Another very quick side-step from Ubiquity to look at another version of Space: 1889.
Space 1889: Red Sands
This is the Savage Worlds update to the classic Space 1899. Like it's fore-bearer this is a game where brave men and women from Earth brave the Ether to travel to a dying Mars or a Venus covered in lush jungles and dinosaurs. Loosely based on the works of Burroughs and Verne this is a space travel game with a twist. There is plenty of room for adventure and the opportunity to plant the flag of the British Empire on a new world or even find adventure of your own.
It is the Savage World rules and you need the core rules to play this. It is great fun and it is to date the best reason given to me to play Savage Worlds.
The only downside to this is that there is no conversion notes from the old Space 1899 to the new system. But that is minor compared to all the material you get here.
The book itself is 193 full color pages.
The "value add" for this book is that it focuses completely on the Space: 1889 universe. The character creation rules, combat and the rest are all in the main Savage Worlds book.
This leaves room for the "Savage Tales" chapter which is full of adventure hook, ideas and mini-scenarios. Note: There is nothing stopping you from using these with any other edition of Space: 1889 you might own.
This is also a time to address the Pachycephalosaurus in the room. Why choose Ubiquity over Savage Worlds?
Ubiquity vs. Savage Worlds
Both systems are designed to "generic" systems. I also associate both system with Pulp-era action. In fact I might have even said here at some point in the past that Savage Worlds was my "go to" system for Pulp Era Action, but I think I have to give that nod to Ubiquity now.
Though both seem, on paper anyway, of handling the the type of adventure found in Space: 1889. The Space: 1889 - The Strange Land adventure even comes in both flavors, Ubiquity and Savage Worlds.
I suppose then it is a matter of taste. Savage Worlds gives you access to things like Rippers and Gaslight. But Ubiquity gives you access to things like Hollow Earth Expedition.
Showing posts with label savage worlds. Show all posts
Showing posts with label savage worlds. Show all posts
Wednesday, July 15, 2015
Tuesday, June 25, 2013
Magic for Savage Worlds
Hey all!
What do you all say is the best magic supplement, or supplement that features as lot of magic, for Savage Worlds?
I am doing some research and not quite sure where to start yet.
What do you all say is the best magic supplement, or supplement that features as lot of magic, for Savage Worlds?
I am doing some research and not quite sure where to start yet.
Tuesday, April 9, 2013
H is for Hellhound
Hellhounds are an interesting beastie. In many RPGs they are the first monster one runs into to let you know that there is something "else" out there. But they are far more interesting than that. The Hell Hound, spectral hound, barhgest, black shuck, Cu Sith, or any other number of spectral, ghostly or otherworld hounds represent one of our deepest fears; that something familiar we have let into our lives is in reality a demonic being.
Even before there were demonolgists or even Christians, Muslims and Jews, we had "hellhounds" of one sort or another. Greek myths had them as companions to the Goddess Hecate. Likewise the Norse had them as companions to the Goddess Hel. The also, respectively, featured unique hounds like Cerberus and Garm that guarded the gates of the afterlife.
Hellhounds though also are also popular in popular literature. The most popular story of a hell hound was Sherlock Holmes and the Hound of the Baskervilles. Though it could have been more about a Black Dog or even Black Shuck. In the end it wasn't any of those of course.
Dogs of course are one of humanity's oldest companions. When we were just figuring out what to do with civilization, dogs were there with us. They have evolved much as we have. As a psychologist and atheist I find it very fascinating that we can demonize them so. As a gamer I find them equally as fascinating.
Hellhounds were introduced to the D&D game back in the earliest days in the Greyhawk supplement to the Original D&D rules. This book included another dog-like creature, the Blink Dog, which seems to be the "good" counterpart. They appeared next in the classic Monster Manual and have been in every edition of the game ever since.
Given the horror aspect, and out of respect to ACD, here is the hell hound for various game systems, but focusing on Victorian age ones.
Hellhound
Ghosts of Albion, Unisystem
Creature Type: Demonic Animal
Life Points: 30
Drama Points: 1
Attributes
Str: 4
Dex: 4
Con: 3
Int: 1
Per: 5
Will: 4
Ability Scores
Muscle: 14, Combat: 14, Brains: 5
Special Abilities: +10 to Brains Score for smell and hearing sensing, Demon, Fear, Hard to Kill, Lesser Sensing, Cold Vulnerability, Breathe Fire, Resistance (Fire).
Anyone seeing a Hellhound for the first time must make a Fear check (Willpower x2).
Hellhound do not take damage from fire but take double damage from cold.
Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Fire Breath +14 15 fire* (extra fire damage based on SL)
Deflect +9 - Magic defence action; deflects spell 45˚
Hellhound
Savage Worlds (Rippers / Gaslight)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Bite: Str+2
• Breathe Fire: A hellhound can breath a jet of flame that causes fire damage (Spirit +2)
• Fear: Anyone that sees a hellhound must make a Guts roll.
• Fleet Footed: Hellhounds have a d10 running die.
• Go for the Throat: If a Hellhound gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Resistance (Fire): Hellhounds take n damage from fire.
• Weakness (Cold): Hellhounds take +4 damage from cold or cold based weapons.
Hellhound
Victoriana 2nd Edition
Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 4
Health: 5 (10)
Signature Skills: Conceal +5, Hide & Sneak +5, Perception +5,
Traits: Fire immunity, Night Vision
Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice), Breath Weapon (3d)
Damage: Bite (3d), Fire (4d)
Hellhound
Victoriana 1867 Edition
Mental Competence: 10
Physical Competence: 15
Health: 35/15 (surrounded by flames)
Skill Picks: Hide & Sneak (10), Dodge! (8)
Combat Picks: Bite 2d+4 lethal (10), Gaze (8) – opposed roll against opponent’s resolution, or the target is stunned for 2 rounds, Breath Fire (10) for 4d+4.
Hellhounds are 1st circle demons, slightly above imps.
Hellhound
Basic Era D&D / The Witch (because I can)
Armor Class: 3 [16]
Hit Dice: 4d8+4* (22 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon
Damage: 1d4 / 1d4 / 1d6+3 / 1d8 (fire)
Special: fear, low-light vision (120’), scent
Movement: 90’
No. Appearing: 1 (1-3 in lair)
Saves As: Fighter 5
Morale: 7
Treasure: None
Alignment: Evil
XP: 150
Five systems is pretty good. That's a whole pack of hellhounds.
Even before there were demonolgists or even Christians, Muslims and Jews, we had "hellhounds" of one sort or another. Greek myths had them as companions to the Goddess Hecate. Likewise the Norse had them as companions to the Goddess Hel. The also, respectively, featured unique hounds like Cerberus and Garm that guarded the gates of the afterlife.
Hellhounds though also are also popular in popular literature. The most popular story of a hell hound was Sherlock Holmes and the Hound of the Baskervilles. Though it could have been more about a Black Dog or even Black Shuck. In the end it wasn't any of those of course.
Dogs of course are one of humanity's oldest companions. When we were just figuring out what to do with civilization, dogs were there with us. They have evolved much as we have. As a psychologist and atheist I find it very fascinating that we can demonize them so. As a gamer I find them equally as fascinating.
Hellhounds were introduced to the D&D game back in the earliest days in the Greyhawk supplement to the Original D&D rules. This book included another dog-like creature, the Blink Dog, which seems to be the "good" counterpart. They appeared next in the classic Monster Manual and have been in every edition of the game ever since.
Given the horror aspect, and out of respect to ACD, here is the hell hound for various game systems, but focusing on Victorian age ones.
Hellhound
Ghosts of Albion, Unisystem
Creature Type: Demonic Animal
Life Points: 30
Drama Points: 1
Attributes
Str: 4
Dex: 4
Con: 3
Int: 1
Per: 5
Will: 4
Ability Scores
Muscle: 14, Combat: 14, Brains: 5
Special Abilities: +10 to Brains Score for smell and hearing sensing, Demon, Fear, Hard to Kill, Lesser Sensing, Cold Vulnerability, Breathe Fire, Resistance (Fire).
Anyone seeing a Hellhound for the first time must make a Fear check (Willpower x2).
Hellhound do not take damage from fire but take double damage from cold.
Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Fire Breath +14 15 fire* (extra fire damage based on SL)
Deflect +9 - Magic defence action; deflects spell 45˚
Hellhound
Savage Worlds (Rippers / Gaslight)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Bite: Str+2
• Breathe Fire: A hellhound can breath a jet of flame that causes fire damage (Spirit +2)
• Fear: Anyone that sees a hellhound must make a Guts roll.
• Fleet Footed: Hellhounds have a d10 running die.
• Go for the Throat: If a Hellhound gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Resistance (Fire): Hellhounds take n damage from fire.
• Weakness (Cold): Hellhounds take +4 damage from cold or cold based weapons.
Hellhound
Victoriana 2nd Edition
Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 4
Health: 5 (10)
Signature Skills: Conceal +5, Hide & Sneak +5, Perception +5,
Traits: Fire immunity, Night Vision
Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice), Breath Weapon (3d)
Damage: Bite (3d), Fire (4d)
Hellhound
Victoriana 1867 Edition
Physical Competence: 15
Health: 35/15 (surrounded by flames)
Skill Picks: Hide & Sneak (10), Dodge! (8)
Combat Picks: Bite 2d+4 lethal (10), Gaze (8) – opposed roll against opponent’s resolution, or the target is stunned for 2 rounds, Breath Fire (10) for 4d+4.
Hellhounds are 1st circle demons, slightly above imps.
Hellhound
Basic Era D&D / The Witch (because I can)
Armor Class: 3 [16]
Hit Dice: 4d8+4* (22 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon
Damage: 1d4 / 1d4 / 1d6+3 / 1d8 (fire)
Special: fear, low-light vision (120’), scent
Movement: 90’
No. Appearing: 1 (1-3 in lair)
Saves As: Fighter 5
Morale: 7
Treasure: None
Alignment: Evil
XP: 150
Hellhounds cause fear as per the spell (Save vs. Paralysis to negate). They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge.
Five systems is pretty good. That's a whole pack of hellhounds.
Friday, July 23, 2010
Willow & Tara: Savage Worlds
So the conversions of Unisystem to Savage Worlds and back went so well it seems a shame not to include a posting about my witches.
Willow & Tara in a Savage World
Given the pulpy feel of Savage Worlds and the general power levels I don't think I should try to convert late "Season of the Witch" or "Generation HEX" versions of the girls. Sure there are books out there that I think would cover it ("Necessary Evil" is a good choice), but I am sticking with the core book here, or even maybe a modern version of Rippers. Instead maybe a separate development evolution would be a good idea. So I would start with the girls circa their run in my WitchCraft RPG game and maybe just before the events of my Mutants and Masterminds game.
The biggest issue for me is the magic system. I have been going over it more lately and I see it is something I could work with. One thing is for sure, magical characters in Unisystem start out more powerful than their counterparts in Savage Worlds. I guess that is ok really. What I ended up doing is giving the girls around 60-65 XPs to advance them to "current" levels (which puts them into the "Heroic" tier for Savage Worlds). The amount of magic they have seems less that their Unisystem counterparts, but I think I can live with at really.
Tara A. Maclay (circa 2007 game time)
Human: Heroic (60 XP)
Female; Age 27; Height: 5' 5"; Weight 125lbs
Attributes
Agility d4
Smarts d10
Spirit d10
Strength d4
Vigor d6
Derived Traits
Pace 6 Toughness 5
Parry 6 Charisma 2
Skills
Driving d4
Fighting d4
Healing d6 +2
Knowledge, Humanities d10
Knowledge, Occult d12
Notice d6
Riding d6
Spellcasting (Arcane) d10
Hindrances
Curious
Enemy (various)
Loyal
Edges
Arcane Magic
Attractive
Hard to Kill
Healer
Arcane Powers (15 Points)*
Barrier, Bolt, Burst, Deflection, Dispel, Light, TK
For this I went with powers she has (bolt, TK, Light, Deflection) and ones she uses the most often (barrier, Burst, Dispel). Other spelss might need to be re-classified as "rituals".
Willow & Tara in a Savage World
Given the pulpy feel of Savage Worlds and the general power levels I don't think I should try to convert late "Season of the Witch" or "Generation HEX" versions of the girls. Sure there are books out there that I think would cover it ("Necessary Evil" is a good choice), but I am sticking with the core book here, or even maybe a modern version of Rippers. Instead maybe a separate development evolution would be a good idea. So I would start with the girls circa their run in my WitchCraft RPG game and maybe just before the events of my Mutants and Masterminds game.
The biggest issue for me is the magic system. I have been going over it more lately and I see it is something I could work with. One thing is for sure, magical characters in Unisystem start out more powerful than their counterparts in Savage Worlds. I guess that is ok really. What I ended up doing is giving the girls around 60-65 XPs to advance them to "current" levels (which puts them into the "Heroic" tier for Savage Worlds). The amount of magic they have seems less that their Unisystem counterparts, but I think I can live with at really.
