Outsiders & Others

Character Creation Challenge: Magnus Ulslime for Wasted Lands

The Other Side -

 Heroes are often measured by the bad guys they have to face. If that is the case then Johan Werper and his line are true heroes indeed because their long time foe is a semi-immortal necromancer of the darkest dye. And you have seen him before.

Magnus Ulslime character sheets

Magnus Ulslime had several origin points for me that all seemed to collide at once. First there was Len Lakofka's Death Master class I saw in Best of Dragon Vol. III, a reprint of his class from Dragon #76. There was Ulslime the Chaosar (terrible name) from Module CM2 Death's Ride. And finally what I *thought* Module X6 Quagmire was about. All of these mixed in the same vat I was building classes in; my Healer, Sun-Priest, Witch, and Necromancer.  I saw my Necromancer as the moral opposite of the Healer and the Sun Priest.  Eventually, I would go to get my Profane Necromancer and Death Pact Warlocks out into the world along with my Witch.

Much like Larina is my test character for anything witchy, Magnus is my test for any sort of necromancer. Though I do not have as many versions of him as I do her.  I have featured him, though, as Necromancer for Spellcraft & Swordplay and as a Death Pact Warlock. I have also done his adopted children Runu and Urnu for both Spellcraft and Swordplay and Wasted Lands in the past. 

Magnus UlslimeMagnus Ulslime

Class: Necromancer
Level: 13
Species: Human
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 10 (+0) 
Agility: 13 (+1) 
Toughness: 14 (+1) 
Intelligence: 19 (+3) N
Wits: 16 (+2) N
Persona: 19 (+3) Z

Fate Points: 1d10
Defense Value: 5
Vitality: 87
Degeneracy: 33
Corruption: 7

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Magical Attack: +2
Saves: +8 to Persona saves, -2 vs Corruption

Cult Powers
Commune with Deeper Dark (1/week), Familiar (small demon), Forbidden Knowledge 38%, Mystical Senses

Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from Dead x5, Summon the Dead, Vampiric Augmentation, Suggestion x2, Command, Vampiric Touch, Beguile Spirit

Arcane Powers
Detect Thoughts, Polymath (Sage Abilities: Level 1), Incubus (touchstone), Shadow Walk (touchstone)

Spells
First level: Black Flames, Night Vision, Glamour
Second level: Invoke Fear, Paralyze Poison

Heroic/Divine Touchstones 
1st Level: Arcane Power: Incubus (1d6)
2nd Level: Arcane Power: Shadow Walk
3rd Level: Class Level, Sorcerer 1
4th Level: Class Level, Sorcerer 2
5th Level: Class Level, Sorcerer 3
6th Level: Class Level, Sorcerer 4
7th Level: Character ceases to age

Heroic (Divine) Archetype: Death

Gear
Death staff

Magnus in the Wasted Lands

These are great stats and I am amazed with how flexible and customizable this game actually is. There is just so much going on here. It is also the first time in a character write-up I was able to really capture his childhood in a Death Cult. The only thing I did not do here is capture his early adulthood as a druid. Maybe a couple of levels of Theosophist would cover that.

Magnus in NIGHT SHIFT

If the Dark Druid can make it to the modern age, then Magnus could as well. I can see a cult trying to bring him back. I see it as sort of like a cheesy 80s movie where a bunch of teens play some record backward and summons Magnus, though I think to be true to his roots AND the 80s, he would have to be called "The Death Master."  Hmm. Maybe this is the missing piece of this 80s adventure I have been wanting to do.

Magnus in Thirteen Parsecs

I honestly have no idea if he will live this long. But maybe I will come up with something. The universe is a big and really weird place.  Though I will admit the name "Magnus" came to me while watching the Doctor Who serial "Talons of Weng-Chiang."  The bad guy in this one, Magnus Greel, was from the 51st Century. He even had a familiar of sorts, Mr. Sin.  I might have to name his quasit familiar Mr. Sin.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Miskatonic Monday #258: The Search For The Forbidden Door

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Search For The Forbidden DoorPublisher: Chaosium, Inc.
Author: Matthew Tansek

Setting: 1920s HawaiiProduct: One-Shot Scenario
What You Get: Forty-four page, 90.57 MB Full Colour PDF
Elevator Pitch: Horror on Hawaii (...and below)Plot Hook: The fate of a missing archaeologist leads to confrontation with the locals, mad and bad. Plot Support: Staging advice (including investigation flow!), five pre-generated Investigators, four handouts, six NPCs, one map, and two Mythos monsters.Production Values: Good
Pros# Nicely organised investigation# Easily adapted to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Easy to adjust to other time periods# Potential convention scenario# Nicely detailed investigation once the Investigators get to it# Entamaphobia# Gephyrophobia# Teraphobia
Cons# Excessively high Cthulhu Mythos skills!# Needs an edit# No helpful maps# Two of the pre-generated Investigators have the Cthulhu Mythos skill
Conclusion# Steamy, sweaty tropical island horror investigation# Nicely organised scenario

Character Creation Challenge: Brigid for Wasted Lands

The Other Side -

"A Bhrigid, scar os mo chionn, do bhrat fionn dom anacal."

 Something a little different today, a little bit of Wasted Lands myth-making applied to D&D rather than just using Wasted Lands as a D&D substitute.

One "character" that has been a feature of many of my games (fantasy, horror, sci-fi) is that of Brigid. My version is based on the famous saint, St. Brigid of Kildare AND the goddess Brigid of Celtic myth. I figured with Imbolc (Feb 1) coming up, it is a good time to talk about her.

Brigit (of Kildare / "Cil Dara")

Who Is Brigit?

A simple question with a very complicated answer. In the mytho-historical tales of Ireland there are two Brigits. The Goddess and the Saint. Was the saint named for the goddess? Was the goddess named for the Saint thanks to a 2000+ plus oral tradition that mostly predates writing? In the years I have paid (casual) attention to the academic debates, I have seen them shift back and forth a little (or a lot, depending on the journal).  She is also related to the ancient British Goddess/figure Brigantia, who the Romans saw as aspects of the goddesses Minerva (Athena), Tyche/Fortuna, and Victoria (Nike). She is a complicated Goddess. 

This is fascinating but only tangentially related to my games, save for how my readings add to them. 

She is a Goddess, a Saint, and a figure in Celtic Pagan Witchcraft. So yeah, I am going to find a place for her in my games. Given her influence on me, I don't think it is a surprise that I have so many redheaded witches.

In my games, Brigit is more of a force than a character. I have talked about her in terms of Celtic Myth. The Witch Guardians for D&D 3.x and 4e. As a historical figure in my modern horror games. And as Protectors of Éire for my Ghosts of Albion games.

In my games where I like to play on the themes of the Rise and Fall of Paganism vs. the Coming of the Christian Faith, Brigit is my chance to "cheat a win."  In these games, Brigit is a pagan Goddess. She has a following of women pagan worshipers who are no longer druids but not yet witches. My version of Bodhmal is a great if not prime, example of this.  In these games/set-up Brigit tucks her fire-red hair under a nun's habit and continues on.  Her witches now hiding in plain sight.

I never worked out how that works for her, but with Wasted Lands I can give it a try!  Before there was the St. Brigit of Kildare, or there was Goddess Brigit, there was the woman Brigit. She was many things: warrior, philosopher, healer, and the spirit of her land. Because of her connection to Ireland, she is remembered by many in many different forms.

Brigit (of Kildare / "Cil Dara")Brigit (of Kildare / "Cil Dara")

Class: Warrior / Theosophist / Spirit Rider
Level: 15 (5/5/5)
Species: Human
Alignment: Light Good
Background: Animistic

Abilities
Strength: 15 (+1) A
Agility: 12 (+1) 
Toughness: 17 (+2) 
Intelligence: 11 (+1) 
Wits: 16 (+2) N
Persona: 17 (+2) N

Fate Points: 1d12
Defense Value: 5
Vitality: 114
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +5 (base) +1 (str) +2 (touchstones)
Ranged Bonus: +5 (base) +1 (touchstone)
Magical Attack: +2
Saves: +2 to all saves (warrior), +2 to Persona saves, but -2 on Magic away from Ireland (Animistic).

Animistic Powers
Mystical senses, Speak with Plants and Animals,  Animal Summoning 1 (spell)

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks (melee and ranged), Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Theosophist Abilities
See Dead People, Turn Undead, Summon the Dead, Channel the Dead, Protection from Undead (2/day), Command, Death Knell (Banshee Wail), Suggestion (1/day)

Spirit Rider Abilities
Innate Magic (5), Arcane Power (2), Commune with Spirit, Limited Power (outside of Ireland), Magcial Battery, Add Wits bonus to Supernatural attacks

Arcane Powers
Empathy, Precognition

Spells
First level: Gout of Flame, Restore Vitality
Second level: Eternal Flame, Lesser Renewal
Third level: Concusive Blast (Fire)

Heroic/Divine Touchstones 
1st Level: First Level Spell: Black Flame
2nd Level: +1 to melee combat
3rd Level: Charm Power
4th Level: Favored Enemy: Undead
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Undead Attacks
7th Level: Character ceases to age

Heroic (Divine) Archetype: Craft, Fire, Warrior

Gear
Sword, Leather Armor

Brigit in the Wasted Lands

For these stats, I played up the aspects of her character that will become important in my games: her connection to fire and her hatred of the undead. This is the warrior aspect of her personality.  Her Animitic background (from Wasted Lands) and her levels in Spirit Rider (NIGHT SHIFT) play very well with each other. As long as she is in Ireland (however I choose to define that) she is powerful and can avoid corruption, outside she is less protected.

Brigit in NIGHT SHIFT

From NIGHT SHIFT I get her Theosophist class (Core Rules) and her Spirit Rider class (Night Companion). This works well for me since it also gives me more mechanics to represent her aspects.  Brigit is still active in the world of NIGHT SHIFT since she is the head of the Daughters of the Flame coven. A world-wide organization of witches dedicated to Brigit. 

Brigit in Thirteen Parsecs

Ah...now this one is fun. How does a Celtic Goddess find her way out into the Solar Frontier? I guess this is my answer to the infamous question, "Why does God need a Starship?"  In my Black Star games (soon to be converted wholesale over to Thirteen Parsecs), there is a ship in the Mystic line, the Imbolc Mage NX-3119. This ship is the sister to the Protector NX-3120. I have not talked much about that ship because I have been using it as an NPC ship. I have also been using it as my test-run ship for ship-to-ship combat rules. Brigit herself is not on this ship, but she has a vested interest in it. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Miskatonic Monday #257: Glimpses of Terror: The Works of I.G. Payne

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Glimpses of Terror: The Works of I.G. PaynePublisher: Chaosium, Inc.
Author: Nikk Effingham

Setting: Victorian era BirminghamProduct: One-Shot Scenario
What You Get: Thirty-six page, 3.29 MB Full Colour PDF
Elevator Pitch: Madness in MoseleyPlot Hook: A philosopher goes mad in Moseley… and beyondPlot Support: Staging advice, six pre-generated Investigators, six handouts, two NPCs, one map, and one Mythos monster.Production Values: Decent
Pros# One-shot for Cthulhu by Gaslight# Room for expansion# Playable by one to six players# Potential convention scenario# Nicely detailed investigation once the Investigators get to it# Automatonophobia# Pachydermophobia# Agoraphobia
Cons# Heavily directed opening scenes# No map of the house# Area map could have been clearer# No NPC descriptions (by design)# One solution is effectively a murder-suicide pact!# Really does want the Investigators to become the monsters
# The weirdness of the scenario accessible only by becoming monsters
Conclusion# Initially, heavily plotted scenario opens up into an interesting and potentially personal dilemma# Really wants the Investigators to become the monsters and they may miss the true horror of the scenario if they decide not to

True Detective: Night Country and Valhalla, AK

The Other Side -

 Night CountryI am a fan of the HBO series True Detective. I had a bit to say about the first season here and here, so I am a fan. The new season, Season 4, is out now, and so far, it is excellent, too.  I am not going to get into any spoilers here, but Jodie Foster is fantastic in this. Maybe some of the best acting of her career, and I have been a fan of hers forever. And Kali Reis is amazing so far.

