level 1
Qualities / Drawbacks
Gifted (5)
Attractive 2
Hard to Kill 2
Humorless -1
Obsession -2
Photographic Memory 2
Recurring Nightmares -1
Essence Channeling 1 (2)
Increased Essence Pool 1
Skills
Computer 2, Craft (Herbal) 3, Dodge 3, Fine Arts (Painting) 2, Humanities (History) 2, Language (French 2), Magic Theory 3, Occult Knowledge 3, Research 2, Rituals (Wicce) 2, Streetwise 1
Metaphysics
Farsight 2, Insight 2, Lesser Healing 2, Soulfire 2, Shielding 2
I have likely seen hundreds of Unisystem characters over the years. Fiona here is pretty much everyone's starting character. Gifted, Wicce. Weird One is a fun concept and one most gamers can relate to. Marginally better mental stats than physical. Hard to Kill is most often taken. So is Situational Awareness, but I ran out of points in favor of Photographic Memory. Skills are predictable with some point variances here and there. Metaphysics include a couple of utilities, healing, an attack, and a defense. She has French as a language instead of the more "Occulty" Latin, Hebrew or Greek because she is a Wicce, not a Rosicrucian. She seems more like the "spooky goth" witch and not the "crunchy earth child" witch.
Still, she would be fun to play. Let the Chronicler play on those Nightmares. Maybe it is her Farsight while she is sleeping.
Character Creation Challenge: Chill 3rd Edition
The Game: Chill 3rd Edition
Spend any time here and you know I am very fond of Chill. The first edition from Pacesetter came out of Minnesota. Second Edition from Mayfair was right here in the Chicago burbs. Chill is Midwestern horror. Not East Coast horror with it's ancient houses and older bloodlines. Not West Coast horror with new-wave vampires. Nor is it Southern Gothic, while very enjoyable, is not the same.
No Chill is backwoods horror. Old decrepit house horror. Horror found on darkened roads between small towns. The horror I grew up with.
My campaign for Chill was/is my Spirit of '76 game. It was designed as a Chill mini-campaign over 4 days. It was built up while I was playing a lot of WitchCraft and Buffy. The idea was that supernatural occurrences, once rare, were picking up in intensity and frequency the closer we got to the new Millennium. This would later change to 2012 and then 2018 as real-time overtook these "future" events. You can see some of that in my "Generation HEX" Nightworld in NIGHT SHIFT. Originally this was going to be for Chill 2nd Edition, but even that time got away from me so now it is for 3rd Edition. Thankfully the narrative in the new game follows the one I was creating.
The Character: Megan O'Kelly
"Megan" began as "Stephanie" in an older game back when "Spirit of '76" was "Summer of Love" and taking place in 1968. I wanted to keep Stephanie where she was but I wanted to do the Summer of 1976 instead, so Megan was "born." She is a young grad student at UC-Berkeley. I imagined her with long straight hair and wearing bell-bottoms. Something of a post-hippie 70s girl. She called herself a "Craft worker" or a "cleanser" but never a "witch." Her inspirations come from the Eric Clapton song "Bellbottom Blues" and Eliza Roberts from Animal House. I changed the character because I wanted to bring in an older Stephanie at some point but I never did.
Megan is assigned to SAVE in 1976 to help a small band of operatives investigating the rise of supernatural occurrences in the South West to the Deep South.
Megan O'Kelly
SAVE Operative
Attributes (80 pt build)
Agility AGL 50
Strength STR 40
Stamina STA 45
Focus FOC 60
Personality PSY 50
Willpower WRP 55
Dexterity DEX 40
Perception PCN 70
Reflexes REF 55
Sensing the Unknown STU 14
Skills (Specializations)
Movement (T) 50, Long Distance (E)
Prowess (T) 40
Close Quarters Combat 23
Research (T) 60, Academic (E), Occult (B)
Communication (T) 50
Interview 28
Fieldcraft 20
Investigation 35
Ranged Weapons 28
Edges and Drawbacks
Attractive (2), Highly Attuned (1), Naïve (-2)
The Art
Protective School
Disrupt
Sphere of Protection (E), Mental Shield (B)
Sensing School
Clairvoyant (E)
Drive
To Know the Truth
So Megan is a recent UC Berkeley grad. She is a clairvoyant and specializes in seeing ghosts and putting spirits to rest. Her background is psych grad student so her academics are already at Expert (but not yet Master) and she ran track in High School, so she has some athletics, but not a lot. She is still a bit naïve about the world around her but she is not stupid.