Tara A. Maclay (circa 2007 game time)
Human: Heroic (60 XP)
Female; Age 27; Height: 5' 5"; Weight 125lbs
Attributes
Agility d4
Smarts d10
Spirit d10
Strength d4
Vigor d6
Derived Traits
Pace 6 Toughness 5
Parry 6 Charisma 2
Skills
Driving d4
Fighting d4
Healing d6 +2
Knowledge, Humanities d10
Knowledge, Occult d12
Notice d6
Riding d6
Spellcasting (Arcane) d10
Hindrances
Curious
Enemy (various)
Loyal
Edges
Arcane Magic
Attractive
Hard to Kill
Healer
Arcane Powers (15 Points)*
Barrier, Bolt, Burst, Deflection, Dispel, Light, TK
For this I went with powers she has (bolt, TK, Light, Deflection) and ones she uses the most often (barrier, Burst, Dispel). Other spelss might need to be re-classified as "rituals".
Willow D. Rosenberg (circa 2007 game time)
Human: Heroic (65 XP)
Female; Age 27; Height: 5' 3"; Weight 105lbs
Attributes
Agility d4
Smarts d12
Spirit d10
Strength d4 (next advance take this to d6, she's been working out)
Vigor d6
Derived Traits
Pace 6 Toughness 5
Parry 4 Charisma 4
Skills
Driving d4
Fighting d4
Knowledge, Computers d12
Knowledge, Occult d12
Knowledge, Science d10
Notice d6
Persuasion d6
Spellcasting (Arcane) d10
Hindrances
Enemies
Stubborn
Vengeful
Edges
Arcane Magic
Attractive
Charismatic
Hard to Kill
Rapid Recharge
Arcane Powers (15 Points)
Blast, Bolt, Detect/Conceal Arcana, Dispel, Elemental Manipulation (fire), Fly, TK
Gear
Doll's Eye Chrystal +1 to spellcasting
So. There they are.
Here is what I see. I would like to figure out a way to increase both of their Power Points. Tara should have 5 more than Willow since I see her more of an arcane wellspring, but Willow can "refuel" faster. I think I would rule that Witches start the game with 15 or 20 Power Points instead of 10.
I would also include a Ritual Casting rule that would allow a magical type to use "rituals" or spells written in books for a one-time effect. In truth I'd do them very similar to how they are done in D&D 4E. This gives the "normal guy" a chance to throw some mojo around. The Power Point cost would have to come from somewhere. I would rule then that Normal Humans have 5 (or 10) power points that they just can't get too, but can use in rituals or to aid another. Maybe supernaturals then get 15 and then witches have 20. Set it up something like Essence from the WitchCraft game. This assumes a game that is more magic-based than the pulpy action feel that is normal to Savage Worlds.
I would though like to try out these builds in a Savage Worlds game sometime. The other builds I have a more inherent feel for. These, I think, would end up being pretty powerful, maybe more so than the numbers let on to me. I had the same issue with my Mutants & Masterminds builds.
NOTE: I just picked up the The Kerberos Club for Savage Worlds, so I might have more to say on this later.
NOTE: I just picked up the The Kerberos Club for Savage Worlds, so I might have more to say on this later.
Tuesday, July 20, 2010
Savage Worlds: Characters
In my previous post about Savage Worlds, I mentioned that converting to and from Unisystem is a breeze.
Typically here I'd throw in my witches. But given the gritty feel of SW, the level of magic in the system and as nod to the author I think Ill convert a different iconic Unisystem Character, Ash.
The Savage Dead
Ashley J. Williams is a great choice really. He fits the feel of Savage Worlds well, he has really cool Qualities and Drawbacks and most everyone that would play either game knows who he is.
This is a fairly direct conversion. No real attempt has been made to massage these numbers into place. Given that, I think they look and feel about right.
Ash (there would be one of those grinning skull things here)
Rank: Heroic (my best guest)
Race: Human
Attributes
Agility d12, Smarts d6, Spirit d8, Strength d12, Vigor d12+2
Skills
Climbing d4, Driving d6, Fighting d10, Guts (d6)*, Intimidation d8, Investigation d4, Knowledge d4, Notice d6**, Persuasion d8, Repair d8, Riding d6, Shooting d10, Survival d4, Swimming d4, Taunt d8, Throwing d4
Hindrances
Enemy, One Hand, Quirk (Schmuck)
Edges
Attractive, Combat Reflexes, Fast Healer, Hard to Kill, Inspire, Natural Leader, Mr. Fit-it, Nerves of Steel
*Not converted from the source, but rather derived.
** Converted from Notice and Perception
In most cases the Hindrances and Edges convert right from the quality of the same (or similar) name. Others, like Schmuck, Really Big Chin and Promised One don't and are broken up into their components.
For weapons give him a chain saw and a boom stick and we are groovy.
Ash is good example of a Unisystem character that feels right at home in SW, what about the other direction?
For this I want to go with Rippers.
Ripped Slayers
In Rippers there is a group of monster hunters called the Rippers. A faction of these are known as the Slayers. The current leader of the Slayers is a 17 year old girl (In 1892) named Tara LaGrange. So young girl fighting monsters and calling herself "The Slayer"...sound familiar yet? Well to be fair she is a slayer, not a Slayer. But the idea is there so lets see how she looks in Unisystem using the Ghosts of Albion rules. Also, since we can, lets go ahead and make Tara here (what? I didnt name her) an honest to goodness Slayer. In Ghosts of Albion she is an Apprentice or in Buffy a White Hat. To make a her a Slayer we will change her to a Journeyman or Hero and have those stats follow after. So for Strength she has 3 if she is just a normal girl, or 6 if she is a full Slayer. The normal human is a direct conversion of the Rippers rules with no attempt made to massage the stats. As with Ash I think it works out well.
Tara LaGrange, the slayer
Type: Apprentice Normal Human (Ghosts of Albion Rules)
Life Points: 49
Drama Points: 20
Strength: 3
Dexterity: 4
Constitution: 3
Intelligence: 4
Perception: 2 (again based on best estimates)
Willpower: 4
Qualities
Contacts (Rippers, 3)*
Contacts (Supernatural, 3)*
Fast Reaction Time
Hard to Kill, 5
Nerves of Steel
Drawbacks
Adversaries, 2 (vampires, demons, werewolves and the like)
Minority (woman) (From Ghosts of Albion)
Obligation (Rippers, 3)*
Skills
Armed Mayhem 3, Athletics 1, Crime 3, Engineering 2, Fisticuffs 3, Influence 3, Knowledge 2 (part of the SW/Ripper Common Knowledge rule), Languages 1 (English read/write), Marksmanship 5, Notice 3, Occultism 2, Wild Card (Ripper Tech) 1
* Not in the Savage Worlds character stats but assumed as part of being a Ripper.
That worked REALLY well in my mind. Sure, she is a bit light as a Slayer, but this is a normal girl with a really big chip on her shoulder. Her skills ended up a tad high for a starting character, but this is an NPC with some history, so that is fine really.
Adding the Slayer Quality makes the following changes:
Tara LaGrange, the Vampire Slayer
Type: Hero Slayer
Life Points: 73
Drama Points: 15
Strength: 6
Dexterity: 7
Constitution: 6
Intelligence: 4
Perception: 2 (again based on best estimates) (note this is actually too low for a Slayer and really should be raised to 4)
Willpower: 6
Qualities
Contacts (Rippers, 3)*
Contacts (Supernatural, 3)*
Slayer
- Fast Reaction Time (part of Slayer)
- Hard to Kill (part of Slayer) 5
- Nerves of Steel (part of Slayer)
- Regeneration (part of Slayer)
- +1 to Armed Mayhem and Fisticuffs (part of Slayer)
- Lesser Sensing (in the Buffy book, but the name comes from Ghosts of Albion)
Drawbacks
Adversaries, 4 (vampires, demons, werewolves and the like)
Minority (woman) (From Ghosts of Albion)
Obligation (Rippers, 3)*
Skills
Armed Mayhem 4, Athletics 1, Crime 3, Engineering 2, Fisticuffs 4, Influence 3, Knowledge 2 (part of the SW/Ripper Common Knowledge rule), Languages 1 (English read/write), Marksmanship 5, Notice 3, Occultism 2, Wild Card (Ripper Tech) 1
* Not in the Savage Worlds character stats but assumed as part of being a Ripper. In this case the Rippers take the place of the Watchers.
I like it. So Miss LaGrange is now my official Slayer in 1892.
Ok, next time I go back and try some Savage Worlds magic.
Typically here I'd throw in my witches. But given the gritty feel of SW, the level of magic in the system and as nod to the author I think Ill convert a different iconic Unisystem Character, Ash.
The Savage Dead
Ashley J. Williams is a great choice really. He fits the feel of Savage Worlds well, he has really cool Qualities and Drawbacks and most everyone that would play either game knows who he is.
This is a fairly direct conversion. No real attempt has been made to massage these numbers into place. Given that, I think they look and feel about right.
Ash (there would be one of those grinning skull things here)
Rank: Heroic (my best guest)
Race: Human
Attributes
Agility d12, Smarts d6, Spirit d8, Strength d12, Vigor d12+2
Skills
Climbing d4, Driving d6, Fighting d10, Guts (d6)*, Intimidation d8, Investigation d4, Knowledge d4, Notice d6**, Persuasion d8, Repair d8, Riding d6, Shooting d10, Survival d4, Swimming d4, Taunt d8, Throwing d4
Hindrances
Enemy, One Hand, Quirk (Schmuck)
Edges
Attractive, Combat Reflexes, Fast Healer, Hard to Kill, Inspire, Natural Leader, Mr. Fit-it, Nerves of Steel
*Not converted from the source, but rather derived.
** Converted from Notice and Perception
In most cases the Hindrances and Edges convert right from the quality of the same (or similar) name. Others, like Schmuck, Really Big Chin and Promised One don't and are broken up into their components.
For weapons give him a chain saw and a boom stick and we are groovy.
Ash is good example of a Unisystem character that feels right at home in SW, what about the other direction?
For this I want to go with Rippers.
Ripped Slayers
In Rippers there is a group of monster hunters called the Rippers. A faction of these are known as the Slayers. The current leader of the Slayers is a 17 year old girl (In 1892) named Tara LaGrange. So young girl fighting monsters and calling herself "The Slayer"...sound familiar yet? Well to be fair she is a slayer, not a Slayer. But the idea is there so lets see how she looks in Unisystem using the Ghosts of Albion rules. Also, since we can, lets go ahead and make Tara here (what? I didnt name her) an honest to goodness Slayer. In Ghosts of Albion she is an Apprentice or in Buffy a White Hat. To make a her a Slayer we will change her to a Journeyman or Hero and have those stats follow after. So for Strength she has 3 if she is just a normal girl, or 6 if she is a full Slayer. The normal human is a direct conversion of the Rippers rules with no attempt made to massage the stats. As with Ash I think it works out well.
![]() |
| The Slayer of Victorian Age, Tara LaGrange. Flanked by Victorian Willow and Tara by mqken. |
Type: Apprentice Normal Human (Ghosts of Albion Rules)
Life Points: 49
Drama Points: 20
Strength: 3
Dexterity: 4
Constitution: 3
Intelligence: 4
Perception: 2 (again based on best estimates)
Willpower: 4
Qualities
Contacts (Rippers, 3)*
Contacts (Supernatural, 3)*
Fast Reaction Time
Hard to Kill, 5
Nerves of Steel
Drawbacks
Adversaries, 2 (vampires, demons, werewolves and the like)
Minority (woman) (From Ghosts of Albion)
Obligation (Rippers, 3)*
Skills
Armed Mayhem 3, Athletics 1, Crime 3, Engineering 2, Fisticuffs 3, Influence 3, Knowledge 2 (part of the SW/Ripper Common Knowledge rule), Languages 1 (English read/write), Marksmanship 5, Notice 3, Occultism 2, Wild Card (Ripper Tech) 1
* Not in the Savage Worlds character stats but assumed as part of being a Ripper.
That worked REALLY well in my mind. Sure, she is a bit light as a Slayer, but this is a normal girl with a really big chip on her shoulder. Her skills ended up a tad high for a starting character, but this is an NPC with some history, so that is fine really.
