Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Monday, December 27, 2010

How much Fantasy in your FRPGs?

I am still thinking about world building in my game and I was thinking about Oerth, the Greyhawk world.  In Greyhawk the sun goes around the world, as it did in some dark ages beliefs.

Now here is the thing.  Or two rather.  First, in today's age we tend to think of ourselves as very progressive and smart and forget that a lot of the things we know now, people also knew then.  Sure there are some "fantasy" style beliefs.  After all the Greeks knew a lot about Astronomy and even knew the size of the Earth (and the fact that it was round) as far back as the 4th century BC.  Sure today some people still think the world is flat or created by magic, but for the most part people are and were smart.
Secondly I like my universe to make some sort of sense.  Afterall I still would like to play a Greyhawk 3000 game someday and that might be harder if  my sun is really just a burning mountain going around a flat earth.

So yeah, I like magic, vampires and ghosts in my games, but draw the line at Earth-centered cosmologies.
Maybe I can have parallel cosmologies.  If one goes to the sun via magic, they find the realm of Pelor there, but if you launch a probe, it is just a ball of nuclear fusion.

What do you all do in your FRPGs?  Do you even bother?   What is your cosmos like?

Tuesday, December 21, 2010

Could my Answer be in the Realms?

I am moving my 3.x game over to a 4e one soon.    I have been buying up the Essentials books and some modules and I generally have what I think is a cool idea for campaign.  The world is fleshed out and I know what I am going to use and what I am not.

Except there is one little-bity problem. So much of what was true in my 3.x world no longer "works" under 4e.  Or rather it works so differently now that it is hard to see it working the same way when I was playing 3.x.  Then there are other issues.  My kids want to play the children of their D&D 3.x characters and these characters have some serious magic.  And there is the whole killing Tiamat thing they want to do.   How do I explain the changes?

Turns out the answer was under my nose this whole time.  In the Forgotten Realms Player's Guide.

I was never a fan of the Realms.  I considered it to be a pretender to Greyhawk and not a very worthy one at that.  I picked up the 3.0 Realms Guide when it came out and I liked it.  I felt it was a good book and all it really was missing was monsters.  The new 4e campaign books are a good model too.

But what I like the most about the Realms book is how completely gonzo it is.  Smash two planets together to get one world! I love that!  Spell plagues? Bring it on!

I know I have talked around all of this before in many posts, but it is time to make it more real I think.

So what will I include from the Forgotten Realms book in my Game World?

First, well, it is going to be in the future.  I am going to say about 25 to 30 years.  Not 100% sure, but long enough to have the world changing events happen at least a generation ago.  The Characters of this game have only know the world as it is now, never the world before.

Next, there will be a Spellplague.  The defeat of Tiamat and the Ascension of Asmodeus are just parts of that.  I am also going to have Raven Queen in my game and she just killed Nerull.  There will other things of course, but it was a series of Cosmos-shaking events that left the world changed.  The Fey-wild is now easier to get too, as is the Shadowfell (previously only known as the Plane of Shadow).  The main effect for the PCs is that some of the old magic no longer works.  So there is a quest for sources of "Old Magic" or even "True Magic".  With this, some older magic items are now useless.  Of course the spellplague was chaotic so some normal items are now magical.  There is still magic to be found out there "New" and "Old".
Living things touched by it have been altered.  There will be spell scarred.

The ancient Astral empire of the Tieflings, Bael-Turath, has crashed into the world.  Here I am taking inspiration from the 90's TV show "Alien Nation".  Though this is a "magical crash" so there are now lands where there are ruins of the Tiefling society that seem ancient and always part of the land.  Bael-Turath had warred against Asmoedeus and the devils for countless centuries.  Part of Asmodeus' ascension was to reclaim the power that emperors of Bael-Turath had stolen from the Nine Hells.  The tieflings are now a broken, homeless race with members now fond all over the world and many still in the Astral Sea.

The Blood War is over.  With Asmodeus' Ascension and the Reckoning of Hell, the long war with the demons is over.  Asmodeus even managed to conscript entire demonic species under the auspices of Hell.  With the the power he gained Asmodeus broke the paths through the Astral that the demons and devils used to attack each other, effectively blocking demons from being able to enter the Prime Material.  If a demon wants to get to the Prime Material plane it has to go through Hell first.  By the time of the new game the distinction between "demon" and "devil" is a loose one in most peoples minds.  Plus the entire race of yugoloths were sacrificed in the process, with many seeking refuge in either the Abyss or Hell.
Asmodeus covets the Material World and wanted to bring Hell into it.  Here he failed, but managed to get it much "closer" metaphysically speaking.

One repercussion of this though is demons now focus on the Prime Material.  While it is harder for them to reach it now, many still do and with out the Blood War to contend with it is possible that more demons than ever are now attacking mortals.   This is something Asmodeus wants.  He has placed members of his cult in areas to fit demons and rally humans to his cause.  As the game progresses the influence of this cult will be more readily felt. To combat this the Gods will be using the mortal realm as their battlefield.

I think this is a good start and gives me a good idea of what my end game needs to be too.  Lolth, in one form or another will have hand in all of this too.  Events that began in my Shadow War of 1st Ed are now coming to a head.

Now I need to figure out who the main bad guys are and what they want to get out of all of this.

Monday, November 29, 2010

So...Have you ever killed a God?

As you know I am gearing up for my Dragon Slayer's campaign end game.  One of the goals of the Dragon Slayers has always been to kill Tiamat on her own plane.

This could have some fairly epic effects.
If this were the last game then no big deal, but we are moving to 4e after this and will using the "kids" of the characters  that are retiring.  I have already decided that the kids can have a magic item each given their famous and powerful parents.  But what of Tiamat?  And the idea of the 4e modules is to kill Orcus and maybe even others.

Will she still be "dead"?  What does that mean to all the evil dragons?
While talking with Jason Vey today he says that in his world that unless every worshiper is dead then the god can't die.  I like that idea myself.  But what does that mean the Dragon Slayers did?

Tiamat is at least a bit easier.  She can have a daughter, Takhisis who will become the new Dragon Queen in time.  Didn't Marduk kill Tiamat once too?

Orcus is also not a big deal.  He is a demon, demons can be replaced.  Plus I could put my own demon lord or put Vecna in as God of the Undead (though he doesn't seem like a good fit to me).

What if I continue my plan to have Orcus as nothing more than a blunt tool and have Asmodeus as the Big Bad?  What if the characters kill him?

