Monday, July 25, 2016

Monstrous Monday - Bessie, the Hellcow (5e)

This is actually the second time I've done stats for Hellcow. This first time it they were for Mutants and Masterminds 3e. These stats are complex, but they're fun. I think Hellcow would make a great, absurd encounter in a Curse of Strahd game.


Bessie, The Hellcow
Large Undead, Neutral Evil
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Armor Class: 13 (natural armor)
Hit Points: 58 (6d8+18)
Speed: 40, Fly 40
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Str         Dex      Con      Int        Wis       Cha
16 (+3)  13 (+2) 16(+3) 10 (+0) 10 (+0) 10 (+0)
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Saving Throws Con +5, Wisdom +5
Skills: Perception +2, Stealth +4
Senses: Darkvision 60', Passive Perception 13
Languages: Common (understands)
Challenge 4
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Actions
Multiattack. Bessie makes two attacks, they cannot be bite attacks. 
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage damage. 
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 
Bessie has a Cloak of the Bat that allows her to fly 40' and typical vampire weaknesses.

Sunday, July 24, 2016

Succubus Sunday - Lilith

This week has been a bit hectic so I have finished my Lilith as a DCC Patron project. I just need to create a few spells though and should have them finished by next Sunday. Until this enjoy this beautiful piece of art and you can check out the other parts of the project.

Saturday, July 23, 2016

Random Ghostbuster Musings



  • I really liked enjoyed the new film. You can read my review on For The Love of Pun. Holtzmann is a goddess of science and "safety lights are for dudes."
  • It's possible that I may have found a scanned copy of the original Ghostbusters rpg and have been reading it. *cough* It's possible, but not likely...
  • If you want a totally legal way to play a Ghostbusters game, check out +Jonathan Linneman's Ghosthackers (with Slimer stats). 
  • There are two readily available Ghostbusters Board Games. I've played Cryptozoic's Ghosbusters Game (which has a sequel and expansions in the works). It's fun, though I see some flaws (especially with character balance). It has some high quality minis (and a hefty price that comes with that). There's also Ghostbusters: Protect The Barriers. This one is based on a German board game that has pretty good ratings. It has minis (though they're cutesy) and is only 20 bucks. 
  • If you really want Ghostbuster minis (which could be fun even though the game is simple enough to not need them), I'd check out Wizkids defunct game, Creepy Freaks. You can get a case of boosters for less than 25 after shipping on Ebay.
  • If I run a Ghostbusters rpg, you can be damned sure that I'm going to include my favorite Ghostbusters toy as a child, the dread Fearsome Flush! I will also include a Ghostbuster luchador. 

Friday, July 22, 2016

Are You Sure/That We Are Awake? It Seems To Me/That Yet We Sleep, We Dream.

Changeling: The Dreaming is a truly bittersweet game for me. It was my first non-D&D game purchase. It's a game that I found to often be dismissed by many World of Darkness players I knew. Changelings were never as powerful as the others, so no one wanted to play a wandering troll knight when they could go full crinos or use celerity and be like the Flash. It didn't stop me from loving the game though. I immediately fell hard for it. I was 14 when I bought my first Changeling books, but even then the concept of the game struck me to my core.  I've never played the game. I have almost all the books and I ran two sessions of it, but still, I've never played it.

The premise of Changeling: The Dreaming is that once the world was full of wonder and magic. During that time the realms of the fae, the Dreaming, were connected to Earth. Cold logic, lack of imagination, and disbelief severed the connection between the realms. The faerie nobility, the sidhe, fled the world. The remaining fae used rituals to bind their souls to mortals, becoming changelings. The souls would be reborn time after time (unless they were destroyed by banality). When man went to the stars, their was a resurgence of glamour (creative energy) and the gates to the Dreaming opened up. During this time, the sidhe returned, but instead of bonding with humans, they essentially took over human forms (no one is sure what happened to the souls of these humans). For this reason, the sidhe are considered changelings (they're a merging of fae and human), but they don't reincarnate like others.