This season, subtitled "Night Country," is a fantastic idea. It takes place in the fictional town of Ennis, Alaska just north of the Arctic Circle. It is a detective drama, but there appear to be elements of the supernatural in it as well. Plus, it ties directly back to the first season of True Detective.

It also sounds a lot like what I wanted to do with my Valhalla, AK

Now, let's be honest here. The idea is a good one. Plus, I know there is really no way Issa López (showrunner, writer, and director) has read anything I have ever written here. It is just a great idea. Mine might have been a little closer to "Northern Exposure," though my Valhalla would be somewhere south of Ennis and a bit north of Cicely. 

While it is a great idea and one I have some fun with, I am not sure I could get away with building anything for it now for publication. Sure, I have the benefit of having my Valhalla predate Night Country and the first season of True Detective, but I am not sure I could really do it justice.

So, I am thinking of going back to my original idea and doing it as something for free here online. Something people can use in their NIGHT SHIFT games. Hell, if I throw in more alien abductions, then I can add in bits of Thirteen Parsecs, or other games from Elf Lair Games.  

Something I have been working on for Thirteen Parsecs is the fact that the barriers between the multi-verses are very thin here. People wander and get lost and end up in a different universe. One of those Earths is a planet called Gaia where history is like our own, but due to disease and runaway climate change, the population is only a 10th of Earth's, and the global temperatures have risen an average of 7-10 degrees Celius. Valhalla, AK, on Gaia, is much warmer and wetter than it is here. I mentioned some of this in the Night Companion book for NIGHT SHIFT.

I hope to develop more ideas and ways to use this weird little town in NIGHT SHIFT. 

Starting Adventure Seeds

The Last of 97s

In this seed there is a local gold mine. The mine has been shut down since the turn of the last century. Then, one night, a stranger comes to town with handfuls of gold he claims he has taken from the mine. His paperwork is all in order and legal for his purchase of the mine. He begins paying the locals in this gold. Soon he, his miners, and anyone he gave gold too end up dead by mysterious and brutal ways.

The Culprit: The ghosts of the dead miners from the failed rescue of the 1897 Mine Collapse do not want their gold taken away. Getting to bodies is difficult. The only way to quiet the dead miners is to return all the gold taken out.

Prophecy in the Petroglyphs

A cave with petroglyphs from the last Ice Age seems to be depicting scenes in the nearby town. Are these a warning from the past about the future or is history repeating itself?

The Culprit: Unknown as of yet. But it's likely something I can add to another adventure.

Petroglyphs

The Fur Trapper's Curse

An old abandoned fur trapper's hut is discovered along with the frozen remains of two Russian Fur trappers from the late 1700s. They walked over the frozen sea during one of the coldest winters of the last 400 years. They froze, and their faces were frozen in terror. But what else is there? A nearby cave, now uncovered due to warming temperatures, has the answer. 

The Culprit: A giant frozen bear that is a throwback to prehistoric times. It is bigger than any grizzly or polar bear recorded. Maybe it is an Amphicyon

The Wrath of the Wendigo

This one is obvious.

The Culprit: The wendigo!

The Strange Auroras

The Aurora Borealis are a common sight this far north. But not these. These auroras have strange colors and patterns; if you listen closely enough, you can hear them whisper to you. It is a strange language that worms into your mind, and you can't get it out of your head, no matter how hard you try.

The Culprit: Unknown as of yet!

Aurora Borealis

Utopia

A reclusive tech billionaire builds a self-sufficient town in the Alaskan wilderness, promising a new age of peace and progress. But beneath the sleek surface lurks a sinister secret, fueled by technology and dark bargains.

The Culprit: You think it is the billionaire, and yeah, he is to blame, but it has more to do with the creature he has made a pact with.

These are just a few of the ideas I have. There are more where this came from.

Character Creation Challenge: "Retsam Elddir" for Wasted Lands

The Other Side -

 This one is important to me.  

Yesterday, I briefly introduced you to a character I mentioned around here but finally gave him a proper introduction: Nigel "Death Blade" Delamort. If he sounded like the sort of character a 13-year-old makes while trying to sound edgy, then yes, you are 100% correct. But he is part of a quintet, five aspects of my personality on paper as it were (remember I was just introduced to psychology and I was eating it all up). Today's character is the last of that quintet.

Briefly, when looking at psychoanalytic theory (and please keep in mind I am reducing a hundred+ years worth of thought into the size of a bubble gum wrapper), a person's personality can broken up into two aspects according to Jung (Anima/Animus) or three according to Freud (Id/Ego/Super-ego). I have already introduced you all to my Animus (Phygora), Anima (Larina), Id (Nigel), and Super-Ego (Johan), so all I need now is my Ego-self.  

My ego is Johan Werper, aka Retsam Elddir.

Retsam Elddir / Scott Elders character sheets

Wait. That doesn't make any sense. Here is what I am talking about. 

Again, I ask you to come back with me to the years between 1983 and 1986. I was in High School and playing a ton of D&D...or, more to the point, AD&D. We really tried to draw a very solid line between the two. When I was the DM, it was B/X D&D, and our world was "The Known World," later to be called Mystara. When my friend Michael was DMing, it was AD&D, and the world was Greyhawk. We would merge them, and that world became something like the Mystoerth that I use today.

Around 85-86 we were both working making new character classes and trying them out. Mine were the Healer, the Sun-Priest, a variant on the Necromancer/Death Mage, and my most successful one, The Witch. Grenda was not sitting by. He had created, sort of as a joke, a super-powered class of psychic adepts that had to hide their powers since at that time we said psionics were considered unnatural in a world of magic. That class was the Riddle Master, named after the Patricia A. McKillip book, The Riddle-Master of Hed. As it happened, he really loved the class. So much so that he wanted me to try it out.  So I said fine, roll up my stats and I'll come over.  He did and the stats for my new Riddle Master were the exact same as the ones Johan I had. So we thought this was the Johan of Oerth and not the same as the Mystara one I was playing. We were both high from the Crisis on Infinite Earths, I had also been reading Job: A Comedy of Justice by Heinlein and The Coming of the Quantum Cats by Pohl. So we decided that this new Johan was a "Quantum Cat" or multiverse counterpart (the current en vogue term is Variant) of my first Johan. Much like Superman of Earth 1 vs. Superman of Earth 2 there was a generational age difference.

We decided that this new Riddle Master character had to use a different name to avoid confusion in our inevitable cross-overs.  I did the only logical thing. I spelled his name backwards, much to the chagrin of Grenda. Of course I stole the idea from him. He had characters named Adnerg and Htaed.

Thus began the adventuring life of Retsam Elddir. He crazy powerful psionic powers and still made dumb mistakes. Like when he stuck his hands into a Gelatinous Cube (he wore gloves after that forever to hide the scars), he was best friends with Larina, married Heather, and killed the ancient vampire Mal Havoc

Later on, Retsam, using the name Scott Elders, would show up in Ghosts of Albion, WitchCraft, and even feature in a Star Trek game as a guest, then as the main PC. The AD&D version was a blast to play with but I also enjoyed the WitchCraft version a lot. It was the WitchCraft version that I used in my Vacation in Vancouver campaign.

Retsam has a lot of things in common with both Johan (Super-Ego) and Phygora (Animus). Like both of those characters, he is an occult/arcane scholar. Like them both he is an expert in magic. In Larina's library, there are books with blue covers from Johan, black covers from Pygora, and red covers from Retsam.

Retsam Elddir / Scott EldersRetsam Elddir / Scott Elders / Johan Werper

Class: Psychic / Scholar
Level: 20
Species: Human
Alignment: Light Neutral
Background: Scholar

Abilities
Strength: 15 (+2) 
Agility: 10 (+0) 
Toughness: 12 (+0) 
Intelligence: 15 (+1) N
Wits: 15 (+1) N
Persona: 19 (+3) A

Fate Points: 1d12
Defense Value: 5
Vitality: 120
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+6/+2
Melee Bonus: +4 (base) +1 (touchstone) 
Ranged Bonus: +4 (base)
Psychic Attack: +7
Saves: +7 vs Persona (Psychic), +1 to all (touchstone)

Psychic Abilities
Psychic powers: 5, Supernatural attacks, Supernatural power: Astral Projection

Psychic Powers
Bio-feedback
Psychokinesis
ESP
Telepathy
Temporal Sense

Sage Abilities
Languages: 15, Lore 95%, Mesmerize others, suggestion, Renegade Skills: 3rd level, Spells 3/2/1

Stealth Skills
Open Locks: 30%
Bypass Traps: 25%
Sleight of Hand: 35%
Sneak: 30%

Spells
First level: Arcane Dart, Damage Undead, Mystical Senses
Second level: Lesser Renewal, Unlock
Third level: Concussive Blast

Heroic/Divine Touchstones 
1st Level: First Level Spell: Black Flame
2nd Level: +1 to melee combat
3rd Level: Charm Power
4th Level: Favored Enemy: Vampire
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Undead Attacks
7th Level: Character ceases to age
8th Level: Persistent Luck
9th Level: Down but not out
10th Level: Time Slip

Heroic (Divine) Archetype: Knowledge

Gear
Sword, Leather Armor

Retsam in the Wasted Lands

Much like Nigel this is where Retsam starts. In the Wasted Lands I would focus on his psychic abilities and his desire to hunt the undead, vampires in particular.

Retsam in NIGHT SHIFT

In modern times Retsam is using the name Scott Elders. NIGHT SHIFT works great (naturally) with the type of supernatural games I like to play/run. In this sort of game I can use Retsam/Scott as Prof. Scott Elders, an occult scholar and faculty at St. Andrews University. 

Retsam in Thirteen Parsecs

This Scott Elders was the Chief Medical Officer and then Captain of the medical starship Mercy. To have one system to be able to do all three of these different versions is fantastic. Especially one system that allows me to do this character so well.

ALL allow me to use the same character across different times, different places, and right up to the Solar Frontier.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

From Console To Table

Reviews from R'lyeh -

This is a world of high fantasy where a princess has lost her kingdom to the antagonist’s army, a veteran soldier has pledged to protect the people with his life, and a dark knight seeks redemption for his crimes. A silver palace orbits the moon, golems, airships, and elementally infused weapons are commonplace, but knowledge of the greatest of the world’s magic has been lost and lies ready to be rediscovered in sunken ruins or guarded by centuries old monsters. The enemies of this world—many the antagonist counterparts to it heroes—wield mighty magics and lead vast armies, but often turn to divine or the demonic for ultimate power. This is a world of natural magic where the daughter of the village chief seeks to prove her worth, the young hermit has discovered an entrance to a magical ruin in the forest, and the witch knows the prophecies that have been foretold all the way back to the ancestors. Great beasts populate the forests of this world and deep within lie forbidden places holding alien and magical secrets best left forgotten. The magic of the forest brims with life and energy whilst that of the ruins runs dark and cold, ready to power machinery that has laid dormant for centuries or more. The enemies of this world are disasters waiting to happen and technology waiting to take it place in the world once again, perhaps championed by the misguided, but always something greater and more powerful lurks, biding its time. This is a world of techno-fantasy where a scarred hero has had everything taken away from him, the magic-user is the last survivor from a long line of wizards who sought harmony with the world, and a failed experiment survives despite having been abandoned by his cold-hearted creator. Gleaming palaces stand over the squalor of the slums where most of the population are forced to live in cities that stand amidst barren landscapes. Magic has been drained from the world, seen as a source of wealth and power, and means of war, whilst the art and knowledge of magic has been lost or suppressed. The enemies of this world are industrialists who threaten to drain the world of all its magic in pursuit of their power and so bring about a cataclysm or drive the world into war.

