"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label White Wolf. Show all posts
Showing posts with label White Wolf. Show all posts

Thursday, October 20, 2011

White Wolf Night Edition #3, Spell Blank

White Wolf Night Edition was a free periodical that was produced  amazingly enough by White Wolf. It was intended to support and/or promote their products. I do not see where it was mailed so it had  to be distributed through game and comic shops.

The copies I have were obtained in the secondary market. I know I  ended up purchasing just them in an eBay lot some time ago. I  wanted to see what they were and most likely overpaid but I got  six of them and paid less than $5 including shipping. The issue  above is #3 and it was bi-monthly. The next issue I have is #6  and it had moved to quarterly by then. The last issue I have is  #18 and that was fall of 2000 so I know it ran for at least that  long.

Being close to magazines these are something I find fun to read.  It is also nice to be able to see what was planned by the company  and then compare it to what actually happened. I guess in the end  it really just clutter though as it offers no really measurable  gaming support. In a society where one of the most profitable  businesses is self storage units and PODS I guess I am not the  only one that keeps stuff like this!



Spell:

Spell Blank


Level: Fourth
Range: 6"
Duration: None
Area of Effect: One Caster
Components: V,S
Casting Time: 3 Segments
Saving Throw: Special

Whith the casting of this spell the magic user will accomplish two things when involved in a hostile situation with another spell caster. The first is that they will be able to know the mind of the other caster. The second is that they will be able eliminate one or more spells from the others caster's arsenal.

When the spell is initially cast the magic user will be able to see what other spells that the target has memorized. This spell will only work on targets that memorize spells and not one that only have spell like abilities. The DM will need to present the caster with just the list of spells that have left not what might have been memorized and already used and not their full list of available spells.

After getting the list the caster will then be able to pick a spell and have it wiped from the mind of the victim. If this spell is fourth level or lower then there is no saving throw. The spell will simply vanish. If the spell is higher than fourth then the victim is entitled to a saving throw. If the initial spell is eliminated then the caster can pick another to have vanish. Regardless of this spells level the victim will get a save. If made the spell is not lost otherwise it will be lost as well. This process will continue until a save is made. Saving throws after the second are made with a progressive +1 until the process stops.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Saturday, October 8, 2011

Clanbook Toreador, Mystical Location

Vampire:The Masquerade changed the face of roleplaying games. This is a game and system that more so than any other is a love or hate it for most. I was a fan of vampires long before this game came on the market so I really like the idea behind it. I hate what vampires have become today. I think this game as much as anything else helped that along.

Dracula though not the first really helped popularize the idea of the vampire. We think of Dracula being dark and dangerous and that is true but there is more. Dracula was when you look at his actions became a little bit angst ridden and this may have been a chink in the armor of darkness.

The clanbooks for V:tM were essential for those that wanted to play the game when it was first released. The first edition of this book was released in 1994 and is 72 pages long. All of these books much like most of the other Storyteller products begins with some game fiction. This is something many hate but I like this in most of the products and in this one it helps set the tone for the clan.

The question will be asked why use this clanbook. I have taken online quizzes in the past and I have been identified as belonging to Clan Toreador. I would not have picked this one for myself so I am not sure what is going on. I would have gone with Ventrue and they are perhaps the closest to the Toreador.

If you are a fan of the system and do not have these I would strongly suggest picking them up. I might opt for the later revised edition or even one under the updated system but regardless pick it up. They can usually be found priced really reasonably either online or at places like Half Price Books.

Here is the information on the clan from one of the online quizzes:

Artistic and maybe even a bit shallow, you belong to the clan of the Toreador. You have a keen eye for pretty things. The embrace is looked on as preserving all beautiful things for eternity. You are the sensual vampires that you hear people talk about that seduce to get what they want. This clan is the one thought of as being the spoiled sort who want to get what they want. However, you usually work right under the Ventrue clan as they try to carry out their plans.

The Toreador

The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion. To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence. 