Third Edition Chill is really better at PCs learning "The Art" (magic) than previous editions, so I think this version really works out much better than previous incarnations of Megan/Stephanie.
Character Creation Challenge: Dark Ages Mage
We have had some great times together. And some not so great. But I never grow tired of picking up a WoD book (new, old, Chronicle, whatever) and seeing what is going on. As you can imagine Mage was a particular favorite of mine. I loved all the lines but Mage: Sorcerer's Crusade was my favorite. Dark Ages: Mage though has a lot going for it though too.
The Game: Dark Ages Mage
As it turns out, Dark Ages: Mage requires you to have Dark Ages: Vampire as opposed to Mage: The Ascension or Mage The Sorcerer's Crusade. That is of course fine, but not what I was expecting for character creation.
Still. This gives the Dark Ages line a sort of continuity that would be both a blessing and curse that the "modern" line did not have and would not have until we get the "New Wolrd of Darkness" in the start of this century. The year is 1230 AD and stuff is bad all over. Dark Ages of the World of Darkness. That's like double dark.
If you have played any of the World of Darkness games then you know what to expect. There are not as many "Traditions" as we will see in Mage, but it does give us a good idea of how they all got here.
Since we are still in the Dark Ages let's do one of the descendants of Lars and Siân.
The Character: Lowis Larsdottir
Lowis is a reincarnation, future incarnation, past-life or something weird and magical in relation to my Larina. I was playing in a WitchCraft game with her and then I also started a Mage: The Ascension game and wanted to play the same character. I decided they were the same, but parallel worlds. This got me on a path where there are many versions of my witch out there and all are more or less aware of the others.
Lowis here has a Welsh first name and a Nordic last name and I suspect she lives on the continent somewhere. Maybe Italy or Austria.
Photo by JJ Jordan from PexelsLowis Larsdottir
Initiate
Nature: Pedagogue
Demeanor: Fanatic
Fellowship: The Old Faith
Cabal: Followers of Aradia
Mentor: Gezzie
Physical
Strength 1
Dexterity 2
Stamina 3
Social
Charisma 3
Manipulation 2
Appearance 3
Mental
Perception 3
Intelligence 3
Wits 4
Talents
Alertness 1, Awareness 2, Empathy 2
Skills
Animal Ken 2, Crafts 3, Herbalism 3, Survival 1
Knowledges
Academics 2, Cosmology 1, Enigmas 2, Hearth Wisdom 3, Linguistics 2, Medicine 1, Occult 3, Theology 1
Backgrounds
Mentor 1, Chantry 2, Familiar 2, Library 3
Foundation (Spontaneity) 2
Pillars
Autumn 3, Spring 1, Summer 2
Lowis is new to the Old Faith. She knows the faith has been handed down over the generations and now she has been awaked to it. As a merchant's daughter, she is afforded some luxuries and can read. She is also a steadfast member of her faith and wants to see it spread. She is not quite "run naked through the woods" but she is getting there.
Character Creation Challenge: Fantasy Wargaming
Today is that day. I am going to make a character for Bruce Galloway's Fantasy Wargaming.
The Game: Fantasy Wargaming
There is a lot to unpack here. Not just in terms of the game itself, but the history of the game. There is no way I could provide a good review of it for this particular post. I am not even sure I want to try. For starters, there is such a disdain for RPGs in this book and for D&D in particular. I would call it a Fantasy Heartbreaker, but it never lets you get close enough to it to break your heart.
So instead I am going to defer to the experts here. They have spent more time on this that I will or ever will. Plus my copy is so musty it is giving me a headache and it is still four feet away from me as I type this.
- Grognardia Retrospective: Fantasy Wargaming
- Swords & Dorkery: Bruce Galloway’s Fantasy Wargaming (the best overview)
- David Trimboli's Character creation guidelines
- G.L. Dearman’s RPG Site, Fantasy Wargaming
Again, given the musty state of my book, I am going to refer to these sites often in my character creation. G.L. Dearman's site in particular has some good character sheets.
The game does cover witches and witchcraft, all be it in a roundabout manner.