These worlds are not one world, but the possible worlds seen in Japanese console and computer roleplaying games such as Ni No Kuni and the Final Fantasy series. It is these worlds that Fabula Ultima TTJRPG—short for ‘Table Talk Japanese Roleplaying Game’—published by Need Games!, brings to the table from the computer screen. Like those console roleplaying games, the worlds which the Game Master and her players roleplay in will be ones of heroic fantasy and action, heroes and villains, heroic destiny, challenging battles, and ultimately, their world. The latter is important because there is no default world in Fabula Ultima TTJRPG. Instead, the Game Master and her players decide upon a subgenre—high fantasy, natural magic, or techno-fantasy—and then combine it with the Eight Pillars of Fabula Ultima TTJRPG that are its core elements. These are ‘Ancient Ruins and Harsh Lands’, ‘A World in Peril’, ‘Clashing Communities’, ‘Everything Has A Soul’, ‘Magic and Technology’, ‘Heroes of Many Sizes and Shapes’, ‘It’s All About The Heroes’, and ‘Mystery, Discovery, and Growth’. Both players and Game Master need to keep these in mind as they create world during Session Zero, mapping it, deciding on the role of magic and technology, creating kingdoms and nations, and adding historical events, enigmas and mysteries, and lastly, the threats that cast a shadow over the world. There are tables to roll on, but these are still only prompt. Ultimately, the process is intended to be collaborative throughout and the result be a world that everyone wants to play in.

A Player Character in the Fabula Ultima TTJRPG is defined by his Identity, Theme, Origin, Classes, and four Attributes. His Identity neatly summarises who the character sees himself as; his Theme is a strong emotion or feeling that heavily influences his actions, and his Origins is where he is from. A Player Character in Fabula Ultima TTJRPG does not have one Class, but several. Fabula Ultima TTJRPG gives fifteen Classes. These are Arcanist, Chimerist, Darkblade, Elementalist, Entropist, Fury, Guardian, Loremaster, Orator, Rogue, Sharpshooter, Spiritualist, Tinkerer, Wayfarer, and Weaponmaster. Each Class asks the player where his character’s powers come from, what his past experiences are, and how the Class and its abilities define his behaviour. Each provides a list of free benefits as well as Class Skills, some of which can be selected multiple times. This includes the various spellcasting Classes, each of which is given its own list of spells, so that each time the player selects the appropriate skill, he chooses a new spell. For example, the Orator can be an ambassador, diplomat, or entertainer, and the player is asked if his character thinks everyone can be persuaded or has a price? Who betrayed the character? How does he feel about manipulating people, even if it is for a good cause? What happened when his words landed him in trouble? The Orator gains a bonus to his Mind Points and his skills include ‘Condemn’, ‘Encourage’, ‘My Trust In You’, ‘Persuasive’, and ‘Unexpected Ally’. The four Attributes are Dexterity, Insight, Might, and Willpower. These are rated by die type, from six-sided die to twelve-sided die.

To create a character, a player decides upon his character’s Identity, Theme, and Origin. There are again, tables to choose from, roll on, or use as inspiration. He chooses not one Class, but two or three, and assigns five Levels between them. The idea is not to create a one-note character, but one more rounded and flexible in terms of abilities and skills. Again, Fabula Ultima TTJRPG suggests options and combinations to create classic character types. For example, a Gunslinger combines Sharpshooter and Tinkerer, a Pugilist combines Fury and Weaponmaster, and Red Sorcerer combines Elementalist, Spiritualist, and Weaponmaster. Lastly, the player equips his character, and once everyone has created their characters, they prepare for a prologue, the first session of play, in which the players decide how their characters come together. Again, there are tables provided as suggestions.

Name: Shaw
Identity: Tomb robbing archaeologist
Theme: Ambition
Origin: Kuthage Empire
Classes: Rogue (Two Levels): Dodge, See You Later
Loremaster (Two Levels): Flash of Insight, Trained Memory
Orator (One Level): Persuasive
Dexterity d8 Insight d10 Might d6 Willpower d8
Hit Points: 35 (Crisis 17) Mind Points: 55
Defence: d8 Magic Defence: d10 Initiative Modifier: 0
Inventory (Maximum 8): Chain Whip, Travel Garb, Tome

Each time a Player Character acquires a new Level, he selects a Level in one of the Classes that he already has or a new one, up to a maximum of ten Levels in a Class. When this is reached, the Class is mastered and the character gains a Heroic skill, for example ‘Ambidextrous’ or ‘Extra Spells’. Other Heroic Skills are particular to a Class, like ‘Unbreakable’ for the Guardian which allows the character to survive a fatal hit once per scene or ‘Predictable!’ for the Loremaster which forces an enemy to spend Mind Points to undertake specific actions. In addition, when a Player Character reaches twentieth and fortieth Level, he can increase the die type of one of his Attributes.

Mechanically, in Fabula Ultima TTJRPG, a player always rolls two of his character’s attribute dice and adds the results together. For example, a pistol attack requires the player to roll his character’s Dexterity and Insight, Insight and Willpower to cast a spell, and Insight and Insight to recall information. Typical Difficulty Levels are seven for Easy, ten for Average, thirteen for Hard, and sixteen for Very Hard. A roll of one on both dice is a fumble, whilst rolls of doubles—of sixes and above—is a critical and automatic success. It also creates an Opportunity, for example, ‘Bonding’ with an NPC, ‘Unmask’ a creature or villain, or make ‘Progress’ on a Clock, the timing mechanism in Fabula Ultima TTJRPG. A player can also reroll the dice, but this requires the player to expend a Fabula Point and invoke either Identity, Theme, or Origin, or even invoke a Bond with another character to add the value of that Bond to the result.

Conflict—which includes combat—is described in Fabula Ultima TTJRPG as “back and forth exchanges at a rapid pace”. This can be a chase, an attempt to break into a castle before the guards notice, or an attempt to persuade a tribal chief to let you gain access to his lands, as well as fights. Initiative is handled as a group roll, with everyone else rolling to gain a bonus to the roll made by the player whose character is taking the lead. Then the Player Characters and the NPCs act in alternate order, one by one, but the order in which the Player Characters act is decided by the players. This models the play of Japanese console roleplaying games where the player can decide which of his characters is going to act rather than it be decided randomly. Should a Player Character’s Hit Points be reduced to zero, typically through combat, his player has two choices. The Player Character can surrender and suffer the consequences, but not actually die, or sacrifice himself to achieve a seemingly impossible deed. This has to be in front of a villain, benefit a Bond with an NPC, or improve the world.
The Fabula Ultima TTJRPG has two pools of points with which Player Characters and Villains can further their aims—Fabula Points and Ultima Points. Fabula Points are gained at the start of a session, when a Fumble is rolled, when a Villain makes a grand entrance, the Player Character surrenders after being reduced to zero Hit Points, and by invoking a Bond or Trait to fail a check. They are used to alter the story, invoke a Bond or Trait, or use certain skills. Spending Fabula Points also increases the amount of Experience Points the Player Characters receive at the end of a session, so the players are encouraged to use them rather than keep them. Obviously, Ultima Points are the province of Villains, but have fewer options in terms of what they can be spent on. The most notable is to ‘Escape’, safely leave a scene in true “I shall return!” style, to invoke a Trait, or to recover from a current status. Every Villain has another major ability and that is ‘Escalation’, the Villain transforming into a new, greater, and more villainous version of themselves, from minor Villain to major Villain, major Villain to supreme Villain. This means the Villain is effectively a new Villain and restores him to full powers again. The design and play of Villains is given its own section for the Game Master, covering goals, putting pressure on the Player Characters via the Clock mechanic, giving them hidden depth rather than making them one-dimensional, and even making the Villains mirror the Player Characters.

The rules of Fabula Ultima TTJRPG also covers the use of Inventory Points to abstractly represent useful items of equipment and consumable items like potions to recover Hit Points and Mind Points, travel, dungeons, equipment, projects, and more. Dungeons, which can be complex location that needs to be explored, can be handled as a series of scenes rather than a room-by-room crawl or a simple interlude, but a room-by-room crawl is also included as an option. Equipment can be basic or rare and each item is represented by a pixelated image, which feels very proper. There is good advice for the Game Master—specifically aimed at the neophyte Game Master—which also discusses how each of the Classes work and their roles in play, and how to design battles and Villains. This is backed up with some decent examples and the book is rounded out with a good bestiary.

Physically, the Fabula Ultima TTJRPG is cleanly and tidily laid out, the artwork is excellent, ranging from fully painted pieces to little scenes and encounters done in the Chibi style. The book well written and easy to read and engage with.

The Fabula Ultima TTJRPG combines elements of traditional roleplaying in its core mechanics and storytelling mechanics—or at least methods—in its set-up guidelines for the scenarios and campaigns. As written, it is aimed at newer players and Game Masters, and successfully supports both in getting them to play. This does not mean that it holds their collective hands, but rather recommends them as to what to do and warns them that mistakes will be made and that they can be learned from. More experienced players and Game Masters will pick up how to play and run Fabula Ultima TTJRPG with ease and be off and running with a campaign very quickly. Ultimately, the Fabula Ultima TTJRPG brings the drama, conflict, and action seen on the screen of the Japanese console roleplaying game to the table and not only makes all three exciting and accessible, but lets the players and the Game Master make the world their own.

The Other OSR: Miseries & Misfortunes I

Reviews from R'lyeh -

The year is 1648. The War of the Counter-Reformation never seems to end as what was at first a civil between the Germanic states of the Holy Roman Empire over the rights and dominance of the Lutheran and Catholic churches that drew other nations of Europe and escalated into a contest for European dominance between Habsburg-ruled Spain and Austria, and the French House of Bourbon. Surrounded by Spanish Hapsburgs to the south, east, and north, France not only faces enemies from without, but also within, for the kingdom is divided by many loyalties. Louis XIV is only ten, but has already been king for five years. His mother, Queen Anne, a former Habsburg princess and the most hated woman in France, governs as regent with aid of her able prime minister, Cardinal Mazarin, the most hated man in France. Together they have kept France safe, but the continued need for more funds to maintain the war effort requires more taxes to be raised and more offices to be sold, arousing the anger of Parlement. Worse, the burden of the taxes will fall upon the bourgeois and the peasantry, those of the third estate or menu peuple, and the poor, or les maginaux, whilst the nobility of the second estate pay little and the clergy of the first estate pay none. All of which is collected in a manner which is inefficient and prone to corruption. Thus, there is a divide between all levels of society, between those who can afford to pay taxes and pay little and those who cannot afford to pay taxes and pay more. There are divisions of religion between the Catholics, Lutherans, Huguenots, and Jews. There are divisions of loyalty and politics between the Royalists who support Queen Anne and Cardinal Mazarin; the Frondeurs who oppose both them and the heavy tax burden; the Noblists who oppose Queen Anne and Cardinal Mazarin in order to maintain the independence of France’s great families; the Hapsburg faction which would ally with the biggest power in Europe as it would be best to be on the winning side and the right side of God; and the Cardinalists, who recognise Mazarin as the real power in France and believe his efforts have kept France safe to date. This is France in 1648 and the background to Miseries & Misfortunes.

Miseries & Misfortunes is a roleplaying game set in seventeenth century France designed and published following a successful Kickstarter campaign by Luke Crane, best known for the fantasy roleplaying game, Burning Wheel. Notably, it is based on the mechanics of Basic Dungeons & Dragons. Originally, Miseries & Misfortunes appeared as a fanzine in 2015, but its second edition has since been developed to add new systems for skills, combat, magic, and more. However, the underlying philosophy of Miseries & Misfortunes still leans back into the play style of Basic Dungeons & Dragons. For example, the differing mechanics of rolling low for skill checks, but high for combat rolls and saving throws. Plus, the Player Characters exist in an uncaring world where bad luck, misfortune, and even death will befall them and there will be no one left to commiserate or mourn except the other characters and their players. Further, Miseries & Misfortunes is not a cinematic swashbuckling game of musketeers versus the Cardinal’s guards. It is grimmer and grimier than that, and the Player Characters can come from all walks of life. That said, it is set in the similar period as Alexandre Dumas’ Three Musketeers and Twenty Years After, so will be familiar to many players. The other major inspiration for Miseries & Misfortunes is Les Misères et les Malheurs de la Guerre, a set of eighteen etchings by French artist Jacques Callot that grimly depict the nature of the conflict in the early years of the Thirty Years War.