Spell:

Mystical Location


Level: Sixth
Range: None
Duration: Special
Ares of Effect: One Item
Components: V,S,M
Casting Time: 1 Day
Saving Throw: None

When this spell is cast the magic user will be given the ability to locate any single item. The item they can locate must be specified in the casting of the spell. There will be limits on what item can be specified as well.

The caster will not know the exact location of the item. They will instead know a general direction of the item and a ballpark idea as to the distance away. The closer they come to the item the more definite the information will become. It may start out as vague as to the east and a continent away depending on the distance.

The caster will have one week free to locate the item. After that period of time the caster will lose one hit point per day and one point of constitution per week until the item is located. The caster may stop the location effect at any time. The hit points and constitution lost will be restored at the same rate lost. If the caster does not locate the item before the spell is stopped they will be unable to cast the spell again for the same item for a period of time equal to double the time the previous casting was in effect.

The material component of the spell will be connected with the item being sought after. The caster must have something that has been in direct contact with the item or used in its creation to be able to cast the spell. It should be noted that this spell can be used to locate both inanimate and living objects.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Sunday, September 11, 2011

Vampire: the Requiem Character Sheet Pad, Ignore Me

These are for the newer version of the game. I have not had a chance to play this version as of yet but I do have a copy of the character sheets. I will admit that there is something oddly disturbing and yet appealing to the cover for this product.

The characters sheets can be previewed online and downloaded at DriveThruRPG. They look to have what is needed without being too cluttered to make things hard to find until you are use to them. These are only two sided which is one more than in the books and two less than what was released for the older version. In the end it is a character sheet so all it has to accomplish is to standardize the record keeping and this accomplishes that.

Below is the information from the White Wolf web site....

The danse macabre is set to the tune of secrets. Who knows them, who keeps them and who’s willing to share - for a price. Now you have a place to keep all of your Vampire character's secrets. Just beware the player looking over your shoulder.

No More Photocopies

Continuing its line of tools for the Storytelling System™, White Wolf provides this indispensable collection of pre-printed Vampire: The Requiem™ character sheets. Each pad contains one character sheet from each Clan and Covenant combination. U.S. Page Count: 25



Spell:

Ignore Me


Level: First
Range: None
Duration: Permanent
Ares of Effect: 3" Radius
Components: V
Casting Time: Instantaneous
Saving Throw: Special

This spell allows the magic user, and their party, to appear  inconsequential to any other than their party in the area of  effect. This does not cause them to be forgotten they will simply  be overlooked.

The spell will only be effective if the party has not taken any  hostile actions against the group that would be affected. The  affected can also not already be in the process of attacking or  taking hostile action against the casters party.

There will be no save for those of lower intelligence than the  caster. The caster may also base the comparison against their  charisma if this is higher. If the intelligence of the victim is  higher than the stat it is compared against they will get a  saving throw. The save will be made at +1 for every point their  intelligence is higher.

The spell will require the caster to put forth some suggested  reason and course of action that will make them appear  inconsequential to the other group. This should be as simple as  possible and the DM may allow saves if the reasoning and action  are too complex or would not make sense. Something along the  lines of "We are not the adventurers you are looking for. Move  along now" would work. (Please don't sue me George!)

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit. 

Thursday, August 11, 2011

Wraith: The Oblivion Character Kit, Static Field

Wraith the Oblivion Character Kit is an accessory for the White Wolf game of the same name. It is a kit specifically created for the player to aid in their play as well as the character creation. It is compatible with both the first and second editions of the game. I am not sure it would work with the newer World of Darkness Wraith material.

The kit features a players screen as well as character sheets specific for the wraiths and shadows. In addition it also has a Certificate of Death designed for the player to fill out for their character. This will have vital information and events of note and such from the characters living life. Finally it contains a booklet that contains character generation information intended to clarify the process. The book also contains information on archaic firearms that will be found in the game.

Of all the White Wolf storyteller games Wraith was the one that I had the least interest in. It was the one that I also have the least understanding of so I might have had more interest in it if I had taken the time to understand how it fit in within the entire mythos that White Wolf had created. All of that aside if you are a player of the earlier editions of the game I can see how this would be useful...though I have never been a fan of player screens. I can see why a GM needs a screen but not so much the players. Still that is just my preference.


