Outsiders & Others

No Way for You to Hide: Carmilla and Laura for Mutants & Masterminds 3rd Edition

The Other Side -

It's been a while since I did one of these, but I just discovered that the entire seasons of Carmilla have now been collected into single videos, so I thought it might be a good time to revisit some old friends.

Outfits based on this picture.
Characters created with ePic Character Generator
I think for these versions I am going to set it a little after the Carmilla movie and long after the end of Season 3. So I guess three years now.  Wow.

In a Mutants & Masterminds game, Laura is now a world-renown reporter in the Lois Lane mold, with a knack of uncovering supernatural goings-on.  Carm is still living on a fortune that has also collected 340+ years of compound interest. And of course, helping Laura, because she knows that in true Lois Lane fashion, Laura is going to get herself into trouble.

Given the number of adaptations of Carmilla over the years I might even riff on that with one of her less than savory relatives show up.  Maybe an older brother. Someone who is evil, threatens her fortune and whom Carmilla would hesitate to kill outright at first.  That is till he puts the moves on Laura.

For these builds, I am going to rely heavily on the Mutants & Masterminds Deluxe Hero's Handbook,
Power Profiles, and of course the Supernatural Handbook.

I figure that Laura is a bit higher in PL than your average reporter.  She has saved the world and she knows Krav Maga.   Carmilla is a very, very old vampire (340 years old!) and she has seen a lot in her years.  She was alive for a while thanks to a "gift" from Inanna and is a vampire again.

Laura Hollis
Creampuff

Strength 1, Stamina 2, Agility 2, Dexterity 1, Fighting 1, Intellect 3, Awareness 1, Presence 1

Advantages
Krav Maga (Accurate Attack, Agile Feint, All-out Attack,  Close Attack, Contacts, Defensive Attack, Improved Disarm, Inspire,  Power Attack, Precise Attack (Close, Concealment), Prone Fighting)
Attractive, Languages 2, Skill Mastery: Expertise: Journalism

Skills
Acrobatics 1 (+3), Athletics 5 (+6), Close Combat: Unarmed 6 (+7), Deception 1 (+2), Expertise: Journalism 5 (+8), Insight 5 (+6), Investigation 5 (+8), Perception 5 (+6), Persuasion 1 (+2), Stealth 1 (+3)

Offense
Initiative +2
Grab, +2 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +7 (DC 16)

Complications
Obsession: Find the truth!
Relationship: Carmilla

Languages
English, French, German

Defense
Dodge 3, Parry 2, Fortitude 3, Toughness 2, Will 1

Power Points
Abilities 24 + Powers 0 + Advantages 15 + Skills 18 (35 ranks) + Defenses 3 = 60

Validation: Unarmed: Attack Bonus exceeds Power Level limit by 1

Height: 5'2"
Weight: 119 lbs
Hair Color: Brown/Blonde
Eye Color: Brown
Age: 25

Carmilla, aka Mircalla, Countess Karnstein
Useless Vampire

Abilities
Strength 5, Stamina -, Agility 2, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 4

Advantages
All-out Attack, Animal Empathy, Attractive, Fascinate (Deception), Improved Critical 3: Vampire Bite: Weaken 9, Improved Hold, Improved Initiative 3, Languages 4, Power Attack

Skills
Acrobatics 2 (+4), Athletics 2 (+7), Close Combat: Unarmed 3 (+8), Deception 5 (+9), Expertise: Languages 6 (+8), Insight 6 (+8), Intimidation 4 (+8), Investigation 1 (+3), Perception 8 (+10), Persuasion 2 (+6), Ranged Combat: ???? 3 (+6), Stealth 10 (+12)

Powers
Alternate Form (Moonlight) (Activation: Move Action)
   Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
   Immunity: Immunity 0
   Insubstantial: Insubstantial 2 (light, Gaseous; Absent Strength)
Cat form: Variable Attack 2 (animal, DC 12, Advantages: All-out Attack; Action: move, Attack: Dodge)
Spider-Climb: Movement 1 (Wall-crawling 1: -1 speed rank)
Undead Invulnerability
   Immortality: Immortality 5 (Return after 1 day; Limited: Not when staked or beheaded [0 ranks only])
   Immunity: Immunity 30 (undead, Fortitude Effects)
   Regeneration: Regeneration 8 (undead, Every 1.25 rounds)
   Vampiric Protection: Protection 9 (+9 Toughness; Limited 2: Not against Holy or Magic)
Vampire Bite: Weaken 9 (undead, Affects: Weaken Stamina, Resisted by: Will, DC 19)
Vampiric Senses: Senses 3 (Acute (Type): smell, Detect: smell (blood) 1)

Offense
Initiative +14
Grab, +5 (DC Spec 15)
Throw, +3 (DC 20)
Unarmed, +8 (DC 20)
Vampire Bite: Weaken 9, +5 (DC Will 19)

Complications
Blood Dependence: Needs blood to live
Relationship: Laura
Weakness: Can't use vampire powers in sunlight.

Languages
Ancient Sumerian, English, French, Hungarian, Latin, Romanian

Defense
Dodge 2, Parry 5, Fortitude None, Toughness 0, Will 2

Power Points
Abilities 36 + Powers 74 + Advantages 15 + Skills 26 (52 ranks) + Defenses 0 = 151

Height: 5'3"
Weight: 121 lbs
Hair Color: Black
Eye Color: Brown (red when enraged or feeding)
Age: 340

Links


[Fanzine Focus XIX] Crawl! #3

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, an Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is Dungeon Crawl Classics Role Playing Game.

Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. The good news is that Crawl! #3 is just as focused, but the subject of its focus is not loot or treasure. Instead, it is magic, for the issue’s subtitle is ‘The Magic Issue!’. Published in February, 2013, Crawl! #3 includes new spell systems, new spells, a new old creature, and more. It is a serviceable rather than a good issue and for one particular reason may not be of interest who are coming to issues of Crawl! fanzine for the first time.

There can be no denying that the magic system in Dungeon Crawl Classics Role Playing Game is fun and flavoursome, but it can be cumbersome. The issue is that because every spell has its own page and its own table, the play of the game is slowed whenever spells are cast, whether by the Player Characters or NPCs. So, ‘NPC Magic and Spellcasting’ offers a more streamlined means of handling spells. The Judge still rolls for the NPC spellcaster, but rather than doing this against the standard table, the Judge is given three results—either a Fumble, a Standard, or a Critical result. For example, on a Fumble, the classic spell Magic Missile inflicts damage on the caster, hurls between one and four missiles at a target on a Standard result, and on a Critical result, the caster can target multiple opponents. The piece includes a couple of offensive spells, several defensive spells, and several spells which fall into the category of ‘Other’. Rounded out with a pair of cultists as sample NPCs given these streamlined spells, this is a fantastic option to help the Judge run her game.

Sean Ellis’ ‘Consider the Kobold: A different take on the traditional kobold’ presents a traditional take upon the Kobold. Not the tradition of Dungeons & Dragons-style roleplaying games, but that of traditional folklore. Here the Kobold is a household fairy who carries out domestic chores as long as the family respects him, although an alternative has it working the mines. The write-up includes full stats as well as various pranks—or cantrips—which the Kobold may play upon those who do not pay it enough respect.

Brett Miller’s ‘Patron Spells of the Supernal Archmage’ presents the patron spells for ‘Van den Danderclanden: A Patron from the Imminent Future’, the Supernal Archmage of Empyreal Aptitude in a distant, but parallel future. Previously detailed in Crawl! No. 1, here his favourite chaotic effects of Spellburn are detailed as Van den Danderclanden’s Hateful Blemish, Snafufubar, and Elastic Reality. The first inflicts the corruption of heavy magic use upon a target, the second focuses and inflicts bad luck upon the target of the spell, and the third can change aspects of a target or an item. There is no denying that these are fun spells to play around with and inflict some chaos upon a campaign, but problematically if the reader has already got the Special Edition of Crawl! No. 1 which collects both patron and patron spells, which makes their inclusion in either redundant.

‘Magic Wand – A 4th-level Wizard Spell’ by Daniel J. Bishop introduces the spell, Raven Crawking’s Magic Wand. This provides a means for a wizard to store spell effects in a wand of the wizard’s choosing, typically one spell, but at higher castings of the spell, up to three spells as well as granting a bonus when casting the spells from the wand. What in effect it allows a wizard to do is cast the spell worked into the wand a second time each day, but always at the Level at which the spell was worked into the wand. This means that the wizard can cast Raven Crawking’s Magic Wand again and again as he gains Levels to improve the ability of the wand. Of course, a wizard cannot simply create wand after wand for all of his spells, but a few spells it expands his arcane arsenal.

