The Other Side

TSR Minigames as Moldvay-era Adventure Modules

TSR's minigamesTSR's minigamesLast week I discussed how I saw Warlocks & Warriors as something of a "larger" minigame and thematically fitting in with Holmes Basic.   Today I want to fast forward to 1980-81 and talk a little bit about TSR's minigames.

I do not own all of these games, nor am I planning to hunt them all down. My FLGS has a few of them but I have other things on my list to find and buy first.  That being said having them all would be kind of fun.

There were eight total games and I own the first four, the same four that appeared in the 1981 Gateway to Adventure catalog.  The links below take you to their Board Game Geek pages.

Vampyre, my first one. This is for 2-6 players. Players hunt the minions of Dracula in an attempt to find and destroy his coffins.  There is a "wilderness" map and a map of Castle Dracula. Designed by Philip A. Shreffler. Art by Erol Otus.

Revolt on Antares. This game is for 2-4 players and is a "Sword and Planet" style adventure with three modes of play. Typical this boils down to the Terran Empire being the antagonists, protagonists, or neutral. Designed by Tom Moldvay and art by Bill Willingham and Erol Otus. Black Dougal makes an appearance here as well. Also listed for art are Jeff Dee (cover), David LaForce, and Jim Roslof

They've Invaded Pleasantville. For 2 players, a "Town" player and an "Alien" player.  Aliens have invaded Pleasantville as part of their global takeover plan. The town player must either stop or kill the alien sub-commander "Zebu-Lon" (wait a minute...) or get more than half of the townsfolk back to normal.  Designed by Michael Price with art by Erol Otus, Jeff Dee, David LaForce, Jim Roslof, and Bill Willingham.

SAGA. For 2-6 players. Players amass treasure, lands, and glory. The one that has the most glory at the end of 20 rounds wins. Designed by Steve Marsh with art by Erol Otus, Jeff Dee, David LaForce, Jim Roslof, and Bill Willingham.  Willingham's cover is one of the best and this also features some great Erol Otus art. 

Other minigames include Attack Force, Icebergs, Remember the Alamo and Viking Gods. I don't own these games, but their production values seem a touch higher than the first four. 

Minigames, the Gateway to Adventure!Minigames, the Gateway to Adventure!

All the games feature a 16-page booklet with black and white art and a fold-out map.  Sometimes full color (Saga, Pleasantville, Antares) or two-color (Vampyre).  Vampyre is also the only one with the maps printed on both sides.  Each game also came with counters and two d6s. 

Vampyre minigame in clamshell, with dice, counters and map

They are all certainly playable and fun on their own.  I had a lot of fun with Vampyre back in the day. But that is not why we are here today.  No today I am going to dip a toe a little bit into my Traveller Envy and mix these with my current D&D games.   Let me start out with my old favorite and one I have used as an adventure in the past.

Minigames as B/X Adventures

There is a lot to love about these little games.  The Souvenir font really hits that nostalgia button hard for fans of the Moldvay/Cook Basic and Expert sets. Not to mention some of the best-looking Erol Otus art.   This troll not only belongs in D&D, but he is BEGGING to be in D&D.

Erol Otus Troll from SAGAErol Otus Troll from SAGA

Maybe it is the font, maybe it is the art but when I got these games the first thing I wanted to do was play them as part of my D&D games.  Of course, back then that meant Basic and Expert D&D.  Some of it also came from the desire to get the most out of my purchase with my limited paper route money.

Vampyre

My first minigame.  Now I am a HUGE Dracula and vampire fan so when I got the Cook/Marsh Expert Set and saw that there were vampires in it my first thoughts went to vampire hunts.  My first character was a cleric for this very reason.  The game Vampyre is set during the events of the novel Dracula with the same (or rather similar) characters.  So set in the 1890s. Since Ravenloft Masque of the Red Death was still a decade and a half away, I converted this to a simple Expert D&D monster hunt.   If I were to redo it I'd up the threat of Dracula.  In Expert, I made him a Greater Vampire

Vampire chic, circa 1981Vampire chic, circa 1981

The dual map, a "wilderness" and a "dungeon" again BEG to be used in the Expert game. The parallels between this game and the Ravenloft adventure. No surprise since both draw from the exact same source materials.  The trick the next time I use this is to make it less like Ravenloft.

SAGA

This is the next piece of "low hanging fruit."  Like Dungeon! the connections to D&D are obvious here.  SAGA has heroes fighting monsters, exploring, gaining treasure. Sounds D&D like to me! There is a nice little Risk-like map of the Viking world. This includes all of England, Denmark, and some of Sweden, Norway, and Ireland.  The map also had "Thule" about in the place where Iceland would be expected (and to the map's odd scale).  The map is also just great to look at. 

Outside of the troll featured above the monsters include Dragons, Drow (not just dark elves), Ghosts, Giants, and Witches!  I am happy to see that witches are the next more dangerous creature after dragons.  The game has some fun spells and magical runes with simple effects and some named magical swords. 

While there are no dungeons in this game it is full of ideas. 

This got me thinking about how Vampyre and SAGA could work together.  In SAGA you travel from mainland Europe to England for treasure and glory.  In Dracula, the last act is the heroes traveling from England back to mainland Europe to hunt the monster.   Maybe with something like Draugr & Draculas as the connective tissue the mini-campaign can be changed from one of just glory to one of monster hunting across the continent to stop the master vampire. Call it Vampyre Saga.  Hmm. That sounds a little bit like a supernatural teen show on the CW.  I'll play with it a bit.

The next two are a little hard to fit in.

They Invaded Pleasantville

The premise of this game is great and recalls 50s alien invasion movies. But as Carl Sagan pointed out in The Demon-Haunted World today's alien abductions were yesteryear's demon possessions.  So swap out the aliens for demons and now this sleepy Midwestern town is a village in the Realms where demons are running rampant.  Stop the Alien Sub-CommanderDemonic Lord.

Revolt on Antares

This game is a fun Sword & Planet game, but remove it from it's setting it is a fairly generic "Us vs. Them" game of rebellion and oppressors.  Sure there are a lot of ways I could use this, but it gets it further and further away from its basic premise.  Maybe it would make for a good Star Frontiers game.

Party like it is 1981!

In any case, there is a lot more fun to be had here. 