So what have you all done?
Have you killed a God before?  What happened afterwards?

Saturday, November 20, 2010

Orcus as the Boss? Immortal level D&D? What's my End Game?

I have been thinking about the whole Orcus as the big bad in 4e.  It's cool and it has a lot of fun about it. But there is a big issue I have with it.  Orcus is a brute.  He his not a planner or plotter.  He smashes and destroys.

In my game multiverse Orcus used to be a Primal God.  In 4e I am fine with this being called a Primordial, but now he is a demon.  He is a demon prince and a very, very powerful one, but an over arching plot seems a bit cerebral for him.  I am thinking that maybe Orcus is nothing more than the weapon being used by someone more powerful, but behind the scenes.  But who and for what ends?
I mean Orcus is no dummy, but as a demon he is more concerned with destruction than labyrinthine plots.

Here are some thoughts on some potential players.

Vecna - God of evil knowledge and a lich, but what does Orcus have that Vecna wants?  What could Vecna be using Orcus for?

Asmodeus - The Blood War may be in cold war mode now, but maybe the Arch duke of Hell needs Orcus to get the seed of evil.

Tharizdûn - This one is easiest.  Tharizdûn wants out of his prison.  While everyone thinks Tharizdun is imprisoned either in the Abyss or the Astral, he is in reality imprisoned in the lowest point in Hell.  Asmodeus is still his jailer.  I would make him a bit like Lucifer in Dante's Inferno, chained to very bottom of hell. Asmodeus thinks he is draining power off of Tharizdûn, which is why he is a god-like power now.  Tharizdun is allowing this knowing that he gains a little more control over Asmodeus.  Who is using who?  Well I guess that depends on who wins in the end.



Iggwilv - The Witch Queen wants the Abyss, and Orcus is one of the big things in her way.  I have been dying to use her is some way.

So here is my plan.

Iggwilv and Asmodeus are working together to manipulate Orcus.  He is being propped up as this huge threat so the PCs take him out.  Iggwilv is directing the PCs to do this while also working on Orcus telling him that doing this will make him a god.  The plan is to have the PCs kill Orcus and deliver his wand somewhere it can be destroyed.  The PCs end up in Hell and hand over the Wand to Asmodeus. Asmodeus has told Iggwilv that he wants the extra shard and she can keep the Abyss.  In truth Asmodeus is being manipulated by Thaizdun.  Orcus' Wand and Asmodeus' Rod together will free him.

Yes, this is bit much for a D&D plot, especially a D&D4 one, but I like the idea.   If the PCs play this right they could defeat Orcus, Iggwilv and Asmodeus all in one fell swoop.

The old AD&D adventure H4 Throne of Bloodstone is an influence here since the goal there is to destroy the Wand.  The E1-3 series for D&D4 focuses on Orcus wanting to become a god.  So I will merge them a bit.  The whole Tharizdun bit is a bit recycled from the Gygax "Dance of Demons" book, but that is fine really.

Part of this though also depends on something else.
To defeat Orcus in the E series takes the characters right to 30th level. To then take on Iggwilv, Asmodeus AND Tharizdun then is something else altogether.

So I had yet another idea. What about Immortal Level D&D.  Reading over the Mentzer D&D BECMI set I do see how well Immortal level play can work and that is something Immortals would do, stop the imbalance of Tharizdun coming back into play.   I am just not quite sure how to do that in D&D4 just yet.  I am sure I'll figure it out.  Though I did ask about it on RPG.Net.

Presently I am working on finishing my 3.x campaign.  Since the 4e characters are the kids of the 3.x ones I can start planting some seeds now.  Drop the name Tharizdun and Iggwilv.  Mention Orcus' and Asmodeus' rise to power.  Might need to figure out how Vecna and Raven Queen fit into all of this.  Maybe once Orcus is dead Vecna becomes the new patron of the Undead.  Am I ready to get rid of Orcus once and for all?

Hmm.  Interesting thought.

Tuesday, November 9, 2010

Mapping Software or Mappers

I have talked about my world in the past.  Basically it is a combination of Mystara/Urt(Urth) (from Basic D&D) and Greyhawk/Oerth (from AD&D 1st ed) that I have called Mystoerth.  This lets me have all sorts of fun and is basically the world I have been using since the late 80s.

Along the way I have added more to it.  Blackmoor, which was the common element of both worlds is here as sort of a Shangri-la sort of land beyond the North pole in a valley heated by geo-thermal vents.  I have a Hyborea as well to support my old-school street cred a bit.  I pulled down my 1st Ed Oriental Adventures to build up my Kara-Tur a bit and I have a spot for it.

Now I want to expand.  I want to add Ansalon as a southern continent and I want to add the Nentir Vale from the new D&D4 material.  Both are pretty small and will fit almost anywhere.

What I don't have are skills.

Does anyone know of or can suggest a map making tool?  Part of me thinks I can just trace everything.  After all that was good enough for the old days!  Another part of me wants to make high quality maps.

Any and all advice and tips are appreciated.

Monday, September 27, 2010

Why can't I find a good Sci-Fi game?

A post over at Grognardia, http://grognardia.blogspot.com/2010/09/sci-fi-goulash.html, has prompted a reoccurring thought in my head.

Why can't I find a good Sci-Fi game?

I have mentioned before that I have had a hit and miss, mostly miss, luck with Sci-Fi games. Every so often I am convinced I have the One, only to be ultimately disappointed in them.
I after I posted a reply to James' post I went back to the Star Frontiers book I have and online at http://starfrontiersman.com/downloads/remastered. I also went through all the Star Trek books I still have left.

In terms of Sci-Fi I like Trek the best, loved Star Wars as a kid, but got into Dune or the hard sci-fi of Asimov. I did like Heinlein and Arthur C. Clark a lot though. I loved Farescape when it was on and I even enjoyed LEXX.  Never watched Space Above and Beyond, could not get into Babylon 5 or the new Galatica (though that is not really a reflection on them) and I thought Firefly was stupid.

For games I started out with Traveler, moved to Star Frontiers, Doctor Who (FASA), Star Trek (FASA), Alternity, Star Wars d20, d20 Future and others that I have forgotten.  More recently I have used Unisystem (All Tomorrow's Zombies) and Doctor Who (Cubicle 7).  Yet nothing seems to fit just right.  I looked over Star Blazer Adventures, Rogue Trader and others and didn't really care for them.  I don't like GURPS enough to honestly consider it, same for FUDGE and FATE.

