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Dark Ladies
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OPEN GAME LICENSE Version 1.0a
Dark Ladies
By Andrew and Chris Hind
Further Development by Stephen Elliott
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.
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Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
Graphic Design: O’Bully
Editing: Mario Barbati
Artwork: Alessandro Ciofi
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1- Circe and Morgan le Fey (stats and descriptions)
2- All the game mechanics wholly derived
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson. Arcanologist from “Heroes of High Favor:
Elves”, © Badaxe Games. Crimeboss from “Freeport”, and Alicorn from “Bastards and Bloodlines”, © Green Ronin
Publishing. Dispossessed. from “D20Weekly”, © Steve Jackson Games. Notorius and Weapon Parry, © Fantasy
Flight Games.
Dark Ladies © by Øone Roleplaying Games
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erbela
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A
nima
L
ady Kamcha
A
rtemisia
M
ata Hari
C
atherine deiMedici
M
onika Barees
C
irce
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organ le Fey
C
ountess Erzsébet Bathory
P
izzta
D
ominica Rayn
S
ethia Kanul
E
telka von Anklappen
S
ycorax
G
rand Mistress Velumia
Appendix
H
atira
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Villainesses in RPGs
than men, one that eschews heavy armor and weapons
in favor of speed and accuracy. The more skilled the
duelist, the more obvious this difference in style might
be. A female combatant with the rapier, leather armor
and a variety of dexterity-based Feats might be very
deadly.
Myth, legend, iction and history are replete with
colorful villainesses. In some cases, they just happen
to be female. But more often, their gender is melded
into their role as an antagonist, and the result is a
unique dynamic. Villainesses are, by their very nature,
different then villains. The differences are physiological,
behavioral, societal and sexual. They present a host of
unique opportunities in roleplaying adventures.
Brawler: Female dwarves and half-orcs may be a
physical match for human males, on average. The same
goes for atypical human women, who may be tall and
muscular (e.g. Amazons, Valkyries) or heavy-set. Such
warrior women are capable of wearing heavy armor
and wielding large weapons. They are often proud of
their ability to best a man; if defeated in a fair ight they
may begrudgingly respect the victor or, more likely for a
villainess, despise him. In a roleplaying game, there can
be shock value in encountering a physically-powerful
woman.
For example, here are some archetypes unique to
villainesses, along with ways these archetypes can be
used effectively in a campaign:
Seductress: Villainesses of legend are most often
beautiful yet perilous, like a thorny rose bush or a
brightly patterned venomous snake. In a campaign, a
villainess use seduction to get into a position of trust,
often to learn secret information or catch unawares a
victim for assassination. Seduction may also be used
to distract a guard, blackmail a wealthy or inluential
person, or enthrall a lover to gain future favor. Some
villainesses seduce men merely to demonstrate power
over them. Scenes of seduction between NPCs and
player characters need not (and probably should not) be
described in detail. If approached seriously and tastefully,
such scenes can elicit a sense of betrayal and exploitation
and thus deepen the roleplaying experience.
Matriarch: Child-bearing is a uniquely feminine
ability. Consider this fact when designing and playing
villainesses. When the player characters defeat an evil
queen, what do they do with her children? What if the
secret enemy of the campaign turns out to be one of the
mother of one of player characters? If a villainess seduces
a player character, a child may be an unforeseen result;
if the campaign lasts long enough (or if magical aging is
involved), the player character may even have to face his
own offspring in combat (a la Mordred to Arthur).
4
Tyrant: Historically, some female rulers may have
felt the need to be extra strict or even harsh so that they
might maintain control in a male-dominated world.
In any case, vicious and cruel villainesses work well
in a roleplaying situation because their brutal nature
contrasts with what most of us still think of as feminine
traits. Player characters who witness an otherwise
charismatic queen punish a clumsy servant or order the
execution of all beautiful maidens will likely be shocked
and instantly thrown into opposition.