Few questions in anthropology have raised as much controversy as the nature of witchcraft. There are three quite separate views of the witch-the peasant magician, the pagan, and the devil worshipper. Fantasy Wargaming accepts all three as valid. Witches clearly exercised magic. and not just Supernatural powers by appeal Equally, the theory of a surviving pre-Christian Celtic fertility cult bas some force. Some ritual elements, notably the sacred dance and orgy, appear at the very beginning of the period, before diabolism bad really taken root. There are echoes of Bacchic revels, and of Diana's Wild Hunt.Some medieval witches strenuously asserted their worship of a "different" god. Yet equally, the evidence for devil worship among medieval covens is overwhelming. (FW p. 24)
Well, that works for me. I can use this.
For the character, I was hoping to make a Satanic witch. Would have been great for the Satanic Panic call-back to when was made. But I opted for today's date as her birthday and that made her Aquarius. And I have a perfect Aquarian Witch.
The Character: Marie Capet
Marie is another quasi-mythical character from my games. I know that she was most active in the year 1012 AD. Marie is also an Aquarian Tradition witch from my first Basic-era book of witches which, in a few thousand years, will become the Sisterhood of the Aquarian Order. In later years she would have been called a neo-pagan. Margaret Murry would have embraced her. As my prototype Aquarian, Marie sees no problem with grabbing what ever bits of esoteric knowledge comes her way. To the Church, this makes her little better than a heretic and at worst, a follower of Lucifer. She actually feels that Lucifer has been mischaracterized by the Church and that as "The Light Bringer" he is more of a Promethean-like figure. She is doing what she can to bring on the next Age of Mankind. This would not be known as the Aquarian Age, or the New Age, until much later on.
Given the rolls, I figure she was the 2nd daughter of a poor noble. She was going to go into the nunery but instead ended up marrying the Baron that her sister was supposed to marry. She was married at age 14, so she has a couple of children (that survived) now by age 21. She has a level in Religious and a level in Magic as a Witch. I assume she is discovering witchcraft from an Italian ladies' maid who knows of the "old ways."
Marie Capet
Female Frankish Witch
Star Sign: Aquarius
Ability Scores (adjusted for Star Sign)
Physique: 1110
Agility: 12
Endurance: 10
Intelligence: 18
Faith: 1416
Charisma: 1213
Greed: 89
Selfishness: 13
Lust: 12
Bravery: 12
Social Class: 17
Height: 5'3" Weight: 110lbs
Current Agility: 12
Literate: Yes
Speaks: Frankish, Latin, German
Chance to Speak Language: 60%
Leadership: 15
Birthrank: Second Daughter
Father's Social Position: Poor Baron (16)
Husband's Social Position: Rich Baron (17)
Misc. Traits: Paranoia
It is the Paranoia that helped me figure out she was learning her witchcraft on the sly. Given the time and the culture, I thought an Italian Strega might be the best bet. Maybe someone with a direct connection to Aradia.
I did not pick and spells or rituals. This game is crazy. But there are a few ideas I want to use from it.
Character Creation Challenge: Yggdrasill
The Game: Yggdrasill
Like Keltia, Yggdrasill is from the French publisher Le 7ème Cercle (The 7th Circle) and was published in English first by Cubicle 7. Now it is published in English exclusively by Le 7ème Cercle. The games have a lot of similarities in rules and in tone, so using them together is expected really. The production values for Yggdrasill are higher, with full-color pages and a stylized character sheet, and it leads me to believe it was the newer game. However, the publication date of it is 2009 and Keltia is 2012.
Yggdrasill is, as you might imagine, a game of the Epic Sagas of the Vikings and Norsemen. I do have to point out that "Viking" is not a group of people but rather describes what they do. It is handy for describing the era though, 800 AD to 1100AD or so. Already we are talking about a time period later than what we see in Keltia which is usually depicted in the 100AD to 500AD era. This works out well for me since I would want to play in a time that is an overlap of the eras; the end of the Druids and the rise of the Saxons, Angles, Jutes, and, well yes, the Vikings. Maybe there was a time when Northmen raiders came ashore to Ireland or Wales and encountered Druids. Maybe not. That is why we have games.
Also like Keltia, there is a TON here that I could use with Troll Lords' Codex Nordica and visa versa. All four books combined? Now there is a campaign worth playing!
I have to admit one of the reasons I was drawn to both of these games was that the art for the Volva (witch) archetype, reminded me so much of Larina.