The characters in a Changeling: The Dreaming game must deal with being a part of two worlds. They see reality, but they can also see the fantastic creatures and things of imagination. They must live this double life and reach balance. Unfortunately, our reality is cold and they most also fight against the encroachment of banality. A part of them will eventually die, because they've grown up.

This is what makes Changeling: The Dreaming such a wonderful and sad. You get to be whimsical and tap into that inner wonder that most of us have. Unfortunately, the game also deals with the tragic fact that that wonder, even if we never truly lose it, fades as we grow older.

I know I've been gushing about Changeling, but it wasn't perfect. Honestly, the system was a bit clunky. I mean the original World of Darkness wasn't exactly streamlined, but Changeling was even more complex. Also, the way the Dreaming is described is very Euro-centric. Later sourcebooks would add more Changelings from around the world, but the core game was very European.

Still, those sour spots aside, the books are my favorites. Maybe one day I'll get to play it, but I'm not holding my breath.

I'll leave you with some of my favorite illustrations from the books:



Wednesday, July 20, 2016

Adding The King To Your DCC/MCC Game

I know what you're thinking. I just backed the Mutant Crawl Classics but I need to add some Jack Kirby to my Crawl Classics game now. Well you're in luck my friend.  As a companion to their latest podcast, the folks at Sanctum Secorum have released a really cool Dungeon Crawl Classics pdf that includes 4 new classes, 2 new monsters, and a patron. All of these were inspired by Kamandi, the Last Boy on Earth.

You can download it here for free. Combine this with last year's MCC preview from Gencon and this year's Free RPG Day adventure and you can get a good taste for Mutant Crawl Classics today.

You know you want some of this in your MCC game!

Tuesday, July 19, 2016

Mutant Crawl Classics Kickstarter - Final Hours

As of now the Mutant Crawl Classics Kickstarter has 11 hours left.


The post-apocalyptic stand-alone to Dungeon Crawl Classics funded in less than a day and has blown past every stretch goal. If you think  you're going to want the book, you should go ahead and back it to receive several awesome stretch goals. I am getting a regular print copy and I'll recieve pdfs of 5+ adventures, a print copy of the MCC Screen, a full color map of Terra AD (the setting), as well as more bonus content in pdf form. There are some sweet add-ons too. I really wish I had the extra cash to get a set of the funky dice.

It's been funded. We have been witnessed by the Dark Master.

Sunday, July 17, 2016

Succubus Sunday - Lilith as a DCC Patron (Part IV)

Spellburn: Lilith

Lilith seeks to get her bloody claws into our world and will grants extra power to her followers if it helps her do so. When the caster utilizes spellburn, roll 1d4 and consult the table below or build of the suggestions to create an event specific to your campaign.

1 - Lilith needs the blood of a virgin. While it is unlikely that the caster is one, her blood will do if she is (expressed as Stamina, Strength, and/or Agility loss). Until she gets this blood, the caster cannot regain burned stat points.

2 - The caster is granted the spellburn bonus, but must establish a shrine to Lilith in the next 1d4 weeks. This shrine must be located in or near a settlement at least the size of a small town. In addition, the shrine must have a permanent caretaker. Until the shrine is established, the caster cannot regain burned stat points.

3 - Lilith wishes you to blaspheme against the oppressive gods. This is done with a ritual in involving the casters blood (expressed a loss of 1d2 Stamina, Strength, and/or Agility points), sexual fluids, and holy texts/relics associated with the gods. Until the ritual is completed the caster cannot regain burned stat points.

4 - The caster must fulfill Lilith's carnal desires. She is transported to the dark queen's realm. If she is successful, the caster need not spend any attributes  points for spellburn, but if Lilith is less than pleased the caster must pay twice as many stat points for the burn. While this can seem like an eternity to the caster (especially if she fails), it happens in the blink of an eye.