Outsiders & Others

31 Day Character Creation Challenge (Day 21)

The Vigilance Campaign -

You can read about the challenge here: http://tardiscaptain.com/gaming/character-creation-challenge/

I don’t have an interesting backstory for this character. Probably because I didn’t randomly roll them up. When I create a character randomly I’m usually get inspiration during the process. This character is simply an exercise to see how far I can push various abilities within the V&V system. For this character I chose Shaping. Shaping allows a character to create and/or shape and manipulate a form of matter–in this case, steel. The interesting part to me is that these ‘Shapes’ can be given their own Abilities and can receive Actions during combat. There were a few hurdles to overcome to make this interesting and effective. Firstly, to give an Action to a Shape you have to have one. I want Fabri-Kate to be able to manipulate multiple shapes, so I gave her Super Speed which grants extra Actions each Turn. Shaping also requires Line of Sight to your Shapes or they dissipate. To counter this handicap I chose Heightened Senses: ‘Global Vision’ so that Kate can see 360 degrees around themself. Lastly, Shaping is extremely Power hungry, so I chose Energy which grants increased Power which is the resource characters use to fuel their Abilities. The rest of the Abilities are chosen for protection. Meet ‘Fabri-Kate’.

Fabri-Kate, mistress of fabrication–naturally.

So how does Fabri-Kate fight? They animate their steel spheres granting them the Flight, Laser, and Flash Abilities. They can move about, shoot, and emit blinding flashes of light to temporarily blind foes. Kate can also use Shaping on her suit of armor to use these Abilities., but prefers to let the little spheres of death do it. I keep thinking this character would be a lot of fun to draw, but never seem to get around to it.

Character Creation Challenge: Keltia

The Other Side -

Keltia, the Chronicles of Arthur PendraegFirst of a two-parter today!  I delve into a game I REALLY wanted to play more of, but is now out of print from it's English publisher.  The games are Keltia and Yggdrasill, two games that really capture the feel of the Post-Roman Celtic and Norse worlds.  Both use the same base system and both really grab my attention. Today for part one I will focus on Keltia.

The Game: Keltia

Keltia, or Keltia, the Chronicles of Arthur Pendraeg, is from the French publisher Le 7ème Cercle (The 7th Circle) and was published in English first by my good friends at Cubicle 7.  The game is set roughly in the years following the exit of the Romans from Britain.  There are mentions of Roman civilization and Christianity, but this is a purely Celtic world.  Or rather, it is a world of the Celts of Myth, Legend, and Folklore.

It is the Dark Ages, but this isn't the one you read about in history books. This is a game-world; so not Britain exactly, but Ynys Prydein.  It uses a lot of Welsh so already it has my undivided attention.

This game is quite good and character creation was pretty fast.  Again, there are a lot of options and I really must come back to this one in the future.  I can see using this in conjunction with Troll Lord's Codex Celtarum for Castles & Crusades.  Both cover similar ground and one would easily work as a background and as a supplement for the other.

I am rather fond of the Mind/Body/Soul stat groups.  I was working on something similar a long time ago, but that work eventually became NIGHT SHIFT.

Lars and Siân

The Character: Siân ferch Modron

In a lot of ways Siân is not just the main reason I wanted to try out Keltia, she is also the reason I wanted to do this challenge.   Siân ferch Modron is the mother of my iconic witch Larina.  Tomorrow I will feature her father Lars. If you have been a long time reader here you will recognize her as also being one of my playtest characters for The Craft of the Wise: The Pagan Witch Tradition for Old-School Essentials.

Siân (along with Lars) was featured with her "Irish" name, Siân nic Stefon.  She is the daughter of Stefon and Modron; nic and ferch being the Irish and Welsh (respectively) way of meaning "daughter."

These though are Siân's and Lars earliest days.

Siân is the daughter of a Druid and High Priestess, so she follows in her mother's footsteps and will become a high priestess as well. She is a bit haughty and this comes out in her Arrogance weakness.  She certainly feels her culture is superior to all others.  It is not until she meets Lars, a "Gogleddwr" (Northman), that her ideas begin to change.

Siân ferch ModronSiân
Siân ferch Modron
Archetype: Wise One
Profession: Priestess of Avalon
Kingdom: Cymru

Gifts: Blood of the Ancients, Scholar
Weakness: Arrogant

BODY
Strength: 1
Vigor: 2
Agility: 2

MIND
Intellect: 2
Perception: 3
Tenacity: 2

SOUL
Charisma: 3
Instinct: 2
Communication: 2

Reaction: 7
Physical Defense: 6
Mental Defense: 6

HP: 26

Furor Pool: 6

Skills
Art (song) 3, Knowledge (Ritual) 7, Languages (Brythonic), Ogham 7, Traditions 6
Awen 7
Short Weapons 3

Spells (Priestess of Avalon)
Sense Awen 1, Blessing of the Gods 1, Read Omens 1, In the Arms of Dôn 1

I like how this character is shaping up.  I would use Keltia and the Codex Celtarum to inform how she would be played in Old-School Essentials.

Looking forward to seeing how her future husband turns out tomorrow!

31 Day Character Creation Challenge (day 20)

The Vigilance Campaign -

You can read about the challenge here: http://tardiscaptain.com/gaming/character-creation-challenge/

Meet the Pistol Shrimp:

The Pistol Shrimp, protector of the vulnerable.