‘The Talismans of Anti-Magic – Anti-Magic Items’ by Jon Wilson details items which can prevent magic being cast upon the wearer. Whether they take the form of rings or amulets, totems or fetishes, and whomever has hold of them, they are always linked to spellcasters. They take an action to charge, but when charged they inflict a penalty equal to that given for the anti-magic talisman upon the spellcaster targeting the holder, so reducing their ability to successfully cast a spell. Unfortunately, this is not without repercussions in that the spellcaster linked to the anti-magic talisman must suffer the same effect when next casting a spell before the talisman can be sued again. This is a powerful item, but one that pleasing comes with a price which to paid by someone in the party… Lastly, Colin Chapman’s ‘Let’s Get Familiar: Expanded Familiar Entries’ simply expands the ‘Familiar Confrontation Configuration’ tables to be found in the Dungeon Crawl Classics Roleplaying Game rulebook. It does this for the Lawful, Neutral, and Chaotic tables and enables the player to roll on a table of twenty options rather than fourteen.

Physically, Crawl! #3 is clean and tidy, uncluttered and easy to read, much like Crawl! No. 2. However, there is less art and its look is all the poorer for it. Unfortunately how good Crawl! #3 is depends on which edition of Crawl! No. 1 the reader has. If it is the Special Edition which combines ‘Van den Danderclanden: A Patron from the Imminent Future’ with ‘Patron Spells of the Supernal Archmage’, then not so much and not so useful. Which to be fair is more than likely if the reader is picking the issue up since their original publication. If it is not the Special Edition, then Crawl! #3 will be more useful as its inclusion of ‘Patron Spells of the Supernal Archmage’ readily supports ‘Van den Danderclanden: A Patron from the Imminent Future’. Overall, Crawl! #3 provides solid content, but the repeated content means it is just not as useful.

MONSTER BRAINS - Stephen Romano Curator in Residence - Matthew Dutton

Monster Brains -



Matthew Dutton is a multidisciplinary artist whose dark yet satirical works offer interesting commentary and insight about self, experimentation, and current events, .  Dutton received a BFA from the University of Tennessee at Chattanooga.  His work has been exhibited across the United States and internationally at art fairs and galleries such as The Blooom Art Fair in Cologne Germany, The Morbid Anatomy Museum in NY, the Wunderkrammer exhibit at The Bell House in Brooklyn, and published in the New York Times, Hi-Fructose magazine and many other notable exhibits and publications. 
Dutton keeps a studio in Chattanooga Tn.




















































MIDNIGHT PARACOSM
full gallery installation at Stephen Romano Gallery, Brooklyn
March - June 2016.

"My studio work aims to consolidate opposites.  Balancing the duality of attraction and repulsion, the work tends to lean heavily towards attempting to strike harmony between beautiful and horrible moments.

I have noticed a few recurring principles that have adhered to my art making practices. Try something new when the opportunity arises; find a place for things once forgotten; explore relationships where surfaces, ideas, and techniques intersect.

A lot of what I do in the studio is driven by experimentation. I am very interested in exploring the limitations of the materials and techniques I use.  Having an understanding of material basics allows me to persuade them into non-traditional outcomes. Within each project I try to incorporate a new material or new technique to test. New things that are successful become part of my visual lexicon to call upon as needed.  Stumbling upon a studio discovery is what tests aim for.

Harnessing the power of charged objects into my work is another desire I covet.  I try to keep my aesthetic antennas tuned to receive hints from whatever the universe sends across my path.  I often take notice of random object that catch my attention, old and discarded things that once had a life but are now forgotten call to me to become reborn into a new form.  An insatiable compulsion to collect and reassign has always permeated my practice and life.  Restoring desire to things considered to be waste is a staple in my practice.

Surface intersections are important to my work.  As my material usage varies so greatly, confronting the relationships they create when combining has to be considered.  Extruding hand colored silicone combined with borax grown crystals might nest against felted dryer lint patches and 1970s gaudy trophy parts.  This approach to my additive building process allows me to consider the whole world as a source for art supplies! Alongside material variety, I’m interested in subtle idea projection, current political climate, and satirical irony.  A kind of whimsical horror often comes across through my work which seems inescapable considering the world around us these days.  It’s hard not to trend toward a darker shade of subject matter as a reflection of the craziness we are bombarded with daily.

Juggling work and home life often leaves me with a limited amount of time for my studio sessions.  This forces me to work very spontaneously and viscerally at times.  I’ll simmer all day (sometimes dreaming of it at night) on how to address a particular solution for a work, once I am in the studio I get into an automatic state of creating to maximize efficient time wrangling.  Drawing from mountains of collected materials, my ‘fine art’ practice serves to fulfill my personal art making cravings but there’s more.  I take on a lot of commercial art projects that call upon a whole different approach to creating.  Way more planning, budgeting, communicating, and calculating take place. Studio works are championed to let most all of those things go to the way side. "   

Matthew Dutton.
































































MIDNIGHT PARACOSM, second version






















about Stephen Romano

MONSTER BRAINS - Stephen Romano Curator in Residence -Art in the time of the pandemic - Dance with Death as interpreted by David Deuchar 1778

Monster Brains -



"Mors sceptra ligonibus aequat. ""Death confounds the sceptre with the spade.

The Dance Macabre consists of the dead or a personification of death summoning representatives from all walks of life to dance along to the grave, typically with a pope, emperor, king, child, and laborer. It was produced as memento mori, to remind people of the fragility of their lives and how vain were the glories of earthly life. Its origins are postulated from illustrated sermon texts; the earliest recorded visual scheme was a now-lost mural at Holy Innocents' Cemetery in Paris dating from 1424 to 1425. 
"The dances of death, through the various stages of human life: wherein the capriciousness of that tyrant is exhibited: in the forty-six copper-plates". David Deuchar 1788.Collection of Stephen Romano, Brooklyn.each plate is approximately 2 x 3 inches.
David Deuchar (1743-1808) had his dance of death published  in London 1788 .

Hollar's plates were much inspired by Arnold Birckmann's interpretation of Holbein's work, Deuchar has chosen the exact same variants that Hollar had chosen.

Deuchar's plates are signed HB i for "Holbein invenit" and DD f for "David Deuchar fecit" (i.e.: Holbein has invented the design, Deuchar has executed it). At the bottom of the frames it says "David Deuchar fecit".
The full story here.
















































































































about Stephen Romano

MONSTER BRAINS - Stephen Romano Curator in Residence - Das Kloster, weltlich und geistlich. r 1845-1849

Monster Brains -






Das Kloster, weltlich und geistlich; meist aus der ältern deutschen Volks-,Wunder-, Curiositäten-, und vorzugsweise komischen Literatur Wunder-, Curiositäten-, und vorzugsweise komischen Literatur

The monastery, secular and spiritual; mostly from the older German folk, miracle, curios, and preferably comic literature miracle, curios, and preferably comic literature.


Publisher Johannes ScheiblePseudonyms: Willibald Cornelius; Democritus1809 - August 15, 1866
Johann Scheible specialized in books on mysticism and magic which he published under the general series title of "Bibliothek der Zauber-, Geheimniss- und Offenbarungs-Bücher und der Wunder-Hausschatz-Literatur aller Nationen in allen ihren Raritäten und Kuriositäten" ("Library of magic, mystery and revelation books and the miracle house treasure literature of all nations in all their rarities and curiosities”).
also published Doktor Johannes Faust's Magia naturalis et innaturalis oder Dreifacher Höllenzwang, letztes Testament und Siegelkunst. Nach einer kostbar ausgestatteten Handschrift in der Herzoglichen Bibliothek zu Koburg herausgegeben in 5 Abtheilungen. Stuttgart 1849. 

Das Kloster ("The Cloister"; full title Das Kloster. Weltlich und geistlich. Meist aus der ältern deutschen Volks-, Wunder-, Curiositäten-, und vorzugsweise komischen Literatur "The Cloister. Profane and sacred. Mostly from older German Popular, Miraculous, Curious and especially Comical Literature") is a collection of magical and occult texts, chapbooks, folklore, popular superstition and fairy tales of the German Renaissance compiled by Stuttgart antiquarian Johann Scheible in 12 volumes, 1845-1849. Vols. 3, 5 and 11 are dedicated to the Faust legend. Vols. 7, 9 and 12 dealing with topics of folklore and ethnography were written by F. Nork (pseudonym of Friedrich Korn, 1803–1850).