Adding the Slayer Quality makes the following changes:
Tara LaGrange, the Vampire Slayer
Type: Hero Slayer
Life Points: 73
Drama Points: 15
Strength: 6
Dexterity: 7
Constitution: 6
Intelligence: 4
Perception: 2 (again based on best estimates) (note this is actually too low for a Slayer and really should be raised to 4)
Willpower: 6
Qualities
Contacts (Rippers, 3)*
Contacts (Supernatural, 3)*
Slayer
- Fast Reaction Time (part of Slayer)
- Hard to Kill (part of Slayer) 5
- Nerves of Steel (part of Slayer)
- Regeneration (part of Slayer)
- +1 to Armed Mayhem and Fisticuffs (part of Slayer)
- Lesser Sensing (in the Buffy book, but the name comes from Ghosts of Albion)
Drawbacks
Adversaries, 4 (vampires, demons, werewolves and the like)
Minority (woman) (From Ghosts of Albion)
Obligation (Rippers, 3)*
Skills
Armed Mayhem 4, Athletics 1, Crime 3, Engineering 2, Fisticuffs 4, Influence 3, Knowledge 2 (part of the SW/Ripper Common Knowledge rule), Languages 1 (English read/write), Marksmanship 5, Notice 3, Occultism 2, Wild Card (Ripper Tech) 1
* Not in the Savage Worlds character stats but assumed as part of being a Ripper. In this case the Rippers take the place of the Watchers.
I like it. So Miss LaGrange is now my official Slayer in 1892.
Ok, next time I go back and try some Savage Worlds magic.
Monday, July 19, 2010
Savage Worlds
Savage Worlds & Rippers
I have talked around Savage Worlds in the past, here and here in particular, but never about Savage Worlds directly. Well, I'll change that now.
Savage Worlds is a multi-genre (I dont think Generic is the right word here) action RPG from Pinnacle Entertainment Group, the same people that gave us Deadlands. And the game itself is written by a very familiar name to Unisystem fans, Shane Hensley, who has given us Fistfull of Zombies for AFMBE and Army of Darkness for Cinematic Unisystem (among others of course). This seems to be a genre that works well for Shane since you can see similar DNA in Savage Worlds.
I had the chance a couple of Gen Cons ago to sit down and play some Savage Worlds. Its tagline of Fast! Furious! Fun! certainly held up in character creation, I was able to roll out my standard witch-like character very quickly.
One thing became very, very clear to us right away, well more than one thing, but I digress. The one thing that was clear that if you want to play a pulpy style game, then Savage Worlds could be the game you are looking for. But I don't play a lot of pulp, I play horror and magic. Is Savage Worlds the game for me?
Well.that depends. There are certainly some things about it like and things I don't like. One thing I do like is Rippers, a Gothic, steam punk Victorian Horror style monster hunter game for Savage Worlds; but I have a softspot for those. Ill detail Rippers and how it compares to Ghosts of Albion in a bit. When I detail my conversions, Ill indicate whether or not I am drawing from Rippers or some other source, otherwise assume I mean Savage Worlds core.
Crunch
Ok. So what can Savage Worlds give me? Well for a crunch guy like me there is a lot to look at despite the streamlined system. Savage Worlds uses different die to represent different levels of ability for example like Deadlands. So a d4 is base level, d6 is a little better and so on up to d12 (no d20) and all are rolled against a target number, typically 4. The largest number on each die explodes (called an Ace in this game or the Rule of 10 in Unisystem), so you actually have a better chance of Acing when your die is lower than higher; 25% chance on a d4 vs say a 10% chance on a d10. The neatest thing thought is the addition of a Wild Die. The Wild Die, a d6, can be rolled in any action, but only once per action. If the Wild Die rolls higher than your normal die you can take that roll instead. Given this Id like to figure out a Wild Die mechanic for Unisystem, but given the flat distribution of the Unisystem task resolution I dont see it working as well. Like a regular die roll a Wild Die can Ace as well. There are also cards used, but I wont get into that here.
Savage Worlds also has something called Bennies. Think of these as advanced Hero Points or somewhat lesser Drama Points (this is a recurring theme really. Characters in Savage Worlds are just slightly less powered than their Unisystem counterparts, but more later). You only get four of them and they dont transfer from session to session so use them while you have them.
Game Play
We played one of the downloadble adventures for our first time. I had not bought the books yet, but one of the guys I was with had them. It was the Core Savage Worlds book, Rippers (which we only looked at) and a couple of others. We played a pulpy style adventure where the characters were a professor of Archeology, his assistant who happened to be a witch (that was mine) and an 8-foot tall Cat-humanoid. Ok I gotta admit that any game that allows this out of the box has my attention! Turns out it worked REALLY well.
We did get up an running rather quickly. Combat seemed to be a little slow, and the magic system took a little to get used too. Now my group is used to playing odd things. I have playtested many new games with them and combined we all have about 80 years worth of RPG experience. Combat I think we just need to get used too, Magicis a different story.
Basic Conversions
Conversions between the two systems are surprisingly easy. I say surprising, it isn't really since I feel both games appeal to the same kind of gamer and similar kinds of game worlds. Both games assume normal humans (at least at their core) and a small set of skills. Both games have Qualities or Edges and Drawbacks or Hindrances.
Attributes and Skills
Conversions here could not be easier. From the Unisystem perspective the lowest human score is a 1, but most heroes will have a minimum of 2 in their Attributes. Savage Worlds heroes start out as fairly hardy folks, so they all begin with a d4 and can go up with creation points. The max for Unisystem humans is 6 and for Savage Worlds is d12. This is pretty much the same conversions I use for Cortex, so I'll include them as well.
This give us this:
As we move up an Attribute of 9 in Unisystem is an automatic success. Likewise in Savage Worlds a d12+3 will be an automatic success in just about anything as well. Ok, technically an Attribute of 8 + 1d10 is an automatic success in most cases. But that is picking nits and most humans won't be this high.
Quick converting NPCs from the Savage Worlds Core and Rippers and breaking down the basic Savage Worlds rules reveal that your starting Savage Worlds character converts out to 15 Unisystem Attribute points. This is the same as a White Hat or Primitive Screwhead in cinematic Unisystem or a Pre-Heroic character in AFMBE. This parity between the two games continues.
Attribute classifications line up really nice as well. They even serve very similar functions.
So at this point it is rather easy to spot convert characters. A Savage Worlds character with Strength d6 is roughly the same as a Unisystem character with Strength 3.
When converting to Unisystem from Savage Worlds I say give the character a base Perception of 2. No worries, the Notice skill converts as a Notice skill.
Both games have Secondary or Derived stats too. As in most cases it is best to convert Primary Stats and then use the system in question to derive the secondary ones.
Skills
Like the Attributes running the numbers on Savage Worlds skills gives us the equivalent of 15 skill points; again, Primitive Screwhead territory. The issue comes when spliting these skill points up. Cinematic Unisystem has 18 skills (or 16 for Ghosts of Albion) and Classic has more. Savage Worlds has 24 points for skills (in Unisystem terms). Some of these crossover with their Unisystem equivalent, enough to make me call them all the same. If you are converting a Unisystem character to Savage Worlds this is only an issue if the character is Pre-Heroic.
Some skills do not have exact duplicates. On the Cinematic Unisystem side there are Acrobatics, Art, Computers, Languages, Occultism and Science. Art, Computers, Languages and Science are mostly covered by the Smarts attribute. Acrobatic can be covered by Edges (more on that below).
Occultism in terms of Occult Knowledge would also be covered Smarts. Occultism in terms of knowledge to cast spells is handled in part by the Arcane Background and various Arcane Edges.
On the Savage Worlds side there is Guts, which has some equivalents in Unisystems Willpower, Nerves of Steel and Resistance (Fear) or Coward.
Up to this point our hero and his Mirror Universe counterpart are still mostly the same. The differences begin to show when we get to Edges and Hindrances.
Qualities, Edges, Drawbacks and Hindrances
One of the hallmarks of Unisystem are the Qualities and Drawbacks. There are the basics Hard to Kill and Nerves of Steel, but in order to be a Protector, have a Really Big Chin or be called a Slayer you need the associated Quality. Edges and Hindrances also work a little different than Qualities and Drawbacks. First off you get a lot fewer of them in Savage Worlds than in Unisystem. Secondly Hindrances come in two types, Minor and Major. A major Hindrance for example gets you two Edges. You can gain a new Edge (or buy off a Hindrance) only when you level up. Level is not the same as d20 levels, more like Chill really. But Edges do remind me of Feats and the magic system works much the same. An enterprising Game Master could figure out a way to convert True20s magic system to Savage Worlds very easily in fact. But I digress.
In general when converting look for Qualities, Edges, Drawbacks and Hindrances that have the same names, it will work out better for you. Minor Hindrances in Unisystem terms should be worth about 1 or 2 points (mostly one), while Major Hindrances are worth 3 to 5. Some 3s could go either way depending on what they are.
There are no combo or package Edges like some of Unisystems package Qualities, there are Professional Edges that are a combination of Edges, Hindrances, skills and prerequisites that do the same job though. The Wizard Edge is roughly analogous to the Witch Quality. One I really liked was the McGyver professional Edge, sounds like something that needs to be in Army of Darkness. ;)
Something like a Slayer or a Protector from Ghost of Albion is going to take a little more work. With Weird Edges, Wild Edges and Epic Featser sorry, Legendary Edges, there are quite a few neat things here. Enough to keep anyone busy for a while.
At this point in comparison sake our SWs character is a tad weaker than his Unisystem doppelganger. I think this is fine given the Wild Die mechanic and Aces you get in SW.
Magic and Other Powers
Ok, Ill be very blunt here. I dont like SWs magic system. I am sorry, but after Ghosts of Albion and WitchCraft very, very few systems could compare. That being said there are some neat ideas.
First thing is characters do not have a lot of start up powers, this not that big of a deal in a Two-Fisted Pulp adventure, but my witch character ended up using her revolver just as much as her own powers in the combat situations, so to me it is a big deal. Rippers expands on Magic, but not quite enough really for my tastes.
Now looking inside the game itself the Powers system sits somewhere in between the free wheeling hands-off rules of BESM or Mage and the static magic of D&D, but still not quite where Unisystems Metaphysics or Sorcery/Magic rules are. They are though internally consistent and flexible enough to provide some nice upgrades. This is another place where the rules feel like a cross between Unisystem and True20.
Now what I DID like are the rules for Weird Science (which is just another Power, like Arcane or Psychic, so there is nothing really different about it). In fact I like them much more than Buffys Super Science (which I never liked in the rules and less in the show), but here Weird Science (and I like this name so much more too) FEELS right, it feels like it fits the system well both in terms of mechanics and in terms of themes. I can see a 30s Mad Scientist right out of those old serials built with this rule. I might work on converting these back into Unisystem or take what very little I like of Super Science and mix it in with a little Sons of ther. Given how much this reminds me of True20 I am also half tempted to convert this power to True20 for a Weird Science Adept whose power feats are gadgets.
Powers for Magic, Super Heroes or Weird Science are bought like Metaphysics and they even look similar to Cincematic magical Spells. Translations are a breeze.
Rippers
I should pay some special attention to Rippers. After all Rippers, like Ghosts of Albion, is a gothic Victorian game in which monsters and the supernatural are real. Like Cthulhu by Gaslight, Masque of the Red Death and Victorian Age Vampire, Rippers takes place in the later 19th Century. Ghosts of Albion takes place at the dawn of the Victorian Age in the 1840s. Rippers though also incorporates some Steam Punk ideas.
The epynononmous Rippers are a world-wide group of monster hunters that are under the guidance of Van Helsing and the Harkers from Dracula. So shades of League of Extraordinary Gentlemen to be sure (Allan Quartermain and Mina Harker are in the book, but I dont think they get it on here), with little bits of the Watchers (take your pick, the Buffy ones, the Highlander ones or the Ravenloft: Masque of the Red Death ones) and maybe a dash of Captain Kronos Vampire Hunter. What sets Rippers apart is the idea of Rippertech or taking artifacts from the various creatures the characters hunt to improve the characters. Now this is a neat idea, but I do find it curious that many pages are devoted to rather interesting Rippertech enhancements, but they are almost always described as dangerous and generally unsafe to use. In Unisystem they would work like Qualities, with maybe needing a Will doubled roll to resist the bad side effects.
There are other issues that would go unnoticed by most, but not a WitchCraft RPG player. I nearly choked on my coffee when I read that the Rosicrucians taught Enochian magic. But that is REALLY nitpicky of me. The monetary system was a bit weird, using decimals for Victorian era pounds just seems wrong. I got used to converting gold pieces to silver pieces in the 80s I think converting pounds to shillings would be fine.
All in all, Rippers and Ghosts of Albion could exist side by side. The Rippers might know of Protectors and maybe even have one or two on their side. The Protectors would certainly know of the Rippers, anyone that goes around their lands hunting down supernatural creatures is going to attract their notice. How they deal with other of course depend on their first meetings. If a Ripper is trying to extract Ghostly essence from Lord Byron against his will, Tamara might not be too happy about that. The trouble is there is nothing in the Rippers or Core book that comes close to level of magic the Protectors could wield, or even Occult Poets for that matter (but I bet someone that knew the Savage Worlds magic system better than me could pull of an Occult Poet). I might do some more conversion since I love Victorian age games. The spells would convert really nice. Even the Gypsy curses in the Rippers Companion would convert to Ghosts of Albion as a Magical Philosophy: Gypsy Curse. Rough conversion (not tested) Rank converts to Level, keep Range and Duration the same, Trappings become Requirements. Drop Power Points unless you are converting to Classic Unisystem, then they represent Essence loss.