What do I want?
That is a very question and one I don't have a good answer for.  There are bits and pieces that I like from all the above games.  I like the sandboxy feel of Star Frontiers and Traveler. I love the tech in Trek, the scope in Star Wars.  I could get better buy-in from my Kids with Star Wars, even if my youngest says "I am not into Star Wars" and lightsabers are cool.   I like some of the features of Alternity.  I liked some of what I read in Dune.

And I don't want to spend a bunch of time figuring out a new system.
I suppose this points to two things.  Unisystem and d20 3.x.

Why?
Well I have a bunch of d20 materials laying around including Star Wars, d20 Traveler (T20), Dragon Star,  and d20 Future (which has material from Star Frontiers and Alternity).  I like the idea of using the d20 Mod/Future classes. I am not thrilled with the idea of levels though, but multi-classing looks like it could be fun.  Plus I have a metric ton of d20 material.  Bring back mind flayers as an alien race.  Baator?  Now a planet; literary Planet Hell.

Unisystem is more flexible and I can do it better than d20, but despite how good All Tomorrow's Zombies is, I want something more.   I am not big into mixing magic and SciFi.  Psionics is ok (in fact I also don't like Psionics in fantasy games), weird I know. I think in the end, d20 might be the way for me to go, or this could be a thinly veiled attempt to do "D&D in Spaaaace!"

Star Wars, like I said, has a great scope and is full of aliens. Adding a Trek-like Federation to battle an Evil Empire is also very cool and a great backdrop.  I'd make it more of a cold war, with hotter areas on the edges.  Lots of room then for black markets and ops.  Maybe even steal a page from Battlestar and make the evil Empire one of artificially intelligent machines.  T20 has a lot of cool stuff too and the Imperium is neat and again lots of cool races.

What is lacking in all of this is unified narrative.  Maybe I don't need one.  D&D doesn't have one, never did.  A lot of what I don't like about the various systems out there is I find their "fluff" to be restrictive.  I don't want all the baggage that go with Jedi, or the Imperium, or Aslans, or Fraal.    I guess say here is Oerth, here is Yavin, over there is Krynn and Vulcan and just let the universe take care of itself.

I guess until I find that perfect mix, I keep searching.

Tuesday, September 14, 2010

Essentials. D&D 4, Phase 2.

I picked up the new Essentials book, Heroes of the Fallen Lands, yesterday.  I'll pick up the Rules Compendium a bit later.  First I want to see is Essentials is the way to go for D&D4.  So far it looks like it is.

There is a lot going on in HotFL.  First there is a thin meta-plot running through all the new D&D books; once the world was great and powerful, but now great kingdoms have fallen and the world is slowly emerging from darkness.  It is a neat idea, but to do it in my own games I'd figure out what exactly happened.  I like what WotC did with the Realms, maybe I'll try something like that. It is like Blackmoor after the global shift, or Krynn after the Cataclysm or even Greyhawk after the Rain of Colorless Fire.  But until then let's talk about what I do have and so far that is just HotFL and the "Red Box". HotFL picks up where the Red Box leaves off, but one can start here as well.

HotFl gives us four classes, Cleric, Fighter, Rough and Wizard.  There are "builds" for each, which remind me a lot of the old 2nd Ed AD&D "kits". All the classes have a build and the Fighter has two, Knight and Slayer.  The Cleric/War Priest also has two Domains (from 3rd and 4th Ed).  So my first reaction is that this D&D is trying invoke memories of older editions.   The next book in the line, Heroes of the Forgotten Kingdoms, gives more classes, druids, paladin, ranger (with two builds),  and the warlock. So I am certainly going to pick that up.  The roles (striker, defender, leader and controller) are still around, but their role seems a bit diminished.  In fact they are only mentioned in terms of what they do in combat, not much else.

There is some recycled art here, that is fine, and some new art as well. The big thing here is how the rules have been re-laid out.  Melee and Ranged attacks are presented now in the same format as an "at-will" power.  While not exactly, it is good to see this.  Also included are bull rush, attacks of opportunity and grab.  Brings everything inline nicely.

The main races are still here.  There is still the Eladrin-Elf split and Halflings look more and more like Kender everyday, but this should please most everyone except for the gnome fans.  Races get a bonus to one stat and a choice of a second stat.  Seems ok to me.  Makes the races a touch more flexible I think.

In general character creation is streamlined and made easy.  Now like many old-time players I never had an issue with D&D character creation in any edition, but there is a new level of clarity here that I really like.  Alignments are more streamlined, though they are the same as the D&D4 PHB ones.  I do miss "Chaotic Good" and "Lawful Evil" I just don't miss the dogmatic adherence to them.  I like that my devils are now "Evil" instead of "Always Lawful Evil".   There are some more bits on fleshing out your character's personality, but this is D&D not Vampire the Masquerade.  The section on the Gods seems the least changed.  

There is an entire chapter on Powers. Great detail is gone into what powers are, how they work and what happens with them.  A greater distinction is made now between Martial powers and magical ones.  Obviously this is get at the criticisms of "why can my rogue only do this once per day?"
The four classes make up the bulk of the book.  Again I see many similarities here with 2nd Ed AD&D with it's Classes and sub-classes and kits.  So you can be a Fighter, but the type of fighter you are is either a Slayer or a Knight.  Yes Slayers and Knights can also use each other's exploits (Martial based powers).  The powers again a clearer and better explained.

Races come after the classes, which might seem a bit backwards to many, but I'll go with it.  Other than some changes to their bonuses they are mostly the same, even the same art for the most part.  Skills and feats are likewise only tweaked here and there.
There is some equipment listed as well.  But no rituals.

What strikes me most is how much care and attention has been given to re-writes.  Sure there will be many that look as Essentials and say they have all this stuff. And for the most part that is true.  But there is enough changed here and presented in such an ordered fashion that to me at least it was solidly worth the 20 bucks.  It is also a great idea as a gift to that non-roleplaying friend that wonders what it is you do all the time.

So who is this for?

D&D4 has some problems it must overcome first.  The biggest is who should play it followed by why should they choose this over some other game.

The first part is easy really.  The game is aimed at all players.  While the Red Box is firmly aimed at starting players or lasped players, Essentials is for everyone past the Red Box stage.

But that is not Essentials biggest issue.  Essentials is now fighting for a market that is populated by Pathfinder, OSR books (which is still not a majority by any stretch of the imagination) and most of all D&D 4.  Yes, Essentials biggest rival is it's own older brother.