Spell:

Static Field


Level: Fourth
Range: 6" + 1"/Level
Duration: 1 Round/Level
Ares of Effect: 1" Sq/Level
Components: V,S
Casting Time: 4 Segments
Saving Throw: Half Damage

When this spell is cast the magic user causes a stationary area of static electrical energy to come into being. All beings or creatures in the area of effect will be affected by the energy contained in the field. This will include the caster and any party members if they are in the field when created or if they enter into it.

The field will affect creatures based on the amount of metal they have on their body. If they are wielding weapons made of metal will also determine how they are affected. The affected creatures will take on hit dice of damage plus one point per level of the caster while in the area of effect. The victim is entitled to a save and if made they only suffer half damage for that round. The type of damage per armor is below. Victims wielding a metal weapon take damage at the next highest level of damage.

Cloth or Leather Armor: d6
Metal Armor (except plate) :d8
Plate Armor: d10
Plate Armor (plus Weapon): d12

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Wednesday, April 13, 2011

K - Kithbook, Krull, Kleptomania, Kharg's Doom

The entire Kithbook series is some of the best material that White Wolf has ever released in my humble opinion. Some of them are more desirable for collectors and this is the one that everyone wants. I am not certain myself why the Pooka book is the most desired. I have read parts of all of them and have not been able to determine why. It may be just that the race is the most desired by most to play. The Pooka are by nature tricksters and makers of mischief. The can also shapechange which makes them adaptable to almost any situation. I guess when you type it I can now see why this might be the most sought after of the books. If you get a chance to read this or any of the Kithbooks and find Changeling in anyway interesting make a point to do so.

Movie:

Krull is another of those early 80's fantasy films that are still fairly well received today. I would have to say that that period in time may have been the Golden Age for fantasy movies. I would also probably attribute that to the popularity of D&D at that time. I do not think the Mazes&Monsters hysteria had struck yet though I am not sure of the timing. Regardless of all that Krull is a fun movie with though predictable plot still worth watching. In its day the special effects were well done. That and after watching the movie who did not want to find a way to use the Glaive as a weapon!

Plot:

Kleptomania strikes one of the player characters as an affliction. The character affected can be selected at random but I would make it the most uncomfortable choice possible. If there were a paladin in the group it would be him...only for the role playing aspects of it and plot. The onset can be slow and spread over a few sessions or longer. The character will begin finding things that they do not remember how they got and then start carelessly picking things up and forgetting to return or replace them. Eventually it will become a full on Kleptomaniac stealing without control until caught. Obviously a curse but why, how and who....maybe that Thieves Guild the group played a hand in thwarting awhile back.....

Magic:

Kharg's Doom is a legendary mace from the great Orc War that occurred sometime in the campaigns distant past. Kharg was the leader of the great Orc unification that brought not only most all of the Orc tribes but also many of the other humanoid tribes under one banner and leader. The humanoids once unified were a near unstoppable force. They armies they mustered were able to run roughshod over the smaller kingdoms and were slowly whittling away at the large human and the elf kingdom. The dwarves had shut their halls trying to weather the storm. The elves though were able to enlist the aid of the dwarven smiths and between them constructed a weapon to destroy the Orc King.

Kharg's Doom will a mace of unusually large size adorned with a mix of elvish script and dwarven runes. The head of the mace resembles or is a metallic orc skull. The mace is +5 in nature making it already formidable weapon but it will also do double damage to any humanoid when struck. When wielded by a character of at least 15th level the weapon will have a 50% chance to kill on contact any humanoid of less than seven hit die.  The last effect is what allowed the destruction of Kharg though. The mace allows the caster to take the form of any desired humanoid for an indefinite period of time but they must declare a task when this occurs and any deviation breaks the spell as will accomplishing the task. The change allows them to understand and speak all languages that would be appropriate. When the task is completed or change is broken there is a price to pay. The wielder will have to safe versus Death Magic or lose half of their levels with a save only costing them one quarter. This save is made at a -1 for each week they were changes. Finally they will age one half of any remaining years of their normal life expectancy.

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