Miseries & Misfortunes – Book 1: Roleplaying in 1648 France is the first of the roleplaying game’s two core rulebooks. It presents the core rules and background, as well as explaining elements of the Player Character, whilst Miseries & Misfortunes – Book 2: Les Fruits Malheureux provides the means to actually create Player Characters. Further rulebooks and supplements add expanded rules, magic, science, and divinity, provide a detailed scenario and setting, and describe Paris in this period. A Player Character in Miseries & Misfortunes has six governing abilities—Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. These range in value between three and eighteen, but can go lower. Each provides a bonus to the roleplaying game’s eight skills, but for situations where pure Strength or Intelligence is required, a roll equal to, or less than the value will succeed. The eight core skills are Break, Improvise, Listen, Parley, Sang Froid, Search, Sneak, and Traverse. Of these Sang Froid, or ‘cold blood’, is the strong will and steeliness needed to commit acts of violence. Each skill is represented by a die type and rating, for example, ‘3/6’, meaning that the Player Character must roll three or less on a six-sided die to succeed. If a skill is raised to ‘5/6’ and then raised again, its die type increases to ‘7/8’, meaning that the Player Character must roll seven or less on an eight-sided die to succeed. The maximum a Player Character can have in a skill is ‘19/20’. The rating of a skill can be raised during character generation, following the Life Paths presented in Miseries & Misfortunes – Book 2: Les Fruits Malheureux, and temporarily during play with bonuses for situation and the Player Character’s actions. A skill rating reduced to zero is ‘Unmoored’ and rolled on ‘1/10’.

A Player Character has four saves—Artillery, Chance, Poison & Plague, and Terror. These are set at sixteen. They can be lowered as a result of events in a Player Character’s Life Path. Similarly, his values for Defence—based on Strength, and Dodge—based on Dexterity, are also modified by a Player Character’s Life Path. Hit Points and Will—lost either in a duel of wits, from losing a fight, from encountering the supernatural, or being attacked in the press—are also determined by a Player Character’s Life Path. A Player Character has three Mentalités, Nationality, Politics, and Religion, which are also treated like skills. In the core rules for Miseries & Misfortunes, Nationality will be French, but Politics can be Royalist, Froundeur, Noblist, Hapsburg, or Cardinalist, whilst Religion can be Catholic, Lutheran, Huguenot, or Jewish. All of which will set up rivalries and influence interaction as play progresses. Lastly, a Player Character will have Precedence, which will depend upon which of the three estates he belongs to and his station within that estate. This is the equivalent of his social status and will play a role in interactions with NPCs and in duels of wit.
In addition to Precedence, a Player Character’s wealth or Fortune, will play an important role in his life. A Player Character can own property and have an income, and ideally it will support his lifestyle. It may also need to support the lifestyle of dependents, which can be some of the obligations that the Player Character must fulfil, at least financially. A Player Character will need to manage his assets and there are guidelines for living beyond your means, gifts, loans, charity, debt, and bankruptcy. All of which, along with Precedence can influence a Player Character’s Reputation. This is measured by quality of birth, station, military rank, wealth, deeds—acknowledged and unacknowledged, and can see the Player Character gain Entrée into high society and more. However, Reputation needs to be maintained, and again that requires wealth and income.
Combat in Miseries & Misfortunes takes two forms. ‘Duel of Wits’ covers pointed social interaction—insults, threats, accusations, bribes, seductions, and more. Much like physical combat, it takes account of range, which can be an intimate space, at speaking distance, shouting distance, and the press. Types of social interaction are treated as weapons in a ‘Duel of Wits’, for example, Accuse, Beg pardon, Poison, Implore, Shame, and more. The difficulty of each varies according to target distance, so that, for example, Confession is more likely to succeed at intimate and speaking distances, and less so when shouting in in the press. A successful social attack both inflicts damage to the target’s Will and if the target’s Will is reduced to zero, triggers a victory condition. In the case of Confession, the target believes the confession and will either consider the confessor brave for revealing the truth or scandalised by its content! Otherwise, social manoeuvres will be exchanged until the Will of one side is reduced to zero and the victory condition triggered.

The other form of combat in Miseries & Misfortunes is physical. It covers skirmishes, ambushes, morale, barricades, and more. The scale here is not just the personal, but all the way up to small scale battles, including artillery barrages and musket fusillades. One of the omissions here is dedicated rules for duelling, doing what the ‘Duel of Wits’ did for social interaction, but for sword and pistol exchanges. This is problematic if the potential player comes to Miseries & Misfortunes for the swashbuckling, musketeering, cinematic action that its genre and setting suggest. He will be disappointed, but Miseries & Misfortunes is not that style of roleplaying game and there are plenty of other options if that is what he wants.

One of the most interesting mechanics in Miseries & Misfortunes is ‘Mortal Coil’. This is its equivalent of a luck mechanic, but it is a decidedly grim and brutal one. In play, a Player Character can exert himself to reroll skills, combat rolls, saves, ability tests, and even force an opposing Player Character’s player to reroll. However, this literally reduces his ‘Mortal Coil’. Every Player Character in Miseries & Misfortunes has a base allotment of years, determined by the quality of his birth. It is rolled for by the Game Master and kept secret. This is the number of years which the Player Character will live barring unfortunate circumstances such as adventuring and seeking a fortune. The number of points a Player Character has with which to exert himself is equal to his maximum age minus his current age. Thus, every time he exerts himself, he reduces his lifespan by one year, and because the player does not know how long his character will live, this is incredibly harsh. It does not mean that the Player Character simply drops dead on the spot, but that he more likely to suffer ill effects from his efforts as he grows weary. This might be to fall down dead, but it might also see the Player Character addled in the brain and suffer a loss of Intelligence and need to spend two seasons resting or driven to drown his sorrows in drink for a season, potentially suffering a Constitution loss. These are rolled for on the Mortal Coil table, which is also rolled on should a Player Character be reduced to zero Hit Points. The roll on the Mortal Table is modified by the number of times a Player Character has exerted himself, by the Player Characters’ Virtues and Flaws, and by the group motif—that which serves as a bond between them. It is also possible to increase a Player Character’s Mortal Coil by completing life paths.

Old School Renaissance roleplaying games in general do not have a luck or fortune mechanic. The fact that Miseries & Misfortunes does, moves it away from being a straightforward Old School Renaissance retroclone. Yet the harsh nature of the Mortal Coil mechanic ameliorates that to some extent, giving the player a choice between the consequences of a failed roll versus giving up a year of his life each time. It is a nasty little Hobson’s Choice of a mechanic that gives a player something that the average Old School Renaissance retroclone does not—a decision as to the consequences suffered.

Physically, Miseries & Misfortunes – Book 1: Roleplaying in 1648 France is well presented and written. It is illustrated with a period artwork and etchings which helps impart its historical setting. If it is missing anything, it is an index, but at just over a hundred pages, this is not too much of an issue.

Miseries & Misfortunes – Book 1: Roleplaying in 1648 France has its origins in an Old School Renaissance-style supplement, the original Miseries & Misfortunes fanzine, but its combination of skill system, use of life paths and detailed characters and backgrounds, a luck mechanic, and mechanics for social interaction are modern design choices—no surprise given that the designer also created Burning Wheel—rather than those necessarily of the Old School Renaissance. However, its tone and sensibilities in terms of the fragility of the Player Characters and their place in a harsh, uncaring world do lean back into the Old School Renaissance. The resulting combination is brutal and grim, all played out against an interesting historical setting that is supported by the detailed mechanics presented in Miseries & Misfortunes – Book 1: Roleplaying in 1648 France.

Character Creation Challenge: Nigel Blade for Wasted Lands

The Other Side -

 Back in the mid-80s, I discovered psychology. I thought it was a great topic and it really fascinated me. I started, of course, with the classics where most people start, Freud and Jung. Well, really, Jung and then Freud , I wanted to read Jung and, in particular, Synchronicity in the original German. It was not easy let me tell you. While both Freud and Jung are psychoanalysts, but Jung always more like philosophy to me.  One of his concepts was that of the Anima and the Animus side of your personality. Like a Ying and Yang. Similarly, Freud had his view of the Id, Ego, and Super-ego (das Es, Ich, and Über-Ich), which I think a lot of people at least have a passing knowledge of. 

You might be asking, great, but what does this arm-chair psychology have to do with characters? Well for this weekend, a lot. 

Psychology Character Sheets

My exploration of psychology (which also led to my eventual career as a Psychologist) was going on at the same time as some of my most prolific character creations.  It is no shock, then, that I have characters that represent these psychoanalytic concepts. 

On the Jungian side (because I am still Jung at heart! Yes, I use that joke often) we have my obvious Anima in Larina. In fact, I may have identified her as an anima before she was a character. My Animus is Phygora. I have not explored him much because what is there to say? He is an academic, he has magic. Swap magic for science, and you have me.     

On the Freudian side, Johan I is very much my Super-ego. So, who are my Id and Ego characters?  

Ego represents you, who you are to the outside world. My Ego character is "Retsam Elddir" (yeah, I will explain that later).

Id represents all your unchecked desires and dark impulses. My Id is Nigel "Death Blade" Delamort.

Nigel "Death Blade" Delamort sheets

Who is Nigel "Death Blade" Delamort?

Nigel was a 1st Ed AD&D character and I had a lot of fun with him. He is/was a Neutral Evil assassin that used to adventure in the same party as Johan II. I fudged it and said that both heard a prophecy that they would both be needed in a great war and they could not harm each other.  All BS of course, I wanted to have a LG Paladin and a NE Assassin at the same time. 

Nigel began life through a dirt-poor second son in Specularum, he tried to steal a dagger from a local blacksmith. Instead of turning the boy in the blacksmith trained him, until the blacksmith was killed by assassins.  I won't get into the details here, but suffice to say that he was a fun character who allowed me to live out a lot of violence (it is what my Id would do).  

He mellowed out over the years. Which is good because he was a bit of an asshole.

Through a series of events that are too long and complicated to get into here, Nigel was transported to the future so I could use him Star Frontiers. He would come back to help Johan in my big war at the end of High School with his spaceship, the Lucifer.  Along the way, he became immortal, or at least very long-lived, and he has been a galactic bounty hunter for hire. 

Nigel "Death Blade" DelamortNigel "Death Blade" Delamort

Class: Renegade
Level: 20
Species: Human
Alignment: Twilight Evil
Background: Craft (Blacksmith)

Abilities
Strength: 18 (+3) N
Agility: 20 (+4) A
Toughness: 17 (+2) N
Intelligence: 13 (+1) 
Wits: 12 (+1) 
Persona: 8 (-1) 

Fate Points: 1d12
Defense Value: 2
Vitality: 119
Degeneracy: 1
Corruption: 0

Check Bonus (A/N/D): +8/+6/+4
Melee Bonus: +6 (base) +3 +2 (touchstones) 
Ranged Bonus: +6 (base) +4 +1 (touchstone)
Spell Attack: NA
Saves: +7 vs Death effects (Renegade), +2 to Toughness-based saves related to stamina and endurance (Craft). +1 to all (touchstone)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-7 d8), Perception, Vital Strike x7, Read Languages, Stealth Skills

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks, Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Stealth Skills
Open Locks: 95%
Bypass Traps: 95%
Sleight of Hand: 95%
Sneak: 95%
Climbing: 95%
Perception: 95%

Heroic/Divine Touchstones 
1st Level:  +1 to melee attacks
2nd Level: Favored Weapon: Sword (+1 to hit, +2 Damage)
3rd Level: Level 1 of Warrior
4th Level: Level 2 of Warrior
5th Level: +1 to all checks, attacks, and saves
6th Level: Level 3 of Warrior
7th Level: Character ceases to age
8th Level: Level 4 of Warrior
9th Level: Down but not Out
10th Level: Level 5 of Warrior

Heroic (Divine) Archetype: War

Gear
Sword, Leather Armor, thieves tools, (later plasma rifle).

Nigel in the Wasted Lands

This is the starting point for Nigel, my D&D stand-in. When I had him move between systems I always had to restat him. Here he can move between the epochs with ease.

Nigel in NIGHT SHIFT

In modern times Nigel is something of a supernatural hunter. From his personal timeline this occurred after he spent his time in literal Hell. After coming back from the future he went back to Glantri. Here he followed his daughter's (Raven) killer into hell. Again like said above it is long and complicated. But after Hell, Nigel was a WitchCraft/Armageddon character.

Nigel in Thirteen Parsecs

This was right after "D&D" and here I used Star Frontiers for his stats. It was an interesting translation.  Then we tried a little Gamma World, then a little (tiny little) bit of Traveller. Each translation I felt something in the character was lost even if my knowledge of the games increased. Thirteen Parsecs hopefully will fix that for me. Nigel will be one of my first 13P characters.