Paul was a humble social worker and teacher at an alternative school for disadvantaged youth. One day Paul tackled a shooter that had attacked the school, saving the lives of his students and the other faculty. Suddenly he was getting his 15 minutes of fame. There was an award ceremony with the mayor of L.A. and he did some interviews and TV apprearances. A few weeks after the fervor died down he was approached by eccentric millionaire Frank Shim. Shim said he had been looking for someone like Paul for years. Someone to wear his armor and take up the mantle of his superhero persona–the Pistol Shrimp. Shim had made his millions with his miniaturization technology, and some questionable weapons contracts with the U.S. Government. Paul was reluctant but eventually gave in an accepted the hi-tech suit of armor. He’s been fighting crime in and around LA for some time now. Ever the progressive, his favorite thing to do is show up to protests to ensure that no violence breaks out, on either side of the thin blue line.

Character Creation Challenge: The Dark Eye

The Other Side -

The Dark EyeThis is my week to tackle games I have always wanted to play, or play more of.  Today is the day I take on one I have had sitting on my shelf since 2017 or so, The Dark Eye.  

The Game: The Dark Eye

I have known about this game for a while, both The Dark Eye and the original German Das Schwarze Auge. I always wanted to own the original German, having taken German in both high school and college, but not using a language for, well longer than I care to admit, you lose it. Das tut mir leid.

The Dark Eye always attracted me as a sort of a darker fantasy RPG.  A game where Mirkwood is replaced by the Black Forest.  

I picked the 2nd Printing of the English edition at my local game auction.  I grabbed the core rules and a bunch of add ons that I suspect came from the Kickstarter. There is a lot and it all looks so good. There is even a basic QuickStart.

The game is very moody, but also surprisingly, well, bright.  The art is fantastic and the design and layout are great. A really gorgeous game.  Can't wait to do something more with it.  And there is just so much material to be had, both to buy and for free

I went through the character creation and poured over the book.  I am overjoyed AND overwhelmed with all the options.  I can easily see why this game is so popular here and in Germany.  It is a game I would love to do more with and there is even a Community Content section for fan-produced works.

This could become a new obsession if I allowed it.

The Dark Eye RPG

The Character: Katherina

Katherina is a character I would have likely created in German class.  I will say this, the Dark Eye character sheets are among the nicest I have ever used.  Though now I also want to make a Dwarven Witch and maybe a version of my Larina.  I might do them as part of a larger review.

I might be missing some of the details here, but I think I have her set. 

Art by Ramona von BraschCharacter art by Ramona von BraschKatherina
Female Human Middenrealmer Raven Witch

COU 12
SGC 13
INT 14
CHA 15
DEX 12
AGI 12
CON 13
STR 9

Life Points 32
Arcane Energy 40
Spirit 2
Toughness 1
Dodge 6

Experience Level: Experienced (1,100 AP)

Advantages
Spellcaster, Hidden Aura, Increased Arcane Energy (V), Increased Life Points (I), Difficult to Enchant

Disadvantages
Negative Trait (Obessesed with Magic)

Special Abilities
Tradition (Witch), Languages (4 when I know more of the languages), Curses (4), Flying Balm, Connection to Familiar, Mimicry

Skills
Physical: Flying 6, Gaukelei 4, Stealth 2
Social: Empathy 6, Fast-Talk 4, Persuasion 4
Nature: Animal Lore 4, Plant Lore 4, Survival 3
Knowledge: Astronomy 4, Geography 4, Magical Lore 3, Myths & Legends 5, Religions 4
Craft: Alchemy 4, Treat Disease 2, Treat Soul 4

Combat Techniques
Brawling 8, Pole Weapons 8

Familiar
Krähe (Raven)
SA: First Among Equals

Spells
Fighting Stick 5
Witch's Bile 4

Age: 18
Birthday: Nameless 5
Social Status: Free
Hair: Black
Eyes: Blue
Height: 5'5"

I am sure I need to pick out more spells and more rituals. Again, there is just SO MUCH here.

Character Creation Challenge: DragonQuest 1st Edition

The Other Side -

DragonQuest, 1st EditionI am actually quite thankful for this challenge right now.  I feel my creative batteries are in need of a recharge and this has been a help.  

The Game: Dragonquest

Everyone has that "one game" the game they admire from afar, want to learn it or more about it, and maybe, just maybe get to play it one day.  For the early 1980s that game for me was DragonQuest.  I can recall looking over the 2nd Edition book sitting prominently out front of Belobrajdic's Bookstore in my hometown.  I'd flip through it and marvel how "Not D&D" it was.  I always wanted to buy it but since my gaming budget was limited to what I could make on my paper route it was a fascinating game that no one I knew played OR the next AD&D hardcover.  Not a question of who was going to win really. 

Thankfully I am at a point in my life now where my RPG budget is several orders of magnitude greater and even expensive aftermarket books are within my grasp.  So I was quite pleased to have picked up DragonQuest 1st Edition boxed set a while back.  It confirmed everything I had thought at the time.
The game is wonderful in it's "Not D&D"-ness, it is wonderful to read and a joyful look back into the past of our hobby.  And I also know that no one I gamed with at the time would have played beyond one session.  Ah well.  I have today.

I do recall reading more about DragonQuest in the page of Dragon Magazine and I remember when TSR bought SPI (DragonQuest's publisher) that a new 3rd Edition was going to come out. I even held out hopes that the dual systemed D&D/DragonQuest adventures would lead to more crossovers.  But sadly that never occurred.   


At some point, I will need to do a deep dive into this game. But for now, let's make a character.