The Fall of the House of Whedon

I was debating on whether or not to remark to the latest (and maybe the last) of the ongoing drama with Joss Whedon, but I think at least a summary and retrospective might be in order.  Besides one of the reasons of for the existence of this blog was due to the earlier incarnation of The Other Side getting hacked all the time by Whedon fanboys because they did not like my message then.  So. Here we are nearly 20 years later.

burning house

First, let's start with the most recent news.  On February 10th Charisma Carpenter took to Twitter to talk about how she had been treated by Whedon while filming her last season of Angel.  While widely known to many people in the fan community at the time, this tweet was a revelation to many.  Among the other issues were asking her if she would get an abortion to accommodate the Angel shooting schedule and storyline.  What followed was a tsunami of posts from fellow actors and people associated with Buffy, Angel, and Firefly. 

This has all lead to the #IStandWithCharismaCarpenter hashtag to trend.

The question that some are asking is why is this all trending now versus 18 years ago? Or why are the actors all coming out now as opposed to then?

Well, keep in mind that a lot of the actors and people involved DID come out with these allegations.  I remember talking online about it at the time, in particular, Charisma Carpenter's firing because she got pregnant (which is illegal by the way).  What is different?

First, the actors above have the advantage of a more robust social media infrastructure.  They can get their message out to more, quicker.  Cases in point all the Tweets and Instagram posts above.

Second, there was the MeToo movement which shifted the lens of belief from the auteurs to the actresses.  There are countless stories of Kubrick, Hitchcock, and of course Weinstein but that all changed in the last few years when such behavior would no longer be tolerated.  This gave Ray Fisher a chance to speak out about how he was treated on the set of Justice League.  Cases in point were the comments made by Kai Cole, Whedon's ex-wife on The Wrap.  This was also one of the reasons that Stunt Coordinator Jeff Pruitt And Stuntwoman Sophia Crawford shared their story yet again and that James Marsters felt he could share his story as well.

I mentioned Jeff Pruitt and Sophia Crawford above with a "yet again" they shared this story before. Back in 2000.  It was detailed by Jeff, quasi-anonymously, in his "The Parabal (sic) of a Knight."  He is the Knight, Sophia is the Handmaiden and the Young Prince who becomes King is Whedon. It is also fairly negative to SMG, but that is not what I talking about today.  While he had to hide this in a story, the Buffy fandom at the time dismissed all of Jeff's and Sophia's claims.  It only took 20 years before the fandom took them at their word.

Related to that is my third point. The fandom that revered and protect Whedon is largely gone.  Back in 2003 or so, Whedon was on the top of his world.  Any complaint would have been drowned out by the screaming fans that worshipped him. Case in point. Anytime I would post something to my older version of The Other Side my host would get attacked.  It got so bad that between 2005 to 2009 there was no "Other Side" on the web.  I created this blog since I figured Blogspot/Google would be better protected. Of course by that time I had decided to move on. 

People talk about "toxic fandom" and how it can be directed in a negative way at creators.  One facet they don't mention is how un-checked praise and even worship of creators can also be damaging to others that are trying to warn us about those creatives.  Woody Hall, Harvey Weinstein, Stanley Kubrick, Quentin Tarantino, and yes Whedon all built their cult of personality and auteur status.  These same cults also shielded them from scrutiny.

The "Big Question" everyone is asking is "Why now?"

As I mentioned above the climate has changed.  These actors are no longer in a place where Whedon can damage their career.  They have moved on to other things. Charisma has roles, SMG is living the stay-at-home mom dream she has always wanted (and her husband Freddie Prinze Jr. is doing great), Amber has books out and has been behind the camera more than in front of it.  So the control he once had on their lives is not there.  The fan network has largely gone away as well.

Also, and this can not be stated too many times, other people do not have to conform to your timeline of healing.  Michelle Trachtenberg said it took her years to even come to terms with it.  Eliza Dushku only talked about the sexual abuse she suffered at age 12 three years ago. Michelle Trachtenberg mentions that it took her till she was a woman of 35 to deal with things that happened to her as a teenager of 15. I know others he has been involved with as well. The gaslighting he has done to them still bothers (enrages) them.  You don't get to dictate how others heal.

The question also comes up of why didn't others speak up or stop it.  Well, I think I covered that, the ones that did were blacklisted and deemed "difficult to work with."  You also have actors like Anthony Head and Amy Acker that said they did not see this abuse but support the others all the same.   Again, it can't be said too many times but abusers work by targeting those they know they can abuse and get away with it.  Bullies always pick on those weaker than themselves.  In terms of the power structure, everyone was weaker than the Grand Auteur.

Back in the early 90s I had a job at a head injury facility. I was a Qualified Mental Health Professional for the State of Illinois. I took the job because my own research was on cognitive development.  The job was so depressing. I would call my girlfriend every night after my night shift (she was living 300 miles away at the time; its ok though we got married in the end) complaining about how awful it was.  Not the staff, they were great, it's just the despair.  She asked me many times why I don't just quit.  I couldn't. Apart from needing this on CV for my Ph.D. program, I also needed to eat, pay rent, and have a job that a working grad student could do at night.  I couldn't just leave. Neither could these actors, and I didn't have a contract holding me in a place like they did. 

The Second Big Question is, for me, Why do I even care?

Over the years through my work on the Buffy, Angel, and Ghosts of Albion RPGs I have gotten to know a few of the people involved here. They are good people. In the years following, I have been able to get to know more. They are also good people.  They deserved a lot better than what they were given.

I guess really it is no surprise when given the chance to do my own versions of the Buffy-verse the people that made it over were "played" by Charisma, Amber, Michelle, Eliza, and also  Alyssa Milano and Rose McGowan.

Truthfully the only answer one needs to give to a question of "Why should you care?" is "Because what happened was wrong."

The Enduring Appeal of Holmes Basic & B1

Last week I talked a bit about Holmes Basic in regards to another game TSR put out in 1977, Warlocks & Warriors.  This led to a few more discussions online and some more reflection on my part.  It got me thinking about how much gamers of a certain age keep going back to Holmes.