(yes that binder is full (almost) of errata.  What would rather have, a company that never put out errata or one that puts out too much? It also has my favorite bits of various third party products.)

I think it is obvious that Wizards would love to see all "D&D" players, regardless of current system come back and try D&D 4 again, via the Essentials line.  And I also think that their work has been earnest.   I still think that D&D4 is one of the most well designed games of the last 10 years.  By the way, in case you are keeping score, Essentials was released almost 10 years later to the day as D&D 3.0.

While I am not quite crazy enough to suggest this, but I would think it would be nice if the members of the OSR gave D&D4 Essentials a try.  Of course I tell D&D 4 players that they need to play 1st ed AD&D and/or try out one of the clones all the time too.

(the Heir Apparent?)

In the end I give the new D&D 4 credit.  They seemed to have learned from past errors and they have listened to the fans and have tried to build a D&D4 that appeals to most.  Sure some people will hate it, there always are people like that, but I think that if you liked D&D 4 you should like this.

If you want to read more about the new direction for 4e, there is an interview at The Escapist with Mike Mearls.

Monday, July 26, 2010

Crazy Omar's

You walk into the shop that is size of a small keep.  All around you are other "adventurers", some holding tickets with numbers on them, others hold what are obviously enchanted items.  All around are gnomes running this way and that.  In the back of store, past the "do not enter" signs and ropes are two of the largest ogres you have ever seen. More gnomes running all over, some with tickets in their hands, others carrying weapons of all sorts.  Further back you see a hut run away on chicken lays chased by several more gnomes.  Abruptly a stouter than usual dwarf approaches you.  He is wearing silk pajamas, fuzzy slippers and on top of a mane of unruly black hair sits a purple fez with a gold tassel.  He looks at you with through a monocle and after a few seconds laughs out loud.   You are not sure, but you think he is laughing at you.
He holds out both hands to grasp yours and shakes so vigorously you feel your teeth will fall out.
"Welcome to Omar's!" he booms "Will ya be buying or selling today?"


Omar's is something of a long standing tradition in my games.  It was something my DM used in his games and he got it from his DM, a cousin that taught him how to play from the LBBs.  So there has been an Omar's in operation since the first days of the game.
Omar (and no one calls him "Crazy" to his face) is the ultimate adventurer shopping center.  Starting characters go to get "Omar's Adventuring Kit" which includes everything a starting character needs (torches, rope, spikes, backpack...) for 50 GP.   The contents vary from time to time (and depending on what system I am using at the time).  The price is somewhat less than buying the items separate, and the characters and Omar know this.  But Omar feels that the best customers are the ones that keep coming back.

Omar offers another service, the buying and selling of magic items.  I don't have too many places like this in my world.  Sure there are places where a magic item can be sold, but Omar's always offers the best deals, depending on the mood of management.

Omar's is also the largest warehouse of magical item in my world.  Yet no one has ever tried to steal from him.  It is rumored that the local thieves guild has a long standing agreement with Omar and they will not steal from him and there are the rumors of other things that Omar keeps in his warehouse.

So last night my boys wanted to play our Dragonslayers adventure, but I realized I had not finished calculating all their magic and treasure from the last adventure.  So a quick trip to Omar's while they role play haggling their magic items for money or other items made for a fun little adventure AND a way for me to figure out what items they had.

Despite the name, Omar is not really crazy, nor is he the original Omar.  The original Omar was more gruff and a hard nose merchant. This Omar, his son, takes more after his mother who happens to be the Xothia of the Rock; a sort of Dwarven witch that everyone fears but listens to anyway.  So his style of dress is uncommon as are his manners.  He does this to put customers off guard.  Plus the reputation of being crazy is often worth more than extra guards and advertising. He hires only gnomes ("Dwarves are too greedy and want to be paid more.  I can pay these guys in the magic items I don't want.") and he always gives deals to pretty women ("I am too kind to the ladies, it will be the ruin of me I know it.") of any race. In back he has an appraiser, a stern and serious elf named Kerin (a former Bard now semi-retired),  If Omar can't identify the item in question (which rarely happens thanks to his Monocle of True Seeing) he will call out Kerin.  The old, stern elf will peer at the itme through his similarly enchanted spectacles.  He will then pronounce the value on the spot.  Omar and Kerin often argue over Kerin's estimates.  Kerin, who never lies, gives the true value for the item, Omar wants him to round it down, like to 20% of market value.  Kerin never budges and Omar fumes.  Kerin is also the store's accountant.  He knows every copper that goes in or out and knows about every magic item in the place.
When not dealing with customers Omar walks around his warehouse singing dwarven opera at the top of his lungs.

Day and night Omar's shop is busy.  Given that many of the item he deals with are likely stolen he pays heavy fines to both the city and the thieves' guild; but they are not as heavy as Omar lets one believe.  He has made all sorts of deals knowing that his is a symbiotic relationship with both factions.  They need his goods, he needs their protection.  The mutual benefit has worked so well that the original Omar has retired and purchased his own island country where he sits on the beach all day.

Omar's also serves another great purpose; a source for rumors.  I plan to have the characters over hear the details regarding their next adventure (which will be B3 Palace of the Silver Princess).  While it is "off quest" I have GMPC in the group to provide some magical support and will claim that this in in her home town (which, in fact it is) and the characters will go to investigate.

So if you use Omar in your games drop me a message to let me know how it went!

Thursday, June 17, 2010

Willow & Tara: The Dragon and the Phoenix

Note: Work still keeping me busy.  Here is one I have been meaning to post for a while. Enjoy!

A lot of what I put up here is based on my playtest of Buffy and Ghosts of Albion.  Those playtests were part of a larger series I ran featuring the characters Willow & Tara.  I started them out in a WitchCraft game back in 2001 which led to Buffy and then to Ghosts.  But I thought I'd post the game summaries, playtest notes and actual play reports here to give context to the crunch I have posted and for the crunch I'll continue to post.

These games ran between 2001 and 2006 and reflect a lot of what was going on in my life and in my own RPG freelance career.   I hope you enjoy.

Willow and Tara: The Dragon and the Phoenix



The Dragon and the Phoenix originally began as the means for my Buffy playtest group to tell a Willow & Tara centric story in a new way. Originally titled "Road Stories", it began with the death of Tara's father and then followed Willow and Tara in their cross-country trip across the Southern US in Robert Maclay's (Tara's father) old 67' Thunderbird.