The Character: Phygor

In my games Phygor was one of the greatest wizards to have ever lived.  He was a well to do student in Glantri's Magic School. He was smart, well-liked, and had a very rich family. He was sitting in the courtyard of the school one day when just decided that he could not learn anything else here. So he got up left his books, belonging, and half-eaten lunch and he walked.  He kept walking until he had gone all over the world learning esoteric magics from hundreds of different spell casters.  He was something of a magic "Batman" in my games, only with no tragic backstory.  When he returned to Glantri he was able to quickly and decisively put down a rebellion of other wizards; having no defense against his new and strange magics.  While he was in the D&D sense a Lawful Good Wizard, he has the respect of almost all the magic-users, wizards, witches, and warlocks of my world. Even the evil ones since Phygor believed in the crazy notion that magic should be for all so he made all of his discoveries public.   

He was never really a character.  Just a name and a myth. I would then claim that my wizard character Phygora was named for him and of course he would also go on to learn a lot of strange magics.  Sort of like how Harry Houdini named himself after his idol Jean-Eugène Robert-Houdin. 

So let's go back in time. To a point before Phygor at age 25 got up and left his life to learn different magics.  This is 18-year-old Phygor just getting started at his school. Not discontent, but bright-eyed and eager to learn.

PhygorPhygor
Human Male, 18 years

Primary Characteristics
Physical Strength 12
Agility 10
Magical Aptitude 21
Manual Dexterity 16
Endurance 16
Willpower 18
Appearance 13

Secondary Characteristics
Fatigue 20
Perception 5
Action Points 9

Starting XP 140

Adept, College of Ensorcerlments and Enchantments
Talents: Witchsight
Spells: Spell of Telekinesis
Rituals: Ritual of Enchantment

Skills
None yet

He looks like a likable chap. He would have to be, he is going to travel the world and seek out all the masters of esoteric and occult knowledge.  

There is an absolute ton to like about this game.  Frankly, I'd love to get some more XP and see what skills I could start with this guy.  Maybe even advance him far enough to even start his big world-spanning journey.

I could even see a future feature here where I try to stat him up in other FRPGs but each time have him a little more advanced.  Maybe even ending with his BECMI stats at 36th level.

Phygor

What are your memories of DragonQuest?  I'd love to hear them.

31 Day Character Creation Challenge

The Vigilance Campaign -

You can read about the challenge here: http://tardiscaptain.com/gaming/character-creation-challenge/

Summary: The idea is to create a new character every day for the month of January. It doesn’t matter what RPG system you use, or if you use the same one or many different ones. The points is to get more familiar with the mechanics of games you have an interest in by creating characters. I’m 18 days late to the challenge, but I’m going to give it my best. I’m starting out with a villain I randomly generated using the Villains and Vigilantes 3.0 rules (aka Mighty Protectors). Meet the Geminator:

The Geminator

Castor was caught in a freak lightning storm that struck him down. When he awoke he was face to face with an exact copy of himself. They fought discovering their superhuman ability to control electricity, fly and move at super speeds. The fight lasted for hours due to the twins ability to gain energy from the very air around them. It ended with one absorbing the other in a flash of lightning. Castor was reluctant to summon his clone again, but the more he tested his abilities and turned them to selfish ends, the more help he needed. He would always reluctantly summon his duplicate and there was always a fight or an argument about who the real Castor was. Sometimes they would sulk for days only to have one ambush the other and reabsorb them. Who was the real Castor–and who was the fake. Neither of them know for sure. When I randomly rolled Phobia as one of his two Weaknesses, I thought it would be compelling to give this character a fear of his other self. This creates a chaotic and unrelaible character, much like the unpredictable nature of lightning itself.

Character Creation Challenge: 7th Sea, 2nd Edition

The Other Side -

7th Sea RPGToday is something new for me. All the games I have done so far and have planned have been games on my shelf.  This weekend I have been playing around with this idea of a Sea Witch character.  The idea of this has been floating around in the back of my mind since the 2nd Ed days when we ran a short-lived campaign sea-based campaign.  So I went out bought 7th Sea, 2nd Edition.

The Game: 7th Sea, 2nd Edition

7th Sea was always an interesting game to me. I picked up the 1st edition a couple of times at my FLGS to buy but never bought it.  When I was at the Ennies a few years ago when 7th Sea, 2nd Ed won a bunch of awards and I thought about picking it up then too. 

The setting is an alt-Europe during the Age of Sail. I have to admit the idea, and the setting is a very intriguing one.  Reading through the game I am overwhelmed with ideas.  Not just for this game, but also to add to various other games.  

One day I should really do a Blue Rose / 7th Sea / Mage the Sorceror's Crusade mash-up.  I also could see all three of those games adding more depth to my D&D games, in particular to Glantri. 

Really there is so much here I will need to come back to this one. Might have to pick up the hardcover. It really looks like a great game.

The Character: Gwenhwyfar

For this character, I went with very familiar territory or as familiar as I can get here.  Really it was the fact that characters can be Pagans that sold me on the character idea here.  Also, the thinly-veiled version of Ireland in Inismore grabbed my attention. 

Circe Invidiosa 1892 oil on canvasGwenhwyfar
Concept: Sea Witch
Nation: Inismore
Religion: Pagan

Traits
Brawn ••
Finesse ••
Resolve ••••
Wits •••
Panache ••

Skills
Aim •
Athletics •
Brawl ••
Convince •
Empathy ••
Hide •
Intimidate
Notice ••
Perform ••
Ride
Sailing ••
Scholarship •
Tempt •••
Theft •
Warfare
Weaponry •

Background
Saoi (Wise one), Sailor

Advantages
Bar Fighter
Able Drinker
Direction Sense
Disarming Smile
Eagle Eyes
Linguist
Sea Legs
Team Player

Sorcery: Glamour

So I don't know about this character, or this system, yet.  But I am looking forward to learning more about both.  I am not sure if Gwenhwyfar and Seren would get along (my stand-ins for Irish and Welsh respectively). 