I mean I get it, really.  There is a simplicity with Holmes that has appeal. This is not the strange mix that is OD&D or the complex rules for everything as AD&D.  It sits neatly in the middle and has a rule book that might be one of the clearest that 70s D&D has to offer.  It paved the way for Moldvay and Mentzer Basics, but it stands pretty well on it's own.


Holmes Basic and the Monster Manual

Once upon a time in the years between the Bicentennial and the dawn of the 80s was a time when the only Star Wars was "Star Wars" and home computers were just getting started there was D&D variant that I personally think a lot of people played.

For me that year was 1979.  The D&D was Holmes Basic and the Advanced D&D Monster Manual.  I, like many others, didn't care that "D&D" and "AD&D" were supposed to be different games. In fact I don't think I even knew until I got my Expert Set much later.  I mean yeah there were articles in Dragon about it, but I never saw those till much, much later.  Even then I don't think I cared.

But none of that mattered really.  Holmes Basic was likely set up as the gateway to AD&D and not really it's own line yet.  As has been discussed by others, most notably Zenopus Archives ("The Monster Manual is a Holmes Supplement." go read it), that the Monster Manual draws on Holmes for quite a lot of detail.  In particular it uses the "5" point alignment system of Holmes rather than the "9" point one of AD&D.  For example there are no Neutral Good, Neutral Evil, Lawful Neutral, or Chaotic Neutral monsters in it.  Those all don't appear until the adventures (GDQ series for example) and the Fiend Folio and Monster Manual II.

It also doesn't hurt that there are artistic similarities between these two books, not just their respective covers.

This was the central core of what was "D&D" for me.  

Looking over at the publication dates of various publications from TSR prior to 1982 you see there is a world's worth of playing here. Again, h/t to Zenopus Archives for this. Even prior to 1980 is full of great material.

Holmes Basic, the Monster Manual, and Eldritch Witchery give me so much potential. 

Warlocks & Warriors & Witches

Something dawned on me while reading some of the replies to my Warlocks & Warrior post.  What if the eponymous Warlock and Warrior were none other than Zelligar the Unknown and Rogahn the Fearless from adventure B1 In Search of the Unknown respectively.  It fits with the covers to be sure.

So if the Warlock is Zelligar and the Warrior is Rogahn, who is the Princess?  Well, if you spend any time here at all then you know who she is. She is Marissia (yes I am sticking with the wrong spelling). 

In my running of B1 Marissia is the daughter of Zelligar and one of the first witches in my games.  While there is a Melissa described in the adventure, I was really set on the name Marissia. 

From Melissa's room (key XXIV Mistress' Chamber) 

Melissa's roomFrom Roghan's room (key XXV Roghan's Chamber)

Melissa text from module B1

Melissa/Marissia, again I was 10.

So how about this.  "Warlocks & Warriors" is a game played in my D&D worlds that is an homage to the time when the King offered the famed adventures Zelligar and Rogahn the hand of his beautiful young daughter to whoever rescues her first.  It doesn't matter who won because the daughter Marissia was having none of that. She decides to go with the much older Zelligar who adopts her as his own daughter and trains her to be a witch. She then also becomes the lover of Rogahn.  Sometime later the former allies Zelligar and Rogahn turn on each other.  That is the cover of the W&W game and why "Melissa/Marissia" is looking on in cool detachment. Their falling out with each other is what leads to their stronghold, the Caverns of Quasqueton, to lie in ruins.  Again, turning to Zenopus Archives, there is a good place to put B1 on the W&W wilderness map. 

This slight revision still fits with my original idea that Marissia/Melissa is Zelligar's daughter and Rogahn's lover.  While in 1977 having a blonde on your cover was no great stretch, she does have a similarity to all the versions of Marissia I have done or thought of over the years.


It works since "Milissa Wilcox" premiered on Scooby-Doo with a Leviathan Cross in 1978. The ghost had green hair, but the person behind it was blonde. That episode and Scooby-Doo, The Phantom of the Country Music Hall would have certainly been on my mind in 1979.  This is the strange alchemy that fueled my earliest D&D adventures and is still called a "Scooby-Doo Adventure" by my wife.

Yeah, a load of coincidence, and my former Advanced Regression Prof is likely shaking his head at me now.  But it works for this. 

The point is there is a lot packed into all of Holmes' Basic set and I know we didn't know what treasure we had back then.

Monstrous Mondays: Buer, The Great President of Hell

Today is President's Day. Since we just got rid of the President from Hell, let's talk about a President of Hell. One of the things that I always found interesting reading demonology texts was the term President of Hell. One, in particular, is the Pseudomonarchia Daemonum, The False Monarchy of Demons.  

One of the first Presidents mentioned was Buer.  Here is what is said about him.

Buer is a great president, and is seene in this signe [*]; he absolutelie teacheth philosophie morall and naturall, and also logicke, and the vertue of herbes: he giveth the best familiars, he can heale all diseases, speciallie of men, and reigneth over fiftie legions.

Kind of cool really. In this case, a President is someone that runs a government. The Pseudomonarchia Daemonum lists 14 such Presidents. How they fit into the Gygaxian vision of the Nine Hells and the Archdukes remains to be figured out; likely two presidents per layer of hell. 

Buer also appears as a President in the Ars Goetia of The Lesser Key of Solomon.  

Buer then would be classified as a devil in the Gygaxian taxonomy. 

Buer

Buer a Great President of HellPresident of Hell
Large Fiend (Diabolic)

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Lawful Evil]
Movement: 120' (40') [12"]
  Centuar: 180' (60') [18"]
  Spirit: 240' (80') [24"]
Armor Class: 3 [16]
Hit Dice: 15d8***+45 (113 hp)
  HD (Large): 15d10***+45 (128 hp)
Attacks: trample, bite, spells
Damage: 1d6+2 x5, 1d8+2
Special: Devil abilities, spell casting
Size: Large
Save: Monster 16
Morale: 12 (NA)
Treasure Hoard Class: XXI [B] x3
XP: 4,200 (OSE) 4,350 (LL)

Buer is a great President of Hell. He controls fifty legions of demons (a legion is 6,000 demons).  He will appear to mortals as a great red centaur. His true form is that of a lion's head with five goat legs radiating from this central head.  His whole body is aflame.  

Buer can cast spells as if he was a 13th level magic-user.  He can cast any spell dealing with fire (produce flame, fireball, etc) twice per day with additional memorization needed. 