Germany is a land of fascinating customs and traditions. Through the work of the many authors, its folk and fairy tales have become widely read around the world. German folklore has also inspired numerous literary, artistic, and musical works. This collection is an accessible introduction to German folklore. It provides numerous examples of German folkways and presents a wide ranging selection of texts. This collection provides insight into the pervasive influence of German folklore on literature and popular culture. Das Kloster ("The Cloister"; full title Das Kloster. Weltlich und geistlich. Meist aus der ältern deutschen Volks-, Wunder-, Curiositäten-, und vorzugsweise komischen Literatur, or in English—"The Cloister. Profane and sacred. Mostly from older German Popular, Miraculous, Curious and especially Comical Literature") is a collection of magical and occult texts, chapbooks, folklore, popular superstition and fairy tales of the German Renaissance compiled by Stuttgart antiquarian Johann Scheible between 1845 and 1849. In addition to the Das Kloster volumes, this collection provides additional 94-volumes of unique perspectives on Central European culture and tradition. Included are texts essential for the study of German folk traditions, the Reformation, wit and humor and 19th-century literature.

Collection of Stephen Romano, Brooklyn


Volume One(1845), 840 pp, ch. 1-4 Volksprediger, Moralisten und frommer Unsinn(Popular preachers, moralists and pious nonsense: Sebastian Brand's ship of fools with Geilers von Kaisersberg sermons about it and Thomas Murner's prankster, completely based on the old prints and their pictorial representations)full illustrationsfull volume






















Volume 2(1846), 1074 pp, ch. 5-8, Doctor Johann Faust(Doctor Johann Faust. 1: I. Faust and his predecessors (Theophilus, Gerbert, Virgil etc.); II. Georg Rudolf Widman's major work on Faust; III. Faust's compulsion to hell; IV. Verbatim copy of the first edition of the first book on Faust, from 1587. (Previously drawn in doubt, now found) full illustrationsfull volume







































Volume 3(1846), 1065 pp, ch. 9-12, Christoph Wagner, Don Juan Tenorio und verschiedene Schwarzkünstler und Beschwörer.  (or Christoph Wagner, Don Juan Tenorio and various black artists and conjurers (or pacts with the devil or the black artists of different nations and the summoners of hell and heaven for wealth, power, wisdom and lust)full illustrationsfull volume






























Volume Four(1846), 840 pp, Der Theuerdank by Thomas Murner (The Thanksgiving or Thomas Murner's writings and his life, along with his fooling and the mockery: whether the king of England is a liar or Luther.)full illustrationsfull volume












Volume Five(1847), 1160 pp, Die Sage vom Faust bis zum Erscheinen des ersten Volksbuches,mit Literatur und Vergleichung aller folgenden(The saga from Faust to the publication of the first folk book, with literature and comparison of all the following or Doctor Johann Faust. 3: The saga from Faust to the publication of the first folk book, with literature and comparison of all subsequent ones; Faust on the Volksbühne, in the puppet or puppet shows; Spell library of the magician: compulsion to hell. - Triple and quadruple compulsion to hell. - The great sea spirit. - Wonder book. - The black raven. - Ghost Commando.– Practice magica. - Treasure trove, etc.)full illustrationsfull volume

























































Volume Six(1847), 1106 pp, ch. 21-24 Die gute alte Zeit, after the manuscript collection of Wilhelm von Reinöhl(The good old days. 1: On the history mainly of city life, traditional costumes, housekeeping, children's games, dancing, jugglers, banquets, women's shelters, magical means, church festivals, pilgrimages etc. From Wilhelm von Reinöhl's handwritten and artistic collections)full illustrationsfull volume
















Volume Seven(1847), 1120 pp, F. Nork, Der Festkalender, enthaltend die Sinndeute der Monatszeichen, die Entstehungs- und Umbildungsgeschichte von Naturfesten in Kirchenfeste (The festival calendar, which contains the meaning of the monthly signs, the origins and transformation history of natural festivals in church festivals)(on the liturgical year and its evolution out of pagan festivals)orThe festival calendar: containing: the meaning of the month's signs, the origins and changes in the history of natural festivals in church festivals, description of the uses that occur in them and the interpretation of their symbols; Characteristics of martyrs and heroes of faith worshiped with words and swords on the 366 days of the leap year; Interpretation of many miracle stories, etc full illustrationsfull volume




















Volume 10(1848) 1184 pp, ch. 37-40, Johann Fischart's Flöhhatz, Weibertratz, Ehezuchtbüchlein, podagrammisch Trostbüchlein etc.(Johann Fischart's Flöhhatz, Weibertratz, Marriage book, podagrammatic consolation book etc.)or(10: Johann Fischarts Flöhhatz, Weibertratz, marriage breeding booklet, podagrammatic consolation booklet collects toes smaller writings; Thomas Murners From the Lutheran fool, church thief and heretic calendar, and seven satyrs against him: Karsthans, Murnarus, Leviathan, etc)full illustrationsfull volume






















Volume 13also known as"The Flying Leaves of the XVI. and XVII. Century, in so-called one-sheet prints with copper engravings and woodcuts, initially from the area of ​​political and religious caricature."or(The flying leaves of the XVI. and XVII. Century: in so-called one-sheet prints, with copper engravings and woodcuts; initially from the area of ​​political and religious caricature. From the treasures of the Ulm city library. Stuttgart)
full illustrationsfull volume
























about Stephen Romano

Which Warlock is Which? OSE Edition.

The Other Side -

Doesn't quite roll off the tongue like "Which Witch is Which?" does it.

My new Warlock book is out for Old-School Essentials and it is natural to want to know what is in the book.  More to the point do you need this book if you already own my The Warlock for Swords & Wizardry OR The Craft of the Wise: The Pagan Witch Tradition for OSE.

Very valid questions.

Let's go over the Warlocks first.



The classes are the same XP, HP progression wise save for where B/X and S&W differ.
  • There are few overlapping spells, but I wanted to go with new spells for the book.
  • There are few overlapping Invocations, again plenty of new and a couple revised ones here.  For example, both books have an Arcane Blast, the bread-and-butter attack of all warlocks.
  • There are no overlapping Patrons or Pacts. If you play OSE and use this Warlock book, but want a demon pact you can import it from the S&W book with no changes needed.  Same if you play S&W and want a Dragon pact.
  • There are no overlapping lodges.  I wanted to include the Masters of the Invisible College warlocks from S&W for the OSE book, but space ran out.  Instead, I am going to the Masters here at a later date with the text that was going into the book on how you play them with OSE and these Pacts. The Masters also take Cosmic Warlocks.
I wanted both books to complement each other.  I am very keen on people not thinking "hey, I already bought this book two years ago!"

For the two Old-School Essentials books, the biggest potential overlap was the spells.


I mention in the Warlock book that witches can take warlock spells and the other way around.  That is depending on your Referee. There is the subtle notion that the witches of the Pagan Tradition are at odds with warlocks.  Granted this idea works best with the demonic pacts, but it is there for players to use.  This can limit access to spells the others might "steal".

In both books, I also add new spells for Clerics, Druids, Magic-users, and Illusionists.  How they get those spells is of course up to the Referees.

I have made all the spell names and levels available for you to see in this Google Sheet.
Spell names in Red are from the OSE Warlock.  Blue links take you the book the spells appear in.



You can also link to it here:  Old-School Essentials Spells.
This sheet has ALL the Old-School Essentials spells, not just mine.

I guess the question of "why is there any overlap at all?"  Well, some spells are so ubiquitous to witches that not including them would be strange. A good example is Bestow Curse, which interestingly enough is not in these two books.

So here is a break down of all 1,078 spells I have used and 229 monsters.  Again spell names in Red are brand new to the OSE Warlock book. This sheet helps you see the spell overlap.

Witch Books - Google Sheets



My goal is always to give you something new with each book while making it playable.
So any book can be your "first" witch book and it will work AND be 100% compatible with your "second" or "third" book.

I am currently drafting my next book which will be all monsters.  After that, the plan is to do what I am now calling my last witch book, the High Secret Order Tradition.

MONSTER BRAINS - Stephen Romano curator in residence: Wolfgang Grasse (1930 - 2008)

Monster Brains -

Wolfgang Grasse (1930 - 2008) "The Throne of Death" (The Merry Go Round) Detail, 1999


Wolfgang Grasse (1930 - 2008)








Wolfgang Grasse was born Dresden, Germany in 1930. At the age of 14 Wolfgang Grasse saw firsthand the hell and horror unleashed during the British and American bombing of the city of Dresden. This event traumatized him for the rest of his life.

Afterwards, he left Germany for Italy to study art under his grandfather, Friedrich Grasse. In 1948 Grasse was arrested by Soviet authorities for an anti-Soviet cartoon of Stalin hanging from the gallows. First sentenced to death, his sentence was reduced to 25 years at hard labor in a gulag in Poland, where he said there were 12,000 other male prisoners. He spent eight years in prison, and says that the only way he survived was by his art. Grasse would bribe the guards with drawings of erotic images or portraits of their family in exchange for food and protection. Once released, he resumed his artistic career in Berlin working as an illustrator, and continuing his own art practice of painting and drawing.In 1968, Wolfgang Grasse joined an exodus from Germany to Australia. After living in Sidney for a year, he relocated to Penguin Tasmania, where he was a freelance illustrator for The Bulletin. He had several exhibitions and swiftly settled into the Australian art scene, writing and illustrating children’s books and even making a feature-length film.