ALL allow me to use the same character across different times, different places and right on up to the Solar Frontier.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Quick-Start Saturday: Dracula’s Empire

Reviews from R'lyeh -

Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Dracula’s Empire: StokerVerse Roleplaying Game Quick Start is the quick-start for StokerVerse Roleplaying Game, the roleplaying game of dark and twisted Gothic horror during the late Victorian era, in which the adventurers and investigators confront Vampire courts, Werewolf clans, Jekyll and Hyde, and even Frankenstein’s Monster whilst Jack the Ripper stalks the fog swathed streets of London.

It is a sequel to Bram Stoker’s Dracula.

It is designed to be played by five to seven players, plus the Author (as the Game Master is known).

It is a seventy page, full colour book.

The quick-start is very lightly illustrated, but the artwork is excellent and foreboding. The rules are a slightly stripped down version from the core rulebook, but do include examples of the rules which speed the learning of the game.

The themes and nature of StokerVerse Roleplaying Game and thus the Dracula’s Empire: StokerVerse Roleplaying Game Quick Start, specifically the horror and its bloody nature, the seductive nature of vampires, and the subversion of good society, means that it is best suited to a mature audience.

How long will it take to play?
Dracula’s Empire: StokerVerse Roleplaying Game Quick Start and its adventure, ‘Dracula’s Empire’, is designed to be played through in two or three sessions.

What else do you need to play?
Dracula’s Empire: StokerVerse Roleplaying Game Quick Start requires six ten-sided dice per player. One of these dice should be a different colour to the rest, ideally, black.

Who do you play?
The seven Player Characters in Dracula’s Empire: StokerVerse Roleplaying Game Quick Start consist of Lord Godalming Arthur ‘Art’ Holmwood, Mister Johnathan Harker, Dr John Seward, Police Sergeant Albert Enshaw, Miss Primrose Hampden, Madame Lisa De Villiers, and Mister Daniel Seagrove. Of these, Lord Godalming Arthur ‘Art’ Holmwood, Mister Johnathan Harker, and Dr John Seward will be familiar from the novel, Dracula, whilst Police Sergeant Albert Enshaw is a London police officer, Miss Primrose Hampden is a sketch artist who has the power of second sight, Madame Lisa De Villiers is a veiled medium, and Mister Daniel Seagrove is a research assistant for Van Helsing. Together, they are all members of, or connected to, The Brotherhood. All seven Player Characters have a full character sheet and

How is a Player Character defined?
A Player Character has six stats—Strength, Dexterity, Knowledge, Concentration, Charisma, and Cool. Stats are rated between zero and six, whilst the skills are rated between one and four. A Player Character can have Traits, such as Club Tie (Polite Society), Natural Aptitude (Profession: Solicitor), Contact (Dr Phillips - Director Purfleet Asylum), Legal Authority, Unconscious talent (Shadow Sight: First Impressions), Occult Secret (Shadow Sight), and Occult Studies (Shadow sight). There is a preponderance of Contact Traits amongst the Player Characters.

How do the mechanics work?
Mechanically, Dracula’s Empire: StokerVerse Roleplaying Game Quick Start uses the ‘S5S’ System first seen in SLA Industries, Second Edition. This is a dice pool system which uses ten-sided dice. The dice pool consists of one ten-sided die, called the Success Die, and Skill Dice equal to the skill being used, plus one. The Success Die should be of a different colour from the Skill Dice. The results of the dice roll are not added, but counted separately. Thus, to each roll is added the value of the Skill being rolled, plus its associated stat. If the result on the Success Die is equal to or greater than the Target Number, ranging from eight and Challenging to sixteen and Insane, then the Operative has succeeded, but it is a ‘Close Call’ or a ‘Yes, but...’ result. A ‘Solid Success’ is a result of exactly two successes, whilst three or more success is an ‘Extraordinary Success’.

Luck can be spent to Stat by one for a single test, substitute the values of a skill dice for the value of the success die, transfer the damage of a successful attack to themselves, and to gain the initiative.

How does combat work?
Combat in Dracula’s Empire: StokerVerse Roleplaying Game Quick Start is designed to be desperate and dangerous. Damage is rolled on five-sided dice, modified by successes rolled.

How does the Occult work?
In Dracula’s Empire: StokerVerse Roleplaying Game Quick Start, two of the pre-generated Player Characters have Occult abilities. Miss Primrose Hampden has ‘Unconscious talent (Shadow Sight: First Impressions)’ and Madame Lisa De Villiers has both ‘Occult Secret (Shadow Sight)’ and ‘Occult Secret (Wards)’. Both require the use of the Occultism skill. Shadow Sight provides the user with intuitive feeling about someone upon first meeting them, whilst ‘Wards’ are used to contain and restrain the forces of evil. This requires the use of a spiritualist’s kit, expending a point of its Ammo, and a two-step process. First, a preliminary barrier is created and if successful, the number of successes determines the Protection Value and Integrity of the barrier. It can be continued to be shored up, but this is emotionally exhausting.

What do you play?
In Dracula’s Empire: StokerVerse Roleplaying Game Quick Start, the scenario is ‘Dracula’s Empire’. This is a detailed investigation set in London after the events of Dracula. Mina Harker has gone missing , after her return to London; there has been a rash of disappearances of children and the morgues are filling up with bodies drained of blood—and there has been a cover up of both; and a mysterious dark-haired woman has been seen traversing the streets of London and attending high society balls. Are they connected? Could the mysterious woman be Mina? Or worse… Lucy returned from the dead? The scenario has multiple avenues of investigation, including tracking down the mysterious woman, attending one of the society balls—held on Mornington Crescent, no less!, digging into the missing children, bloodless bodies, and so on. Each of these is handled in scenes of their own, which are nicely detailed.

Is there anything missing?
Dracula’s Empire: StokerVerse Roleplaying Game Quick Start is complete and it even comes with advice for the Author on running the game. A map or two in places would have been helpful.

Is it easy to prepare?
The core rules presented in Dracula’s Empire: StokerVerse Roleplaying Game Quick Start are relatively easy to prepare. The Author will need to pay closer attention to the plot of ‘Dracula’s Empire’, in part because there is no clear explanation of what the plot is and how its strands tie together. In addition, the backgrounds for the Player Characters and their character sheets are separate, so the Author will need to ensure that they are together for each player.
Is it worth it?
Yes. It needs close preparation to bring the multiple strands of the investigation together, but Dracula’s Empire: StokerVerse Roleplaying Game Quick Start is a meaty, bloody investigation against the background of London’s fogbound streets, official obfuscation, and the heights and lows of society.
Where can you get it?
Dracula’s Empire: StokerVerse Roleplaying Game Quick Start is available to download here.

Kickstart Your Weekend: The Week of Valiant Heroes!

The Other Side -

 Ok I have three semi-related Kickstarters for you this week. None of them need my encouragement as they were all funded pretty quickly, but they are still fun.

Tarot, Witch of the Black Rose: LAST STAND

 LAST STAND
https://www.kickstarter.com/projects/jimbalent/tarot-witch-of-the-black-rose-last-stand?ref=theotherside

Jim Balent and Holly Golightly are back with another huge issue of Tarot Witch of the Black Rose. I am a massive fan of Jim and Holly. They are great people and put a lot of love into everything they do. Tarot is no different. I am woefully behind on my reading of these, but that's fine, I'll get caught up. 

Tarot and her allies (from the pic above, her sister Raven, her lover Jon "Skeleton Man" Webb, and more) are fighting a massive battle against the undead.  Sounds fantastic really.

I have supported many of their Kickstarters in the past, and they are always really fast in getting their material out. My general advice for these? Come to see what Jim is doing with Tarot, but also check out all the fun stuff Holly does in the stretch goals, add ons!

Moving on to other Supers.

Valiant Adventures Roleplaying Game

Valiant Adventures Roleplaying Game
https://www.kickstarter.com/projects/greenroninpub/valiant-adventures-roleplaying-game?ref=theotherside

Green Ronin, a company I adore, is up with a new set of Supers using their iconic Mutants & Masterminds system. 

I have been dying for some new superhero RPG rules, which should be fantastic. I know very, very little about the Valiant Universe, but I know it will be great. 

There are many options here, and there should be some level for everyone. They even have a free Quickstart that looks great, by the way. If this is how the full books look, then this will be a great-looking game. I also can't help but think I could use this with their own M&M 3 universe and the DC Adventures game they had out years ago. 

Tales of the Valiant Game Master's Guide 5E

Tales of the Valiant Game Master's Guide 5E

Another Valiant, this time Kobold Press' 5e alternative. The look is something of a cross between 5e and Pathfinder 2r. Still compatible with 5th edition.

There looks like there is a lot of good stuff in this book and more coming. I am just not sure if it is for me. I bet my oldest would love it though.


Friday Fantasy: A Dozen Lankhmar Locations

Reviews from R'lyeh -

Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations is a bit different. Unlike the majority of the releases for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the releases for the Dungeon Crawl Classics Lankhmar Boxed Set, it is not a scenario. Instead, it is a supplement designed to help the Judge bring the darker, grimmer, and even pulpier world of the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber, to life. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. Since the Dungeon Crawl Classics Lankhmar Boxed Set presents a city setting, what a campaign set there needs more than anything is locations. Places that the Player Characters will visit, whether that is somewhere to fraternise and carouse, worship, case and then burglarise, buy goods and fence their stolen booty, or simply to sleep. Together, such locations and the NPCs found there are places around which a campaign can be built as the Player Characters visit them again and again and they become part of their lives. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set provide their own locations, starting with Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar, which provides a gang of fellow thieves and desperate men and women to lead as well as a hideout to use as a base of operations. Subsequent scenarios have provided further locations, such as the theatre in Dungeon Crawl Classics Lankhmar #3: Acting Up In Lankhmar. Each of these scenarios provides just a handful—at the very most—of such locations, whereas, Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations goes much, much further.
Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations does exactly what its title suggests. Describe and detail a dozen locations in the City of the Black Toga. None of the locations are generic. All of them are specific locations, some part of the city as detailed in the Dungeon Crawl Classics Lankhmar Boxed Set, whilst others are directly inspired by the stories of Fafhrd and the Gray Mouser. That said, names and details can be changed increasing the versatility of the locations and in some cases, there is some variation included. The majority of the important NPCs are named and given some details so that the Judge can portray them in play. The selection opens with the ‘Crafts Street Watch House’, a better manned and equipped watch house, complete with barracks, armoury, constables’ office, bedrooms for the sergeants, and so on. The interesting rooms for the Player Characters are going to be the vault which holds several chests’ worth of potential loot and evidence and downstairs the interrogation room and the cells where they might end up! Of course, the Watch House need not be on Crafts Street, but could be relocated to wherever the Judge desires. The ‘Fence’s Business’ is a nice combination of secret business, ordinary business, and board rooms.
More expansive and detailed is the ‘Pleasure House’ between the Carousing and the Pleasure Quarters. One of four larger locations in Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations, this is a high-end house of ill repute, its proprietor, Lady Minx, taking great care of her staff and their children, catering to certain clientele in secret, yet of course, keeping their secrets just in case something goes wrong. There is a little nudity to the artwork here, in keeping with the swords & sorcery genre, but otherwise there is nothing prurient here and it feels like a working establishment. The idea of the ‘Rented Temple’, placed on the Street of the Gods, is particular to Lankhmar and the example is dedicated to Miska, Lord of Cats, a parochial and quirky choice, and there are alternative suggestions as possible uses for its inner rooms. Similarly, the ‘Second-Rate Sorcerer’s House’ is also quirky and particular to Lankhmar, filled with magical knick-knacks and gewgaws—mostly for shore—which is home to a competent, if middling wizard. The ‘Shop with Attached Living Quarters’ expands upon the alternative use with for options for what is upstairs above the shop. One is a family home, the other a pair of rented rooms, and an open loft area which could be put to various use, including storage, sparring room, dovecote, and others. Thus, this building could have two or three storeys.
The Cuttlefish is given as an example ‘Sailing Ship’. This is a cramped caravel of a type popular amongst Inner Sea traders and similar to the Seahawk, the vessel that the Gray Mouser commands later in his career. Presented as more of a cutaway, the inclusion of the Cuttlefish has lots of gaming potential. The Player Characters might need to sneak aboard or prevent another gang from doing so and the ship will enable them to travel abroad from the city of Lankhmar and explore the wider world. Depending upon their wealth and influence, they might even take command of the vessel and engage in trade, and even a little smuggling. The ship has a smuggling hold—just a small one—which could be used to smuggle goods or passengers or even the Player Characters themselves in secret. Like a lot of lot of the entries in this supplement, the ‘Sailing Ship’ entry is flexible and utilitarian.
Several locations are tied to the stories of Fafhrd and the Gray Mouser. These include ‘The Silver Eel’, the tavern on Dim Lane where the two adventurers are known to be regulars and the ‘Thieves’ House’, home to Lankhmar’s most notorious and one of its most powerful guilds. It is so powerful that it publicly occupies a whole block in the city and it is rumoured that the surrounding buildings and the cellars and sewers blow are part of it too. Arguably, a whole supplement could have been dedicated to the city’s Thieves’ Guild, but there is room in Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations for just two floors to be detailed. This is still the largest entry in the supplement and it portrays the Thieves’ House during the tenure of Korvas as guild master when the warlock, Hristomilo, was in residence. His laboratory is described in some detail and there are suggestions as what his laboratory might be used for following the events of the novella, Ill Met in Lankhmar. Likewise, the ‘Wealthy Villa’ describes the ‘House of Muulsh the Moneylender’—as previously detailed in Dungeon Crawl Classics Lankhmar Boxed Set—home to Muulsh and his wife, Atya, although it also includes the slight differences to the richly appointed, three-storey villa, after Atya disappears. The location, of course, is just demanding to be burglarised by the Player Characters.