There would be some strangeness along the way. That is of course till March 2002 came around and we heard that Tara was going to be murdered. Now I was (and still am) a huge Willow and Tara fan, but most of my playtesters were even bigger fans than I was. We were angry as all hell, so we changed course rather quickly. Road Stories was scrapped, and we worked to come up with a new idea. In our talks (and we were less concerned now with playtesting and more with providing ourselves with something we had lost) The Dragon and the Phoenix was born. We were going to bring Tara back. We decided rather early that there were not going to be any of the issues that plagued Buffy herself the season before. As Lisa, one of my playtesters and the brain behind the episode Heaven Bleeds, stated "without Willow even Heaven would have seemed like Hell to Tara".

The ideas flowed in pretty quickly. The name of the series, the "past episodes" of the demonic army and Yoln came from an AD&D game I had played in the 80s just before going off to college. One of my characters, Morgan, had been a character that I had set up to die and have regretted it nearly the instant it happened and ever since. So to bring her into this and make her death parallel to Tara's (and to some extent Buffy's) was poignant on a personal level but also because I felt I could do a much better job of it. In AD&D Morgan had been a Bard (1st Edition) with a particular hatred for vampires. In The Buffy game I retconned her into a Slayer.  The death Morgan was something that had bugged me forever.  I can even recall a time walking to class in 1994 thinking I had done her wrong and that had been 7 years ago at that point.

The choice of Leviathan as the big bad was also pretty easy. I loved old Godzilla movies and had this vision in my head of the Cast standing, looking up and facing a giant monster like that. I was also using the Armageddon Playtest docs in my game, so it seemed an obvious choice. Adding that Willow and Tara are the only ones to stop it was also my snarky remark that anyone playing in a world without a resurrected Tara was doomed to be consumed by the Mad God.

My playtest group was also watching a lot of Charmed, so quite a bit of those mythos entered into our games as well. The Demonic Wasteland influenced Leviathan's plane. Warlocks became more Charmed like with their quasi-demon heritage (and thus ok to kill by characters taking a Geas never to take a human life) and witches were given other choices as a secondary power other than just TK. As development in the Buffy game progressed, so did the Dragon and the Phoenix. Each adventure was designed to take advantage of the new rules in the books. Want to play the next adventure, well you'll need to pick up the next book. But we moved from that when Buffy development slowed down. Eventually we moved all moved on to Ghosts of Albion where we were joined by the kindred spirits of Amber Benson and Chris Golden. There are a number of new rules and things we wrote for Willow and Tara that later were tweaked for William and Tamara. Given the parallels, we all felt that this was very appropriate. Did we make Willow and Tara Protectors? No, that was never considered, plus given the Anamchara casting rules there was no need. Once Ghosts got into full swing The Dragon and the Phoenix had to take a back seat but when the core of the rules were laid out we went back to it. We dropped Willow and Tara into the Ghosts of Albion world and used their current stats with the magic-richer world of Ghosts. To quote my co-author of Ghosts and Dragon Garner Johnson the amount of power they could summon up was "just sick". We knew we had done good.

We tried out the other adventures with a mix of unpublished Buffy books and Ghosts rules. In "Enemy Within" we compared Thom Marion's revised Werewolves with the Ferals of Ghosts of Albion. We used Army of Darkness' mass combat rules to detail how an army of demons and angels could fight an army of tainted demonic dragonmen. Magics were mixed and matched. The episode Silent Lucidity added cinematic Bast, but while they were nice the rules for them never gelled for us.  A lot of things worked and they ended up in the Ghosts of Albion book and some I have posted here.  Other things didn't.

We decided to "release" the adventures for people to play since there was quite a bit of controversy over Tara's death and most of the people we knew gave up watching the show at this point (myself included), so this was our replacement. Outside of Garner and myself none of playtesters had ever gamed before, but all had written fan-fiction. I grabbed them for a few reasons, first if the Buffy game was going to work it had to appeal to non-gaming fans. The fact that they learned to play the game and even get to a point to where they were working on adventures is a testament to the game. Secondly I wanted fan-fic authors, and good ones at that, because they understood dialog and plot. Most RPG adventures make good dungeon crawls but terrible "books". I wanted people to feel like they were IN the show that the adventure and drama was now indeed their own. How well did this work? I was driving home one day after going to the store and I had just been given the first draft of "Identity Crisis". The main author, Sass, had pitched to me as an excuse for Tara to do a strip tease for Willow and the two of them get caught. I had read it and of course I was amused, the dialog was great the B-plot was snappy as hell and I was building up the A-Plot (the Buffy part) and then it dawned on me. Tara was alive and well and I soon could care less what was going on in the "canon", the Dragon and the Phoenix was the only thing that was "real", anything else was just a rumor.

We also had some surprising help. Amber Benson  remarked that Garner and I now knew Tara better than anyone (except maybe for Chris). We even had a writer on the show that was sending us scripts long before the shows would film. So we worked spoilers for the other Season 7 into the narrative and mocked them. The writer has asked to remain anonymous and that is the way it will stay. This person agreed with us but was powerless to do anything. We were also hearing about how toxic the set had become and how most people were counting down the days till the show was over.

Similar to the authors I got Willow & Tara fans (collectively known as "Kittens") to do the covers for the adventures, you can see them all here.

There are a lot references to music and songs in the episodes. I do my best work to music. I wrote my dissertation while listening to the Ramones and "Ghosts of Albion" was written on a steady diet of Black Sabbath and Iron Maiden when I needed horror elements and Sinéad O'Connor, Enya and Máire Ní Bhraonáin (I guess we are distantly related), and Lorrena McKinnett for when I needed to write about the fae or ancient history. Dragon had a lot of influences, but mostly I listened to a lot of Linkin Park.

The Dragon and the Phoenix was a great success in my mind. Of the adventures we released, 1 through 5, it has been translated into German, French and Spanish. There are two "unauthorized" fan-fics by authors not related to the project set in the same universe not to mention the works of the authors involved from the dramatic ("Unexpected Consequences") to the silly (Willow and Tara's drunken adventures in a adult book store by Sass) to Lovecraftian inspired horror (Garner's "Those that Feed"). Plus two more series and a mini-series that comprise what we call "Willow & Tara the Series". "Road Stories" was later revived as "Season of the Witch" and the ghost of Robert Maclay is added to the cast. "Mid Semester's Night Dream" was a mini-series featuring a semi-retired (from monster hunting) Willow & Tara being asked to investigate a suspected vampire at a private boarding school. This lead to "Generation Hex" where Tara is still teaching at the school and they have help the next generation of hunters of the supernatural.