Grasse has stated that even while living in the bucolic beauty and tranquility of Tasmania, he still suffered from terrifying vivid nightmares, in particular about his time in the gulag, which led him to become a devout Christian. Grasse stated that he wasn't certain if he was actually living a life in Tasmania and having nightmares about prison, or if he was really still in the Gulag, and only dreaming there about having a tranquil life.

"I paint objective, figurative art with high technical perfection to create beautiful, valuable and qualitative works with interesting visions. My art is called Fantastic Realism (Vienese School) influenced also by French surreal and Japanese art (Hokusai, Kunisada, Hiroshige)."

Fantastical and metaphysical; such is the art of Wolfgang Grasse. Some called him a “wise old magician who through his paintings casts a spell on the viewer.” Some compare him with Bosch, Bruegel and Max Beckman.

Much of his art has a gruesome edge, often dwelling on death and sometimes even on apocalyptic events which reflect the ordeals of his experiences in Germany.

Then again, it can be limpid and dreamlike, lavish and mischievous. HIs themes are many, his ability undisputed. It is incredibly intricate and technically skilled.

His work has been categorized as surrealist and also as fantastic realism. The latter was how he liked to be described. Grasse died in 2008, four days after his muse and wife tragically drowned.

He is a stand-alone artist in our culture - and, perhaps, even in our times.



Wolfgang Grasse - Throne"The Throne of Death" (The Merry Go Round) 1999
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Wolfgang Grasse - Kingdom"Kingdom of Death", Acrylic on Panel, 2000
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Wolfgang Grasse - TemptationWolfgang Grasse (1930 - 2008) "The Temptation of Saint Anthony" 1983Collection of Damian Michaels, Australia
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"Ein gewissen Dr. Ming" (A Certain Dr. Ming), Ink on paper, 1962

"Ein gewissen Dr. Ming" (A Certain Dr. Ming), Ink on paper, 1962

"Ein gewissen Dr. Ming" (A Certain Dr. Ming), Ink on paper, 1962

"Ein gewissen Dr. Ming" (A Certain Dr. Ming), Ink on paper, 1962

"Ein gewissen Dr. Ming" (A Certain Dr. Ming), Ink on paper, 1962



Wolfgang Grasse - Fire"Firestone" Acrylic on panel, 2004
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Wolfgang Grasse - Dragon"Gustrow" Acrylic on panel, 1977
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“Der Wahnsinn” (The Madness), ink on paper, 1958
“Der Selbstmorder Vorm Spiegel” (The Suicide in Front of the Mirror), Ink and acrylic on paper, 1959
"Der Flotenspieler" (The Flute Player), Ink on paper, 1960
"Der Baum" (The Tree), Ink on Paper, 1961
Untitled, Ink and acrylic on paper, 1960
"Selbstbildnis Mit Tod" (Self-Portrait with Death),  Ink on paper, 1957 
"Luna", Ink on paper, circa 1980

Wolfgang Grasse - Dresden"Dresden", Acrylic on Panel, 1977
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Wolfgang Grasse - Fortune"Death's Victory" Acrylic on panel, 1960
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"The Broom" Ink on paper, 1981
www.wolfganggrasse.com



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Featured Artist: Pamela Colman Smith

The Other Side -

Looking to do something a little different this time for my Featured Artist post.

Pamela Colman Smith, aka "Pixie", might the most recognized artist you have never heard of.  Recognized in the sense that you know her work, even if you don't know it belongs to her and she certainly was not recognized in her time for it.

Born February 16, 1878, and died September 18, 1951, at the age of 73 Pixie spent her time among all sorts of artists, Bohemians, Suffragettes, and occultists including members of the Hermetic Order of the Golden Dawn which she would later join.

She produced art for William Butler Yeats and Bram Stoker.

It was while she was a member of the Order of the Golden Dawn she would meet Arthur Edward Waite.  He commissioned her to produce art for a Tarot deck.   Not just the Major Arcana, but all the Lesser Arcana cards as well.

This deck became known as the Rider-Waite Tarot deck after the publisher and the A.E. White.

Pixie's name was never associated with it, until very recently, and she was only paid a flat fee for her work.


In fact, these days many Tarot aficionados who like Pixie's art will opt for the Smith-Waite Tarot deck instead.

Much of her art reflects the esoteric lifestyle she lived. All of it feels like an Art Noveau fever dream from an Authrurian age, or Pagan age, mixed with what Middle Earth must have looked like in Tolkien's minds eye.






She would often do her art while listening to music, allowing her to create without other outside distractions.






And she did covers for Bram Stoker.



Links
The Divine Mystery of Pamela Colman Smith
Reviving a Forgotten Artist of the Occult

MONSTER BRAINS - Stephen Romano curator in residence: Barry William Hale

Monster Brains -


The Devil Our Lord, 2013


Barry William Hale is a Sydney based artist whose work over the past 20 years has included painting, drawing, installation, video, sound and performance. He is considered one of the key exponents of esoteric art, specifically creating work which responds to concepts of western spirituality, philosophy and ritual.

“My work is a synthesis of Art and Magick, and the residue of my esoteric endeavors. It is essential for me to forge a magical link to the metaphysical subject matter. There is great power in the things people are afraid of. The Devil is the name some new regime gives to the God[s] of those whom they oppress. These repressed forces become the locus of forbidden power imprisoned by the walls of taboo. For me, these Crowned Anarchies become the agencies of liberation. My work is Gnostic in the sense that it gives primacy to direct experience with the divine. In the spirit of the Rebellious Promethean spark of the Luciferian fire." - Barry William Hale

Artist Barry William Hale, New York City 2017.  Photograph by Stephen Romano
Baphomet Rex Mundi, 2015
Japanese Devil Boy, 2013Hell Attendant II, 2014

Hell Attendant I, 2014
Hell Attendant III, 2014

IO:EVOE: The Transvocatory Media of Barry William Hale, Robert Fitzgerald for ABRAXAS Journal, Fulgur"

Barry William Hale: folding darkness, intersecting shadows & opening the Book of Spirits

The intolerable formlessness must be named, a name that struggles to contain the idea of the Devil and Legion in one composite figure: At best these provide a borderline or isthmus of transformational exchange between the horde and the sorcerer. Legion 49 ,BWH, Fulgur 2009

I have spoken elsewhere of the specificities that wove themselves into the thread whose knots captured my inspiration, that lead to the production of the primary artistic series of Beelzebub and the 49 Servitor. From the cthonic pantheon of the Mexican Amerindian paper-cut tradition which was fused with Spanish Inquisitional demonology. To the Servitors of Beelzebub from the Book Abramelin and following the result of the clairvoyance of a ‘prominent’ Irish psychic, at a sitting of the Ghost Club. Which were included in Crowley’s book of homoerotic poetry ‘The Scented Garden...’ otherwise known as the ‘Bagh-i-muattar’.

Staring into the face of which another knoweth their Devil
Through the darkling speculum myriad manifestations,
terrible and strange, monsterous and fantastic,
the Devil may be known. BWH

To give some insights into my artistic practise which can be seen as a series of different ongoing magical explorations, that I continually return to time and time again. To develop through aesthetic elaboration and further magical research. Adding to an existing corpus of knowledge which continues to grow and inform itself. The Resultant artistic residue of this process is expressed through a number of creative disciplines with a variety of artistic outcomes.

Speaking specifically about the magical source of current works in question, which emerged form a magical operation to Beelzebub. Of my own method and construction based upon personal knowledge of a variety of traditions of spirit conjuration and evocatory arts with particular reference to those that have Beelzebub within there register of spirits2.

My own magical operation endured for the span of eleven months, and was in conjunction with the writing and completion of LEGION 493. By which time the devils where bound and an irrevocable link with that mighty Devil forged. The very process of the Art Magical serves as a veritable Liber Spirituum which captures the spirits and binds their essence within the body of the work which is its pages. For the devils live in the residue of the entire magical artistic process. Therefore we are to conceptualize the entire body of work as a magical talisman dedicated to Beelzebub and Legion.

Once the magical link has been forged, and the Devil and Legion bound to the Book of Spirits sealed within the pages. The essential requirements of the magical operation -like those found within the old grimoires- are dispensed with.