Jonstown Jottings #35: The Quacken

Reviews from R'lyeh -

 Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—


What is it?The Quacken presents a leviathan monster and associated scenario for use with RuneQuest: Roleplaying in Glorantha.
It is forty-five page, full colour, 3.29 MB PDF.
The layout is clean and tidy, and many of the illustrations good. It needs an edit.

Where is it set?
The Quacken is set in any coastal area or sea area around Genertela, although the default location for the associated scenario, ‘Clash with the Quacken’, is Mirrorsea Bay, off the coast of Esrolia.

If the Game Master really wants to play up the inspiration for ‘Clash with the Quacken’, it could easily be moved to the coast of Prax and involve the members of the Sun County Militia from Tales of the Sun County Militia: Sandheart Volume 1 and its sequels.

Who do you play?No specific Player Character types are required to play ‘Clash with the Quacken’, although sailors, fishermen, and anyone with the Darkness or Water Runes may have an advantage. A Shaman or anyone with Spirit Sight will also be useful and any good Orlanthi should relish the opportunity to confront the sea again.
What do you need?
The Quacken requires RuneQuest: Roleplaying in Glorantha. The RuneQuest: Glorantha Bestiary may be useful for details of Ducks.
What do you get?
The last in the ‘Monster of the Month’ series, The Quacken presents a terrible creature, one which brings the land and the sea together, created during the War of the Gods when the Sea Tribe invaded the Earth, Magasta and an unnamed goddess. Essentially, giant squid with the beak and head of a duck, including feathers, and potentially, the bad temper of each. They notoriously aggressive, especially the females after they have come onto land to lay their eggs. Such females enter a state called ‘stupmi’ and vigorously drive off or consume anyone or anything which they see as a threat. Where females die after suffering through ‘stupmi’, males do not and may undergo bouts of it again and again. Males under its effects have been known to attack ships. However, the dead body of a Quacken can be harvested, its flesh sweet and best fried, the beak as a mild stimulant for Newtlings, the eyes for their oils, and their teeth as Death talismans!
In addition to fully detailing what is, really, a weird leviathan, The Quacken includes a scenario ‘Clash with the Quacken’. This is coastal set scenario in which the Player Characters are hired to come to the help of Stone Dock Village. The village chieftain has been having terrible dreams of the ocean depths, merfolk, and a crimson, and this comes at time when the fishermen of the village are bringing in reduced catches. He fears that worse is to come and wants the Player Characters to discover the cause of what has beset the village. This will see the Player Characters going to sea, dealing with a very grumpy and direct shaman, and protecting Stone Dock, the huge slab of primordial rock  that is the village wyter.
The inspiration for the scenario is obvious, and whilst it does draw from Clash of the Titans, ‘Clash with the Quacken’ is very much its own, making it an epic confrontation between the land and the sea. It does need some careful staging in certain scenes—especially in the spirit world, but the scenario is well supported with some solid NPCs for the Game Master to roleplay. Although, multiple versions of the Quacken are provided in order to scale the final confrontation to the power levels of the Player Characters, ‘Clash with the Quacken’ is still a challenging scenario.
Is it worth your time?YesThe Quacken is a ridiculous idea. I mean, whoever would have thought of combining a Duck and a Squid? And yet... and yet, you know you are just waiting for someone to yell, “Unleash the Quacken!”
NoThe Quacken is a ridiculous idea, like the ‘surf and turf’ equivalent of a Turducken. I mean, no. Really no. Let’s not even go there.MaybeThe Quacken definitely falls under ‘Your Glorantha May Vary’. In fact, it probably strays into your ‘Your Glorantha DOES Vary’, but Glorantha has Ducks, so why not Duck-Squids (or Squid-Ducks)?

Character Creation Challenge: Blue Rose1st Edition, AGE Edition

The Other Side -

Blue RoseYesterday I featured Blue Rose, the True20 Edition.  I am moving further afield now from the d20 base I started with, but there is still a lot recognizable here. Blue Rose 2nd Edition uses the new AGE system from Green Ronin.  Both systems, AGE and True20, have their benefits and suit the stories well.

The Game: Blue Rose, 2nd Edition

Like its predecessor edition, I have talked a lot about Blue Rose AGE edition.

In particular, I have been using it as a main feature in my recent "Plays Well With Others" posts. I have even considered it as one of the base systems to use for my "War of the Witch Queens" campaign.  In fact, one of the adventures morphed and has made its way to an official Blue Rose adventure anthology, the upcoming Six of Cups.  I have to say that working with Green Ronin on official Blue Rose material was a delight.

I have not played a campaign in BR yet, but I have played a number of one-shots that could be loosely defined as a campaign.  I have even played a few times at Gen Con with some really fantastic GMs. 

Again I spent a lot of time reviewing this game when it came out.

And I have to admit I am REALLY looking forward to the Blue Rose Adventurer's Guide for 5e when it comes out.

The game is an absolute joy and I hope to continue with it for a long time to come.

Blue Rose

The Character: Seren

Seren is a new character based on a character I have in Six of Cups.  That character, Celeste Vocolio, is considered to be one of the greatest heroes of the Aldean Navy.  She stowed away on a ship at age 8 because she wanted to see the world and she became the greatest Admiral of the Navy in Aldis, Kingdom of the Blue Rose.  I described her as "Pippy Longstockings growing up to become Honor Harrington."