Series Details
The Dragon and the Phoenix - Buffy game with original cast set in an alternate season 7. Tara comes back to help the Cast defeat Leviathan. A mix of "Buffy" and "Armageddon". (2002 to 2003).

This Season is designed with the idea of bringing back the character of Tara Maclay who was murdered near the end of Season 6. This Season takes place in a different Sunnydale, though the history is the same, the future is new. The Cast must deal with the notion of what love is and what it means to be a family. Other issues are of course, working together and the handling or mishandling of power.

The following information is for all the episodes.

Special Guest Stars
Though the character of Cordelia Chase should be played as an NPC. Notes will also be given for playing Giles and/or Anya as NPCs.
Tony Foster. A rookie officer on the SD Police force who stumbles into the Slayer's world. Knows a little bit about what goes on in Sunnydale (ie not a dumb cop). Is attracted to Buffy.
Luna. A Seraphim that may be aiding the cast.
Kara Maclay. Tara's "twin sister".

Little Bads
The Knights of Elohim. These three fallen angels provide most of the problems for the cast in the first episode and reoccur in a later one. They seek to return the Earth to the demons so that they may be first in the eyes of God again.

Strawberry Switchblade. She was a friend of Dawns (introduced early) and was killed by the Vampire Chicas. Now she is pissed off at Dawn and Buffy for letting her get killed. Wants to kill or turn Dawn.

Yoln. The Hand of Leviathan. Yoln was a human general in the armies of Hell. He was part demon himself. During the Dark Ages he attempted to seize control of Earth, but during a pivotal able battle in Gaul (France) he met a girl. This girl was the only person who ever bested him in battle. They fought, but Yoln ran her through with his sword, Pillager. Though she knew she was dying, she took his sword from her body and she fought him back to his dimensional portal with his own sword. She even managed to wound him, cutting off his right hand and broke his sword in the process. This girl, Morgan, died after defeating Yoln. She was also a Slayer.

Big Bad Leviathan. Ancient. Colossal. Primordial. Leviathan is a dead god. But dead does not mean the same to gods as it does to mortals. "He" is being drawn into this world. Doing so destroys everything. The world, the cosmos, everything. He has cultists spanning the globe and there is a prophecy that he will reawaken and his birth will be heralded by the death of the Slayers. (Same Leviathan from Armageddon.)

Important Items
The Codex Albius - The White Codex. The spellbook Tara returns from Heaven with. Provides all the new spells in the series. Normally in exile Tara would have had to give this up along with her healing power, but the fact she still has both leads to Cast to believe that Tara's exile may not be exactly what they think it is. This sets up the tension of will Tara need to return when the adventure is over.

The Ankh - Given to Willow by Isis. This prevents her from feeling the effects of the dark magic. Believed to have been influenced by Set, it is learned in time that the "Dark Magic" is in fact Taint and set up by Leviathan centuries ago to use Willow as his portal into this realm. The Ankh can be later used to stop Nox in episode 11 (cast choice).

Pillager - Yoln's Hellforged Sword. His first task in the series is to find the pieces he needs to reforge it. Once he has this he goes on a killing spree, killing every demon (who he feels betrayed him in the 7th Century) and supernatural creature he can find.

The Hand of Yoln - A gauntlet from Yoln's battle with the Slayer Morgan. She had cut off his lower arm with his own sword before knocking him into a portal to the Astral. The gauntlet has been protected by an order of Witch Knights, an order blending both Christian and Pagan beliefs. The gauntlet appears as a clawed hand and may be used to kill Yoln (cast believes), in fact it is the last piece Yoln needs to fully manifest into reality.

The Spear of Destiny - Also known and The Spear of Cúchulainn or the Gáe Bolg. This is the weapon the cast must find to kill Yoln. Buffy, Willow and Tara's first quest for it takes them to 7th Century Gaul were it is being protected by members of the Church and the Ban-Drui. Yoln was leading an army of demons to take it by force but is defeated by the Slayer of that time. She dies, but passes a bit of her soul on to Tara (who tires to heal her).

I will give episode summaries and actual play reports in the future.

Wednesday, May 26, 2010

Willow & Tara: Big Eyes, Small Mouth 3.0

Willow and Tara in BESM 3.0 

Yes I know, I did these both for BESM 2nd Ed. But I went with a slightly different version here. The 2nd Ed versions were based on a idea of mine to do a Animated series to feature the girls as high school foreign-exchange students to Japan. In this case I am going strict the Dragon and the Phoenix, or rather in this case, my 3rd Season, "Generation HEX" conversions. Given the style of game that Generation HEX has become (low-powered supers/magical girl in a modern supernatural occult dramady) then oddly enough the BESM 3.0 stats work rather well.

The differences are mostly do to the changes in the systems, but also to reflect where the characters were at that point in my games.  These are certainly older versions of Willow and Tara than I had in BESM 2r.

BESM 3.0 makes more use of their multiverse (which sadly we won't be hearing more about) so there is a Universe line now on the character sheet.
Despite all thee differences though (and the change in mechanic) these are obviously related games. The conversion from BESM 2r to BESM 3 is easier than say the conversions between AD&D 2 and D&D 3.

The BIG thing here though is my shift from Power Flux/Magic to Dynamic Powers.   Now some of the BESM guys mentioned to me in the past that this might make them much more powerful than the numbers would suggest.   But I wanted to try it out.  Plus they had become "mages" in my Season 2 arc, "Season of the Witch" and this is supposed to represent them at the beginning of my Season 3 arc, "Generation HEX".   They might bee a tad powerful, but I think that is fine really.

I will say this. Dynamic Powers are so ripe for abuse it is not even funny. Yeah I see why it is there.  I have watched enough anime now to get it.  But it should still have something more to guide the player.  BESM d20 was a handy guide for this, as was True20 believe it or not.