He is a great patron of witches and warlocks, in particular warlocks.  The familiars he grants can heal their warlocks once per day for 1d6+ hp of damage and cure disease once per week. 

The Great Seal of Buer

Buer is summoned by demonologists and malefic witches for his knowledge on logic, moral philosophy, and the sciences, of which he is particularly knowledgeable on.  He can grant a familiar to those that summon him.  These will be imps but can appear as a natural animal.  These familiars will work to bring their master to greater and great acts of evil.  If the magic-user (or witch or warlock) dies while they have this familiar their souls will be sent to Hell where the familiar becomes the new Master and tortures the former magic-user for eternity

--

So a few things I have to consider.  Buer is a President, one of 14. I need to figure out which ones go where.  I am still thinking two per levels 2 to 8, with none for the 1st and 9th levels.  I also want to come up with new names for the levels and the rulers, more or less.

Now I know that Buer was featured in Dragon Magazine's famous "The Nine Hells Revisited, Part 1 and 2" and there is some written about him there. While it is all good stuff, I want to reorganize these as I like. 

I am certainly going to do a lot more with thses.

One Man's God: Chinese Mythos

Chinese mythos from Deities & DemigodsI stated in my post about the Yaoguai that I am by no stretch of the imagination an expert on Chinese mythology.  But even I know there is no way for the Deities & Demigods to cover all the mythological figures, gods, demigods, heroes, and monsters of Chinese myth.  The editors of the D&DG agree.

Instead what we have here are a few select gods and monsters for D&D fare.  I am quite certain that anyone that knows more about this than I do will notice some glaring issue, but for the moment let's look at it for what it is rather than what we wish it to be.  This is good because "what it is" is a fascinating, if sometimes problematic, read.

There are a few gods and creatures here that not only would make for great demons (in the Demon category of the Monster Manual) they are creatures that made many appearances in my games. Again this is taking them "as is", not "as they should be" but I will detail that in a bit.

An issue I should address is spelling.  Translating between Chinese and English is often half linguistics and half art.  Even when the spelling is agreed on it can change later, "D" and "T" are notorious.  What does that mean to us?  Well, it makes the research a bit harder on some creatures.  To get into the myths and stories behind these creatures would take a lot longer than this post and outside of the scope of One Man's God, but as always I will try to pull in the research when I can. 

One of the better sources for these myths is  E. T. C. Werner's "The Myths and Legends of China" whose earliest publication date appears to be in 1940.  The book is in the public domain and would have been available to the authors of the D&DG.  While there are other books, I am going to go to this one for confirmation on what is here. Now Werner could have a bunch of issues all on his own. I am not qualified to judge those either.  

Finally, I want to give credit to the artist of this section of myths, Darlene.  I don't think she gets the credit she deserves half the time (outside of her FANTASTIC map of Greyhawk).  Her art really captures the feel of these myths for me. 

Chih-Chiang Fyu-Ya

This guy typifies the problem I speak of.  A search for him online reveals only sources that were obviously taken from the D&DG.  The only other mentions are people asking where he is from.  Now I have no issue with making something up whole cloth for a game (I do it every day) but does that make him a part of Chinese myth?  In any case, Chih-Chiang Fyu-Ya looks and acts more like a Monster Manual devil than he does a demon.  My feeling is this guy was made up for the D&DG.

He does not appear in Werner's book.

Ma Yuan

Ma YuanSo Chih-Chiang Fyu-Ya is the punisher of the gods, that is someone the gods send out to punish, much like Erinyes. Ma Yuan is the Killer of the Gods. He kills the gods.  He is also a unique beast and fits our definition of a demon well. He is Chaotic Evil, 70's tall, and has 300 hp.  He could mop the floor with Demogorgon! Well...maybe not mop.  Ma Yuan also appeared in many of my games back in the day as a giant monster of destruction (and ignoring his "High" intelligence rating), his sword is one of just a few fabled weapons in my world that can kill a god. 

In Gods, Demigods, and Heroes for 0e he is called Ma Yuan Shuai. This is very interesting since Tian Du Yuan Shuai is a figure of Taoist myth (though he could have been a real person) and he is associated with Okinawan Gojū-ryū karate. This was interesting to me because I studied Isshin-ryū karate in college and grad school, they are similar in many of their katas. But going done that rabbit hole was a dead end despite how interesting I found it. 

"Yuan Shuai" is also a rank in the Chinese military rank that is equivalent to Marshall in other militaries.  Ma Yuan Shuai could mean something like "Horse Marshall."

Going with this name I head back to Werner's book, I find this:

Ma Yüan-shuai is a three-eyed monster condemned by Ju Lai to reincarnation for excessive cruelty in the extermination of evil spirits. In order to obey this command he entered the womb of Ma Chin-mu in the form of five globes of fire. Being a precocious youth, he could fight when only three days old, and killed the Dragon-king of the Eastern Sea. From his instructor he received a spiritual work dealing with wind, thunder, snakes, etc., and a triangular piece of stone which he could at will change into anything he liked. By order of Yü Ti he subdued the Spirits of the Wind and Fire, the Blue Dragon, the King of the Five Dragons, and the Spirit of the Five Hundred Fire Ducks, all without injury to himself. For these and many other enterprises he was rewarded by Yü Ti with various magic articles and with the title of Generalissimo of the West, and is regarded as so successful an interceder with Yü Ti that he is prayed to for all sorts of benefits.

Doing research on this guy reveals that I was not the only one taken with this character (not a surprise really). Here Spes Magna Games updated his stats to 5e D&D.  

Ma Yuan though is a great being. I would say that he is a great sleeping demon (though his "in lair 10%" seems to preclude this) that is only roused when needed.  Werner's description seems to favor demon really.

Lu Yueh

Some success?  Lu Yueh appears as a figure using a magic umbrella to spreading plague in a 1922 painting by an unknown artist. 

He also appears in Werner's The Myths and Legends of China.  Called Lü Yüeh here he seems to be more of a hermit than a demonic god. Also, he only has one head.  He still causes plagues though. 

Tou Mu

Yikes. 