Converting characters between Rippers and Ghosts of Albion is very easy, as you can see with Dirty Nellie, the Street Faerie prostitute. Given that Rippers and Ghosts of Albion are separated mostly by time; Ghosts in the early Victorian, Rippers in the later, one could see each game as being a reflection of the other.
Gaslight
If you like Savage Worlds (or even d20 for that matter) and Victorian adventures, but not so much the Ripper Tech, then there is Gaslight from Battlefield Press. Gaslight is a pretty straight-forward game setting, it is the late Victorian Era. SW Gaslight and Rippers could actually play side by side. With Gaslight providing some of the real world history that Rippers left out.
Gaslight is certainly more of a sandbox game. You are given the world, the rules and then let go. There is no over arching plot or theme like Rippers or Ghosts of Albion. It is in feel much closer to the old Ravenloft: Masque of the Red Death game. Which is pretty cool.
Nel works fine for Gaslight as well.
Next time, let's play with conversions. Armies of Darkness in Savage Worlds, Slayers in Rippers.
I have talked around Savage Worlds in the past, here and here in particular, but never about Savage Worlds directly. Well, I'll change that now.
Savage Worlds is a multi-genre (I dont think Generic is the right word here) action RPG from Pinnacle Entertainment Group, the same people that gave us Deadlands. And the game itself is written by a very familiar name to Unisystem fans, Shane Hensley, who has given us Fistfull of Zombies for AFMBE and Army of Darkness for Cinematic Unisystem (among others of course). This seems to be a genre that works well for Shane since you can see similar DNA in Savage Worlds.
I had the chance a couple of Gen Cons ago to sit down and play some Savage Worlds. Its tagline of Fast! Furious! Fun! certainly held up in character creation, I was able to roll out my standard witch-like character very quickly.
One thing became very, very clear to us right away, well more than one thing, but I digress. The one thing that was clear that if you want to play a pulpy style game, then Savage Worlds could be the game you are looking for. But I don't play a lot of pulp, I play horror and magic. Is Savage Worlds the game for me?
Well.that depends. There are certainly some things about it like and things I don't like. One thing I do like is Rippers, a Gothic, steam punk Victorian Horror style monster hunter game for Savage Worlds; but I have a softspot for those. Ill detail Rippers and how it compares to Ghosts of Albion in a bit. When I detail my conversions, Ill indicate whether or not I am drawing from Rippers or some other source, otherwise assume I mean Savage Worlds core.
Crunch
Ok. So what can Savage Worlds give me? Well for a crunch guy like me there is a lot to look at despite the streamlined system. Savage Worlds uses different die to represent different levels of ability for example like Deadlands. So a d4 is base level, d6 is a little better and so on up to d12 (no d20) and all are rolled against a target number, typically 4. The largest number on each die explodes (called an Ace in this game or the Rule of 10 in Unisystem), so you actually have a better chance of Acing when your die is lower than higher; 25% chance on a d4 vs say a 10% chance on a d10. The neatest thing thought is the addition of a Wild Die. The Wild Die, a d6, can be rolled in any action, but only once per action. If the Wild Die rolls higher than your normal die you can take that roll instead. Given this Id like to figure out a Wild Die mechanic for Unisystem, but given the flat distribution of the Unisystem task resolution I dont see it working as well. Like a regular die roll a Wild Die can Ace as well. There are also cards used, but I wont get into that here.
Savage Worlds also has something called Bennies. Think of these as advanced Hero Points or somewhat lesser Drama Points (this is a recurring theme really. Characters in Savage Worlds are just slightly less powered than their Unisystem counterparts, but more later). You only get four of them and they dont transfer from session to session so use them while you have them.
Game Play
We played one of the downloadble adventures for our first time. I had not bought the books yet, but one of the guys I was with had them. It was the Core Savage Worlds book, Rippers (which we only looked at) and a couple of others. We played a pulpy style adventure where the characters were a professor of Archeology, his assistant who happened to be a witch (that was mine) and an 8-foot tall Cat-humanoid. Ok I gotta admit that any game that allows this out of the box has my attention! Turns out it worked REALLY well.
We did get up an running rather quickly. Combat seemed to be a little slow, and the magic system took a little to get used too. Now my group is used to playing odd things. I have playtested many new games with them and combined we all have about 80 years worth of RPG experience. Combat I think we just need to get used too, Magicis a different story.
Basic Conversions
Conversions between the two systems are surprisingly easy. I say surprising, it isn't really since I feel both games appeal to the same kind of gamer and similar kinds of game worlds. Both games assume normal humans (at least at their core) and a small set of skills. Both games have Qualities or Edges and Drawbacks or Hindrances.
Attributes and Skills
Conversions here could not be easier. From the Unisystem perspective the lowest human score is a 1, but most heroes will have a minimum of 2 in their Attributes. Savage Worlds heroes start out as fairly hardy folks, so they all begin with a d4 and can go up with creation points. The max for Unisystem humans is 6 and for Savage Worlds is d12. This is pretty much the same conversions I use for Cortex, so I'll include them as well.
This give us this:
| Unisystem | Savage Worlds | Cortex |
| 1 | d4-1 | d2 |
| 2 | d4 | d4 |
| 3 | d6 | d6 |
| 4 | d8 | d8 |
| 5 | d10 | d10 |
| 6 | d12 | d12 |
| 7 | d12+1 | d12+d2 |
| 8 | d12+2 | d12+d4 |
| 9 | d12+3 | d12+d6 |
As we move up an Attribute of 9 in Unisystem is an automatic success. Likewise in Savage Worlds a d12+3 will be an automatic success in just about anything as well. Ok, technically an Attribute of 8 + 1d10 is an automatic success in most cases. But that is picking nits and most humans won't be this high.
Quick converting NPCs from the Savage Worlds Core and Rippers and breaking down the basic Savage Worlds rules reveal that your starting Savage Worlds character converts out to 15 Unisystem Attribute points. This is the same as a White Hat or Primitive Screwhead in cinematic Unisystem or a Pre-Heroic character in AFMBE. This parity between the two games continues.
Attribute classifications line up really nice as well. They even serve very similar functions.
| Unisystem | Savage Worlds |
| Strength | Strength |
| Dexterity | Agility |
| Constitution | Vigor |
| Intelligence | Smarts |
| Perception | - Not Used Here - |
| Willpower | Spirit |
So at this point it is rather easy to spot convert characters. A Savage Worlds character with Strength d6 is roughly the same as a Unisystem character with Strength 3.
When converting to Unisystem from Savage Worlds I say give the character a base Perception of 2. No worries, the Notice skill converts as a Notice skill.
Both games have Secondary or Derived stats too. As in most cases it is best to convert Primary Stats and then use the system in question to derive the secondary ones.
Skills
Like the Attributes running the numbers on Savage Worlds skills gives us the equivalent of 15 skill points; again, Primitive Screwhead territory. The issue comes when spliting these skill points up. Cinematic Unisystem has 18 skills (or 16 for Ghosts of Albion) and Classic has more. Savage Worlds has 24 points for skills (in Unisystem terms). Some of these crossover with their Unisystem equivalent, enough to make me call them all the same. If you are converting a Unisystem character to Savage Worlds this is only an issue if the character is Pre-Heroic.
Some skills do not have exact duplicates. On the Cinematic Unisystem side there are Acrobatics, Art, Computers, Languages, Occultism and Science. Art, Computers, Languages and Science are mostly covered by the Smarts attribute. Acrobatic can be covered by Edges (more on that below).
Occultism in terms of Occult Knowledge would also be covered Smarts. Occultism in terms of knowledge to cast spells is handled in part by the Arcane Background and various Arcane Edges.
On the Savage Worlds side there is Guts, which has some equivalents in Unisystems Willpower, Nerves of Steel and Resistance (Fear) or Coward.
Up to this point our hero and his Mirror Universe counterpart are still mostly the same. The differences begin to show when we get to Edges and Hindrances.
Qualities, Edges, Drawbacks and Hindrances
One of the hallmarks of Unisystem are the Qualities and Drawbacks. There are the basics Hard to Kill and Nerves of Steel, but in order to be a Protector, have a Really Big Chin or be called a Slayer you need the associated Quality. Edges and Hindrances also work a little different than Qualities and Drawbacks. First off you get a lot fewer of them in Savage Worlds than in Unisystem. Secondly Hindrances come in two types, Minor and Major. A major Hindrance for example gets you two Edges. You can gain a new Edge (or buy off a Hindrance) only when you level up. Level is not the same as d20 levels, more like Chill really. But Edges do remind me of Feats and the magic system works much the same. An enterprising Game Master could figure out a way to convert True20s magic system to Savage Worlds very easily in fact. But I digress.
In general when converting look for Qualities, Edges, Drawbacks and Hindrances that have the same names, it will work out better for you. Minor Hindrances in Unisystem terms should be worth about 1 or 2 points (mostly one), while Major Hindrances are worth 3 to 5. Some 3s could go either way depending on what they are.
There are no combo or package Edges like some of Unisystems package Qualities, there are Professional Edges that are a combination of Edges, Hindrances, skills and prerequisites that do the same job though. The Wizard Edge is roughly analogous to the Witch Quality. One I really liked was the McGyver professional Edge, sounds like something that needs to be in Army of Darkness. ;)
Something like a Slayer or a Protector from Ghost of Albion is going to take a little more work. With Weird Edges, Wild Edges and Epic Featser sorry, Legendary Edges, there are quite a few neat things here. Enough to keep anyone busy for a while.
At this point in comparison sake our SWs character is a tad weaker than his Unisystem doppelganger. I think this is fine given the Wild Die mechanic and Aces you get in SW.
Magic and Other Powers
Ok, Ill be very blunt here. I dont like SWs magic system. I am sorry, but after Ghosts of Albion and WitchCraft very, very few systems could compare. That being said there are some neat ideas.
First thing is characters do not have a lot of start up powers, this not that big of a deal in a Two-Fisted Pulp adventure, but my witch character ended up using her revolver just as much as her own powers in the combat situations, so to me it is a big deal. Rippers expands on Magic, but not quite enough really for my tastes.
Now looking inside the game itself the Powers system sits somewhere in between the free wheeling hands-off rules of BESM or Mage and the static magic of D&D, but still not quite where Unisystems Metaphysics or Sorcery/Magic rules are. They are though internally consistent and flexible enough to provide some nice upgrades. This is another place where the rules feel like a cross between Unisystem and True20.
Now what I DID like are the rules for Weird Science (which is just another Power, like Arcane or Psychic, so there is nothing really different about it). In fact I like them much more than Buffys Super Science (which I never liked in the rules and less in the show), but here Weird Science (and I like this name so much more too) FEELS right, it feels like it fits the system well both in terms of mechanics and in terms of themes. I can see a 30s Mad Scientist right out of those old serials built with this rule. I might work on converting these back into Unisystem or take what very little I like of Super Science and mix it in with a little Sons of ther. Given how much this reminds me of True20 I am also half tempted to convert this power to True20 for a Weird Science Adept whose power feats are gadgets.
Powers for Magic, Super Heroes or Weird Science are bought like Metaphysics and they even look similar to Cincematic magical Spells. Translations are a breeze.
Rippers
I should pay some special attention to Rippers. After all Rippers, like Ghosts of Albion, is a gothic Victorian game in which monsters and the supernatural are real. Like Cthulhu by Gaslight, Masque of the Red Death and Victorian Age Vampire, Rippers takes place in the later 19th Century. Ghosts of Albion takes place at the dawn of the Victorian Age in the 1840s. Rippers though also incorporates some Steam Punk ideas.
The epynononmous Rippers are a world-wide group of monster hunters that are under the guidance of Van Helsing and the Harkers from Dracula. So shades of League of Extraordinary Gentlemen to be sure (Allan Quartermain and Mina Harker are in the book, but I dont think they get it on here), with little bits of the Watchers (take your pick, the Buffy ones, the Highlander ones or the Ravenloft: Masque of the Red Death ones) and maybe a dash of Captain Kronos Vampire Hunter. What sets Rippers apart is the idea of Rippertech or taking artifacts from the various creatures the characters hunt to improve the characters. Now this is a neat idea, but I do find it curious that many pages are devoted to rather interesting Rippertech enhancements, but they are almost always described as dangerous and generally unsafe to use. In Unisystem they would work like Qualities, with maybe needing a Will doubled roll to resist the bad side effects.