Seren is not part of the Aldean Navy, nor is she a great hero. Yet.  She grew up hearing stories of Adm. Vocolio her whole life like many children growing up in Garnet. She would sit near to the Garnet Beacon lighthouse and watch the ships come in and go out.  

Seren though is not a sailor, she is a Sea-folk witch who now lives in Garnet.

MirandaSeren
Female Sea Folk Seer (Adept) 1st level

Accuracy 1 (Prime)
Communication 1
Constitution 1 [Swiming 3]
Dexterity 1
Fighting 1
Intelligence 2 (Prime) [Nautical Lore 4]
Perception 4 (Prime) [Searching 7]
Strength 0
Willpower (Prime) 2

Speed 11
Defense 11
Armor 0
Health 25

Powers, Talents and Specializations
Sea Folk (Dark sight, swimming)
Adept (Arcane training, Arcane channeling)

Observation Talent
Seer

Languages (Aldin, Lar'ttan)

Arcana
Healing (Novice) Cure, Psychic Shield, Second Sight
Visionary (Novice) Visions, Scry, Nature Reading

Calling: The World (Exploration & Discovery)
Destiny: Ace of Swords - Courage
Fate: Ace of Rods - Overzealous

Seren is a baby Sea Witch.  My goal for her would be get her on a boat with some crew that become her adopted family of choice and have merry adventures.  Likely I see her becoming a powerful, and hopefully scary, sea witch; I see her in a Miyazaki film to be honest.

Working with her Calling, Destiny and Fate, I see her as someone that wants to see the world, to be the one standing on the front of her ship and telling the crew where to go and what to do.  But that is a long way off yet and she has to first build up the courage to get there.

Whimsy and Wonder, and Yet?

Reviews from R'lyeh -

Neverland is that faraway land where Peter Pan and the Lost Boys frolic and play, fairies gather in revelries, Captain James Hook connives and seeks vengeance against Peter Pan for cutting off his hand, the mermaids croon and scheme—and of course, children never grow up. As told in J.M. Barrie’s Peter Pan; or, the Boy Who Wouldn’t Grow Up, it is also the island and land to which Peter Pan brought the Darling children—Wendy, John, and Michael—to be the family that he never had. It is a story of growing up and accepting the responsibilities of becoming an adult, and putting childish things behind you, that is, part from Peter Pan himself. In the process, they lose the way to Neverland. In other tellings of the tale, Peter Pan becomes a story about what is lost—which of course, is childhood—and then reclaiming it. Yet what if the adults could find their way to Neverland, three adults in particular, and grow old? What if Wendy, John, and Michael Darling found their back to Neverland? What would they become? Would their presence change the island? Would Peter Pan notice? These are some of the themes explored in Neverland: A Fantasy Role-Playing Setting, a hexcrawl designed for use with Dungeons & Dragons, Fifth Edition.

Neverland: A Fantasy Role-Playing Setting is published by Andrew McMeels Publishing—best known for publishing ZWEIHÄNDER Grim & Perilous RPG—and features a roleplaying interpretation of Neverland, richly detailed across twenty-four hexes, over one hundred monsters, creatures, and NPCs, fourteen or factions, and numerous locations. The latter includes coral caves, Gnome hamlets, the Home Underground where Peter Pan and his Lost Boys have made their hideout, an inverted home to a lich, an amphitheatre dedicated to mermaid performances, Captain Hook’s ship the Jolly Roger, and the very Crocodile who hunts for the rest of Captain Hook, which can actually be explored as if it was an actual dungeon!

From the outset, Neverland: A Fantasy Role-Playing Setting is very much a book for the Dungeon Master, beginning with a very clear explanation of who’s who on Neverland and the various factions on the island. They include all three of the Darlings—all grown up, Peter Pan and his Lost Boys, Captain Hook and his crew, and much more. There is a wide array of factions on the island, all of them drawn from Peter Pan; or, the Boy Who Wouldn’t Grow Up, but many of them unlikely to be unfamiliar to the players since they are more likely to be familiar with works based on the play rather than the play itself. It should be noted that in drawing from the original source, Neverland: A Fantasy Role-Playing Setting also updates one or two of them, since attitudes towards certain groups and words have changed in the century or so since the original play was performed.

Rules also cover travelling and exploring across the island—including, if the Player Characters can get sufficient fairy dust, the ability to fly, and using the Mermaids’ secret whirlpools and the Lost Boys’ hollow trees, the island’s daily cycle and movement of the Crocodile. Fun and recreation includes games of Hurling, Gnome Fairs, and Pirate Parties, whilst advanced rules cover chase sequences, and the dangers of harvesting from the dead—also pointing to a scarcity of resources on the island, and of harnessing the powers of a star, which can be used by non-spellcasters to cast spells appropriate to their personality. The huge Cast covers numerous monsters and creatures, as well as the various characters from Peter Pan, including the eponymous hero, the Darlings, Captain Hook and his crew, and more…

In comparison, the section devoted to the island of Neverland feels a little short, with just the one page devoted to each of its twenty-four hexes. Each page includes a larger view of the hex in question—taken from the larger isometric map of Neverland, a short description, a note of the timed events which occur twice daily, and a quintet of tables which can be used to generate encounters. These can occur every hour, and since it takes four hours—or a Clock in ‘island time’—to cross a hex, every hex can be very busy. Many of the hexes are also the locations of key places on the island, and whilst these are mentioned, they are not cross-referenced, making the flipping between the two in the book that little bit awkward. The various locations, whether a dungeon or a ship or an inverted tower or a mine, and so forth, are each given a page each, so feel a little more expansive than the pages devoted to individual hexes.