It is not my purpose to expound the revelations and the full extent of the knowledge and experiences had during the course of the magical working with Beelzebub. That Mighty Devil without Solomon’s Temple would not have been built, who was at the side of Jesus as he was upon the Cross. Beelzebub is both the mortar of God’s Temple and its corrosion, eternally in flux and transition as an essential embodiment of the forces of Chaos and multiplicity. .

























































Drawing from this rich source, artist-practitioner Barry William Hale has produced a series of eleven symbolic images based upon an alternative form – a sigillic wheel – once described by Crowley himself. Around this wheel are interlocked figures that ‘symbolise the ordeal of the Adept, upon the soul’s journey.’ As author Robert Fitzgerald cites in his introduction to the work;

“The eleven compositions of CODEX 231 center around twin wheels that house the branches of two trees – the Domes and Prisons of LIBER CCXXXI and their respective sigils. The interlocked figures comprise a chimeric embodiment of these trees, and fulfill the literal ordalium of the Sorcerer, Mystic, Adept and Magician as they struggle with the demons and angels within both Tree and Self. These entities are thus portrayed in Hale’s CODEX 231 are united, both in nature and composition, and held together by each other’s feet and hands, yet ultimately by the Wheels themselves. This unity represents primordial Opposition and Integration, Control and Constraint, of the forces within both the living Adepti and their symbolic representations.”
























H&H 231 #3, 2000-2001
H&H 231 #8 upright, 2000-2001H&H 231 #8 averse, 2000-2001
H&H 231 #5


about Stephen Romano

MONSTER BRAINS - Stephen Romano curator in residence: Josh Stebbins

Monster Brains -







Josh Stebbins at "No Stars: A Twin Peaks Tribute Exhibition" curated by Stephen Romano October 2019.  

JOSH STEBBINS

Josh Stebbins is a native of Enid Oklahoma. Josh works predominantly with pen and ink (which he is certainly not limited to). He has been doing art, drawing and illustration since he was very young. With only basic art courses in school and college, he is able to foster his pursuit for progression while expanding his own creative horizons. He is very thankful these days to be recognized for all the work he has produced on his journey in life thus far.

Josh tries to convey in his style and subject matter a sense of duality, strengthened by his choice to work mainly in black and white. His subject matter presents undertones of beauty in darkness. These subjects can run the spectrum from religion to horror, often looking at the human experience, mostly from a darker side. Josh says of his work, “People generally realize it’s there [the darker side], but don’t want to face it…for me the garden of Eden has long since had a ‘Sorry, We’re Closed’ sign on its gate.”





Josh Stebbins in Queens New York October 2019. photo by Stephen Romano

SLASH on stage wearing Josh Stebbins' designed shirt from Black Market Art.



















































































about Stephen Romano

Upcoming Projects from The Other Side: Warlocks, Monsters, More Basic, and the LAST Witch Book

The Other Side -

Well. April was kind of crazy.

I thought I take a moment to catch my breath and discuss some future projects here at the Other Side.

The Warlock
First up, I want to get the POD version of The Warlock out to you all. I am going to try for softcover and hardcover options. That way they can fit into whatever collection you like.
The printing is a little slow at DriveThru at the moment, so as soon as I get the proofs I'll get them up to you all.

Once I get that done I am going to release another Warlock book, this time for 5th Edition D&D.  No set date on that right now, but optimistically this Summer.

BECMI Month
Another big project I am starting now but won't start to roll out till June is my month-long overview of the ONLY D&D I never really played; BECMI.  I am going to spend roughly a week on each boxed set. Doing detailed reviews, overviews, and related topics. It should be fairly enlightening for me and I hope you all enjoy it.  I am looking forward to learning something new about this system.


If you know of anything BECMI related you think I should cover, let me know!

Monsters
Another project with no specific date in mind yet is the book-form of my Monstrous Mondays' posts.
The posts have been in a variety of formats and systems over the years, so I think I am going to opt to do this book to be compatible with "Advanced era" gaming, or some Basic/Advance hybrid.  So not really OSRIC compatible and not really Advanced Labyrinth Lord compatible, but something of an OGC combination of the two.  Much like how my Basic Witch is not designed for any single system, but an amalgam of Basic-era OGC.

So this would not be a simple "copy and paste" deal, I would want to rework all the monsters to fit the Advanced play better.  My goal is to have a book that would sit next to my Monster Manuals and Fiend Folio and play just like them.


Still workshoping names, but I think my own OCD requires that the name be an alliteration.

In truth, I am looking forward to trying out a "new" system for a change.

The High Secret Order: The Book of High Witchcraft
Ah. Now this one is a big one for me.  Why? Well. I am going to use this to get back to the witch class I was playing circa 1986, the dawn of my fully realized witch.  But more importantly, this will very likely be my last of the Old-School Witch books.
While I wanted this book to be the last of my Back to Basic books, this one might also need to be an Advanced Era book. Or some mix. I am not sure yet.

No date on this one either.  But this one will include the High Secret Order Witches, the Academic Warlock (with expanded Secret Masters of the Invisible College Lodge),  Hermetic Wizards and more.
I am also going to finally get my spell creation rules into one place, the same ones I have been using for years since the goals of the High Secret Order and the Invisible College is to create more magic.

This book, along with the monster book above, will represent my transition period from Basic-era to Advanced-era.   I think it is going to be a lot of fun.

The Books of the D_____
This is a brand new project. 100% Advanced-era with maybe parallel versions for 5th Edition.  Don't want to say to much about these just yet but they represent a new direction in my writing and I can't wait to get started on them.

So. I have enough to keep me busy for some time to come now.

Jonstown Jottings #17: Treasures Of Glorantha: Volume One — Dragon Pass

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 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?
Treasures Of Glorantha: Volume One — Dragon Pass is the first in a series of guides to the role, types, and items of treasure in Glorantha.

It is a sixty-four page, full colour, 20.50 MB PDF.

Treasures Of Glorantha: Volume One — Dragon Pass is well presented, decently written, and includes a wide range of artwork. The front cover is fantastic.

Where is it set?
Dragon Pass and Prax in Glorantha.

Who do you play?
The section on ‘Medicine Bundles’ will be of interest to shaman characters, but Treasures Of Glorantha: Volume One — Dragon Pass will be of interest to most characters in the region.

What do you need?
RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary for its information on spirits and Dragonewts at the very least.

What do you get?
Forty years on since RuneQuest II received its own supplement dedicated to the subject of treasure in the form of Plunder, RuneQuest: Roleplaying in Glorantha receives its own supplement dedicated to treasure in the form of Treasures Of Glorantha: Volume One — Dragon Pass. Like Plunder, this supplement presents some notable treasures of Glorantha—in the case of this volume, treasures of Dragon Pass—some thirty of them in total. Unlike Plunder, what it does not do is present the means to generate treasure, whether that is in terms of coinage, jewels, and gems, or special items. This very much reflects the differing approaches to treasure between different editions of RuneQuest, and instead, Treasures Of Glorantha: Volume One — Dragon Pass offers up a discussion of the nature, place, and role of treasure amongst the Orlanthi, followed by two essays on particular types of ‘treasure’ to be found in the region.

The supplement opens with ‘Treasure Among the Orlanthi’, which explores the attitudes that the Orlanthi have towards treasure and its types. These are physical—classic coinage, jewels, and gems; social—increased Reputation, new privileges and responsibilities, and so on; and magical—spells and boons, and other gifts from priests, gods, and spirits. The essay also examines how and why they might be rewarded as well as the outcome of such rewards. It suggests how such treasures might come into the possession of the adventurers and how they might be awarded to the adventurers. The author suggests several options, one of which he suggests is the Orlanthi method, but then goes on to point out that the all good Orlanthi adventurers are expected to pay a tithe to their clan and temple. All of the essay falls within the realms of ‘Your Glorantha May Vary’, but it is a fantastic read, well thought out and reasoned.

The first specific type of treasure examined in Treasures Of Glorantha: Volume One — Dragon Pass is ‘True Dragon’s Blood’. As the title suggests, this is the blood of True Dragon, either molten direct from the body of a damaged True Dragon or found set in ruins where they have been, including those of the Empire of Wyrms Friends. More recently it could be found at the site of the Dragonrise. Despite being anathema to the gods and elements, it can be attuned to and so grant fragments of draconic powers, including being able to use Dragonewt Roads and use Firebreath. This is not without its dangers since it also unhinges the attuned from reality itself... The second type is ‘Medicine Bundles’, essentially collections of items, whether skin, bones, twigs, stones, roots, and so on, given sacred power. These are examined from the traditions of the various Praxian tribes and sacred societies, as well as Daka Fal, Erithia, and Waha. Numerous types of bundles are given, such as for contacting ancestors and spirit weapons which extra powers when user is in the Spirit Realm. This essay offers numerous items and options of interest for anyone roleplaying a shaman, as well as enhancing the spiritual aspects of a campaign. Of the two essays, this is probably the more useful.