Other locations in Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations include ‘Street Market’ and ‘Warehouses and Rooming House’. The ‘Street Market’ details the ‘Five Knife-Points Market’ with numerous vendors and NPCs that the Player Characters can interact with, selling and buying goods, menacing the vendors for protection money, rob, picking pockets, and so on. ‘Warehouses and Rooming House’ present a rooming house, ‘The Weary Sailor’, and its adjacent buildings. These include several warehouses, including one abandoned, one being run profitably, and one turned into a pit-fighting venue. This small neighbourhood has a delightfully seedy feel to it and certainly worth adding to the Judge’s campaign should her Player Characters want to check out the monies to be made down by the docks in the River Quarter.
Physically, Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations is as decently presented as you would expect from Goodman Games. It is well written, but the cartography really stands out, clearly depicting its numerous buildings in all of their opulence and seediness.

Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations is a very useful supplement for the Judge running a campaign set in Lankhmar. It presents her with ready-to-play locations that instantly add to the city and bring it life, whether iconic places such as ‘The Silver Eel’ or the ‘Thieves’ House’, or more generic and easily adjusted places such as the ‘Shop with Attached Living Quarters’. In the process, the contents of Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations will make both the city of Lankhmar and the activities of the Player Characters all the more believable and memorable.

Character Creation Challenge: Morelia the Wood Witch for Wasted Lands

The Other Side -

 It is pretty late, and I thought I had a character lined up to go, but I guess I didn't. So, going through this big old folder of characters I have worked up over the years, I ran into an "oldish" friend.  

Content creator GinnyDi released three elf characters that anyone could adopt a couple of years back. I took an immediate liking to one, Morelia the Wood Witch. So much so that she makes a guest appearance in my War of the Witch Queen campaign. 

Morelia the Wood Witch sheets

Morelia is such a fun character she was so much fun when I ran A Witch's Desire. She and her familiar Crimini showed up in place of the Witch of the Wild. Since then I have been dying to use her somewhere else again. I just wish I could pull off her adorable high-pitched voice!

So once again, with her (implied) permission, here is Morelia the Wood Witch. 


Ginny Di as Morelia the Wood WitchMorelia the Wood Witch

Class: Witch (Wits)
Level: 8
Species: Wood Elf
Alignment: Light Good
Background: Craft

Abilities
Strength: 18 (+3)
Agility: 18 (+3)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d8
Defense Value: 8
Vitality: 45
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base) 
Spell Attack: +4 (witch) 
Saves: +4 to Spells and Magical effects (Sorcerer), +1 to Persona, Agility, and mind-affecting spells  (Wood Elf), +1 to Toughness (touchstone)

Elf Abilities
Nightsighted, surprised, saves, bonus spell*

Witch Abilities
Arcana, Arcane Powers (3): Polymath (Alchemy), Beguile, Subtle Influence

Sorceress Spells
First Level: Beast Speech*, Armor of Earth, Glamour, Read Languages, Mystical Senses
Second Level: Create Water, Invisibility, Locator Spell: Plants
Third Level: Cure Disease, Remove Curse, Slow
Fourth Level: Metamorph Other, Plant Speech

Heroic/Divine Touchstones 
1st Level: +1 bonus to Toughness saves
2nd Level: Luck Benefit
3rd Level: Spirit Guide: Cat "Crimini"
4th Level: Magical Recovery

Heroic (Divine) Archetype: Crafting, Alchemy

Gear
Dagger, cauldron, very spoiled cat

Wasted Lands and Morelia

The spell selection here is bit less than what I would want with Morelia. I think this is largely due to the fact that I really liked her Basic-era/BX/OSE version a lot. But in truth there is nothing stopping me from gabbing a spell or two from one of my witch books and use them here. This is even more true if I am using Wasted Lands as D&D.

For the Divine/Heroic archetypes, I might swap out that 2nd level Luck benefit for an herbal healing one. Makes much more sense for her, really, but like the spells, I want to do it by the book first. 

Still, though, this character is a delight. I have decided that the next time my players encounter her she is going to be having a long and animated conversation with her herb garden. 

Morelia Links

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Don't forget to stop by the Tardi Captian's Blog to see all his character posts, and all the other participants.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Friday Filler: E.T. The Extra-Terrestrial

Reviews from R'lyeh -

One of the amazing aspects of modern games is that we can have great board games based on intellectual properties, but not just intellectual properties from this year or next year, even from a decade ago, but intellectual properties from decades ago. Go back even two or so decades and the board games based on intellectual properties would be nothing more than simple, tried and tested designs with the imagery of the intellectual properties slapped on them. Simple, tried and tested designs means unsatisfying, means dull, means feeling nothing like the intellectual properties such board games are based upon. Not so in the twenty-first century, when designers are expected to match the themes of an intellectual property with the mechanics of game play. The result has been some very playable board games, all based on well-known intellectual properties and all feeling like they are based on those intellectual properties. For example, Jaws: A Boardgame of Strategy and Suspense is a genuinely tense experience, as is Horrified. All of which have tended to be co-operative in their play style and have tended to appeal to a family audience rather than a dedicated board game player audience. E.T. The Extra-Terrestrial: Light Years From Home Game is a similar game, a co-operative board game based on a decades old intellectual property, designed to be played by a family audience.
E.T. The Extra-Terrestrial: Light Years From Home Game is published by Funko Games and designed to be played by two to four players, aged ten and up, in just thirty minutes. The players take the roles of Elliot, Gertie, Mike, and Greg in their search for parts that E.T. needs to build a communication device to contact his home world. This takes time and effort as the four of them race around the neighbourhood, but their efforts will be hampered by the police in their cruisers and Federal Agents who are searching for E.T. Fortunately, Elliot, Gertie, Mike, and Greg know the neighbourhood though, and can make use of ramps and shortcuts to avoid the Federal Agents and the Cop Cars. To win, the Kids need to build the Device which will summon the Mothership to the Forest Clearing and then get E.T. there to be picked up. The Kids will lose if all three Cop Cars reach the Forest Clearing and block access to it or if E.T. becomes too weak because his Heartlight is reduced to zero.

Open up E.T. The Extra-Terrestrial: Light Years From Home Game and what you see first is the bowl of chrysanthemums—the one that E.T. restores to life in the film and then takes it with him when he leaves—on the back of the board. Turn the oddly squished board over and it depicts the neighbourhood in the San Fernando Valley where the film and thus this game are set. In one corner is the home of Elliot, Gertie, and Mike, whilst in the opposite is the Forest Clearing. Below that in the box, there are lots of striking components. Elliot, Gertie, Mike, and Greg have playing pieces which depicts each of them on bicycles that not only click together so that they can move together, but also have a basket into which E.T. can sit. The Mothership is pleasingly detailed plastic depiction of the starship from the film which sits on a stand. Although the board game does not use any photographs taken from E.T. The Extra-Terrestrial, the artwork it uses in their stead to depict scenes and characters from the film is excellent. Make no mistake, E.T. The Extra-Terrestrial: Light Years From Home Game is a good-looking board game.

The board itself is crisscrossed with roads which breaks up the lots and houses—known as zones—of the neighbourhood. Some have diagonal red routes across them which are shortcuts that the Kids can take, but the Cop Cars and the Federal Agents cannot. They, instead, must stick to the roads, which the Kids can also use. Three routes run from one corner of the board, from Elliot’s house to the Forest Clearing, and it is these that the three Cop Cars will follow over the course of the game. Three zones are marked with a coloured square—yellow, green, and blue. At the start of the game, the various zones are seeded with a single item represented by an item piece. These are also colour-coded yellow, green, and blue. During the game, the Kids will find and transport item pieces (or a wild token) to the zone of the corresponding colour. Once there are four in the zone, the Kids must transport E.T. to that zone who will then build a device, represented by a Device Die. The Device Die must then be transported to the Forest Clearing. There they can be rolled to generate the ‘telephone handset’ symbols that indicate that the Mothership has been contacted and is moving closer to the Earth and landing to rescue E.T. There are three colours of Device Items and three Device Dice. So, the more Devices that E.T. can build, the more Device Dice the Kids will have to roll. Another item that the Kids can find is a ramp. This can placed to leap over spaces, even over the Cop Cars and the Federal Agents, just as happened in the film.

Each of the four Kids, has their own card and their own special ability, which can used once per turn. Elliott can discard Candy to move E.T. extra spaces; Michael can move along a Shortcut for free; Greg can take a Dangerous Move without rolling the Danger Die; and Gertie can take a Dangerous Pick Up without rolling the Danger Die. Sixteen E.T. Power Cards give a range of different abilities that a Kid can use if he or she is carrying E.T. in the basket on their bicycle. For example, ‘Flying Kids’ lets a Kid move three spaces without the need to roll the Danger Die is enemies are encountered, ‘Trick or Treat’ lets the Kids skip the Move Enemies Phase that turn, and with ‘Hiding’, Special Agent Keys moves during the Move Enemies Phase, it is away from E.T. rather towards it. There are always three E.T. Power Cards on display and when one is used, it is discarded, and a new one drawn. There is a reference card and an E.T. counter with dial on it for tracking his Heartlight.

Once the game is set up, each Kid’s turn consists of three steps—‘Take Actions’, ‘Phone Home’, and ‘Move Enemies’. During the ‘Take Actions’ step, a Kid can take three Basic Actions and as many Free Actions as he wants. The Basic Actions are ‘Move’, ‘Take A Candy’, and ‘Pick Up An Item or Device’. ‘Take A Candy’ means taking a piece of Candy—or Reece’s Pieces in the film—from the general supply and adding it to the Kids’ Candy Pool. Candy is spent to move E.T., one space per Candy. If during a ‘Move’ or ‘Pick Up An Item or Device’, a Kid runs into or near an enemy, then his player must roll the red Danger Die. Depending on the result, this can move a Cop Car closer to the Forest Clearing, Special Agent Keys closer to E.T., the Federal Agent assigned to the Kid closer to him or her, or all assigned Federal Agents closer to their Kids. If a Cop Car or Federal Agent lands on the same space as a Kid, he is caught and must drop any Items or Devices carried. If E.T. is caught, Special Agent Keys takes charge of it and the Kids will have to rescue him! In both cases, E.T.’s Heartlight is reduced by one.

The Free Actions include ‘Drop An Item or Device’, ‘Move E.T. With Candy’, ‘Pick Up or Drop E.T.’, ‘Use One E.T. Power Card’, ‘Team Up’, and ‘Build A Device’. Of these, the most fun is ‘Temp Up’. This is when two Kids are in the same location. It not only enables Kids to swap Items, Devices, and even E.T., but it also enables their bicycles to click together and let them move together and even make use of their abilities together.