Besides various tables which provide adventure hooks, animals, fairy trades and tricks, locations, loot, Lost Boy traps, Mermaid games, objects, trinkets and trophies, and more, the book comes with ‘Tales from Neverland’, a set of eight short stories presented as extra chapters to the original Peter Pan story. They are each a very quick read, and can serve as inspiration, hooks, clues, and the like. They do add some flavour and perhaps a little context for the Dungeon Master, but nothing more. Rounding out Neverland: A Fantasy Role-Playing Setting is not only a bibliography, but also a sketchbook. This collection of sketches, finished pieces, and notes nicely charts the development of the look of the book and its art. Its inclusion undoubtedly adds to the charm of Neverland: A Fantasy Role-Playing Setting.

However, as rich and as well-presented as Neverland: A Fantasy Role-Playing Setting actually is, there is a handful questions that it does not effectively address. These include, “What do I do with this?”, “How do I get there?”, and “What do I play?”. There is some initial discussion of the book’s themes, but it is all too brief. Then, at the end of the book, the author provides six ready-to-play pre-generated Player Characters, ranging from a Big Game Hunter or Ranger and Child Pickpocket or Thief to Holy Orphan or Cleric and Stranded Pirate or Fighter. All of these are done as Humans and all have reasons for being on the island, and together the hextet feel just a very little like the adventurers from the Dungeons & Dragons cartoon in being from the ordinary world and cast into the land of dreams that is Neverland. They also suggest reasons why Player Characters might end up in Neverland, but beyond this, there is a lack of advice for Dungeon Master on what Classes and types of characters the players might play, how they might get to Neverland, and what they do when they get there. To some degree this is offset with tables of random and specific adventure ideas, plot hooks, and rumours, but whilst the author states that they are there if the Dungeon Master is stuck as to what to do next, what if the Dungeon Master is stuck at the start?

Another issue is with the monsters. Including variations, there are over one hundred of them, and whilst that gives Neverland and the Dungeon Master variety aplenty, it does feel like a lot for a twenty-four hex hexcrawl and the likelihood is that many of them the Dungeon Master may never bring into play. Now that is not necessarily a bad thing, but with that many entries in the bestiary or cast list as Neverland: A Fantasy Role-Playing Setting terms it, not all of them are given the descriptions that they deserve, forcing the Dungeon Master to rely upon their illustrations to describe them. Which is disappointing.

Physically, Neverland: A Fantasy Role-Playing Setting is a beautiful book, done in rich blocks of greys and blacks, reds and green. The layout is crisp and clean and the book itself is an easy read. The cartography is also good. However, the book could have been better organised, especially when it comes to cross referencing the locations in the text and the placement of the random tables which come in the middle of the book rather than at the end where again they might be easier to find.

Neverland: A Fantasy Role-Playing Setting is a rich and detailed setting, one which takes the whimsy and wonder of the source material, Peter Pan; or, the Boy Who Wouldn’t Grow Up, and makes it somewhere that the Player Characters can explore and perhaps discover the darker secrets of the island. It is beautifully presented, but ultimately, it needs more effort upon the part of the Dungeon Master to bring to the table and to draw her players in than perhaps it should.

Character Creation Challenge: Blue Rose1st Edition, True20

The Other Side -

Blue Rose, 1st Edition

One of the games I really enjoyed playing back in the early days of the new Millenium was Green Ronin's Blue Rose, True20 edition

The Game: Blue Rose, 1st Edition

Blue Rose is a great game.  It takes fantasy and instead of drawing from the heroic Pulp tradition it instead draws from the Romantic fantasy traditions.  The characters are every bit as heroic, but their actions are guided by different principles.

I have spent a lot of time talking about Blue Rose here so instead of converting that ground again, I will direct you to some relevant posts.



The Character: Marissia

Marissia (and yeah that is the spelling I am going with here) has the distinction of being the very first NPC witch I ever created.  Or at least the first one that I still have notes for. She makes her appearance in module B1: In Search of the Unknown where I call her the "Daughter of Zelligar."

She is an evil witch, or at least she will be when she gets higher in level.  Given my big Black Rose deal for this version of the game, I thought I might as well bring her in.  

Hero Forge picture of MarissiaMarissa
1st level Human Adept (Arcanist)

Strength: +0
Dexterity: +1
Constitution: +2
Intelligence: +3
Wisdom: +3
Charisma: +4

Intiative: +1
Defence: +2
BAB: 0, Melee Attack: +0, Ranged Attack: +1

Toughness: +0
Fortitude: +0
Reflex: +0
Will: +2

Conviction: 3
Corruption: 0
Alignment: Shadow
Calling: Adept - Mastery of Arcane
Light Nature: 8 of Pentacles - Dedicated
Shadow Nature: 10 of rods - Obsessive

Skills: Heal, Intimidate, Notice, Concentration, Craft (potions), Knowledge (Arcane), Sleight of Hand, Search

Feats and Powers: Arcane Focus, Brew Elixir, Visionary Arcana.
Arcana: Scrying, Battle Dance

I'd have to go over her again to make sure this fits my eventual idea of her, but it is a good place to start.