I am prone to be forgiving in cases like Chih-Chian Fyu-Ya; creatures made up to serve a purpose or a niche for a game.  Or even Lu Yueh and Ma Yuan; myths extended and/or changed to fit into D&D a little better. But what they did to Tou Mu?  No. This is just terrible research at this point.  I have avoided being too critical of the D&DG because I know the authors did not have the same access to materials I have now and, not to be a dick about it, but I have been trained to do Ph.D. level research. I have had 30+ years of professional research to draw on. They did not.  But this case really goes to the critics of the D&DG.  

Background.  Tou Mu was something of a celebrity back in Junior High among the people I played D&D with.  First she looks way freaking cool, secondly, she had a Charisma of 5! She had a ton of great and unique magic items and some DMs even gave her the dancing sword of lightning (as if she didn't already have enough).  She was an Endgame Boss.  

In actual Taoist mythology, she is Dǒumǔ (斗母) the 'Mother of the Great Chariot' or the Big Dipper.  she would not be a "Chaotic Evil Lesser Goddess" but most likely be a Lawful Good Greater Goddess, though a Lesser (but powerful) Goddess would also be acceptable.  Though I am not sure what I find worse, the evil alignment, the 5 Charisma or the 3 in Wisdom.

Here is how she looks in the D&DG,

Tou Mu from D&DG

versus how she is depicted in the real world, 

Dǒumǔ (斗母)Dǒumǔ (斗母) fan art

Seriously, how could they have messed this one up so bad? Turn a beloved goddess into a monster?

Again, let's see what Werner has to say about her:

Goddess of the North Star
Tou Mu, the Bushel Mother, or Goddess of the North Star, worshipped by both Buddhists and Taoists, is the Indian Maritchi, and was made a stellar divinity by the Taoists. She is said to have been the mother of the nine Jên Huang or Human Sovereigns of fabulous antiquity, who succeeded the lines of Celestial and Terrestrial Sovereigns. She occupies in the Taoist religion the same relative position as Kuan Yin, who may be said to be the heart of Buddhism. Having attained to a profound knowledge of celestial mysteries, she shone with heavenly light, could cross the seas, and pass from the sun to the moon. She also had a kind heart for the sufferings of humanity. The King of Chou Yü, in the north, married her on hearing of her many virtues. They had nine sons. Yüan-shih T’ien-tsun came to earth to invite her, her husband, and nine sons to enjoy the delights of Heaven. He placed her in the palace Tou Shu, the Pivot of the Pole, because all the other stars revolve round it, and gave her the title of Queen of the Doctrine of Primitive Heaven. Her nine sons have their palaces in the neighbouring stars.

Well, in many ways I supposed that is what OMG is kinda based on; One Man's God is another man's demon.  Still, it doesn't feel right to turn Dǒumǔ into Tou Mou.  I also suppose this also is part of the criticism landed at TSR/WotC's feet back in July of 2020 about the Oriental Adventures book. which, by the way, despite what all the Chicken Littles were saying back then you CAN still buy it in it's unedited form. 

I said at the outset I know far less about Chinese myths than I like and far less than I do about other mythologies.  What I do know there are SO MANY great stories about gods, demigods, monsters, and human heroes that doing this one right would fantastic.

Class Struggles: The Bard, Part 2 The Basic Bard

My first Bard for B/X, Lars

It has been a while since I had done one of these so I thought today might be a good time to bring it back.  One of my favorite classes has always been the bard.  Back in the AD&D days I managed to get only two characters ever to become Bards.  One very early one who was later killed and another, Heather, who ended up being my last ever AD&D 1st Ed character before 2nd Edition was released. These days though I am all in on Basic-era D&D. Holmes. Moldvay. Even some BECMI.  But those versions of the game did not have a Bard really. Today, thanks to the Old-school gaming movement and clones I have many choices for Bards.

I'll point out that is a continuation of my Class Struggles: The Bard from all the way back in 2015.

The Basic Bard, Review

Basic-era D&D never had a proper Bard.  The version in the AD&D Player's Handbook was difficult to get into and harder still to get DM's will to allow it.  Second Edition AD&D had a Bard that was part of the Rouge Class, but it felt bland for lack of a better word.  I enjoyed playing Bards when I could and I considered doing my own Bard Class to go along with the witch.  Thankfully others have stepped in and up to do all that work for me.

Before I get into my new entries, I want to recap the Basic-era or even Basic-like versions of the Bard from my previous post.  More details can be read in that post.

Richard LeBlanc, over at Save vs. Dragon

http://savevsdragon.blogspot.com/2015/08/new-bx-character-class-bard-version-i.html
http://savevsdragon.blogspot.com/2015/08/new-bx-character-class-bard-version-ii.html
http://savevsdragon.blogspot.com/search/label/bard

and to be featured in the Character Class Codex.
http://savevsdragon.blogspot.com/2015/08/cx1-character-class-codex-update.html

Richard LeBlanc has given this class a lot of thought and energy.  His Version I has more thief skills, his version II has more magic.  I think in the end I prefer his version II Bard.  I tend to like a magical flair in my Bards.  

Barrel Rider Games

James over at BRG has given us a number of Bard-like classes.

Running Beagle Games, B/X Blackrazor

The Complete B/X Adventurer from Jonathan Becker has a "Loremaster" style Bard.

Astonishing Swordsmen & Sorcerers of Hyperborea

While not "Basic" the Bard from AS&SH 2nd Edition would fit well into a Basic-era game. 

The New Bards On the Block

When the Advanced edition of Labyrinth Lord was released I was hoping for a Bard class, but not unduly surprised when it was not there.  No problem I think, plenty of others (see above) to choose from.  But in the last few years, a bunch of new, Basic-specific Bards have come out.

Old-School Essentials Advanced Fantasy

One of my favorites is the BX style Bard from Old-School Essentials Advanced Fantasy.  Part of the Old-School Essentials line delves into the more "Advanced" features and in particular classes.  This is a single class bard as expected and redesigned to fit more with BX D&D than Advanced.  It uses Druid spells and is sometimes known as a "Divine" Bard for reasons I'll detail in a bit. It has language skills like I like and lore and charm abilities, but no thieves skills.  Since this Bard uses Druid spells I like to refer to it in my games as an Ovate.