Treasures Of Glorantha: Volume One — Dragon Pass
is not only connected to Plunder in terms of shared subject matter, but also in the format followed used for listing each of the treasures. That is, the new supplement uses the same format as the old, listing its description, relationships with various groups and cults affiliated and unaffiliated, who has knowledge of it, its history, the procedure necessary to create or find the item, and what powers it has. The supplement also includes an appendix listing the new Rune and Spirit magic spells to be found in its pages.

The numerous items include Adder Stones, which made from the poisoned bodies of earth elementals grant greater protection against poison when held in the hand; Bones of Luck & Death, bone dice marked with the Luck and Death Runes found in the possession of those who survive the heroquest to become the next body of Belintar, the God-King of the Holy Country, which can be rolled to grant bonuses or penalties to the owner’s next actions; Debt-Coins of Etyries, simple lunar coins enchanted and exchanged to signify that the cult of Etyries will repay a debt that one of its worshippers is unable to; and Hippoi’s Feather, a shimmering feather taken from Hippograf’s wings and woven into a horse’s mane to make it’s spirit more aware. The selection of magical items does include a few weapons, such as Fallen Star, a spear in the shape of a four-pointed star which a Yelmalio worshiper can attune to and advance its capabilities to ultimately become a master of the spear, a Son of Light, and a fierce opponent of Chaos, but whether weapons or other items, they are all interesting and come with detail enough for the Game Master work them into her campaign and use them to tell fantastical stories with.

Is it worth your time?
Yes. Treasures Of Glorantha: Volume One — Dragon Pass is fantastic treatment of treasure in Dragon Pass, combining thoughtful and interesting essays on the subject with numerous relics to help the Game Master weave treasure into the fabric of her Glorantha campaign.
No. Treasures Of Glorantha: Volume One — Dragon Pass may simply not play an important role in your campaign.
Maybe. Treasures Of Glorantha: Volume One — Dragon Pass is only as useful as the role that treasure plays in your Glorantha campaign and you may want to wait for future volumes if your campaign is not specifically set in Dragon Pass.

MONSTER BRAINS - Stephen Romano curator in residence: LE POITEVIN, Les Diables de Lithographies, 1832

Monster Brains -








LE POITEVIN, [Eugène Modeste Edmond]. Les Diables de Lithographies. Paris / London: Chez Aumont / Charles Tilt, n.d. [1832].

Stephen Romano collection, Brooklyn NY.

Impish devils dance, make merry, kidnap young maidens, engage in scatological activities, make mischief upon men and women. and generally have a hell of a time as rascals frolicking in diabolical fun. It is the most famous of all works, paint or print, by Le Poitevin, whose "Devilries" established a genre in the wake of the Romantic school's Mephistopheles and Faust, from scenes to fright to scenes that, as here, delight with lively charm. Le Poitevin's devilries with their light, devilish humor became extremely popular with other artists, such as Michael Delaporte and Bayalos. Le Poitevin (1806-1870) was a French painter and lithographer. As a painter, he specialized in marine art , as a lithographer he is best-known today for Devilries. He was a contributor to The Journal of Painters and Charles Philpon's La Caricature. He studied at the Ecole des Beaux-Arts in Paris, a pupil of Louis Hersent and Xavier Leprince. Very popular in his time, he exhibited at the Salon from 1831 until his death in 1870 .

"Tout autre est Eugène Le Poitevin, le peintre de marines, qui popularise un genre bien différent mais dont le retentissement ne fut pas moins grand. Procédant en droite ligne du Méphistophélès de Faust et des tendances au bizarre de l'école romantique, les diableries de cet artiste vinrent jeter une note pittoresque et amusante au milieu des estampes sans couleur du consciencieux lithographe. Pendant un temps ce ne furent plus que diables et diableries, diables souvent érotiques, diableries plus ou moins légères. Les Diables, Petits sujets de diables, Bizarreries diaboliques, Encore des Diableries; c'est sous ces titres que se répandaient partout les albums à couverture brune de Le Poitevin qu'imitèrent bientôt de Bayalos avec ses Diablotins et Michel Delaporte avec ses Récréations diabolico-fantasmagoriques. Diables blancs et diables noirs suivis de diables rouges et de diables verts. Le diable se glissait partout, commettant mille incongruités, relevait les robes des femmes, les déshabillait comme par enchantement, les mettait en cage, les tirait par les cheveux, ayant toujours à son service un nombre incalculable de petits diablotins courant à tort et à travers les feuilles. Il y eut une telle invasion des sujets de messire Satan que ce ne fut plus, comme dans la chanson, « Vive la lithographie, » mais « au diable, les polissonnes" (Grand-Carteret, Les Moeurs et la caricature en France, p. 174).

"Quite different is Eugène Le Poitevin, the painter of seascapes, who popularized a very different genre but whose repercussions were no less great. of this artist came to throw a picturesque and amusing note in the middle of the colorless prints of the conscientious lithographer. For a time they were only devils and devils, devils often erotic, devils more or less light. Diabolical oddities, Encore des Diableries: it was under these titles that the brown-covered albums of Le Poitevin spread everywhere that Bayalos soon imitated with his Devils and Michel Delaporte with his Devilish-phantasmagorical recreations. White devils and black devils followed red devils and green devils. The devil slipped everywhere, committing a thousand incongruities, raised the robes of s women, undressed them as if by magic, put them in cages, pulled them by the hair, always having at their service an incalculable number of little imps running erroneously and through the leaves. There was such an invasion of the subjects of Messire Satan that it was no longer, as in the song, "Vive la lithographie," but "au diable, les polissonnes" (Grand-Carteret, Les Moeurs et la caricature en France, p . 174).

Le Poitevin (1806-1870) was a French painter and lithographer. As a painter, he specialized in marine art , as a lithographer he is best-known today for Devilries. He was a contributor to The Journal of Painters and Charles Philpon's La Caricature. He studied at the Ecole des Beaux-Arts in Paris, a pupil of Louis Hersent and Xavier Leprince. Very popular in his time, he exhibited at the Salon from 1831 until his death in 1870.



























































































































































































































































































































































































































































































































































































































































about Stephen Romano

Old School Cops & Robbers

Reviews from R'lyeh -

Although the Old School Renaissance has been primarily driven by Dungeons & Dragons and its iterations, it has been accompanied by an interest in the other games of the period, so there have been new editions of Top Secret and Gangbusters, the latter with a Gangbusters Introductory Set and supplements such as Welcome to Rock Junction and GBM-1 Joe's Diner. Mark Hunt, the new publisher of Gangbusters has followed this with a roleplaying game which combines Old School Renaissance mechanics with roleplaying in the Roaring Twenties and Dirty Thirties. The result is Gangbusters B/X Edition.

Gangbusters B/X Edition or Gangbusters 1920s Roleplaying Adventure Game B/X Edition combines the mechanics of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay—as seen most recently in Old School Essentials Classic Fantasy—with all of the setting elements of Gangbusters. So it is a Class and Level game with Hit Points and Armour Class set in the Jazz Age and the Desperate Decade of Prohibition, mob bosses, Tommy gun-toting thugs, flappers and floozies, speakeasies and swanky gin joints, small crimes and big crimes, ‘Scarface’ Al Capone, ‘Pretty Boy’ Floyd, ‘Baby Face’ Nelson, ‘Ma’ Barker, Bonnie & Clyde, Eliot Ness and the ‘Untouchables’, and J. Edgar Hoover. This is a roleplaying game of classic cops and robbers in player take the roles of cops, criminals, private detectives, and reporters in a town where crime and corruption is rife, almost everyone is looking to make it big or get lucky, crimes and cases are solved, and more.

A character in Gangbusters B/X Edition is defined by the traditional six abilities—Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. He also has a Class and Level as well as an Alignment and Description. The four Classes are Brutish, Connected, Educated, and Street Smart and each Class has six Levels, complete with ‘Titles’ for each Level! The Brutish Class is strong and can make multiple attacks against opponents of one Hit Die or less, are more intimidating, and effective when using improved weapons. The Connected Class knows people from particular fields such as City Hall, Society, Underworld, Sports, and so on, and can gain favours from them. The Educated Class are intelligent and knowledgeable in a particular area of expertise, such as Accounting, Forensic Analysis, Gun Smithing, Safe Cracking, and so on, and also has two Vocations. The Street Smart Class has great Dexterity and has abilities like Nimble Fingers, Move Silently, Hide, and Word on the Street. Of the four Classes, the Brutish is most like the Fighter of Dungeons & Dragons, whilst the Street Smart is like the Thief, but also encompasses the grifter and the con man. 