There are other issues that would go unnoticed by most, but not a WitchCraft RPG player. I nearly choked on my coffee when I read that the Rosicrucians taught Enochian magic. But that is REALLY nitpicky of me. The monetary system was a bit weird, using decimals for Victorian era pounds just seems wrong. I got used to converting gold pieces to silver pieces in the 80s I think converting pounds to shillings would be fine.
All in all, Rippers and Ghosts of Albion could exist side by side. The Rippers might know of Protectors and maybe even have one or two on their side. The Protectors would certainly know of the Rippers, anyone that goes around their lands hunting down supernatural creatures is going to attract their notice. How they deal with other of course depend on their first meetings. If a Ripper is trying to extract Ghostly essence from Lord Byron against his will, Tamara might not be too happy about that. The trouble is there is nothing in the Rippers or Core book that comes close to level of magic the Protectors could wield, or even Occult Poets for that matter (but I bet someone that knew the Savage Worlds magic system better than me could pull of an Occult Poet). I might do some more conversion since I love Victorian age games. The spells would convert really nice. Even the Gypsy curses in the Rippers Companion would convert to Ghosts of Albion as a Magical Philosophy: Gypsy Curse. Rough conversion (not tested) Rank converts to Level, keep Range and Duration the same, Trappings become Requirements. Drop Power Points unless you are converting to Classic Unisystem, then they represent Essence loss.
Converting characters between Rippers and Ghosts of Albion is very easy, as you can see with Dirty Nellie, the Street Faerie prostitute. Given that Rippers and Ghosts of Albion are separated mostly by time; Ghosts in the early Victorian, Rippers in the later, one could see each game as being a reflection of the other.
Gaslight
If you like Savage Worlds (or even d20 for that matter) and Victorian adventures, but not so much the Ripper Tech, then there is Gaslight from Battlefield Press. Gaslight is a pretty straight-forward game setting, it is the late Victorian Era. SW Gaslight and Rippers could actually play side by side. With Gaslight providing some of the real world history that Rippers left out.
Gaslight is certainly more of a sandbox game. You are given the world, the rules and then let go. There is no over arching plot or theme like Rippers or Ghosts of Albion. It is in feel much closer to the old Ravenloft: Masque of the Red Death game. Which is pretty cool.
Nel works fine for Gaslight as well.
Next time, let's play with conversions. Armies of Darkness in Savage Worlds, Slayers in Rippers.
Friday, January 22, 2010
Ghosts of Albion: The Cailleach Bheur
The Cailleach Bheur
It was her eyes that still haunt me.
She was abnormally tall, at least 8 ft., though that is normal if you consider her species. She was ghastly thin, weighing maybe 12 or 13 stone at the most. Her skin was a dark blue, like that of a bruise. It left the impression of having been dyed in woad for countless nights. She appeared as many of her kind; hideous countenance, with her face and body a little too sharp and too many angles. Her hair was a chaotic nest of wiry and frozen strands. Her clothing, what little remained, was a tattered rag reminiscent of a peasant’s garb of a bygone age. She stood her ground holding her staff. If she were affected by the cold then we could certainly not see it. She spoke with a voice of ice cracking tree limbs.
“Begone Protectors. These are my lands to vanguard.”
She glared at us with those bright blue, all too human, eyes.
- From the Journal of Tamara Swift
Known as the Crow of Winter, The Cailleach Bheur is deadly hag. She appears only after Samhain/All Hallow’s Eve and stays till Beltane eve. While as evil as other hags, Cailleach Bheur is more interested in eating sheep and deer than children. In Ireland and Scotland she is the personification of Winter. During the summer months Cailleach Bheur turns to stone and is indistinguishable from the other standing stones of the area.
The Cailleach Bheur was cursed into her existence back in a time before writing came to Scotland. One tale, disturbing as it sounds, describes the Cailleach as the ancient Protector of Alba, maybe even a faerie queen or goddess.
In her previous life Cailleach Bheur was a lone protector of animals and a follower of the Great Goddess. One night he fell asleep by a well. The well overflowed with the thaw and she nearly drown. She invoked powerful magics to move the water away, but in the process created Loch Awe (in Scotland) and drowning several villagers and cattle. As repentance she is to walk the snowy earth till she can feel the mid-summer sun on her face, something that can’t ever happen since she is cursed to be stone from Beltane to Samhain.
The Cailleach Bheur still protects her lands as she did before, ignoring humans unless they tread on her domain, then she kills them with glee by freezing them solid. She blames humans for her current state.
The Cailleach Bheur is believed to be at least 4000 years old.
Staff of Winter: Possibly a remnant of her former life the Cailleach Bheur carries a magical staff. The Staff of Winter is made up of holly and gorse branches intertwined to form a 7’ long staff of solid wood. It acts as a magical focus tool providing the Cailleach Bheur +2 magic to all magic related rolls and checks.
Anyone in possession of this staff can command Cailleach Bheur to leave the area by holding the staff and saying “Bì falbh buitseach!” (begone (get out) witch!). Both Cailleach Bheur and her staff will disappear after the command is uttered. This would require research into Cailleach Bheur specifically (occultism with 5 SLs) or local lore (occultism with 7 SLs).
Unisystem / Ghosts of Albion
Name: The Cailleach Bheur
Motivation: To keep winter alive, protect the local animals
Creature Type: Faerie
Attributes: Str 6, Dex 6, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 18, Combat 19, Brains 14
Life Points: 75
Drama Points: 2-4
Special Abilities: Attractiveness –4, Increased Life Points, Faerie, Magic 5 (+2 from staff)
Manoeuvres
Name Score Damage Notes
Bite 21 27 Must grapple first; no defence action
Claw 19 19 Two attacks per Turn
Grapple 21 — Resisted by dodge
Spellcasting 19 Varies By spell
Deflect 19 — Magic defence action; deflects spells 45º
Hold 18 — Magic defence action; delays spell
Lesser Sensing18 — Notice magical effects, nature, or possession
Volley 13 — Magic defence action; returns spell to caster
Dispel 16 — Magic defence action; dispels spell
The Cailleach Bheur by Andrew Paciorek
Victoriana
The Cailleach Bheur
Rank: 14 (Focused)
Physical Competence: +10
Mental Competence: +4
Health: 10 dice (20 pips)
Signature Skills: Fisticuffs +6; Survival +20; Thaumaturgy +5 (+2 from staff)
Talents: Ageless; Fear; Huge; Immunity (Cold); Incapacitating Attack (Freeze victims)
Combat: Claws and bite (16 dice)
Damage: Claw (5 dice) Bite (3 dice)
Savage Worlds / Rippers / Gaslight
The Cailleach Bheur
Attributes: Agility d10, Smarts d10, Spirit d10 Strength d12 Vigor d8
Skills: Fighting d8, Intimidation d8, Knowledge (Nature) d10, Notice d6, Persuasion d12, Taunt d8
Charisma: –4; Pace: 5; Parry: 5; Toughness: 6
Special Abilities:
* Arcane Background (Magic): barrier (wall of ice), blast (cold wind), deflection (winds), fly (ride the winds), obscure (create snow storm) (50 Power Points)
* Claws: Str+2
* Curse: Like a hag, the Cilleach can curse one enemy within sight each round. The target must make a Spirit roll or be Shaken.
* Fear: Anyone seeing the Cailleach must make a Guts roll at -1.
In honor of post #114 of my blog I put up the cover from Dragon Magazine #114 by David Martin, called "Spirit of the Night". This issue featured the witch NPC class and the first time I ever saw the class. From October 1986. Caused quite a stir back then I recall.
The other picture is the Cailleach Bheur by Andrew Paciorek at http://www.batcow.co.uk/strangelands/.
It was her eyes that still haunt me.
She was abnormally tall, at least 8 ft., though that is normal if you consider her species. She was ghastly thin, weighing maybe 12 or 13 stone at the most. Her skin was a dark blue, like that of a bruise. It left the impression of having been dyed in woad for countless nights. She appeared as many of her kind; hideous countenance, with her face and body a little too sharp and too many angles. Her hair was a chaotic nest of wiry and frozen strands. Her clothing, what little remained, was a tattered rag reminiscent of a peasant’s garb of a bygone age. She stood her ground holding her staff. If she were affected by the cold then we could certainly not see it. She spoke with a voice of ice cracking tree limbs.
“Begone Protectors. These are my lands to vanguard.”
She glared at us with those bright blue, all too human, eyes.
- From the Journal of Tamara Swift
Known as the Crow of Winter, The Cailleach Bheur is deadly hag. She appears only after Samhain/All Hallow’s Eve and stays till Beltane eve. While as evil as other hags, Cailleach Bheur is more interested in eating sheep and deer than children. In Ireland and Scotland she is the personification of Winter. During the summer months Cailleach Bheur turns to stone and is indistinguishable from the other standing stones of the area.
The Cailleach Bheur was cursed into her existence back in a time before writing came to Scotland. One tale, disturbing as it sounds, describes the Cailleach as the ancient Protector of Alba, maybe even a faerie queen or goddess.
In her previous life Cailleach Bheur was a lone protector of animals and a follower of the Great Goddess. One night he fell asleep by a well. The well overflowed with the thaw and she nearly drown. She invoked powerful magics to move the water away, but in the process created Loch Awe (in Scotland) and drowning several villagers and cattle. As repentance she is to walk the snowy earth till she can feel the mid-summer sun on her face, something that can’t ever happen since she is cursed to be stone from Beltane to Samhain.
The Cailleach Bheur still protects her lands as she did before, ignoring humans unless they tread on her domain, then she kills them with glee by freezing them solid. She blames humans for her current state.
The Cailleach Bheur is believed to be at least 4000 years old.
Staff of Winter: Possibly a remnant of her former life the Cailleach Bheur carries a magical staff. The Staff of Winter is made up of holly and gorse branches intertwined to form a 7’ long staff of solid wood. It acts as a magical focus tool providing the Cailleach Bheur +2 magic to all magic related rolls and checks.
Anyone in possession of this staff can command Cailleach Bheur to leave the area by holding the staff and saying “Bì falbh buitseach!” (begone (get out) witch!). Both Cailleach Bheur and her staff will disappear after the command is uttered. This would require research into Cailleach Bheur specifically (occultism with 5 SLs) or local lore (occultism with 7 SLs).
Unisystem / Ghosts of Albion
Name: The Cailleach Bheur
Motivation: To keep winter alive, protect the local animals
Creature Type: Faerie
Attributes: Str 6, Dex 6, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 18, Combat 19, Brains 14
Life Points: 75
Drama Points: 2-4
Special Abilities: Attractiveness –4, Increased Life Points, Faerie, Magic 5 (+2 from staff)
Manoeuvres
Name Score Damage Notes
Bite 21 27 Must grapple first; no defence action
Claw 19 19 Two attacks per Turn
Grapple 21 — Resisted by dodge
Spellcasting 19 Varies By spell
Deflect 19 — Magic defence action; deflects spells 45º
Hold 18 — Magic defence action; delays spell
Lesser Sensing18 — Notice magical effects, nature, or possession
Volley 13 — Magic defence action; returns spell to caster
Dispel 16 — Magic defence action; dispels spell
The Cailleach Bheur by Andrew Paciorek
Victoriana
The Cailleach Bheur
Rank: 14 (Focused)
Physical Competence: +10
Mental Competence: +4
Health: 10 dice (20 pips)
Signature Skills: Fisticuffs +6; Survival +20; Thaumaturgy +5 (+2 from staff)
Talents: Ageless; Fear; Huge; Immunity (Cold); Incapacitating Attack (Freeze victims)
Combat: Claws and bite (16 dice)
Damage: Claw (5 dice) Bite (3 dice)
Savage Worlds / Rippers / Gaslight
The Cailleach Bheur
Attributes: Agility d10, Smarts d10, Spirit d10 Strength d12 Vigor d8
Skills: Fighting d8, Intimidation d8, Knowledge (Nature) d10, Notice d6, Persuasion d12, Taunt d8
Charisma: –4; Pace: 5; Parry: 5; Toughness: 6
Special Abilities:
* Arcane Background (Magic): barrier (wall of ice), blast (cold wind), deflection (winds), fly (ride the winds), obscure (create snow storm) (50 Power Points)
* Claws: Str+2
* Curse: Like a hag, the Cilleach can curse one enemy within sight each round. The target must make a Spirit roll or be Shaken.
* Fear: Anyone seeing the Cailleach must make a Guts roll at -1.
In honor of post #114 of my blog I put up the cover from Dragon Magazine #114 by David Martin, called "Spirit of the Night". This issue featured the witch NPC class and the first time I ever saw the class. From October 1986. Caused quite a stir back then I recall.
The other picture is the Cailleach Bheur by Andrew Paciorek at http://www.batcow.co.uk/strangelands/.