The Character: Lars son of Nicholas
Lars got his start a little bit before Siân did. Lars' name of course was easy, I knew my witch Larina was named after her father because of the red hair they both share. Nicholas, or sometimes Nichols, was named for a professor I had at the beginning of my Ph.D. studies. I imagined him as a traveling scholar, from somewhere far away, maybe in the North. His travels brought him to a new land where everything was the most verdant green as far as the eyes could see. He was born a Northman, but he was an Irishman in his heart. The rest came easy.
In this version, Lars came to Cymru (Wales) while traveling on a ship. He was to sole survivor of a shipwreck. He was to be sacrificed but his ability to play the harp showing he was a Bard (Skald in his world) saved him.
Lars son of NicholsLars NicholasonArchetype: Sage
Profession: Skald
Kingdom: Denmark
Runes: Ansuz+, Perth+, Mathr-
Gifts: Initiate (Galdr), Scholar
Weakness: Curious
BODY
Strength: 2
Vigor: 2
Agility: 2
MIND
Intellect: 2
Perception: 2
Tenacity: 2
SOUL
Charisma: 2
Instinct: 3
Communication: 2
Reaction: 6
Physical Defense: 6
Mental Defense: 7
Move: 4
Enc: 4
HP: 37
Furor Pool: 6
Skills
Art (Skaldic) 7, Eloquence 7, Languages (Norse, Brythonic) 2, Sagas 7
Galdr 7
Long Weapons 3
Incantations
Illusion: Hearing (3), Sight (6)
Charms: Sleep (3)
Like Keltia there is a LOT to go with here.
While reading over this I just HAVE to make a Finnish Volva/Witch of Tasha/Iggwilv. That would be a lot of fun.
Character Creation Challenge: Keltia
The Game: Keltia
Keltia, or Keltia, the Chronicles of Arthur Pendraeg, is from the French publisher Le 7ème Cercle (The 7th Circle) and was published in English first by my good friends at Cubicle 7. The game is set roughly in the years following the exit of the Romans from Britain. There are mentions of Roman civilization and Christianity, but this is a purely Celtic world. Or rather, it is a world of the Celts of Myth, Legend, and Folklore.
It is the Dark Ages, but this isn't the one you read about in history books. This is a game-world; so not Britain exactly, but Ynys Prydein. It uses a lot of Welsh so already it has my undivided attention.
This game is quite good and character creation was pretty fast. Again, there are a lot of options and I really must come back to this one in the future. I can see using this in conjunction with Troll Lord's Codex Celtarum for Castles & Crusades. Both cover similar ground and one would easily work as a background and as a supplement for the other.
I am rather fond of the Mind/Body/Soul stat groups. I was working on something similar a long time ago, but that work eventually became NIGHT SHIFT.
The Character: Siân ferch Modron
In a lot of ways Siân is not just the main reason I wanted to try out Keltia, she is also the reason I wanted to do this challenge. Siân ferch Modron is the mother of my iconic witch Larina. Tomorrow I will feature her father Lars. If you have been a long time reader here you will recognize her as also being one of my playtest characters for The Craft of the Wise: The Pagan Witch Tradition for Old-School Essentials.
Siân (along with Lars) was featured with her "Irish" name, Siân nic Stefon. She is the daughter of Stefon and Modron; nic and ferch being the Irish and Welsh (respectively) way of meaning "daughter."
These though are Siân's and Lars earliest days.
Siân is the daughter of a Druid and High Priestess, so she follows in her mother's footsteps and will become a high priestess as well. She is a bit haughty and this comes out in her Arrogance weakness. She certainly feels her culture is superior to all others. It is not until she meets Lars, a "Gogleddwr" (Northman), that her ideas begin to change.
Siân
Siân ferch Modron
Archetype: Wise One
Profession: Priestess of Avalon
Kingdom: Cymru
Gifts: Blood of the Ancients, Scholar
Weakness: Arrogant
BODY
Strength: 1
Vigor: 2
Agility: 2
MIND
Intellect: 2
Perception: 3
Tenacity: 2
SOUL
Charisma: 3
Instinct: 2
Communication: 2
Reaction: 7
Physical Defense: 6
Mental Defense: 6
HP: 26
Furor Pool: 6
Skills
Art (song) 3, Knowledge (Ritual) 7, Languages (Brythonic), Ogham 7, Traditions 6
Awen 7
Short Weapons 3
Spells (Priestess of Avalon)
Sense Awen 1, Blessing of the Gods 1, Read Omens 1, In the Arms of Dôn 1
I like how this character is shaping up. I would use Keltia and the Codex Celtarum to inform how she would be played in Old-School Essentials.