An Alpha Primer

Reviews from R'lyeh -

The Alpha Quadrant Sourcebook is the second setting supplement for Modiphius Entertainment’s Star Trek Adventures roleplaying game following on from the Beta Quadrant Sourcebook. It is home to Federation member worlds such as Betazed and Tellar Prime, but its dominant powers are the Klingon Empire and Romulan Star Empire. However, these are not the focus of the Alpha Quadrant Sourcebook, which pushes out to the frontier where fractious borders exist between the Federation and the Cardassian Union, the Breen Confederacy, and the Tholian Assembly, whilst the Ferengi Alliance pursues between them all. Further, the Alpha Quadrant Sourcebook pushes out to the nexus of the conflict in the region—the planet Bajor, Deep Space 9, and the Wormhole (although the supplement is not a Deep Space 9 sourcebook)—and on a further year into 2372 from the 2371 of Star Trek Adventures and the Beta Quadrant Sourcebook. Although there are mentions of them here and there, the Alpha Quadrant Sourcebook is not a sourcebook for a campaign setting during the periods of Star Trek: The Original Series or Star Trek: Enterprise.

The slimmest book to date for Star Trek Adventures, the Alpha Quadrant Sourcebook is essentially a series of briefings given by Benjamin Sisko, the commander of Deep Space 9, to a Starfleet starship captain assigned to the quadrant. In turn, it covers the recent history of the quadrant with the recent liberation of Bajor from Cardassian occupation by the Bajoran Resistance, the discovery of the Wormhole through to the Gamma Quadrant, incursions by the strange forces of the Dominion from the other side of the Wormhole, and the Klingon Empire’s withdrawal from the Khitomer Accords which have maintained peace between the Klingons and the Federation for decades. Three worlds of the Federation are covered in some detail, Betazed, Denobula—probably the prime section of information for a Star Trek: Enterprise campaign in the Alpha Quadrant Sourcebook, and Tellar Prime, the latter completing coverage of the founding members of the United Federation of Planets. These are presented in some detail, not just Betazoid physiology, but also their political structure, legal system, culture, important locations, and more. There is a lot of nice background here, such as the Temple of the Great Houses where information about the no longer existing Great Betazoid Houses is kept, but which can be restored if descendants can be found; Quok’lox Trash Island on Denobula where everything on planet that cannot be recycled is kept and is rumoured to be home to Denobulans living apart from the rest of the planet; and the difficulties of Tellarite-Andorian relations, the former with their love of antagonistic debate, the latter with their propensity for martial action. Bajor, the Cardassian Union, the Ferengi Alliance, the Tzenkethi Coalition, the Breen Confederacy, and the Tholian Assembly are all given similar treatment, so for Bajor it looks at the effects of the Cardassian Occupation, the Provisional Government, Bajoran spirituality, whilst Deep Space 9 and the Wormhole are detailed under Places of interest. Full stats are given for Starbase Deep Space 9 as well. Included in the background to the Cardassian Union are details of Maquis, the resistance movement that resulted from the Federation-Cardassian treaty of 2370 which created the DMZ and saw some colony worlds transferred to the Cardassian Union, whilst the Rules of Acquisition are discussed in the section on the Ferengi Alliance. Various worlds of the Cardassian Union and the Ferengi Alliance are also described.

From the Arbazan and the flight-cable, bewinged Aurelians—complete with rules for flight—to the Ktarians and the Zaranites, the Alpha Quadrant Sourcebook introduces eleven new species available as playable options, including the Ferengi, whilst the inclusion of the feline Caitains and the tripedal Edosians are sure to please fans of the Star Trek: The Animated Series. Some ten starships are detailed for the Cardassians, the Ferengi, the Breen, the Talarians, and the Tholians. These range from the Cardassion Hideki-Class Corvette and Keldon-Class Heavy Cruiser to the Spinner and Weaver vessels of the Tholian Assembly. As in other supplements for Star Trek Adventures, these are poorly illustrated, or not all, and as with the Beta Quadrant Sourcebook, there are no starships given for the Federation, but again, this is less of an issue.

Rounding out the Alpha Quadrant Sourcebook, its ‘Encounters and Adversaries’ explore some campaign ideas and present various NPCs across the Demilitarized Zone, the Badlands, and the Federation Border. As well as background they come with encounter seeds and campaign ideas, such as a Maquis-themed campaign and a Federation Border campaign, and write-ups of major NPCs such as Gul Dukat, Ro Laren, Michael Eddington, and Thomas Riker. These are all useful and the campaign ideas point towards the potential of the Alpha Quadrant and the Alpha Quadrant Sourcebook.

There is a wealth of detail in the Alpha Quadrant Sourcebook, especially when it focuses upon the various polities at the far reaches of the quadrant and their particular worlds. The write-ups of the Betazed, Denobula, and Tellar Prime are all decent, as are those of the Cardassian Union and Ferengi Alliance, and the campaign ideas and adversaries all support the material in the supplement. Yet, the Alpha Quadrant Sourcebook is far from perfect. Its problems are fivefold. First, it is not the Alpha Quadrant Sourcebook, but the ‘Alpha Quadrant Sourcebook in 2372’, so there is no timeline and no sense of history to the region as if nothing really happened until recently. Second, it covers just a handful of worlds and third, whilst it gives numerous new species to play or use as NPCs, it does not give them a great deal of background or details of their worlds. In many cases, they are not illustrated either, leaving the Game Master to work with some really underwritten descriptions—for example, the reader is left with no idea what the Tzenkethi look like. Fourth, there is an avoidance of the technical elements that a Science Fiction setting and roleplaying game would seem to want. So, in addition to the lack of a timeline and the lack of illustrations for certain species, starships are not illustrated when detailed, worlds are pictured, but not mapped, and so on. Fifth, the writing is often unengaging, especially in the case of the sidebars, which all too often add flavour but not substance.