Monday, January 18, 2010
Ghosts of Albion: Child Spirits
Child Spirits
It was nestled in the crook of an old oak tree, wrapped in filthy rags that barely covered its naked flesh. Its mewling caught my attention first, as I thought it was some animal injured and taking refuge from the cold. When I saw it was child my heart broke. It was dead. Of that there was never a doubt, but yet it clutched its tattered blanket and whimpered in tiny voice. "Please" was all it said. "Please, milady. Please help me."
- From The Journal of Tamara Swift
Addendum.
We learned that the creature was called a Navky or an Utburd by the local immigrant population. Never had I seen such sorrow in Tamara, nor have I seen such rage in her when we learned the poor babe had been left out to die. The land itself reacted in violent fits to her mood. I fear to speculate what would have happened the woman who had murdered the child had I not been there to calm Tamara. After we had laid the spirit to rest Tamara sequestered herself to her rooms for three days, weeping.
- Additional comments by William Swift
Rarely is there a tragedy as the death of a child. To have such innocence lost long before its time or to have so much potential snuffed out like a candle stands as the strongest example that the world is a cold, uncaring place. The sad truth though is that hundreds of children die in the streets of London all the time. Plague, sickness, the elements or starving to death are not uncommon, but the tragedy remains.
When a child is murdered, then no clearer of example of true evil could be found.
That is why the ghosts of children are both horrifying and pitiful creatures. If a child dies before its time there is a chance that it can come back as a ghost. In addition to the types of ghosts described in the Ghosts of Albion Core Book children can also return as a Navky or an Utburd. Both types of ghosts are more common to Eastern Europe, but as England takes its rightful place as ruler of the world, other cultures will come to England.
While it is often difficult to discern one from the other by looks alone and even people from different countries call them by different names, some assumptions can be made.
A Navky results when a child dies before they are baptized. They radiate fear and sorrow from their inability to move on. An Utburd is much worse. When a child is killed by his own mother the restless spirit can come back to exact their vengeance. Both have their own forms of Unique Kill.
Navky
When child dies without being baptized its spirit can return as a navky (NAHv-kee). This spirit is more common among the Eastern European immigrants to London who have retained their Catholic upbringing. The navky does not harm anyone, at least not intentionally, but does radiate an aura of utter despair around it. The only way to grant the spirit babe rest is to disinter the body and have a Catholic Priest (a rare find in Anglican London) perform a baptism and a last rites. This counts as a Unique Kill and any other means, including exorcisms, will only displace the spirit.
Like all ghosts the navky can only be seen by the magically sensitive.
Name: Navky
Motivation: To seek their final rest
Creature Type: Ghost
Attributes: Str (0), Dex (0), Con (0), Int 1, Per 1, Will 4
Ability Scores: Muscle (NA), Combat (NA), Brains 10
Life Points: (NA)
Drama Points: 1
Special Abilities: Attractiveness 1, Cause Sorrow (like Fear, only Nerves of Steel is not applied), Ghost, Incorporeal, Telekinesis 1, Unique Kill
Manoeuvres
Name Score Damage Notes
Telekinesis 8 Varies
The Sorrow caused by the Navky is the same as fear (even using a fear check) but there is no sense of horror or terror, but one of deep, profound saddness. Instead of running away in fright, a character might drop to their knees crying.
The Unique Kill for Navky differs, but most often one needs a preist (or some other religous offical of the same religion as the mother) to bless the child. Once that is done the child-ghost will move on.
Utburd
Where the navky is pitiful, the utburd (OOT-bird) is reviled, but still not removed from our pity. Like the revenants of Dickens famous tale, the utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it.
Its name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure. The utburd appears as it did at the time of death, so if the child was drowned, then it appears to be bloated and water-logged. Its only goal is to get justice on their mother and murderer. So killing the mother is not their goal, but rather to have her arrested and convicted on charges of the murder. The utburd will work through human agents when it can via possession, but once they no longer have use for them they will cast them aside of get them killed in order to move to another body. An exorcism will force them out, but they will only possess another body. When so possessed the person is capable of great feats of strength (add the utburds Willpower to the Strength of the person possessed. There is no corresponding increase in Life Points though.)
Some occult scholars say that the presence of an utburd can be detected by ravens and rooks and they constantly fly around them waiting for the carnage to come. The utburd radiates an aura of fear wherever it goes.
If the mother is killed after the utburd comes back, but before she can be charged with this crime they will go on a killing rampage till the first light of dawn, then their souls are released to the realms of the dead. If the mother is arrested and charged with the crime the utburd will simply and peacefully pass on.
Like all ghosts the utburd can only be seen by the magically sensitive, but its murderer and immediate family can see it as well.
Name: Utburd
Motivation: To get revenge on their murderer
Creature Type: Ghost
Attributes: Str (0), Dex (0), Con (0), Int 2, Per 3, Will 7
Ability Scores: Muscle (NA), Combat (NA), Brains 16
Life Points: (NA)
Drama Points: 1
Special Abilities: Attractiveness 2 (when visible), Cause Fear, Ghost, Incorporeal, Telekinesis 6, Unique Kill
Manoeuvres
Name Score Damage Notes
Telekinesis 16 Varies
Stats for Savage World / Gaslight / Rippers
Navky
Attributes: Agility -, Smarts d4, Spirit d8, Strength -, Vigor -
Skills: Intimidation d8
Charisma: +0, Pace: -; Perry: -; Toughness: -
Special Abilities:
* Aethereal: Only magical attacks can affect Navky, but only it's Unique Kill can actually kill it.
* Sorrow: Navky radiate sorrow, forcing anyone that sees it to make a Guts roll.
*Unique Kill: A Navky can only be put to rest by a priest giving it a blessing.
Stats for Victoriana
Navky
Rank: 1
Physical Competence: -
Mental Competence: 3
Health: -
Signature Skills: -
Talents: Ageless; Fear (Flee); Rise Again
Combat: Telekinesis at Mental Competence.
Special: Must receive a blessing from a priest of the Aluminat Church to be killed.
Utburd
Rank: 3
Physical Competence: -
Mental Competence: 5
Health: -
Signature Skills: -
Talents: Ageless; Fear (Flee); Possession (like Demonic Possession, p. 279); Rise Again; Unstoppable
Combat: Telekinesis at Mental Competence.
Special: Must get murderer to justice to be killed.
Note: Both these creatures originally appeared in Apparitions a supplement for the 2ned Edition of the Chill RPG. These are not converted from those, but rather inspired by them (so they dont follow the rules I set out for converting between Chill and Unisystem).
It was nestled in the crook of an old oak tree, wrapped in filthy rags that barely covered its naked flesh. Its mewling caught my attention first, as I thought it was some animal injured and taking refuge from the cold. When I saw it was child my heart broke. It was dead. Of that there was never a doubt, but yet it clutched its tattered blanket and whimpered in tiny voice. "Please" was all it said. "Please, milady. Please help me."
- From The Journal of Tamara Swift
Addendum.
We learned that the creature was called a Navky or an Utburd by the local immigrant population. Never had I seen such sorrow in Tamara, nor have I seen such rage in her when we learned the poor babe had been left out to die. The land itself reacted in violent fits to her mood. I fear to speculate what would have happened the woman who had murdered the child had I not been there to calm Tamara. After we had laid the spirit to rest Tamara sequestered herself to her rooms for three days, weeping.
- Additional comments by William Swift
Rarely is there a tragedy as the death of a child. To have such innocence lost long before its time or to have so much potential snuffed out like a candle stands as the strongest example that the world is a cold, uncaring place. The sad truth though is that hundreds of children die in the streets of London all the time. Plague, sickness, the elements or starving to death are not uncommon, but the tragedy remains.
When a child is murdered, then no clearer of example of true evil could be found.
That is why the ghosts of children are both horrifying and pitiful creatures. If a child dies before its time there is a chance that it can come back as a ghost. In addition to the types of ghosts described in the Ghosts of Albion Core Book children can also return as a Navky or an Utburd. Both types of ghosts are more common to Eastern Europe, but as England takes its rightful place as ruler of the world, other cultures will come to England.
While it is often difficult to discern one from the other by looks alone and even people from different countries call them by different names, some assumptions can be made.
A Navky results when a child dies before they are baptized. They radiate fear and sorrow from their inability to move on. An Utburd is much worse. When a child is killed by his own mother the restless spirit can come back to exact their vengeance. Both have their own forms of Unique Kill.
Navky
When child dies without being baptized its spirit can return as a navky (NAHv-kee). This spirit is more common among the Eastern European immigrants to London who have retained their Catholic upbringing. The navky does not harm anyone, at least not intentionally, but does radiate an aura of utter despair around it. The only way to grant the spirit babe rest is to disinter the body and have a Catholic Priest (a rare find in Anglican London) perform a baptism and a last rites. This counts as a Unique Kill and any other means, including exorcisms, will only displace the spirit.
Like all ghosts the navky can only be seen by the magically sensitive.
Name: Navky
Motivation: To seek their final rest
Creature Type: Ghost
Attributes: Str (0), Dex (0), Con (0), Int 1, Per 1, Will 4
Ability Scores: Muscle (NA), Combat (NA), Brains 10
Life Points: (NA)
Drama Points: 1
Special Abilities: Attractiveness 1, Cause Sorrow (like Fear, only Nerves of Steel is not applied), Ghost, Incorporeal, Telekinesis 1, Unique Kill
Manoeuvres
Name Score Damage Notes
Telekinesis 8 Varies
The Sorrow caused by the Navky is the same as fear (even using a fear check) but there is no sense of horror or terror, but one of deep, profound saddness. Instead of running away in fright, a character might drop to their knees crying.
The Unique Kill for Navky differs, but most often one needs a preist (or some other religous offical of the same religion as the mother) to bless the child. Once that is done the child-ghost will move on.
Utburd
Where the navky is pitiful, the utburd (OOT-bird) is reviled, but still not removed from our pity. Like the revenants of Dickens famous tale, the utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it.
Its name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure. The utburd appears as it did at the time of death, so if the child was drowned, then it appears to be bloated and water-logged. Its only goal is to get justice on their mother and murderer. So killing the mother is not their goal, but rather to have her arrested and convicted on charges of the murder. The utburd will work through human agents when it can via possession, but once they no longer have use for them they will cast them aside of get them killed in order to move to another body. An exorcism will force them out, but they will only possess another body. When so possessed the person is capable of great feats of strength (add the utburds Willpower to the Strength of the person possessed. There is no corresponding increase in Life Points though.)
Some occult scholars say that the presence of an utburd can be detected by ravens and rooks and they constantly fly around them waiting for the carnage to come. The utburd radiates an aura of fear wherever it goes.
If the mother is killed after the utburd comes back, but before she can be charged with this crime they will go on a killing rampage till the first light of dawn, then their souls are released to the realms of the dead. If the mother is arrested and charged with the crime the utburd will simply and peacefully pass on.
Like all ghosts the utburd can only be seen by the magically sensitive, but its murderer and immediate family can see it as well.
Name: Utburd
Motivation: To get revenge on their murderer
Creature Type: Ghost
Attributes: Str (0), Dex (0), Con (0), Int 2, Per 3, Will 7
Ability Scores: Muscle (NA), Combat (NA), Brains 16
Life Points: (NA)
Drama Points: 1
Special Abilities: Attractiveness 2 (when visible), Cause Fear, Ghost, Incorporeal, Telekinesis 6, Unique Kill
Manoeuvres
Name Score Damage Notes
Telekinesis 16 Varies
Stats for Savage World / Gaslight / Rippers
Navky
Attributes: Agility -, Smarts d4, Spirit d8, Strength -, Vigor -
Skills: Intimidation d8
Charisma: +0, Pace: -; Perry: -; Toughness: -
Special Abilities:
* Aethereal: Only magical attacks can affect Navky, but only it's Unique Kill can actually kill it.
* Sorrow: Navky radiate sorrow, forcing anyone that sees it to make a Guts roll.
*Unique Kill: A Navky can only be put to rest by a priest giving it a blessing.
Utburd
Attributes: Agility -, Smarts d4, Spirit d12, Strength -, Vigor -
Skills: Intimidation d12
Charisma: +0, Pace: -; Perry: -; Toughness: -
Special Abilities:
* Aethereal: Only magical attacks can affect Utburd, but only it's Unique Kill can actually kill it.
* Fear: The Utburd radiates fear, forcing anyone that sees it to make a Guts roll.
*Unique Kill: An Utburd can only be put to rest once the parent that killed them is brought to justice.
Stats for Victoriana
Navky
Rank: 1
Physical Competence: -
Mental Competence: 3
Health: -
Signature Skills: -
Talents: Ageless; Fear (Flee); Rise Again
Combat: Telekinesis at Mental Competence.
Special: Must receive a blessing from a priest of the Aluminat Church to be killed.