Name: Willow D. Rosenberg
DAM Multiplier: 5
Genre: Modern Occult/Shojo
Universe: Mine

BODY 4 HP: 70 ACV: 8
MIND 12 EP: 115 DCV: 8
SOUL 9 Armor: 0 SSV: 14

Attributes Level Cost Notes
Dynamic Powers +5 +195
(Depletes -1, Backlash -2, Concentration -2)
Energy Bonus +2 +4
Features (Ambidextrous) +1 +1
Features (Attractive) +2 +2
Item (Dolls Eye Crystal) +1 +40
Tough +1 +2
Wealthy +2 +10

Skills (Attributes) Level Cost Notes
Acrobatics +2 +4
Biological Sciences +4 +8
Computers +6 +12
Cultural Arts +1 +3
Intimidation +1 +2
Languages +3 +6 English, Latin, Greek, French
Occultism +6 +18
Physical Sciences +5 +15
Seduction +1 +2
Social Sciences +6 +12
Street Sense +2 +4
Writing +1 +1

Defects Cost Notes
ISM (Jewish, Lesbian Wicca) -1
S.O. (Tara) -1
Phobia (Frogs) -1

Other Stuff: (Items, Equipment, Power Templates, whatever else is needed)
Dolls Eye Crystal. Provides 1 extra level of Dynamic Powers.


Name: Tara A. Maclay CP:
Template(s): DAM Multiplier: 5
Genre: Modern Occult/Shojo Universe: Mine

BODY 4 HP: 75 ACV: 7
MIND 11 EP: 130 DCV: 8
SOUL 10 Armor: 0 SSV: 15

Attributes Level Cost Notes
Companion (witches cat) +1 +2 MKF II, see below
Dynamic Powers +4 +155
(Depletes -1, Backlash -2, Concentration -2)
Energy Bonus +5 +10
Features (Attractive) +2 +2
Heal +2 +6
Sixth Sense (Magic, Empathy, the Sight) +3 +6
Tough +1 +2

Skills (Attributes) Level Cost Notes
Acrobatics +2 +4
Biological Sciences +4 +8
Computers +2 +4
Cultural Arts +2 +6
Languages +3 +6 English, Latin, Japanese, Gaelic
Occultism +6 +18
Performing Arts +2 +2
Riding (Horses) +3 +3
Seduction +1 +2
Social Sciences +2 +4
Street Sense +2 +4
Visual Arts +3 +3
Writing +2 +2

Defects Cost Notes
ISM (Lesbian Wicca) -1
S.O. (Willow) -1
Impaired Speech (stutter when nervous) -1

Other Stuff:

Miss Kitty Fantasitco II. Black & white cat familiar (Companion) 120 points
M: 2 (20 points) B: 2 (20 points) S: 3 (30 points)
HP: 20 EP: 35 Arm: 0 ACV: 2 DCV:2 SSV: 4
Energy Bonus 2 (4), Heightened Senses (sight and smell) 2 (4), Power Flux Magic 2 (26 points), Sixth Sense, Empathy 1 (2), Super Senses, Magic 2 (4), Telekinesis, Any 2 (16)
Skills: Occult 5 (10), Acrobatics 2 (6), Stealth 4 (12), Urban Tracking 5 (5), Wilderness Tracking 5 (5)
Easily Distracted (things that distract cats) -2, Unique Defect, Lazy -2

This version of MKF is more of a witch's cat than wise cracking side kick.  I think she should still talk though.

Friday, May 21, 2010

Willow & Tara: Big Eyes, Small Mouth 2nd Edition

Big Eyes, Small Mouth (BESM)

I came to this game late. I picked up BESM 2.0 at a game auction and really dug it’s simple style, flexibility and shear “funness” of the game. GoO may be no more and BESM 3.0 is the current version, I still need to do something with all the BESM/Tri-Stat books I bought.

So I did conversions.  I like to think that every game has something to offer me. Whether it is a new complete game to play, or something I can use in some other game.

As everyone knows, normally I play a Unisystem game, typically WitchCraft RPG, Ghosts of Albion or I mix them all up. The great thing about Unisystem and Tri-Stat is they share a lot of compatible features. I can usually pick up a Tri-Stat book and run with it no problems in my Unisystem games, I suspect that the opposite is true as well.

With BESM 2.0 and 2r I spent more time adding material to my Unisystem games.  BESM 3.0 I played more as-is.

Unisystem vs. Tri-Stat
Unisystem has 6 attributes, 3 physical and 3 mental. Attributes, skills and most qualities are all measured on the same metric, 1-5 for normal humans, 6 for the truly exceptional, a 7 and beyond (typically 10) for the supernatural types.

BESM uses (used) Guardians of Order's Tri-Stat system, which they use for a variety of Anime-based games. The main feature of the Tri-Stat system is the Tri-Stat, or Body, Mind and Soul. All skills, attributes and defects as well combat roles are made with these three in mind. They range up to 12, but cannot go over. A quick and dirty conversion from Unisystem would be to add two Unisystem Attributes to get one Tri-Stat stat, so as an example take Strength + Dexterity to get Body.

Unisystem                            Tri-Stat
Strength + Dexterity             Body
Intelligence + Perception       Mind
Constitution + Willpower      Soul

Skill Levels are similar, ranging 1 to 5, with 0 as unskilled or unable to use this skill and 5 representing the human maximum in most cases. Tri-Stat's Attributes and Defects size up pretty well to Unisystem's Qualities and Drawbacks respectively.

Unisystem is a roll-over mechanic. Tri-Stat is roll-under mechanic.
BESM 3.0 is now a roll-over mechanic is much closer to Unisystem, but that is another post for another day.

Willow and Tara
I have often enjoyed the “Magical Girl” style of Japanese animation, sometimes called the “Shôjo” or “Maho Shôjo” style. Course the word Shôjo comes from the Japanese word meaning “virigin” or “virgin girl”, not really something I'd attribute to Willow or Tara. Shôjo-ai or Yuri would be more like it. Shôjo does feature strong female protagonists and stories about love.

These stories are typified by a young girl, normally high school age, that gains or learns of her magical powers. Other girls often join her and they battle evil monsters, evil wizards (almost always older and male), demons and things from “somewhere else”. Sound familiar yet? Common themes include friendship and the power of love. There is tragedy, but in the end the world, the girls, friendship and love all prevail.
"Buffy" is "Sailor Moon" without the school uniforms.

Willow and Tara are perfect for the “magical girl” style of anime. But since I have no ability to draw and less to animate, I'll settle for stating them up for Anime RPGs.

Unlike my version of Robin Sena, for Willow and Tara I choose not a direct translation, but rather how would they look around the time of my Unisytem game, “The Dragon and the Phoenix” using the BESM rules.  An alternate universe deal.

Overall I am very pleased with how the girls turned out under these rules. It certainly was a really good fit. Not a perfect one mind you, I still think Unisystem has a leg up on Tri-Stat here, but really, really damn close.