Physically, the Alpha Quadrant Sourcebook is a decent looking book. There are some inconsistencies in the layout, but otherwise the book is generally well-written and decently illustrated—though not always effectively—with a fully painted images. The layout is done in the style of the LCARS—Library Computer Access/Retrieval System—operating system used by Starfleet. So everything is laid out over a rich black background with the text done in soft colours. This is very in keeping with the theme and period setting of Star Trek Adventures, but it is imposing, even intimidating in its look, and it is not always easy to find things on the page because of the book’s look. The other issue is that the none-more black pages are easy to mark with fingerprints.

Ultimately, just like the Beta Quadrant Sourcebook, the Alpha Quadrant Sourcebook has much to cover—and it is a lot—but it is not quite up to the job. Again, there are whole sections, like the Cardassian Union and the Ferengi Alliance, the Badlands and the Demilitarised Zone, which could have had whole sourcebooks and campaigns of their own devoted to them, and as good as the information is on say, the Cardassian Union and the Ferengi Alliance, the Alpha Quadrant Sourcebook does not feel comprehensive. Further, the focus on the one period of Deep Space 9 and relations with the Cardassian Union and Bajor, do leave the treatment of both the rest of the Alpha Quadrant and its history lacking by comparison. The Alpha Quadrant Sourcebook is interesting and informative, but it never gets away from feeling like an introduction to a sourcebook on Deep Space 9 or the Cardassian Union, and again, the Game Master is left wanting more.

Character Creation Challenge: Astonishing Swordsmen & Sorcerers of Hyperborea

The Other Side -

Astonishing Swordsmen & Sorcerers of HyperboreaAnother favorite game that came out of the Old-school push was Astonishing Swordsmen & Sorcerers of Hyperborea.  A game that took us back to the pulp-fantasy roots of the RPG hobby. 

The Game: Astonishing Swordsmen & Sorcerers of Hyperborea

I am very, very fond of this game. There is just so much potential here that I become overwhelmed with ideas.  Do I want to do the dawn-time of humanity when the Old Ones have left the Earth?  Do I want to do an older, colder Earth of the far future under a dying sun?  Or just smoosh it into my current games? I want to do it all, to be honest!!

I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.

AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.

For me, it is another example of striking the perfect balance between B/X D&D and AD&D1.  This one leans more towards the AD&D side of the spectrum, but the power level, the grit, the overall vibe is far more B/X.  THEN you add in material from Lovecraft, Howard, and Clark Ashton Smith? Well, that is the perfect icing on the cake really.

Of course, it is nearly perfect out of the box, but it can also lend itself to so much more than what is given us to use between the covers.  I have run Zothique games and Pellucidar style ones as well where all of Hyperborea was either one continent in the far future or underground, inside hollow earth (respectively).

Astonishing Swordsmen & Sorcerers of Hyperborea

The Character: Xaltana

Astonishing Swordsmen & Sorcerers of Hyperborea has its own witch class and it really is quite excellent.

Ok, admittedly this one is a bit of a cheat since she is not only not my character, she is a pastiche of other characters.  Xaltana appears in the adventure HS4 The Lost Caverns of Acheron which I talk about here.  She is an evil witch/vampire lord found in the central part of the adventure.  She combines various characters including Drelzna and Iggwilv as well as any number of evil witch and evil vampire type characters found in Conan.  In the adventure, her stats are for 3.x edition. AS&SH is a much better fit for her really.

While I have a number of other Witch-y Vampire Queens, this one is a bit different in that she is designed to be a one and done sort of bud guy.

Xaltana, the Witch-Queen of AcheronXaltana, the Witch-Queen of Acheron
Female Witch, 12th level, Chaotic Evil

Race: Human(Common, but could be Hyperborean) Vampire 
Secondary Skill: Scribe

AbilitiesStrength: 16
Dexterity: 20
Constitution: 10
Intelligence: 14
Wisdom: 14
Charisma: 20

Casting Ability: 12
Fighting Ability: 5

Hit Points:  36
Alignment: Chaotic Evil
AC: 5 

Powers
1st level: Brew Potions, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy
7th level: Animate Broom
9th level: Witch's Apprentice
Vampire Powers

Spells
First: (5) Burning Hands, Charm Person, Locate the Dead, Shocking Grasp, Sleep
Second: (5) Cause Blindness, Ghoul Touch, Hold Person, Infernal Tongues, Ray of Enfeeblement
Third: (4) Black Cloud, Explosive Runes, Phantasm, Witch Fire
Fourth: (4) Black Tentacles, Charm Monster, Mirror Mirror, Sorcerer Eye
Fifth: (3) Control Winds, Magic Jar, Sleep Everlasting
Sixth: (2) Disintegrate, See

Magic Items
Bracers AC1


Xaltana, the Witch-Queen of AcheronXaltana, the Witch-Queen of AcheronFemale Witch, Malefic Tradition 13th level, Chaotic

Abilities
Strength: 16Dexterity: 20Constitution: 10Intelligence: 14Wisdom: 14Charisma: 20
Hit Points: 29
AC: 1 (Bracers)

Occult Powers
Familiar: Bat
7th level:  
13th level: 

Spells 
Cantrips: Alarm Ward, Black Flame, Daze, Detect Curse, Object Reading, Open
First: Cause Fear, Everlasting Candle, Ghostly Slashing, Increase Sex Appeal, Minor Curse
Second: Bewitch II, Burning Gaze, Enthrall, Evil Eye
Third: Feral Spirit, Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Phantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh:  Wave of Mutilation

Magic Items
Bracers AC 1

Both versions are good. I might rethink my plan to make her a one-shot villain!

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.


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