Hag: When not stunningly beautiful, villainesses are
usually hideous old hags. No longer capable of creating
life within, they become dedicated to destroying that
which exists around them. Their bitter or even evil nature
is relected in their appearance. Hags make great hack n’
slash enemies because they are essentially monsters;
most player-characters will have little compunction
against destroying them. However, you may wish to
throw in a twist, such as the “evil old witch” who in her
youth was driven to madness by a series of miscarriages,
and now kidnaps children (and Hallings!) to calm her
troubled mind…
Rival: When a campaign includes a female player
character, villainesses can take the role of rival. They
may vie for the attention, love or respect of another
player character, or for an NPC. Alternatively, they may
compete on a more general level, such as for a leadership
position in an order of knighthood.
Manipulator: While seductresses might manipulate
their lovers, this archetype speciically refers to a
villainesses who plots and schemes in secret. She may
appear to be the meek wife of a baron, but is actually
the power-behind-the-throne. She may be an inluential
member of a craft guild, thieves’ guild or wizards’ guild,
ensuring that the vote goes her may. Or she may seem to
be a helpless princess, sending to their doom the gallant
knights who come to her rescue. If this sort of villainess
is used correctly, they players may go some time before
iguring out the identity of their true enemy.
Hopefully, these archetypes demonstrate how
female antagonists can be treated differently, yet no less
effectively, in campaigns. Countless other suggestions
are scattered throughout the characters proiles included
in this book.
Duelist: Women are physiologically different from
man, usually more lightly built and with a different
center of gravity. As a result, one would imagine that
female combatants would adopt a different ighting style
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A
nima
Description
Anima appears mysterious and exotic and almost
riveting. Black hair lows halfway down her back,
framing a face of huge dark eyes, chiseled cheeks, and
full lips. Her skin is tawny from working outdoors in
the elements, and her hands while petite and shapely are
worn and rough from labor. Her jewelry - lamboyant
earrings and a moon-shaped necklace - is oversize and
clearly of mundane quality, and her clothing is simply
peasants fair, too big and bulky for her
small
Race: Human Ghoul
Class/Level: Sorcerer 8th
Height/Weight: 5’8”, 130 lbs
Hit Points: 56
Initiative: +8 (+4 Improved Initiative, +4 Dex)
Speed: 30 feet
Armor Class: 18 (+4 Dex, +2 natural, +2 cloak of
the bat)
Attacks: Bite +8 melee, 2 claws +5 melee, or by
weapon type +5 melee/+9 ranged
Damage: Bite 1d6+1 plus paralysis, claws 1d3+1
plus paralysis, or by weapon type
Special Attacks: Paralysis, create spawn
Special Qualities: +4 Turn Resistance
Alignment: Chaotic Evil
Saves: Fort +4, Ref +11, Will +13
Abilities: Str 12, Dex 18, Con 14, Int 15, Wis 14, Cha 19
frame.
Anima plays the role of
a simple housewife to
her farmer
husband,
Sidi -
Nouman, to
the hilt. She is
courteous,
Skills: Animal Empathy +1, Bluff +6, Climb +6,
Concentration +3, Craft (Weaving) +3, Escape Artist +5,
Handle Animal +1, Heal +3, Hide +7, Intuit Direction
+2, Jump +5, Knowledge (Arcana) +6, Listen +7, Move
Silently +7, Search +6, Sense Motive +3, Spot +7,
Wilderness Lore +2.
Feats: Combat Casting, Dodge, Improved
Initiative, Maximize Spell, Multiattack,
Weapon Finesse (Bite), Track.
5
Possessions: Ring
of mind shielding ,
cloak of the bat ,
sturdy working
clothes, household
utensils, farming
implements.
Spell List: 6/6/6/5/3.
0-Level: Daze, Detect Magic,
Detect Poison, Disrupt Undead, Flare,
Ghost Sound, Mending, Read Magic,
Resistance.
1st-Level: Cause Fear, Change Self,
Charm Person, Expeditious Retreat,
Jump, Protection from Good, Ray
of Enfeeblement, Sleep, Spider
Climb, Summon Monster I.
2nd-Level: Alter Self,
Blindness/Deafness, Darkness,
Darkvision, Detect Thoughts,
Obscure Object, Scare, Spectral
Hand, Summon Swarm.
3rd-Level: Halt Undead, Hold Person, Magic
Circle against Good, Nondetection, Phantom Steed,
Suggestion, Vampiric Touch.
4th-Level: Fear, Polymorph Other, Scrying, Summon
Monster IV.
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