With the recent OSE Advanced Kickstarter there was an exclusive "Inaugural Issue" of Carcass Crawler a Zine for OSE. This zine included a new Bard. This Bard uses Magic-user spells and has some thieves skills but no charm powers or languages.  Called an Arcane Bard in the zine I tend to call this one a Skald.  Both work great in a game.

Companion Expansion

This is not my first time with this particular version of the Companion Rules for B/X, nor is it likely to be my last.  Like Advanced-OSE above this set gives us a Bard, an Illusionist, a Druid, and Gnomes.  The Bard in this expansion also has the Bard casting Illusionist spells which I rather like to be honest. Something that Gnomes (races as class) also get.  The Bard has some nice features, but what I think I would do is redo the Arcane Bard/Skald from above and have it cast Illusionist spells as per this Bard.

Bard Class from James Mishler Games 

Likely the most complete Bard class this is a separate PDF from James Mishler.  This one is so new that the post he announced it in is still fresh!  This Bard has all the skills I want and like. The spells list is a combination of both Divine and Arcane (Cleric and Magic-User) spells, likely as it should be really. But what REALLY makes this bard a great class are the renaming of the spells. Each spell is named like a song or a piece of music.  Really gives this Bard a different feel.  If I were to import say some more Illusionist and/or Druid spells to this one I'd have to come up with some new names for the spells. 

All three (or four) are really great and I can see each one fitting into the game. 

A final Bard would be the semi-official Bard from Vol.2 Issue 1 of The Strategic Review from February 1976.  This Bard is for OD&D and there are 25 total levels for it.  It can charm and has Bardic Lore. It also casts Magic-user spells.   I use this as my basis of comparison for Bards going forward.

The proof they say is in the playing.  So despite all the warnings, the Internet seems to want to share, I think a party of Basic Bards might be in order just to see how they all work out.  While none are great combatants they all would bring various magical and thief skills to the mix.  Oh! I can see it now. A D&D version of the Beatles OR better still, The Monkees!  I'd use my Hex Girls, but I need four, unless I ignore the Arcane Bard.  

Hmm.

Hex Girls LunaHex Girls ThornHex Girls Dusk

It could work.

Warlocks & Warriors (1977)

Warlocks & Warriors Box coverThe weekend before last I was at my FLGS and in their "glass case" there was a game that I have been wanting since I opened my first "Gateway to Adventure."  That game is Warlocks & Warriors.

While the game has some serious nostalgia value to it (details in a bit) the game itself is so simple it makes Dungeon! look like RuneQuest or Champions.

Choose to be a warrior or a warlock and move your pawn on the board.  Run into another player? Duel, which has the effect of pushing them back. 

The goal is to get the blonde princess back to her castle so her daddy the King can give you half his kingdom and supposedly the princess too. Hey, it was 1977.  Given the cover, I thought maybe the blonde was also a playable character.  I really should have known better, but I had hoped.

But there are a few things going for it.  First and foremost this game was designed by Gardner Fox.  Yes THAT Gardner Fox.  So I was hoping for a little more to be honest.  The guy that gave us Zatanna and Doctor Fate (among others) should have had cooler warlocks.

It is also an "Introductory Fantasy Game" so it would be fun as an introduction to old-school D&D tropes for younger kids.  Though the lack of anything like fantasy monsters (as moving pieces) or treasure limit the use of this for that.  The playing pieces are basic, but not really for 1977 standards.

The cover similarities between this and Holmes Basic can't be ignored.

Holmes Basic D&D with Warlocks & Warriors Boxes

It really seems to be the same "Warlock" and "Warrior" on both covers.  Both were done by David Sutherland and both boxed sets came out the same year.

This is also not the only time we see the "Princess" we next see her in the AD&D Player's Handbook looking over the collected treasure loot. 

The W&W Princess becomes her own hero!

Maybe she told the Warrior and the Warlock (and her dad)  to go get bent and she became an adventurer herself.  I mean she is eyeing that magic sword.

Zenopus Archives (the authority on all things Holmes) comments on how the map from this game would make for a good Holmes Basic "Hex Crawl".

Warlocks & Warriors Wilderness Map

The box itself is surprisingly light.  But I am judging it by today's standards.

Warlocks & Warriors box and pawns
Warlocks & Warriors instructionsEarly TSR catalog
Warlock & Warriors credits

Would this game satisfy my "Traveller Envy?"  I am not sure.  I think I could work it into a game somehow.  Maybe as the previously mentioned Hex Crawl for Holmes (or Basic Era between levels 1 and 3).  I could come up with a whole adventure for it to be honest.  Warlock holding a princess captive, hex crawl to find her.  But that is WAY too clichéd. 

Still. I can't help think there is a way to add this to the Holmes Experience.  Potentially add it to the Monster Manual for the full 1977 experience!  Or maybe the Ancient Ruins on the map are the dungeon from the Dungeon! board game. 

Elise Gygax, D&D, Dungeon! and Warlocks & Warriors. Party like it is 1977!

The game itself is really just a larger "mini-game" not much more complex than the mini-games that TSR would later release in 1981.  I'll even go on a limb here and say the relationship between Warlocks & Warriors to Holmes is not significantly different than the relationship between the 1981 mini-games and Moldvay Basic.

TSRs Mini-games

More on these mini-games at a future date!

Reviews

Monstrous Mondays: Yaoguai

Well, January was used up and Monday, February 1st was also taken, so that makes today the first free Monday in 2021 for Monstrous Mondays!  Let's get to it.

First I want to talk a little bit about my two monster books, the Basic Bestiaries.  I am far behind my original and revised, release dates.  Not that this is a big deal really save that I wanted to something more done. I mentioned a while back that I began with one book and I am now splitting it up into two books, one for witch and witchcraft associated monsters and another for various demons and devils.  Work has continued on both books, but I might get to a point where I need to split them up yet again.  No big details yet, but I have an overabundance of the undead, in particular, vampires.  Still, my choice is two books and I am extremely happy with my Fuseli and Goya covers.

This brings me to today's post.  The Yaoguai and Chinese demons.  


My demons are now over 500 individual monsters and I am just getting started. I have talked a lot about demons here. 

What I know about Chinese Mythology could fill a book.  A very small, poorly edited book.
Here is what I have learned over the last few months. 