There are a couple of oddities in the Class designs. So the Educated Class receives two Vocations, but what exactly a Vocation is, is never explained in Gangbusters B/X Edition. The Street Smart has Thief-like abilities, but does not gain access to a skill like Safe Cracking.  Alignment in Gangbusters B/X Edition is suitably updated to reflect the period—so Law Abiding, Neutrality, or Dishonest. Character description options include Assimilated, Blue Blood, City Slicker, Hoodlum, and so on.

Our example character is Dudás ‘Slim’ Henrik, an immigrant from the former Austro-Hungarian Empire who came to America following the end of the Great War. He is looking to make his way in the new country and if the incentive was right might look the other way. He served in the Austro-Hungarian army during the war and is trained to use a rifle. It has been several years since he used one though. Currently he works as an accountant for a number of neighbourhood businesses.

Dudás ‘Slim’ Henrik
First level Educated (Smart)
Alignment: Neutral
Description: Immigrant
Armour Class: 5
Hit Points: 2
THAC0: 19

Strength 13 (+1, +1 Open Doors)
Intelligence 14 (Literate & Eloquent)
Wisdom 09 
Dexterity 12 
Constitution 09 
Charisma 08 (-1, Max. Retainers: 7, Morale: 10)

Languages: English, Hungarian
Area of Expertise: Accounting
Vocations: ???
Equipment: $100

Unfortunately, Gangbusters B/X Edition is rather muddled in terms of its mechanics. Now of course, Gangbusters B/X Edition is an Old School Renaissance design and there need not possess a unified mechanic, a one roll for everything, but includes several different ones for different types of actions. So for the Special Abilities of the Educated and Street Smart Classes, a player rolls a six-sided die and succeeds if he rolls three or more. If a one or two is rolled, the character fails or succeeds, but is spotted in doing so. For any action not covered elsewhere, Gangbusters B/X Edition calls for an Ability check, which presumably is to roll under the player character’s value for the appropriate Ability. Unfortunately the rules do not state this, but instead have the player roll under a number assigned by the Judge, modified by +4 or -4 depending on the difficulty.

Then there is combat. Combat in Gangbusters B/X Edition works much like Basic Dungeons & Dragons B/X of 1981, but allows for unarmed combat and the use of firearms and their capacity for burst and spray fire, firing both barrels, and rates of fire. As you would expect, the player or Judge has to roll a twenty-sided die and roll high to beat an Armour Class. That Armour Class though, is descending not ascending, from ‘9’ to ‘-3’ and thus each character has a THAC0 rating. One difference between Basic Dungeons & Dragons B/X and Gangbusters B/X Edition is the lack of armour. This is, of course, to be expected, given the historical time period, but Gangbusters B/X Edition suggests that the better or the fancier the clothing worn, the higher the Armour Class bonus, so Armour Class 7 for poor quality clothing, Armour Class 5 for typical clothing, and Armour Class 3 for luxury or thick clothing.

Lastly, there are the rules for Saving Throws. These work as you would expect in Dungeons & Dragons, but like Alignment have been updated to Moxie, Quickness, Toughness, Driving, and Observation. Moxie covers grit and willpower, Quickness covers reaction speed and agility, Toughness covers endurance and durability, Driving covers all non-combat vehicle actions, and Observation covers spotting and searching for things. Like all Saving throws, these are modified by a character’s Ability modifiers. Altogether, this feels like a clash of mechanics rather than something that is easy to learn and easy to play, but while the rules and mechanics are easy enough, they do feel as if they could be easier.

In terms of what the Judge—as the referee is sometimes known in Gangbusters B/X Edition—can run, Gangbusters B/X Edition suggests several campaign types. These are Criminal, Detective, Law Enforcement, Reporter, and Strange Mysteries. Of these, Detective refers to a campaign involving Private Detectives a la Sam Spade or Philip Marlowe, whilst Strange Mysteries pushes Gangbusters B/X Edition into the realms of horror, cosmic horror, and the Pulp superheroes of the nineteen thirties. Of all the campaign concepts in Gangbusters B/X Edition, Strange Mysteries is the least supported, although Gangbusters B/X Edition does offer the option of player characters being masked crime fighters in addition to their standard Classes. Each masked crime fighter receives a random Mysterious Power, such as Bolt of Power or Obscuring Mist, but will have more if any ability has a value of eighteen. Each Mysterious Power can only be once a day. The great advantage of Strange Mysteries campaign is that it is compatible with a lot of Basic Dungeons & Dragons B/X and similar content, so that monsters can easily be imported and various scenarios might work too if the Judge picks carefully.

The other campaign options are covered by their own chapters. So for a Criminal campaign, ‘PART 3: Piece of the Action’ covers criminal activities including bootlegging and racketeering, running a gang, as well as running a normal business, whilst ‘PART 5: Investigations’ covers enquiries made into crimes and mysteries which comes about as part of ‘PART 3: Piece of the Action’. Once the police and the judiciary gets involved, then ‘PART 6: The Long Arm of the Law’ comes into play and explains arrests, plea bargains, bail, trials, witnesses, and law enforcement resources. For the Judge, scattered amongst this there is a list of adversaries and advice on handling encounters, as well as an introduction to the U.S.A. of the period and to the publisher’s default setting of Rock Junction, a steeltown in the Midwest some sixty miles from the Lakefront City of Gangbusters, as well as advice on building adventures and running the game.

What Gangbusters B/X Edition does not include is advice on running long term campaigns. Now this is in part due to the fact that player characters can only achieve six Levels and so the roleplaying game is not designed for long term play. It is really also only designed for two broad campaign types, ones in which the player characters are the criminals and one in which they are not. This is because it is hard to bring the character types together and not have an adversarial relationship.

Physically, Gangbusters B/X Edition is nicely illustrated with lots of period black and white artwork. Now whilst Gangbusters B/X Edition has been proofread, it has not been edited and it very much shows. When it counts, the phrasing of the roleplaying game’s many core rules is often just odd enough to wonder what exactly the author intended, and terms get used interchangeably, such Judge, Referee, Game Master, and so on. Worse, the organisation of the book can be best described as shambolic or scattershot. Now each of the individual sections is self-contained and complete, but ordered in random fashion. So ‘PART 3: Piece of the Action’ which covers criminal activities comes before ‘PART 4: Acting as Judge’, followed by ‘PART 5: Investigations’, ‘PART 6: Long Arm of the Law’, and so on. Lastly, ‘PART 9: Combat’ comes right at the end of the book. There is just no logic to this pattern.

As a toolkit to run an Old School cops and robbers game, Gangbusters B/X Edition could have been easier to use and it could have been easier to read. In spite of this, there is no denying its scrappy charm and there is no denying that Gangbusters 1920s Roleplaying Adventure Game B/X Edition gives a Judge everything she needs to run an Old School Renaissance cops and robbers game—just not necessarily in the right order. 

Zatannurday: Justice League Dark: Apokolips War

The Other Side -

New Direct to Video DC Movie is hitting the "shelves" next week.
Of course, it has my attention.


Justice League Dark: Apokolips War deals with the Justice League deciding they need to stop Darkseid once and for all.


Among others, we are getting John Constantine (voiced by Matt Ryan again), Raven (Taissa Farmiga of AHS fame), Rosario Dawson as Diana Prince / Wonder Woman, and Camilla Luddington as Zatanna Zatara (reprising her JLDark role) and more.

Yeah I guess Superman and Batman are in it too.

The big news though that this is supposedly the final film in the DCAU, or DC Animated Universe.
Did it fall prey to Crisis too?

I'll let you know next week.  I got my pre-order in.


IMDB, https://www.imdb.com/title/tt11079148/
Amazon, https://smile.amazon.com/Justice-League-Dark-Apokolips-War/dp/B085DY6GY6

Jonstown Jottings #16: A Rough Guide to Glamour

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 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?
A Rough Guide to Glamour is a guide to the capital city of the Lunar Empire.

It is a one-hundred-and-ten page, full colour, 31.31 MB PDF.

A Rough Guide to Glamour is well presented, decently written, and includes a wide range of artwork and a reasonable map.

Where is it set?
Glamour, heart of the Lunar Empire.

Who do you play?
Nothing specific. Much of A Rough Guide to Glamour is written as a tourist guide to the city for pilgrims.

What do you need?
RuneQuest: Roleplaying in Glorantha, although RuneQuest – Glorantha Bestiary might be useful for its more Chaotic features. Cults of Glorantha will also be useful. 