In the ‘Phone Home’ step, the player will roll any Device Dice which have been built and delivered to the Forest Clearing. For each ‘telephone handset’ rolled, the Mothership moves one step closer to landing at the Forest Clearing. Lastly, in the ‘Move Enemies’ step, the player rolls the two Enemy Dice (plus the red Danger Die if a Cop Car or Agent is on the location as a Kid or E.T.). Like the Danger Die, the Enemy Dice will move the Cop Cars closer to the Forest Clearing, the Agents closer to their assigned Kid, and Special Agent Keys closer to E.T. Play continues like this until the victory conditions are met by the Mothership picking up E.T., or the game is lost because either E.T.’s Heartlight is reduced to zero or the Cop Cars reach the Forest Clearing.

E.T. The Extra-Terrestrial: Light Years From Home Game is thematically great, but a busy game. What the Kids have to do is collect enough Items to build as many Devices (and their corresponding Device Dice) as they can, get E.T. and the Items to the right zones to build each device, take the Device Dice to the Forest Clearing, roll enough of the right symbols on the Device Dice to bring the Mothership to the Forest Clearing, and then transport E.T. to the Forest Clearing. All the while avoiding both the Cop Cars and the Federal Agents. Which is six steps. Add to this is the number of possible actions that the players can take. Not just the three Basic Actions, but six Free Actions! Now an experienced board game player will grasp the rules and how to play the game with ease, but the number of actions available in play and the number of steps necessary to win mean that the game is not as easy to teach or learn as it could be for less experienced or younger players. Which includes the family audience that E.T. The Extra-Terrestrial: Light Years From Home Game is intended for. Yet for the experienced board game player, the game play itself does not offer anything new or exciting and bar adjusting the number of Items needed to build devices and their corresponding Device Dice up or down to make game play harder or easier, there is very little variation in game play.

Of course, what E.T. The Extra-Terrestrial: Light Years From Home Game is not about is E.T. The Extra-Terrestrial, the film, as a whole. It only focuses upon the climax. Upon the part of the film which is exciting and action-orientated and so gameable. Nevertheless, it is good adaptation of that part of the film and it is clear that a lot of effort has gone into making the game play match that part of the film. Fans of E.T. The Extra-Terrestrial will appreciate E.T. The Extra-Terrestrial: Light Years From Home Game for that reason alone. As a game overall, E.T. The Extra-Terrestrial: Light Years From Home Game is more serviceable than a success. It is not a poor game, but rather straddles a difficult line of being too easy and not offering enough variation for the experienced board game player and slightly too difficult with too many choices for the less experienced or family audience. E.T. The Extra-Terrestrial: Light Years From Home Game is definitely a game that fans of the film will appreciate more than dedicated board game players.

Review: FR2 Moonshae

The Other Side -

FR2 Moonshae Today, I begin my journey into the Forgotten Realm properly. But even a journey as epic as the Realms needs to start out small and, for me, local. I have my guide. Now, grab some guidebooks. But which ones?  Well that part is easy. I will review the Forgotten Realms books I have on hand, literally and figuratively. I will just review the physical books and boxed sets I have here. I might buy more in the future, or I might not. I might seek out some books on purpose, others, well, maybe I found a reasonable price on them.

Up first will be a book I bought years ago (from Castle Perilous!) because I knew if I ever "did the Realms," this is where I would start.

FR2 Moonshae

by Douglas Niles, Print and PDF. 64 pages, full color, dual-sided map. 1987.

For this review, I considering both my original version and the PDF from DriveThruRPG.

Ok, why am I starting with a supplement and one not even from Ed Greenwood himself? Simple, the Moonshae islands were always that one bit of the Forgotten Realms I was really fascinated by. It was also where I knew I would set my native Realms in. It felt close enough to the Irish and Celtic myths I loved while still being "D&D" enough.  I knew enough of the history of this and the Moonshae novels by Douglas Niles to make this worthwhile to get. But I am getting ahead of myself here.

In the AD&D 1st Edition Players Handbook, Gary Gygax had this to say about Druids:

"Druids can be visualized as medieval cousins of what the ancient Celtic sect of Druids would have become had it survived the Roman conquest." - PHB, p. 21

The Moonshae Isles can be viewed as the British Isles if the Celts, the Britons, and all the rest had thrown Rome out in 55 AD.  We know that Douglas Niles was working on a Celtic-themed set of books and a new campaign setting in the mid-80s. He brought over his collection of islands, and Ed Greenwood tossed out what had been his Moonshae (or whatever was there) and used Niles' for the publication version of the Forgotten Realms. This book acts as an overview and a Gazetteer. 

The book is divided into three major sections, plus an Introduction and Appendices. 

Moonshae book and map

Introduction

This covers a bit of fiction that connects it to the Moonshae novels, particularly Darkwalker on Moonshae. I started the novel a couple of times but never got through it.  You don't need to know anything about it, though, to use this book.

Moonshae Overview

This covers the Moonshae Isles and the sorts of characters and Characters, as well as the folk and Fflok, you will meet there. It makes a very good case for this to be the starting point of the adventures. Since, to my very limited knowledge, this is the western most point on the Forgotten Realms maps at this time. You can travel east and see the entire world. 

The races are AD&D standard, but I already feel some differences here from, say, Greyhawk.  There is a good section on common conflicts. This appeals to me since one on my favorite themes to deal with in games is the waning of Paganism and the rise of Monotheism in Western Europe. The Moonshae has this theme baked in with its Druids vs. Clerics and Ffolk vs. the Northmen.

Humans are divided up into the previously mentioned Fflok (think British pagans) and the Northmen (think Norse/Viking raider pagans). There is an uneasy truce here now. I can't wait to see if this boils over or if they take a page from our world and just settle down. One of the reasons you are reading this in English now. This is illustrated with a map of the political borders, which Elminster tells us are constantly in flux in the book. 

We get another map of trade routes within the islands and to the Sword Coast mainland. Some tables on weather (it's a lot like Chicago to be honest) and lots of great random encounter tables.

The Moonshae book effectively makes the "low level" adventuring interesting where a Giant Stag is big opponent, but you could also see goblins or a faerie dragon. The Celts book for AD&D 2nd Edition would do the same thing very well. Honestly that book could be used with the Moonshae with no problem whatsoever. 

Deities of the Moonshaes

I will give Niles and TSR credit, they didn't stick a narrowly defined idea of what a god might be. The main Goddess of the Moonshaes is The Earthmother. We are told she is an aspect of the Goddess Chauntea who the rest of the Realms sees as an agricultural goddess. The Ffolk, though, do not see her like that. To them she is The Goddess. Embracing a bit of the revisionist views of British Paganism but I like it, and more to the point it works well here. If Gygax can say what he did about Druids above, then this logically follows. The Goddess has three children. The Leviathan, a gargantuan whale, Kamerynn, a large unicorn, and the Pack, a pack of wolves. All have been endowed with special qualities by the Earthmother and are her eyes and ears in these lands. There is also evil here in the form of Kazgoroth, the Beast. Who looks a bit like a wingless dragon. 

Specific Locales of the Moonshaes

This covers a dozen or so locations. Parallels can be drawn from many of these to locales in British and Irish myth and legend. And honestly, that is fine. It made figuring out where to start my grand adventure even easier. I mean I could be wrong but Callidyrr is our stand-in for Camelot, Corwell is Cornwall, Moray is like a smaller Ireland or a larger Ilse of Man, and so on. Now there are some interesting additions. What if the Vikings, when raiding, decided to set up in Scotland or Ulster and kicked everyone else out? Well, you might have had something like Norland.  I imagine the AD&D 2nd Ed Vikings Campaign book would be useful here as the Celts one was for the southern islands. 

Other areas are detailed like Myrloch, the large inland lake/sea in Gwynneth in the south and Synnoria, the land of the Llewyrr Elves. There is even Flamsterd, an island of Magic-users. You know I am heading back there sometime. 

Moonshae book

The Appendices

Appendix A covers some campaign themes for the Moonshaes, not that I need any more at this point! But it does include a note on how to bring in the module N4 Treasure Hunt into the Moonshaes, which is great really. 

Appendix B gives us some unique items of the Moonshaes. 

Elminster's Notes

There are a lot of those here. If you were to take them out, there only be about 32 pages. But they set the tone of the book and the land well. We are new here but not new to D&D so Elminster's eyes are a perfect substitute for our own. 

The maps look great and should be compatible with the clear hex grid from the Forgotten Realms set. 

A much more pleasurable work than when I first read it way back in the early 1990s. The whole "Ffolk" thing with the two "f"s bugged me, but I got over it. You could build an entire campaign and never leave these islands. Which is not what I am going to do since there is so much more out there.

Sinéad's Perspective

So, I am going to look at the people and places of this product through the eyes of my bard Sinéad. Much like Greenwood does with Elminster, she will be the eyes and ears in which I see the Realms. But I am not going to give you long-winded journal entries. That's Ed's and Elminster's thing. 

Choosing the Moonshaes as my first product and choosing the Moonshaes as the home of Sinéad makes a lot of sense together. These lands feel familiar to me. I have read hundreds of tales of Celts and Celtic heroes and monsters. Nearly as many tales of the Norse and Vikings. Tons on the Rise, Fall, and Rise again of the very particular British form of British Paganism.  I have never been here, but I know it well. Much like Sinéad, I am leaving this place. Maybe it is too early, but certainly, I will have to come back here. 

Final Thoughts

I am not sure if it was planned or not, but this does feel like a perfect place to start your adventures in the Forgotten Realms. By today's standards, the book is a bit light on the crunchy game stuff. No new spells really or specialized sub-classes. But that is fine; the fluff more than makes up for it all. 

Character Creation Challenge: Sinéad for the Forgotten Realms (1st Edition AD&D)

The Other Side -

Sinéad sheet I am switching gears today since I will get some of my reviews on the Forgotten Realms up. I want to start with the character first, though. When reading or playing games, we often view their world as they see, hear, and experience it. For me, that will be Sinéad. Not Sinéad Moonshadow just yet; that is much later down her road. No. This is 1st Edition AD&D Sinéad as I might have rolled her up back in 1987 when the Forgotten Realms were still new. 

Sinéad in 1357 DR

Sinéad in 1357 DR (the year before the Forgotten Realms Boxed set) is a girl living in the Moonshae Isles. I have always known this, but I never really had the details until now.

She grew up on the Island of Gwynneth in the country of Corwell. Her father was a reputable human blacksmith of modest means, and her mother was a Llewyrr (though now mostly moon elf) seer. Growing up Sinéad heard tales of other lands and places and wanted to visit them, but her parents told her the world beyond was full of evil terrors and the only place safe was here, closest to the Earth Mother's heart.  She grew up loving and fearing the Earth Mother and wondering about other places, other peoples, and other gods. It was around the time of 16th birthday when her latent magic began to flare up. She would spontaneously and randomly set things on fire (Rules: Burning Hands spell). This was kept under control until she had turned 19. The local Lord wanted her to marry his son for the prestige of a marriage with a Llewyrr and as compensation for all the damage she had been causing. One night during the early harvest festival, Sinéad accidentally burns down a barn and grain stores, threatening to leave her small village hungry for the winter. Her mother distracts the crowds who have come after "the witch" while her father gives her enough gold to get to a port and out of the Moonshaes to the Sword Coast.

And that is about all I have for at this point. She will meet up with Nida and others when she gets to the Sword Coast, but that is a bit off. She first has to cross her homeland to get to the port. She will encounter fae, a prophetic witch, and more.

For Sinéad, I am starting out with AD&D 1st Ed, the same as the Forgotten Realms boxed set. To make a stronger line between her starting adventure and her later ones, I used just the Player's Handbook, DMG, and Unearthed Arcana for her. I tweaked her abilities a bit to fit better. Also, since I am seeing her as a bard from the word go, I am using the alternate Bard from Dragon #56. I thought it would be a good fit given how Bards are in the Forgotten Realms and Moonshaes in particular.  Plus, I wanted her to be a bard from 1st level. 