Yaoguai are a class of mostly evil (but not always so) spirits.  The name is used for the collection of all such spirits and for a group of specific animal spirits.  The name comes from the characters 妖怪 which translate into "strange ghost." They are related to yaomo (妖魔 yāomó, lit. "strange devil") or yaojing (妖精 yāojīng, lit. "sprite" or "seductive") all start with the same character 妖. This (typically) refers to an awakened spirit.

And as expected it also far more complicated than that.  Though as I have mentioned before, I can't serve two masters, in this case, Chinese mythology and good Game Design.

Yaoguai

Lesser Yaoguai are all animal spirits that were normally benign but have sought out immortality by becoming demons. While they can generally be described as evil, they are often more selfish and amoral.  The ones most encountered are evil since they tend to work against mortals.

All lesser yaoguai can be recognized by their glowing eyes, preternatural strength, and enlarged teeth and claws. All yaoguai can speak common and any other local languages.

As a spirit creature, a lesser yaoguai can be "Turned" by a cleric as if they were undead.  They do need to know their proper name.  So "begone rat demon" will not work, but "begone shǔ yaoguai" will.  A result of "T" will cause the creature to run away. A "D" result will force the spirit out of the animal in question, often killing the host animal. 

Lesser Yaoguai also all have the following powers.

  • Spirit. The natural form of the Yaoguai is a spirit. It will inhabit the body, living or dead, of the animal of their type.
  • Command Animals. Lesser Yaoguai can command animals of the same type. Niú Yaoguai can command oxen and other cattle for example.
  • Hybrid form. Yaoguai can shift between animal form and a humanoid form like a lycanthrope.
  • Immune to poison, gas, polymorph, and petrify effects. Immune to normal weapons.
  • Half damage from cold, fire, and electricity effects.  Half damage from silver weapons.
  • Full damage from magical weapons.
  • Double damage from a blessed weapon. These weapons specifically blessed by a priest to fight a particular type of Yaoguai spirit.

Shǔ Yaoguai  
Rat demon spirit
Medium Fiend (Demonic, Yaoguai)

Frequency: Uncommon
Number Appearing: 1 (1)
Alignment:  Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
  Hybrid: 120' (40') [12"]
  Spirit: 240' (80') [24"]

Armor Class: 6 [13]
Hit Dice: 5d8***+5 (28hp)
Attacks: claw/claw, bite
Damage: 2d4+1 x2, 1d6+1
Special: disease (demon fever), summon animals
Size: Medium
Save: Monster 5
Morale: 8 (NA)
Treasure Hoard Class: None
XP: 750 (OSE) 860 (LL)

Shǔ Yaoguai, or Rat demon spirit, is the most common of the lesser yaoguai encountered.  They appear as large rats with glowing eyes and human intelligence. In fact, they are often smarter than humans.  They can be found wherever large groups of rats are found.  They are often mistaken for wererats or dire rats of a, particularly evil mien.

Shǔ Yaoguai can attack with claw and bite and it is by these means that they deliver their curse of Demon Fever.  On a successful critical hit with a bite (a natural 20 rolled), they transmit Demon Fever.

The subject is allowed a saving throw vs poison.  A fail means death, a successful save means the victim has contracted a slower version of the fever. They will not be able to do anything but require complete bed rest. They will lose one Constitution point per day unless a Cure Disease is cast on them.  If they reach o Constitution they will die.

These demons can summon 10-100 normal rats, 2-40 dire rats, or 1-6 wererats in rat form.

Rat demons exist to cause chaos and suffering only. While they are intelligent their plans typically do not exist beyond this.

Niú Yaoguai
Ox demon spirit
Medium Fiend (Demonic, Yaoguai)

Frequency: Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Hybrid: 120' (40') [12"]
  Spirit: 240' (80') [24"]
Armor Class: 5 [14]
Hit Dice: 7d8**+21 (53hp)
Attacks: I headbutt
Damage: 2d8+3
Special: Trample (4d8+3)
Size: Medium
Save: Monster  7
Morale: 10 (NA)
Treasure Hoard Class: XV [H]
XP: 1,250 (OSE) 1,200 (LL)

Niú Yaoguai, or Ox demon spirit, are among the least intelligent of the yaoguai.  They are also among the strongest and the greediest.  In their animal form, they appear as a black and red ox with fiery eyes. Their hybrid human form appears as a minotaur.

The main attack of the ox demon is a running headbutt. On any critical hit (a natural 20) they also knock their opponent prone and trample them as an automatic attack.  The prone victim needs 1 combat round to get back on their feet.  The ox demon is not very dexterous and needs a full round to turn around if they wish to attack the same victim twice.  

These demons are slow, dumb, and very materialistic.  They can also be bribed with treasure; at least double or triple what their current treasure hoard is worth (discounting magic items which they have value for).  If this offer is made even the chaotic ox demon will not attack.

Hǔ Yaoguai
Tiger demon spirit
Medium Fiend (Demonic, Yaoguai)

Frequency: Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
  Hybrid: 120' (40') [12"]
  Spirit: 240' (80') [24"]
Armor Class: 6[13]
Hit Dice: 9d8**+9 (50hp)
Attacks: claw/claw, bite
Damage: 1d6+2 x2, 2d8+1
Special: rake (back legs for 1d8+2 x2)
Size: Medium
Save: Monster 9
Morale: 10 (NA)
Treasure Hoard Class: XXII [A]
XP: 2,350 (OSE) 2,400 (LL)

Hǔ Yaoguai or Tiger demon spirit are among the most violent of all the yaoguai. They appear as tigers with glowing eyes. Their hybrid form reminds one of a weretiger or even a type of Rakshasa; a comparison that both types of fiends abhor.

The tiger demon gleefully attacks with its claws and bite.  A critical hit on a bite attack (natural 20) will result in a pin and the demon can then attack with its hind legs for a rake. A hǔ yaoguai in hybrid form cannot rake.

This demon delights in sowing fear.  Its preferred attack is to seek out remote villages and begin to kill lone travelers.  It will leave the bodies where they can be found to raise the fear levels.  Its ultimate goal is to not just kill as many mortals as it can, but also to get the inhabitants of a village or local so scarred that normal life stops.  Fields are not attended, work ceases in other parts of the village, and so on.  Killing a handful of villagers with claw and bite is satisfying. Killing dozens because there are now not enough crops to feed them is a greater evil. 