Utburd
Rank: 3
Physical Competence: -
Mental Competence: 5
Health: -
Signature Skills: -
Talents: Ageless; Fear (Flee); Possession (like Demonic Possession, p. 279); Rise Again; Unstoppable
Combat: Telekinesis at Mental Competence.
Special: Must get murderer to justice to be killed.
Note: Both these creatures originally appeared in Apparitions a supplement for the 2ned Edition of the Chill RPG. These are not converted from those, but rather inspired by them (so they dont follow the rules I set out for converting between Chill and Unisystem).
Friday, December 18, 2009
Cu Sìth
“I will summon a guardian for you while I investigate this matter further.” Bodicea had said. She put two of her long fingers to her mouth and let a whistle of the likes I scarcely believed she was capable of. At her side a large dog with white fur and one white ear and one red ear materialized. The dog, who was the size of a small horse, jumped around her as if he were a playful puppy. She nuzzled him and spoke to him in Gaelic.
She looked up to me and the dog focused all his attention on us, standing between us and his beloved mistress.
“This is Bogle. He was given to me by the Lady of the Spring. So loyal he followed into death. He will be loyal to you as well in my absence.” The ghostly queen said.
William cleared his throat, “Nice doggie, I see.”
“No.” Bodicea said back, “He is not.”
- From the Journal of Tamara Swift
The Celts were well known for their love of dogs. But the Cù Sìth or “Fairy Hound” has a special place in Celtic lore. Often described as a large hound that is either all green or all white with red ears. They have been alternately seen as bad omens, a horrible stealer of children or a fierce and loyal protector the Cù Sìth (“coo shee”) features in many tales.
One such tale deals with Queen Bodicea herself.
The Queen, when young and alive, went to a sacred well to mourn the death of her infant son. While there she discovered a bag and inside was a half-drowned puppy. She rescued the puppy, who was all white save for one red ear. She named him “Bogel” The dog grew to be as large as a small pony and became a fierce protector of her and her two daughters. When Bogel died at a ripe old age, she was given the gift a puppy from a local farmer. The puppy was one of the many offspring Bogel had fathered but was the exact image of his sire. This dog, also named Bogel, went on to serve his mistress such as the one before until Bodicea herself had died.
- Source: Marion Zimmer Bradley’s “Ravens of Avalon”
Other tales feature the Cu Sìth as a spectral hound, one that forebodes doom like the Barghest, though those hounds are more often black in color and their malevolence is more universal than that of the Cu Sìth. Also the Cu Sìth is more commonly associated with the Faerie and sometimes valiant, but tragic, warriors and the Barghest is more closely associated with witchcraft.
The Cu Sìth can be found most often near or around fairy mounds. A good sign that a mound is in fact a faerie mound is the proximity of a Cu Sìth to it.
Cu Sìth can also interbreed with other dogs which will typically produce one Cu Sìth per liter; sometimes more, sometimes less. Odd are the ways of the faerie folk.
Cu Sìth pups are rarely if ever tamed. If one wishes to remain with a non-faerie then it is of their own choosing.
Cù Sìth
Ghosts of Albion, Unisystem
Creature Type: Faerie Animal
Life Points: 30
Drama Points: 1
Attributes
Str: 4
Dex: 4
Con: 3
Int: 2
Per: 4
Will: 3
Ability Scores
Muscle: 14, Combat: 14, Brains: 6
Special Abilities: +15 to Brains Score for smell and hearing sensing, Blink, Faerie, Hard to Kill, Lesser Sensing, Iron Vulnerability
Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Deflect +9 - Magic defence action; deflects spell 45˚
Cù Sìth
Savage Worlds (Rippers / Gaslight)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Fleet Footed: Cu Sìth have a d10 running die.
• Go for the Throat: If a Cu Sìth gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Weakness (Cold Iron): Faerie take +4 damage from cold iron weapons.
Cù Sìth
Victoriana 2nd Edition
Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 9
Health: 5 (10)
Signature Skills: Athletics +3, Conceal +5, Hide & Sneak +4, Perception +5,
Traits: Faerie, Night Vision
Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice)
Damage: Bite (3d)
She looked up to me and the dog focused all his attention on us, standing between us and his beloved mistress.
“This is Bogle. He was given to me by the Lady of the Spring. So loyal he followed into death. He will be loyal to you as well in my absence.” The ghostly queen said.
William cleared his throat, “Nice doggie, I see.”
“No.” Bodicea said back, “He is not.”
- From the Journal of Tamara Swift
The Celts were well known for their love of dogs. But the Cù Sìth or “Fairy Hound” has a special place in Celtic lore. Often described as a large hound that is either all green or all white with red ears. They have been alternately seen as bad omens, a horrible stealer of children or a fierce and loyal protector the Cù Sìth (“coo shee”) features in many tales.
One such tale deals with Queen Bodicea herself.
The Queen, when young and alive, went to a sacred well to mourn the death of her infant son. While there she discovered a bag and inside was a half-drowned puppy. She rescued the puppy, who was all white save for one red ear. She named him “Bogel” The dog grew to be as large as a small pony and became a fierce protector of her and her two daughters. When Bogel died at a ripe old age, she was given the gift a puppy from a local farmer. The puppy was one of the many offspring Bogel had fathered but was the exact image of his sire. This dog, also named Bogel, went on to serve his mistress such as the one before until Bodicea herself had died.
- Source: Marion Zimmer Bradley’s “Ravens of Avalon”
Other tales feature the Cu Sìth as a spectral hound, one that forebodes doom like the Barghest, though those hounds are more often black in color and their malevolence is more universal than that of the Cu Sìth. Also the Cu Sìth is more commonly associated with the Faerie and sometimes valiant, but tragic, warriors and the Barghest is more closely associated with witchcraft.
The Cu Sìth can be found most often near or around fairy mounds. A good sign that a mound is in fact a faerie mound is the proximity of a Cu Sìth to it.
Cu Sìth can also interbreed with other dogs which will typically produce one Cu Sìth per liter; sometimes more, sometimes less. Odd are the ways of the faerie folk.
Cu Sìth pups are rarely if ever tamed. If one wishes to remain with a non-faerie then it is of their own choosing.
Cù Sìth
Ghosts of Albion, Unisystem
Creature Type: Faerie Animal
Life Points: 30
Drama Points: 1
Attributes
Str: 4
Dex: 4
Con: 3
Int: 2
Per: 4
Will: 3
Ability Scores
Muscle: 14, Combat: 14, Brains: 6
Special Abilities: +15 to Brains Score for smell and hearing sensing, Blink, Faerie, Hard to Kill, Lesser Sensing, Iron Vulnerability
Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Deflect +9 - Magic defence action; deflects spell 45˚
Cù Sìth
Savage Worlds (Rippers / Gaslight)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Fleet Footed: Cu Sìth have a d10 running die.
• Go for the Throat: If a Cu Sìth gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Weakness (Cold Iron): Faerie take +4 damage from cold iron weapons.
Cù Sìth
Victoriana 2nd Edition
Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 9
Health: 5 (10)
Signature Skills: Athletics +3, Conceal +5, Hide & Sneak +4, Perception +5,
Traits: Faerie, Night Vision
Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice)
Damage: Bite (3d)
Friday, September 4, 2009
Dirty Nellie, Street Faerie
For Ghosts of Albion I introduced a new race of fae call Street Faeries. They are fae that have choosen to live in the urban sprawl of large cities rather than their normal sylvan glades and woods. The most notorious of of all though was a little street fae name "Dirty Nel".
Dirty Nellie
She looked like child, one of those unfortunates forced to work the streets, though no child had such a licentious gleam in her eyes. Of course no human child had wings either. They were the same shape as other pixies, that of a butterfly, but these were more like that of a peppered moth. They were colorless, save for irregular patches of what appeared to be soot or grime. She smoked an American style cigarette, which of course was not only scandalous as a woman, but as a creature of the Fae. Her clothing was a motley assortment that revealed more flesh than even the most brazen dollymop would have been ashamed to show. I approached her to ascertain what sort of creature she was. She noticed me and said, "Oi! Piss off. Im trying to work ere!"
She disappeared in a shower, not of pixie-dust, but of soot and smoke.
Through guile, deceit, and lots of hard work, Nel worked her way into the prominent occult societies of the time. As her clientele increased in wealth and status, so did her own. She gained not only monetary wealth but a wealth of information about such organizations as the Algernon Club, the Rosicrucians, the Hermetic Order of the Golden Dawn (where she was Crowley's lover for a time), and the Theosophical Society. By World War I no living being knew as many secrets (and it is amazing how many secrets a man is willing to share in the cloak of night in the lover's bed) of the occult underground as she did.
Note to Modern Directors: Dirty Nellie has not been seen since the Blitz of WWII. If she survived (and many suspect she did not) she must be using a new guise or has moved on to another city.
Roleplaying Dirty Nellie
Nel is the archetypical good-time girl. When not working she can be found in gambling houses, public houses, or even an opium den. Her looks in any form are striking. She is a bit vain and proud of her looks, so in any guise her midnight black hair (cut short), green eyes and many piercings remain. She is fond of soldiers and once traveled to India to be with an entire troup. She returned to London with a pierced nose and an addiction to the cigarettes smoked there. Her favorite trick is to produce one she has pre-rolled from nowhere and light it with the tip of her finger. As a Faerie, Nel is immune to the harmful effects of her addictions to smoking, alcohol and drugs. She is also immune to the diseases that plague her trade, but Directors may decide she is a carrier and say there is a chance that her paramours could contract syphilis themselves.
Nel in any part of the Victorian age is a wealth of information and can act as a Criminal or Supernatural Contact. In the time of Ghosts of Albion (early Victorian) she is worth up to 3 points of Criminal Contacts (she knows everyone and most owe her) or 2 points of Supernatural. As the 19th Century progresses she can be bought fo up to 3 points of Supernatural but only 2 of Criminal.
Nel is not a fighter. She not above threatening someone with her knife or even throwing a bit of fire at someone, but she will not engage in most forms of combat. Nel would rather seduce someone and then poison them in the bed chamber if she wants someone dead. Usually though trouble finds Nel and not the other way around. A possible introduction would be having her running for her life and smack right into the Cast.
Despite some of her addictions, arrogance and her rather rude habit of calling humans monkeys, Nel is actually a very sweet faerie girl. She is also just determined to do things her way. One thing is certain, it is never boring with her around.
Ghosts of Albion stats
Name: Nel, Dirty Nellie (various human guise names are Alice, Little Mary, Tommy Atkins)
Motivation: To make some money and have a good time while doing it
Creature Type: Faerie (street faerie)
Attributes: Strength 2, Dexterity 4, Constitution 4, Intelligence 4, Perception 5, Willpower 6
Life Points: 34
Drama Points: 15
Qualities and Drawbacks: Addictions (Hashish 1, Opium 1,Smoking 2, Sex 2), Adversaries (Police, various rivals, various demons she owes money to), Blink 2, Criminal (Prostitute), Contacts (Criminal 3, Supernatural 3), Elven Soul Flame, Emotional Problems (Covetous, Cruel, Faerie Arrogance), Faerie, Glamour, Minority (Woman), Resources (start at -6 works up to +2).
Manoeuvres
Name Score Damage Notes
Dodge 11 Defence action
Grapple 7 Resisted by Dodge
Punch 5 4 Bash
Knife 11 4 Slash/Stab* Plus Elven Soul Flame
Dirty Nellie in Rippers & Gaslight (Savage Worlds)
Dirty Nel. I am afraid no amount of Ripper Tech can prepare you for that tangle with the supernatural.
- Attributed to Jonathan Harker, circa 1890
You can't be truly initiated into the inner ranks of the occult until Nel initiates you herself.
- Alistair Crowley, 1899
By 1892 Dirty Nellie (now mostly known as just Dirty Nel) is still doing what she does best. While not uncommon (Faeries have all sorts of obsessions), keeping the same job for 60 plus years is quite a feat for a little Street Fae.
Since the dawn of the Victorian age when she gained certain infamy in occult circles she only become more notorious. Some time in the 1840s she caught the attentions of a few occult researchers and scholars. Originally she was the subject of much discussion in the inner circles of occult lodges, discussing her the same way they would the tomes of Agrippa or a new species of vampire. That is till one of them decided to just approach her. When the young research returned from his visit, he spoke of her charm, her wit and of course her skills. Soon Nel was being visited by most of the members of the lodge and of a few others. Each would share some secrets with her, as is common with paramours. She went from back alley toffs to receiving gentlemen in her apartment. Her fees increased, not that the erstwhile men of learning noticed, and she increased her own knowledge. By the time anyone had figured out what was happening it was too late. Nel knew all their secrets, all their enemies secrets and a few more besides. She bartered her knowledge and took over one of the clubs where the men had met, the Mayfair House, and converted it into a club catering to me with a taste for both forbidden knowledge and forbidden carnality. While it is money that is often paid with her real currency is information and secrets. The Mayfair Club becomes a central gathering place for members of the occult community. She hires several girls, many with faerie or other blood in them, but most are still just human. She provides the men with a place to talk and relax, like any other Victorian club, but she provides other services as well. By 1892 the Mayfair Club is the place to go to get answers or find someone in the occult community. To date she has not hired any demons, werwolves or vampires, but she is getting more requests a day for even more forbidden fruit.