Sinéad of the MoonshaesSinéad of the Moonshae

Level: 1/1
Class: Magic-user/Bard
Female Half-elf

Abilities
Strength: 13
Intelligence: 17
Wisdom: 13
Dexterity: 16
Constitution: 16
Charisma: 17

Saving Throws
Paralysis Poison: 14
Petrification/Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 15
Spells: 12

Resistances: 30% to Sleep and Charm
Infravision 60'
Languages: Common, Elvish, Gnome, Goblin, Hobgoblin, Sylvan, and Ffolk (there is no reason why she would know orc or gnoll. Halflings don't or should have their own language, and Goblin and Hobgoblin should really be the same one).

AC: 8
HP: 7
Move: 12"

Charm: 10%
Lore: 0%
Read Language: 0%

Dagger

Magic-user Spells Known (* memorized)
Burning Hands*
Magic Missle

Bard Spells
Speak with Animals

Notes on Sinéad

Originally I saw her more along the lines of a witch, but after playing the character in Baldur's Gate I have come around to thinking that she is actually some sort of Sorcerer with Wild Magic.  No way to really represent that in AD&D 1st, so I have to fudge it a bit. The only spells she has had access to are Burning Hands and Magic Missle, and I am saying she learned them innately. To get more she will need to adventure more. She has Sehanine Moonbow whispering in her ear (a holdover when I briefly wanted to try her as a warlock). 

I wanted the witch she goes and sees to be Larina, just because I can. Larina would have been 34 at the time, so not bad, really; it also corresponds to the time when Larina disappears into the Feywild. 

I did roll to see if she had psionics. She had a 4% chance, I rolled an 8. 

I like the Dragon magazine bard, and it helps make her feel different from my other bards. Looking forward to seeing how it stacks up.

--

Don't forget to stop by the Tardi Captian's Blog to see all his character posts, and all the other participants.

Character Creation Challenge

Character Creation Challenge: Darlessa for Wasted Lands

The Other Side -

I meant to do this character earlier and kinda forgot. Well, today is the day I fix that. When it comes right down to it, no character really represents my shift from D&D to Wasted Lands quite as well as Darlessa the Vampire Queen.

Of course, everyone here knows Darlessa. She has been featured here many times and I already did her witch stats for Swords & Wizardry and her vampire stats for Basic-era D&D. She is also the central antagonist of my Dungeon23 Tomb of the Vampire Queen. She is responsible for the death of my first character, Johan, and ultimately, the cause for him to be elevated to a Saint. She even has (or had) her own Dark Domain, Arevenir.

Darlessa the Vampire Queen character sheets

I am using the Night Companion again for her so I can get the rules for making her a vampire. She has always been a witch, but a good case could be made for her to be a Spirit Rider, too. Maybe I'll give her a level in that later on, but today, I wanted to compare apples to apples: my OSR witches vs a NIGHT SHIFT witch.

Darlessa the Vampire QueenDarlessa, the Vampire Queen

Class: Witch (Persona)
Level: 13
Species: Human Vampire
Alignment: Dark Evil
Background: Sorcerous

Abilities
Strength: 18 (+3) (+2 from Vampire)
Agility: 18 (+3) (+2 from Vampire)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d10
Defense Value: -5
Vitality: 75
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) +2 (touchstones) 
Ranged Bonus: +2 (base) +1 (touchstones)
Spell Attack: +7 (witch) +1 (touchstones)
Saves: +7 to Spells and Magical effects (Sorcerer & Scholar), +3 to Wits (vampire) +1 to All (touchstones)

Witch Abilities
Arcana, Arcane Powers (5): Succubus (6d6), Shadow Walking, Telekinesis, Beguile, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Black Flames, Chill Ray, Glamour, Object Reading, Armor of Earth
Second Level: Conjure Flame, ESP, Invoke Fear, See Invisible
Third Level: Clairvoyance, Create Zombies & Skeletons, Curse, Fly
Fourth Level: All-Seeing Invisible Eye, Black Tentacles, Improved Invisibility, Kiss of the Succubus
Fifth Level: Commune with Deeper Dark, Create Undead, Shadow Armor
Sixth Level: Instant Death, Zone of Death
Seventh Level: Wave of Mutilation

Heroic/Divine Touchstones 
1st Level: Additional Spell: Armor of Earth
2nd Level: +1 to Melee attacks
3rd Level: Spirit Guide: Undead Raven, "Lucifer"
4th Level: Favored Enemy: Lawful (Light) Good Clerics
5th Level: +1 to all attack rolls, defense rolls, spells, and saves
6th Level: Glamour at Will

Heroic (Divine) Archetype: Power

Gear
Dagger

Wasted Lands Vampires

Ok! This Darlessa is much more powerful than previous versions. This is due largely to proper rules on how to make a character a vampire and how that adds to the character's power. But also Witches in NIGHT SHIFT and the Wasted Lands are a bit more powerful. Lets not forget those divine/heroic touchstones. Those add a LOT of power to the character. This is a version of Darlessa that should properly terrify a group of characters. 

Vampires in the Wasted Lands are also more akin to Akivasha of Robert E. Howard's tale The Hour of the Dragon than they are of Stoker's Dracula. Indeed, Darlessa is cut from the same cloth as Akivasha. Well same cloth, but dyed in the same dyes as various Hammer Horror vampires. 

But in native Wasted Lands, the world envisioned by Elf Lair Games' Jason Vey, vampires are more dangerous and closely tied to the powers of the Deeper Dark. This works fine for me since I have always seen Darlessa as shedding bits of her soul for power to whatever demon would grant it to her. Now, for a pure Wasted Lands game and for the publication of the Tomb of the Vampire Queen, I might go with a different name and slightly changed background. But it will be Darlessa all the same really. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Mail Call: ¡Anuncio por correo! Spanish BECMI and Pacesetter Adventures

The Other Side -

Or at least the BE part of BECMI.  So many of you know I have been learning Spanish. I mainly use Duolingo, but I also print books and audiobooks from Audible. My progress is quite slow I will admit, but the journey is half the fun really. 

Back in 2023, I got copies of the Spanish Language D&D 5th edition books for my birthday and Father's Day.  But something I have wanted since 2020 are copies of BECMI in another language. I thought I might grab one in German (a language I can still -somewhat- speak) but they are always quite expensive.

So imagine my surprise when, after posting my search for Spanish language ones, actually came through!

Spanish Language Basic and Expert

They look great, even if I can only sort of read them at the moment. But I know what is in these quite well, so that helps.

Spanish Language Basic and Expert
Versions of BECMI Basic

It is also fun to compare them to the Spanish D&D 5e books I got last year.

Spanish Language D&D

I am NO WHERE near ready to run a game in Spanish D&D. But maybe I could play one later this year.

I might just stick with Basic and Expert. I have not seen a Companion edition out for a very long time. If the price of the German one I was looking at is any indication then it is way outside of my price range.

I also got copies of some adventures (in English) from Pacesetter Games.

Adventures from Pacesetter Games

I gave Venger's Final Wish to my oldest. He is working on taking his group through all the editions of D&D.  More on that later.

Of course, I am a sucker for anything about the Vampire Queen. So this is a nice addition to my collection.  Since the Vampire Queen adventure is for B/X then maybe a "Castillo de la Reina Vampiro" is in order. 


Character Creation Challenge: Boudica for Wasted Lands

The Other Side -

 Last week I heard of the passing of James Herbert "Herbie" Brennan, the prolific author of fiction and non-fiction as well as the RPG "Man, Myth & Magic." I don't have a lot to say on the matter. I have not read any of his books and my knowledge of him comes solely through my interaction with MM&M. But I did not want his death to go unremarked here.

While I have done other MM&M characters for myself, I thought for today I might revisit one I did a while back and fit both his game and Wasted Lands: Boudica, Queen of the Icini Celts.

I have a long relationship with Boudica. She was a figure I always found fascinating, especially during my time of reading an absolute ton of Celtic history, myth, and legends. Then I wrote the Ghosts of Albion RPG, and she was a central character of that franchise, though by then, she was a ghost.  So, given Herbie Brennan's fix of history and fantasy of his Man, Myth & Magic game, doing stats for Boudica was a no-brainer.  That is also true today.

Boudica sheets

Boudica for the Wasted Lands could have gone a number of different ways. Obviously, Warrior is a great choice (and what I went with in MM&M), but she didn't start out as one; she was forced into it by the Romans, who murdered her husband and raped her daughters. From NIGHT SHIFT, I could also say Survivor is good, but then again, so is Chosen One. In the end, though, the only real choice for me was to make her a Spirit Rider from the NIGHT SHIFT Night Companion and adapt that to Wasted Lands. Something the O.G.R.E.S. makes very, very easy. Trivial even.

The Spirit Rider is a person charged with the power of a particular place. Our archetype of this is Marie Laveau who is given magic by the "Spirit of New Orleans." Cú Chulainn is the Spirit Rider of mytho-historical Ulster as Fionn Mac Cumhail is the Spirit Rider of Éire. We have debated whether Merlin or King Arthur is the Spirit Rider of ancient Britain. 

Note: As an aside it never dawned on me until this moment that I *could* have Boudica as one of my Witch Queens. I mean she is not really a witch, but her Wasted Lands and Ghosts of Albion versions both have some magic.  Thoughts for another day.

Queen BoudicaQueen Boudica

Class: Spirit Rider (Briton) (from NIGHT SHIFT's Night Companion)
Level: 10
Species: Human
Alignment: Light* (*while she killed people and burned villages to the ground she was doing what she felt was right and correct. Removing an invading force from her home.)
Background: Barbarian

Abilities
Strength: 16 (+2) 
Agility: 13 (+1) 
Toughness: 18 (+3) N 
Intelligence: 12 (+0) 
Wits: 17 (+2) A
Persona: 17 (+2) N 

Fate Points: 1d10
Defense Value: 5
Vitality: 70
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +2 (base)  +1 (Heroic Touchstone)
Ranged Bonus: +2 (base) 
Saves: +4 to Wits and Persona saves (class), +2 to Toughness saves (barbarian).

Spirit Rider Abilities
Innate Magic (10), Arcane Powers (5), Commune with Spirit of the Land, Limited Power (outside of Briton), Magic Battery

Barbarian Background Skills
Perception, Danger Sense, Scale surfaces, Nature Lore, Any Weapons

Arcane Powers (used like powers)
Beguile, Shadow Walk, Detect Thoughts, Enhanced Senses, Subtle Influence

Innate Magic (used like spells)
First Level: Armor of Earth, Mystical Senses, Command, Sense Death
Second Level: Animal Summoning (usually large war dogs), Invoke Fear
Third Level: Curse, Impassible Thicket
Fourth Level: Forest Metamorphosis
Fifth Level: Shadow Armor

Heroic/Divine Touchstones 
1st Level: +1 Melee Combat: Spear
2nd Level: Luck Benefit
3rd Level: Powerful Defence
4th Level: Favored Enemy: Rome
5th Level: Divine Smite

Heroic (Divine) Archetype: Vengence

Gear
Spear, armor, sword

Wasted Lands Spirit Riders

Spirit Riders might not fit well thematically with Wasted Lands RAW, but in Wasted Lands as D&D, it works great. I might tweak it a bit working with Boudica here for slightly less magic and more options for combat prowess. Given that I am saying that Cú Chulainn was also one then something like his Ríastrad or Battle Frenzy would be an option. Maybe call it something like "Caomhnóir" or Guardian.

It would be fun to try out that is for sure. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Miskatonic Monday #256: The True Housewives of Arkham

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The True Housewives of ArkhamPublisher: Chaosium, Inc.
Author: Keith DEdinburgh

Setting: Modern Day ArkhamProduct: One-Shot Scenario
What You Get: Forty-nine page, 2.37 MB Full Colour PDF
Elevator Pitch: The hell of other housewives is a whole other reality (television pitch).Plot Hook: Fame, fortune, and fabulous frenemies in ArkhamPlot Support: Staging advice, five pre-generated Housewives, three NPCs plus Mister Chow Wow, one  map, and three Mythos monstersProduction Values: Decent
Pros# Reality Television terror # Adds interesting social mechanics for inter-Housewife interaction# Plenty of scope for over-the-top roleplaying # Potential convention scenario# Vestiphophobia# Metathesiophobia# Scopophobia
Cons# The parody can tip over into the camp and vice versa
Conclusion# The horror of Reality Television becomes a reality# Housewife horror sets up plenty of scope for unreal roleplaying before the reality of the horror hits!

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