Despite their propensity to violence they are a clever demon and will work towards the maximum fear they can.

Shé Yaoguai
Serpent demon spirit
Medium Fiend (Demonic, Yaoguai)

Frequency: Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 150' (50') [15"]
  Hybrid: 120' (40') [12"]
  Spirit: 240' (80') [24"]
Armor Class: 5 [14]
Hit Dice: 8d8***+16 (52hp)
Attacks: bite + poison
Damage: 1d6, save vs. poison
Special: Poison, summon normal animals
Size: Medium
Save: Monster 8
Morale: 10 (NA)
Treasure Hoard Class: XX [C]
XP: 2,300 (OSE) 2,440 (LL)

Of all the lesser yaoguai the Shé Yaoguai, or Serpent demon spirit, is the most clever. Second only to the Hóu Yaoguai; but never mention that to these evil creatures.  They spend the most time in their animal form as a large constrictor snake with glowing eyes, large fangs, and strange markings on their skin.  They are never confused with normal snakes.  Their hybrid form is that of a large snake with a humanoid torso and arms with a snake's head.

This yaoguai prefers to attack with its bite only.  A critical hit (natural 20) means they have injected a paralytic poison into their victim. The victim needs to save vs. poison or die.  A successful save still infects the victim and they lose 1 point of Dexterity per round. This will affect any attack or armor class of the victim. When they reach 0 Dexterity they are paralyzed permanently unless a Remove or Neutralize Poison spell is cast. If all their victims are defeated then the serpent demon will feast on the corpses and the paralyzed.

Shé yaogaui demons can also summon 10-100 normal snakes, 1-10 poisonous vipers, and 1-10 constrictor snakes.

Among the most evil of these types of demons the Serpent Yaoguai attempt to tempt humans into hedonistic lifestyles where only their own pleasures matter.  To this end, they work through others to provide decadent parties, banquets, and houses of pleasure.

Hóu Yaoguai
Monkey demon spirit
Medium Fiend (Demonic, Yaoguai)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
  Hybrid: 120' (40') [12"]
  Spirit: 240' (80') [24"]
Armor Class: 6 [13]
Hit Dice: 10d8***+10 (55hp)
Attacks: claw/claw, bite
Damage: 1d4+1 x2, 1d6+1
Special: Yaoguai abilities
Size: Medium
Save: Monster 10
Morale: 10 (NA)
Treasure Hoard Class: XXI [B]
XP: 3,000 (OSE) 3,100 (LL)

Hóu Yaoguai, or Monkey demon spirit, are among the most powerful, smartest, and evil of the lesser Yaoguai.  Their animal form is that of a particularly evil-looking monkey looking like a macaque combined with a chimpanzee.  In their hybrid form, they can pass for a hairy human. Given the proper clothing, they can be 90% indistinguishable.

Like all yaoguai, these creatures prefer to attack with their natural weapons. In this case two claws and a bite. Unlike others, there is no special attack by this demon. 

These demons are more subtle than their kindred.  There are no summonings of creatures or deadly diseases. What they can do is summon 2-20 thralls; mercenary humans they have brought over to their causes.  This suits the Hóu Yaoguai well in its chosen area of interest.  The breakup of human-run governments. 

The Hóu Yaoguai will insert itself into a government as a low-level official and work its way up to power where it can influence governors, princes, or even the Emporer.  Its goal is always the same bring as much chaos as it can.  The ultimate goal for any Monkey demon is civil war.

--

Not too bad for a start.

#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). 

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.

 Mercy Title Card

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.

Star Trek Command Circa 2295
Star Trek Sciences Circa 2295
Star Trek Support Circa 2295

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

Ginny Di as Morelia the Wood Witch8th Level Green Witch*, Elf

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

Hermes TrismegistusHermes TrismegistusIn the pages of the Deities & Demigods (or Gods, Demigods, and Heroes) the Gods and their Pantheons are fairly clean-cut affairs.  Greek over here, Egypt over there, Mesopotamia over there a little more. Norse WAY the hell over there.

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 SharSehanine Moonbow, Selûne, and Shar by Ben Honeycutt

As 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.

31 Games, 38 Characters.  Not too shabby really.
Many of these characters will find some life again in my War of the Witch Queens.

Character Creation Challenge: DragonRaid

The DragonRaid RPGHere we are. The end of the New Character Creation Challenge. First, a tip of the hat to Tardis Captain for getting this going.  This has been a lot of fun and I have considered doing it on the first of each month for the rest of the year.  Maybe not tomorrow, but who knows. 

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)

Ad for The DragonRaid RPG

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.

The DragonRaid RPG Box contents 1
The DragonRaid RPG Box contents 2, Lightraider sheets
The DragonRaid RPG Box contents 3, so many books!
The DragonRaid RPG Box contents 4, counters
The DragonRaid RPG Box contents 5 documentation

I even got the cassette tape! I don't have anything to play it on though.

The DragonRaid RPG Box contents 6, and honest to goodness cassette tape!
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.

DragonRaid 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's worksheetSolomon
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

Solomon's character sheetDefensive 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.

Character Creation Challenge: Mutants & Masterminds

Mutants & Masterminds 3rd EditionMutants & Masterminds from Green Ronin might feel like a stretch from all the other systems I have done, but really it is quite appropriate given the playstyle I like.  And if I am doing a multi-verse of witches here, then it behooves me to throw some supers into the mix. 

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.

DC Adventures

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 ScáthachNeve 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

I want to end this week the same way I started it; with Mage.  Only this time I am focusing on the massive tome that is the Mage: The Ascension 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.

Abby Cowen as BriAbigail 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 Great American WitchLast year I supported the Kickstarter for Christopher Grey's The Great American Witch. It is based on a variant of the Apocalypse World Engine but has a lot of neat features of its own. I thought it might be fun to try a character for this game now.

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

witchPhoto 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

 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.

 Fated Souls

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.

Camila CabelloAlexandria is portrayed by Camila CabelloAlexandria
Fate: 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

C.J. Carella's WitchCraft RPGWe are in the last week of this Character Creation Challenge.  I wanted to spend this last week on modern games. That is games that take place in modern times. Yesterday was Chill, today I am going to go with what might the game I love more than D&D. 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 from WitchCraftFiona
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. 

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