What do you get?
If you are roleplaying—or have roleplayed—in the fantastical, mystical, mythical world of the Glorantha, then the likelihood is that the enemy of choice is the Lunar Empire. Said to be the greatest civilisation in the known world, glorious and glamorous, knowledgeable of both sorcery and religion, fair in its treatment of women, charitable in its largess and treatment of the poor, welcoming of all who accept its all-encompassing faith, carried by the proselytising cult of the Seven Mothers, the Lunar Empire seeks to expand and extend its reach far and wide. Yet the Lunar Empire is an empire of monsters and demons, an empire which embraces and accepts Chaos, which stamps its faith on the territories it conquers, punishes lawbreakers harshly, sends those who fail to pay their taxes to hell dragged by Tax Demons, and commands the Crimson Bat. This great Chaos demon is fed prisoners, slaves, and rebels daily and their souls are lost forever, it constantly wanders the provinces feeding on sacrifices, and is used as a weapon of war against the Lunar Empire’s enemies. 

The latter view is held by a great many of the peoples of Dragon Pass—of Sartar, Old Tarsh, Prax, the Holy Country, and more. Yet as far as the Lunar Empire is concerned, this is the view of rebels and barbarians, of upstarts who would slap the hand extended to them, and for the most part, a minor issue in the far-flung provinces. The Lunar Empire, personified by the Red Emperor, son of the Red Empress who ascended into the Middle Air four centuries ago to become the Red Moon, has other concerns. To carry out the will of his mother, to expand the empire, to maintain its very obvious greatness, and to ensure that Glamour—capital city of the Lunar Empire—keeps its lustre as the shining ruby-red jewel of the empire. It is Glamour, the city at the heart of the Lunar Empire, which is the subject of A Rough Guide to Glamour.

Originally published in 1997 by Reaching Moon Megacorp to support its ‘Life of Moonson’, a fifty-player Live-Action Role-Playing game, it has since been greatly expanded for this new edition to throw a scarlet-hued spotlight on a city that is in many parts Rome, many parts Las Vegas, but both by way of Soviet-era Moscow, George Orwell’s Nineteen Eighty-Four, Progressive Rock, Glam Rock, and Punk Rock. Glamour is glamour by name, glamour by meaning—any and all of them, and the authors are also trying to put a glamour on the reader in detailing the city, making it sound enticing and of course, glamorous, whilst also also hinting at the darkness behind that glamour, but unfortunately do not quite pull the trickery off. That said, A Rough Guide to Glamour is informative, interesting, and shot through in places with an incredibly tongue-in-cheek sense of humour which leaves the reader wondering if they just read what the authors had written.

A Rough Guide to Glamour includes a  gazetteer, guidebook, and map to the capital of the Lunar Empire; information and portraits of the city’s and thus the empire’s most important personages; an overview of the Lunar Empire, its history and geography; details of the cults of the Red Emperor and the goddess Glamour for use with RuneQuest: Roleplaying in Glorantha; description and map of the Sultanate of the Silver Shadow where Glamour is located; details of the secrets of Kalikos Icebreaker, the Lunar College of Magic and the Imperial Monopolies of the Etyries cult; write-ups of the intimate doings of the Red Emperor himself and his court; a handful or two of rumours—scurrilous or otherwise; fiction, poetry, and song lyrics; and silliness.


A Rough Guide to Glamour is a performance with an astounding cast— with Elvis Presley as Moonson Argenteus, the Red Emperor; Danny DeVito as Ivex Devouring Dog, Chief Tax Collector; Eva Green as Jar-eel the Razoress, Fourth Inspiration of Moonson; Margot Robbie as The Red Dancer of Power, Chief Missionary; Cate Blanchett as Asvedava the Black, Dean of the Field School of Magic—and more. Ostensibly written as a guide to the city for pilgrims, its primary focus is on what is the front half of the Lunar Empire’s circular capital—the City of Glamour, rather than the City of Dreams behind it with its route beyond to the Crater where the Red Goddess ascended. It thus introduces the city and guides the potential tourist round the city, its great buildings such as Red Square paved with polished stone brought down from the Moon and upon which thousands of pilgrims each year to prostrate themselves on the material body of the Red Goddess, and Hideous Zoo where all manner of exotic and weird—even Chaos—beasts are put on display. Where to stay and where to eat—such as Moon Rock Café for breakfast; customs such as always taking more than a few extra Lunars in the case of on-the-spot fines; and other facilities, like the lime-washed buildings marked with the Man Rune and staffed by Broo that are there for the Pilgrims’ convenience. A ‘Major Holidays & Festivals’ guide suggests when the best time is to visit the city and for anyone out of town, there is an introduction to ‘Let’s Speak New Pelorian!’, the local dialect designed to be less hierarchical, racially stereotypical, or gender biased, but definitely more Orwellian. Then there is the advice that Glamour is currently under Xaroni Law due to the depredations of a masked vigilante known only as ‘the Bat-Man’…

The nature of the City of Dreams beyond Glamour is best explored in various pieces of fiction which the depiction of the dissolution of Moonson Argenteus, the Red Emperor, parallels are strongly made between him and the last years of Elvis Presley. A Rough Guide to Glamour does go beyond the walls of the city itself, specifically to look at ‘The Sultanate of the Silver Shadow’, the region directly ruled by the Red Emperor and his family and to look at the empire in broader detail with ‘A Brief History of the Lunar Empire’, which will provide context for much of the rest of the supplement. Two cults and their roles in Glamour and the Lunar Empire are detailed in A Rough Guide to Glamour. These are ‘The Red Emperor: Governing Cult of the Lunar Empire’ and ‘Glamour Goddess of the Capital of the Lunar Empire’, both quite local cults, but given detailed write-ups for use with RuneQuest: Roleplaying in Glorantha. They are the only game mechanics content to be found in A Rough Guide to Glamour. There is of course much more to be found in the supplement, but special mention should be made to ‘Pelorian Rhapsody’ and the praise poem to Glamour inspired by Eurythmics lyrics!
On the downside, the focus on the glamour and glitz of Glamour in A Rough Guide to Glamour means that its ‘rough’ side is all but ignored. There are hints given, such as the chain gangs forced to work nightly repairing the paved streets for the following morning and the inevitable fate of those who do not pay their taxes. Similarly, it does not explore the life or place of the average citizen or peasant of Glamour, but to be fair, that is not the purpose of A Rough Guide to Glamour—in 1997 or 2020. Nevertheless, anyone awaiting a comprehensive guide to the city will have to wait a while yet.

Finally, of course, there is the fundamental problem with A Rough Guide to Glamour. Which is that whilst its contents are interesting, they are not necessarily directly useful. At the time of publication it would be extremely challenging for the Game Master to bring the material the supplement contains into play because essentially, its focus is simply several hundred miles and a fundamentally different culture away from where RuneQuest: Roleplaying in Glorantha is being played and being supported by Chaosium, Inc.—currently. Now doubtless that will change, but being until playing and campaigning within the Lunar Empire is explored by the roleplaying game doing so with the current rules and supporting material is difficult. That said, for long time Gloranthophiles, this presents less of a challenge as they are likely to own supplements released by previous publishers and so are likely to have the means and the context to be able to explore Glamour.

So whilst a Game Master new to RuneQuest: Roleplaying in Glorantha and Glorantha, is unlikely to have immediate use for A Rough Guide to Glamour, this does not mean that it will not be of interest to her. It at least provides further context to the current conflict between the Lunar Empire and Startar and beyond, and the empire’s attitudes towards the upstart provinces. Perhaps for that newcomer, the inclusion of a glossary would not have gone amiss at the back of A Rough Guide to Glamour.

A Rough Guide to Glamour lives up to its name, all glitz and showmanship, not to say the chutzpah of including showstopping comparisons between Elvis Presley and the Red Emperor in their last days and rewrites of lyrics to classic British rock songs. It is brilliant  in describing the mythical, mystical nature of Glamour, but there is always feeling that there should be something more to, or at least, beyond that brilliance—and that requires another book or supplement, leaving A Rough Guide to Glamour more the tourist or pilgrim’s guide rather than a full gaming supplement.

Is it worth your time?
Yes. A Rough Guide to Glamour is a guide to the capital city of the Lunar Empire and not only details the greatest city in all of Glorantha, but expands information about the world itself. (Please note: This could be Imperial propaganda courtesy of the Seven Mothers cult.)
No. A Rough Guide to Glamour is irrelevant to most RuneQuest: Roleplaying in Glorantha campaigns and difficult to bring into a campaign without further source material. (Please note: This has been marked as heretical propaganda spread by rebel scum in the southern provinces. A representative of the cult of Danfive Xaron will be with you shortly to assess your punishment.)
Maybe. A Rough Guide to Glamour is a solid introduction to the city of Glamour and provides some context to the actions of the Lunar Empire in the southern provinces. Plus more information about the world of Glorantha is always good. (Please note: Upon receipt of the proper donations, a Lhankor Mhy scribe will be available to read this document for you once it has been located in the temple archives. Unfortunately the requested document is not a comprehensive guide to the city and there are many omissions, or at least, much that is apocryphal. More information may be available at a later date.)

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