She has a lavish flat in Highgate, paid for by her many paramours, both with occult and terrestrial power. She is also now often paid just to be seen with someone, rather than have sex with them; though she still does that as well.
Nel after Rippers
People have been excommunicated or executed for less.
- One occult scholar failing to describe the events of the Mayfair Club party on New Years Eve, 1899.
During The Great War Nel provided financial power to protect her own homeland against the threat of the Kaiser, but that was not her major concern. She was also dealing with worsening relations with the Seelie and Unseelie Courts and ultimately the Shadow War between them. Nell like many Street Fae refused to choose sides and she was branded a traitor by the Seelie Court Queen. Hoping the further her own end the Unseelie Court Queen granted Nel Safe Passage for her services to the Unseelie Court (mostly by keeping Englands occult community in a sex-crazed haze to keep them out of the Courts business). This infuriated the Seelie Queen and she order Nels death.
During the Pulp Adventures ages (an age I think Savage Worlds is best at) Nel can be found at Mayfairs (the Club was dropped years ago) but her lust for life is mostly gone. Though adventurers search for some artifact will certainly find their trail leading to her door. She now employees a number of Unseelie Court faeries, but she even admits they are more likely to be spies for either Court.
The last reported sighting on Dirty Nellie was during the final Blitz of WWII. If she survived (and many suspect she did not) she must be using a new guise or has moved on to another city. Given the events of the Shadow War between the Fae, it is unlikely that the Seelie Court could have made good on their threats to kill her. But various stories suggest she was killed in the Blitz, or a jealous lover killed her or even more fantastic that the Devil claimed her as his own bride. Though it is also likely she has slipped away to live quietly. Though anyone that knew her cannot believe that.
Mayfairs remained closed till the 60s when it reopened as a center of the psychedelic drug culture. Since the middle 70s it has been owned and operated by a vampire couple who brought back to its roots of a contact place of the occult and the mundane.
Dirty Nellie (Savage Worlds)
Agility d8
Smarts d8
Spirit d8
Strength d6
Vigor d8
Charisma 4/2/0 (humans/other street fae/seelie court fae)
Pace 6
Parry 3
Reason
Toughness 6
Skills
Climbing d4
Fighting d4 (Nel is a lover, not a fighter)
Guts d10
Intimidation d4
Knowledge (Occult) d12+3 (if Nel does not know it, its probably not true)
Knowledge d10
Notice d10
Persuasion d8
Riding d4
Spellcasting d6
Stealth d8
Streetwise d8
Survival d10
Taunt d6
Hindrances
Compulsions (Smoking, Sex) (Used as Habit (Major)), Delusional (Faerie Arrogance, Minor), Illiterate, Outcast (unwelcome in the Seelie Court, treat as Outsider in respect to Seelie Court Fae), Weakness: Iron
Edges
Connections, Faerie Attractiveness (Adds +4 to Charisma for humans), Hard to Kill, Rich
Powers
Arcane Background (Magic Glamour)
Dirty Nellie
She looked like child, one of those unfortunates forced to work the streets, though no child had such a licentious gleam in her eyes. Of course no human child had wings either. They were the same shape as other pixies, that of a butterfly, but these were more like that of a peppered moth. They were colorless, save for irregular patches of what appeared to be soot or grime. She smoked an American style cigarette, which of course was not only scandalous as a woman, but as a creature of the Fae. Her clothing was a motley assortment that revealed more flesh than even the most brazen dollymop would have been ashamed to show. I approached her to ascertain what sort of creature she was. She noticed me and said, "Oi! Piss off. Im trying to work ere!"
She disappeared in a shower, not of pixie-dust, but of soot and smoke.
- From the Journal of Tamara Swift
One of the more notorious Street Fae is a pixie named Nel, also known as Dirty Nellie by human occult researchers. Nel is a Street Faerie prostitute often working in the theatre district of London. She got her start at the dawn of the Victorian age as a simple street walker. She would use her minor powers of Glamour to appear as whatever she felt her clients were looking for. A low level of empathic powers helped her to seek out those whose need was great (and thus able to pay more) and what they were looking for. Her most oft-used guise is that of a coster girl who has lost all her snells and needs to make back all her lost money or her cruel stepfather will beat her. She has also been known to appear as dusky beauty for the orient, or a young lad lost in the city after leaving his boarding school.
Through guile, deceit, and lots of hard work, Nel worked her way into the prominent occult societies of the time. As her clientele increased in wealth and status, so did her own. She gained not only monetary wealth but a wealth of information about such organizations as the Algernon Club, the Rosicrucians, the Hermetic Order of the Golden Dawn (where she was Crowley's lover for a time), and the Theosophical Society. By World War I no living being knew as many secrets (and it is amazing how many secrets a man is willing to share in the cloak of night in the lover's bed) of the occult underground as she did.
Note to Modern Directors: Dirty Nellie has not been seen since the Blitz of WWII. If she survived (and many suspect she did not) she must be using a new guise or has moved on to another city.
Roleplaying Dirty Nellie
Nel is the archetypical good-time girl. When not working she can be found in gambling houses, public houses, or even an opium den. Her looks in any form are striking. She is a bit vain and proud of her looks, so in any guise her midnight black hair (cut short), green eyes and many piercings remain. She is fond of soldiers and once traveled to India to be with an entire troup. She returned to London with a pierced nose and an addiction to the cigarettes smoked there. Her favorite trick is to produce one she has pre-rolled from nowhere and light it with the tip of her finger. As a Faerie, Nel is immune to the harmful effects of her addictions to smoking, alcohol and drugs. She is also immune to the diseases that plague her trade, but Directors may decide she is a carrier and say there is a chance that her paramours could contract syphilis themselves.
Nel in any part of the Victorian age is a wealth of information and can act as a Criminal or Supernatural Contact. In the time of Ghosts of Albion (early Victorian) she is worth up to 3 points of Criminal Contacts (she knows everyone and most owe her) or 2 points of Supernatural. As the 19th Century progresses she can be bought fo up to 3 points of Supernatural but only 2 of Criminal.
Nel is not a fighter. She not above threatening someone with her knife or even throwing a bit of fire at someone, but she will not engage in most forms of combat. Nel would rather seduce someone and then poison them in the bed chamber if she wants someone dead. Usually though trouble finds Nel and not the other way around. A possible introduction would be having her running for her life and smack right into the Cast.
Despite some of her addictions, arrogance and her rather rude habit of calling humans monkeys, Nel is actually a very sweet faerie girl. She is also just determined to do things her way. One thing is certain, it is never boring with her around.
Ghosts of Albion stats
Name: Nel, Dirty Nellie (various human guise names are Alice, Little Mary, Tommy Atkins)
Motivation: To make some money and have a good time while doing it
Creature Type: Faerie (street faerie)
Attributes: Strength 2, Dexterity 4, Constitution 4, Intelligence 4, Perception 5, Willpower 6
Life Points: 34
Drama Points: 15
Qualities and Drawbacks: Addictions (Hashish 1, Opium 1,Smoking 2, Sex 2), Adversaries (Police, various rivals, various demons she owes money to), Blink 2, Criminal (Prostitute), Contacts (Criminal 3, Supernatural 3), Elven Soul Flame, Emotional Problems (Covetous, Cruel, Faerie Arrogance), Faerie, Glamour, Minority (Woman), Resources (start at -6 works up to +2).
Manoeuvres
Name Score Damage Notes
Dodge 11 Defence action
Grapple 7 Resisted by Dodge
Punch 5 4 Bash
Knife 11 4 Slash/Stab* Plus Elven Soul Flame
Dirty Nellie in Rippers & Gaslight (Savage Worlds)
Dirty Nel. I am afraid no amount of Ripper Tech can prepare you for that tangle with the supernatural.
- Attributed to Jonathan Harker, circa 1890
You can't be truly initiated into the inner ranks of the occult until Nel initiates you herself.
- Alistair Crowley, 1899
By 1892 Dirty Nellie (now mostly known as just Dirty Nel) is still doing what she does best. While not uncommon (Faeries have all sorts of obsessions), keeping the same job for 60 plus years is quite a feat for a little Street Fae.
Since the dawn of the Victorian age when she gained certain infamy in occult circles she only become more notorious. Some time in the 1840s she caught the attentions of a few occult researchers and scholars. Originally she was the subject of much discussion in the inner circles of occult lodges, discussing her the same way they would the tomes of Agrippa or a new species of vampire. That is till one of them decided to just approach her. When the young research returned from his visit, he spoke of her charm, her wit and of course her skills. Soon Nel was being visited by most of the members of the lodge and of a few others. Each would share some secrets with her, as is common with paramours. She went from back alley toffs to receiving gentlemen in her apartment. Her fees increased, not that the erstwhile men of learning noticed, and she increased her own knowledge. By the time anyone had figured out what was happening it was too late. Nel knew all their secrets, all their enemies secrets and a few more besides. She bartered her knowledge and took over one of the clubs where the men had met, the Mayfair House, and converted it into a club catering to me with a taste for both forbidden knowledge and forbidden carnality. While it is money that is often paid with her real currency is information and secrets. The Mayfair Club becomes a central gathering place for members of the occult community. She hires several girls, many with faerie or other blood in them, but most are still just human. She provides the men with a place to talk and relax, like any other Victorian club, but she provides other services as well. By 1892 the Mayfair Club is the place to go to get answers or find someone in the occult community. To date she has not hired any demons, werwolves or vampires, but she is getting more requests a day for even more forbidden fruit.
She has a lavish flat in Highgate, paid for by her many paramours, both with occult and terrestrial power. She is also now often paid just to be seen with someone, rather than have sex with them; though she still does that as well.
Nel after Rippers
People have been excommunicated or executed for less.
- One occult scholar failing to describe the events of the Mayfair Club party on New Years Eve, 1899.
During The Great War Nel provided financial power to protect her own homeland against the threat of the Kaiser, but that was not her major concern. She was also dealing with worsening relations with the Seelie and Unseelie Courts and ultimately the Shadow War between them. Nell like many Street Fae refused to choose sides and she was branded a traitor by the Seelie Court Queen. Hoping the further her own end the Unseelie Court Queen granted Nel Safe Passage for her services to the Unseelie Court (mostly by keeping Englands occult community in a sex-crazed haze to keep them out of the Courts business). This infuriated the Seelie Queen and she order Nels death.
During the Pulp Adventures ages (an age I think Savage Worlds is best at) Nel can be found at Mayfairs (the Club was dropped years ago) but her lust for life is mostly gone. Though adventurers search for some artifact will certainly find their trail leading to her door. She now employees a number of Unseelie Court faeries, but she even admits they are more likely to be spies for either Court.
The last reported sighting on Dirty Nellie was during the final Blitz of WWII. If she survived (and many suspect she did not) she must be using a new guise or has moved on to another city. Given the events of the Shadow War between the Fae, it is unlikely that the Seelie Court could have made good on their threats to kill her. But various stories suggest she was killed in the Blitz, or a jealous lover killed her or even more fantastic that the Devil claimed her as his own bride. Though it is also likely she has slipped away to live quietly. Though anyone that knew her cannot believe that.
Mayfairs remained closed till the 60s when it reopened as a center of the psychedelic drug culture. Since the middle 70s it has been owned and operated by a vampire couple who brought back to its roots of a contact place of the occult and the mundane.
Dirty Nellie (Savage Worlds)
Agility d8
Smarts d8
Spirit d8
Strength d6
Vigor d8
Charisma 4/2/0 (humans/other street fae/seelie court fae)
Pace 6
Parry 3
Reason
Toughness 6
Skills
Climbing d4
Fighting d4 (Nel is a lover, not a fighter)
Guts d10
Intimidation d4
Knowledge (Occult) d12+3 (if Nel does not know it, its probably not true)
Knowledge d10
Notice d10
Persuasion d8
Riding d4
Spellcasting d6
Stealth d8
Streetwise d8
Survival d10
Taunt d6
Hindrances
Compulsions (Smoking, Sex) (Used as Habit (Major)), Delusional (Faerie Arrogance, Minor), Illiterate, Outcast (unwelcome in the Seelie Court, treat as Outsider in respect to Seelie Court Fae), Weakness: Iron
Edges
Connections, Faerie Attractiveness (Adds +4 to Charisma for humans), Hard to Kill, Rich
Powers
Arcane Background (Magic Glamour)
Subscribe to:
Posts (Atom)