Looking forward to seeing how her future husband turns out tomorrow!
Character Creation Challenge: The Dark Eye
The Game: The Dark Eye
I have known about this game for a while, both The Dark Eye and the original German Das Schwarze Auge. I always wanted to own the original German, having taken German in both high school and college, but not using a language for, well longer than I care to admit, you lose it. Das tut mir leid.
The Dark Eye always attracted me as a sort of a darker fantasy RPG. A game where Mirkwood is replaced by the Black Forest.
I picked the 2nd Printing of the English edition at my local game auction. I grabbed the core rules and a bunch of add ons that I suspect came from the Kickstarter. There is a lot and it all looks so good. There is even a basic QuickStart.
The game is very moody, but also surprisingly, well, bright. The art is fantastic and the design and layout are great. A really gorgeous game. Can't wait to do something more with it. And there is just so much material to be had, both to buy and for free.
I went through the character creation and poured over the book. I am overjoyed AND overwhelmed with all the options. I can easily see why this game is so popular here and in Germany. It is a game I would love to do more with and there is even a Community Content section for fan-produced works.
This could become a new obsession if I allowed it.
The Character: Katherina
Katherina is a character I would have likely created in German class. I will say this, the Dark Eye character sheets are among the nicest I have ever used. Though now I also want to make a Dwarven Witch and maybe a version of my Larina. I might do them as part of a larger review.
I might be missing some of the details here, but I think I have her set.
Character art by Ramona von BraschKatherina
Female Human Middenrealmer Raven Witch
COU 12
SGC 13
INT 14
CHA 15
DEX 12
AGI 12
CON 13
STR 9
Life Points 32
Arcane Energy 40
Spirit 2
Toughness 1
Dodge 6
Experience Level: Experienced (1,100 AP)
Advantages
Spellcaster, Hidden Aura, Increased Arcane Energy (V), Increased Life Points (I), Difficult to Enchant
Disadvantages
Negative Trait (Obessesed with Magic)
Special Abilities
Tradition (Witch), Languages (4 when I know more of the languages), Curses (4), Flying Balm, Connection to Familiar, Mimicry
Skills
Physical: Flying 6, Gaukelei 4, Stealth 2
Social: Empathy 6, Fast-Talk 4, Persuasion 4
Nature: Animal Lore 4, Plant Lore 4, Survival 3
Knowledge: Astronomy 4, Geography 4, Magical Lore 3, Myths & Legends 5, Religions 4
Craft: Alchemy 4, Treat Disease 2, Treat Soul 4
Combat Techniques
Brawling 8, Pole Weapons 8
Familiar
Krähe (Raven)
SA: First Among Equals
Spells
Fighting Stick 5
Witch's Bile 4
Age: 18
Birthday: Nameless 5
Social Status: Free
Hair: Black
Eyes: Blue
Height: 5'5"
I am sure I need to pick out more spells and more rituals. Again, there is just SO MUCH here.
Character Creation Challenge: DragonQuest 1st Edition
The Game: Dragonquest
Everyone has that "one game" the game they admire from afar, want to learn it or more about it, and maybe, just maybe get to play it one day. For the early 1980s that game for me was DragonQuest. I can recall looking over the 2nd Edition book sitting prominently out front of Belobrajdic's Bookstore in my hometown. I'd flip through it and marvel how "Not D&D" it was. I always wanted to buy it but since my gaming budget was limited to what I could make on my paper route it was a fascinating game that no one I knew played OR the next AD&D hardcover. Not a question of who was going to win really.
Thankfully I am at a point in my life now where my RPG budget is several orders of magnitude greater and even expensive aftermarket books are within my grasp. So I was quite pleased to have picked up DragonQuest 1st Edition boxed set a while back. It confirmed everything I had thought at the time.
The game is wonderful in it's "Not D&D"-ness, it is wonderful to read and a joyful look back into the past of our hobby. And I also know that no one I gamed with at the time would have played beyond one session. Ah well. I have today.
I do recall reading more about DragonQuest in the page of Dragon Magazine and I remember when TSR bought SPI (DragonQuest's publisher) that a new 3rd Edition was going to come out. I even held out hopes that the dual systemed D&D/DragonQuest adventures would lead to more crossovers. But sadly that never occurred.
At some point, I will need to do a deep dive into this game. But for now, let's make a character.
The Character: Phygor
In my games Phygor was one of the greatest wizards to have ever lived. He was a well to do student in Glantri's Magic School. He was smart, well-liked, and had a very rich family. He was sitting in the courtyard of the school one day when just decided that he could not learn anything else here. So he got up left his books, belonging, and half-eaten lunch and he walked. He kept walking until he had gone all over the world learning esoteric magics from hundreds of different spell casters. He was something of a magic "Batman" in my games, only with no tragic backstory. When he returned to Glantri he was able to quickly and decisively put down a rebellion of other wizards; having no defense against his new and strange magics. While he was in the D&D sense a Lawful Good Wizard, he has the respect of almost all the magic-users, wizards, witches, and warlocks of my world. Even the evil ones since Phygor believed in the crazy notion that magic should be for all so he made all of his discoveries public.
He was never really a character. Just a name and a myth. I would then claim that my wizard character Phygora was named for him and of course he would also go on to learn a lot of strange magics. Sort of like how Harry Houdini named himself after his idol Jean-Eugène Robert-Houdin.
So let's go back in time. To a point before Phygor at age 25 got up and left his life to learn different magics. This is 18-year-old Phygor just getting started at his school. Not discontent, but bright-eyed and eager to learn.
Phygor
Human Male, 18 years
Primary Characteristics
Physical Strength 12
Agility 10
Magical Aptitude 21
Manual Dexterity 16
Endurance 16
Willpower 18
Appearance 13
Secondary Characteristics
Fatigue 20
Perception 5
Action Points 9
Starting XP 140
Adept, College of Ensorcerlments and Enchantments
Talents: Witchsight
Spells: Spell of Telekinesis
Rituals: Ritual of Enchantment
Skills
None yet
He looks like a likable chap. He would have to be, he is going to travel the world and seek out all the masters of esoteric and occult knowledge.
There is an absolute ton to like about this game. Frankly, I'd love to get some more XP and see what skills I could start with this guy. Maybe even advance him far enough to even start his big world-spanning journey.
I could even see a future feature here where I try to stat him up in other FRPGs but each time have him a little more advanced. Maybe even ending with his BECMI stats at 36th level.
What are your memories of DragonQuest? I'd love to hear them.
Character Creation Challenge: 7th Sea, 2nd Edition
The Game: 7th Sea, 2nd Edition
7th Sea was always an interesting game to me. I picked up the 1st edition a couple of times at my FLGS to buy but never bought it. When I was at the Ennies a few years ago when 7th Sea, 2nd Ed won a bunch of awards and I thought about picking it up then too.
The setting is an alt-Europe during the Age of Sail. I have to admit the idea, and the setting is a very intriguing one. Reading through the game I am overwhelmed with ideas. Not just for this game, but also to add to various other games.
One day I should really do a Blue Rose / 7th Sea / Mage the Sorceror's Crusade mash-up. I also could see all three of those games adding more depth to my D&D games, in particular to Glantri.
Really there is so much here I will need to come back to this one. Might have to pick up the hardcover. It really looks like a great game.
The Character: Gwenhwyfar
For this character, I went with very familiar territory or as familiar as I can get here. Really it was the fact that characters can be Pagans that sold me on the character idea here. Also, the thinly-veiled version of Ireland in Inismore grabbed my attention.
Gwenhwyfar
Concept: Sea Witch
Nation: Inismore
Religion: Pagan
Traits
Brawn ••
Finesse ••
Resolve ••••
Wits •••
Panache ••
Skills
Aim •
Athletics •
Brawl ••
Convince •
Empathy ••
Hide •
Intimidate
Notice ••
Perform ••
Ride
Sailing ••
Scholarship •
Tempt •••
Theft •
Warfare
Weaponry •
Background
Saoi (Wise one), Sailor
Advantages
Bar Fighter
Able Drinker
Direction Sense
Disarming Smile
Eagle Eyes
Linguist
Sea Legs
Team Player
Sorcery: Glamour
So I don't know about this character, or this system, yet. But I am looking forward to learning more about both. I am not sure if Gwenhwyfar and Seren would get along (my stand-ins for Irish and Welsh respectively).