Willow and Tara, the Animated Series

So how can you fit these two witches into an Anime-style RPG? Simple. Create an animated series!
I'll take a page from the Marvel Mangaverse and create a new universe of the same characters, with a twist.
Let's put Willow and Tara in Japan (Tara already speaks Japanese in my games anyway). We have MKF start talking to them, ala Gigi from “Kiki's Delivery Service”. We can retcon the whole thing and place them there as High Schoolers, maybe foreign exchange students, that learn about their new magical powers.

Willow Rosenberg, a shy but brilliant student is dismayed to learn that her mother has taken a new teaching position at the University of Neo-Tokyo. Willow enrols in a new school where she is even more of an outsider than she was before, that is till she meets Tara. Tara Maclay is another American student on cultural exchange. After the death of her mother Tara needed to get away from her home so she applied for and was accepted as a foreign exchange student. Packing her bags and her cat, Miss Kitty Fantastico, Tara left her life behind to discover a new one in Japan.

Willow and Tara meet, discover their common bond of magic and soon their love for each other in many exciting and harrowing adventures against the supernatural. Aided by the wise spirit of Tara's mother (also a powerful witch in her own right) and the smart-ass comments of MKF, the girls fight evil and discover they had to journey to other side of the world to discover what they were missing.

Or something like that.

Demons have been so over-done, so I’ll focus instead on other types of supernatural creatures: ghosts, spirits, faeries and the like. BESM/Cold Hands, Dark Hearts has quite a bit of guidelines for dealing with these types, as well as faeries and spirits from other BESM books. There are plenty of creatures, threats and distractions so I never have to use a vampire or a demon. After all the point of a new universe is to establish it’s own identity.

Willow Rosenberg
Game Type: Occult Horror/Magic Girl (Shôjo-ai/Yuri)

Race: Human
Sex: Female
Occupation: Student
Height: 5'3” Weight: 103#
Hair: Red Eyes: Green

Body: 3 Mind: 11 Soul: 9

Health Points: 60
Energy Points: 140
Shock Value: 12

Combat, Attack: 7
Combat, Defence: 5
Melee Attack Skill: 2x5 = 10
Melee Defence Skill: 2x5 = 10

Attributes:
Appearance 3x1 = 3
Aura of Command 3x1 = 3
Energy Bonus 4x1 = 4
Highly Skilled 4x1 = 4
Mechanical Genius 3x2 = 6

Defects:
Awkward 1x-1 = -1
Phobia (frogs) 1x-1 = -1
Significant Other 2x-1 = -2 (Tara)

Skills:
Biological Sciences 5x3 = 15
Computers 6x2 = 12
Electronics 5x2 = 10 (+2 levels from Mechanical Genius)
Mechanics 2x2 = 4 (+2 levels from Mechanical Genius)
Medical 4x3 = 12
Physical Sciences 5x2 = 10
Seduction 1x2 = 2
Social Sciences 4x1 = 4
Writing 3x1 = 3

Special Attributes (Magical):
Astral Projection 2x3 = 6
Dynamic Sorcery 6x4 = 24
Any Discipline
Force Field 3x4 = 12 (30 damage prevented)
Can Protect Others
Blocks Incorporeal
Item of Power 3x2 = 6 (15 item points left), Doll's Eye Crystal
Magic 5x4 = 20 (50 magic points left)
Telekinesis 3x2 = 6
Anything
Telepathy 2x3 = 6
Universal Utility


Tara Maclay
Game Type: Occult Horror/Magic Girl (Shôjo-ai/Yuri)

Race: Human
Sex: Female
Occupation: Student
Height: 5'4" Weight: 110#
Hair: Blonde Eyes: Blue

Body: 4 Mind: 8 Soul: 11

Health Points: 75
Energy Points: 145
Shock Value: 15

Combat, Attack: 6
Combat, Defence: 4
Melee Attack Skill: 1x5 = 5
Melee Defence Skill: 2x5 = 10

Attributes:
Animal Friendship 2x1 = 2
Appearance 3x1 = 3
Divine Relationship 1x1 = 1 (Mother is a Spirit working for the powers of Good)
Energy Bonus 5x1 = 5

Defects:
Awkward 1x-1 = -1
Inept Combat 1x-1 = -1
Significant Other 2x-1 = -2 (Willow)
Unique Character Defect 1x-1 = -1 (Weird Family)

Skills:
Animal Training 3x1 = 3 (+1 levels from Animal Friendship)
Artisan 3x2 = 6
Biological Sciences 2x3 = 6
Computers 2x2 = 4
Cooking 2x1 = 2
Cultural Arts 4x1 = 4
Gaming 2x1 = 2
Linguistics 4x1 = 4
Performing Arts 4x1 = 4
Riding 3x1 = 3
Seduction 3x2 = 6
Social Sciences 3x1 = 3
Visual Arts 4x1 = 4
Writing 4x1 = 4

Special Attributes (Magical):
Astral Projection 3x3 = 9
Dynamic Sorcery 5x4 = 20
Any Discipline
Force Field 4x4 = 16 (45 damage prevented)
Can Protect Others
Blocks Incorporeal
Healing 2x4 = 8
Magic 6x4 = 24 (60 magic points left)
Servant 4x1 = 4 (Miss Kitty Fantastico, see below)
Sixth Sense 2x1 = 2
Empathy
Sense Spirits
Telekinesis 3x2 = 6
Anything
Telepathy 2x3 = 6
Universal Utility

Miss Kitty Fantastico
Witch's cat, Irreplaceable Servant

Miss Kitty is a normal looking black and white cat.

Body: 10 Mind: 3 Soul: 5

Health Points: 20
Energy Points: 40
Shock Value: 9

Combat, Attack: 6
Combat, Defence: 4

Attributes:
Art of Distraction 1x1 = 1
Combat Mastery 2x2 = 4
Natural Weapons: Claws and bite, 5 damage
Energy Bonus 1x1 = 1
Extra Attacks 1x4 = 4

Defects:
Diminutive: Medium 2x-1 = -2
Less Capable: Strength 2x-1 =-2
Not So Strong 2x-1 = -2
Not So Tough 3x-1 = -3

Skills:
Stealth 8x4 = 32
Wilderness Survival 3x2 = 6
Wilderness Tracking 4x2 = 8

Special Attributes (Magical):
Astral Projection 1x3 = 3
Heightened Senses 2x1 = 2
Vision
Hearing

Miss Kitty cannot be replaced between adventures.

Comparing this to the Unisystem stats, it is fairly straight forward.
What I am trying to do here is use Dynamic Sorcery to replicate their levels of Unisystem Sorcery/Magic and Magic to replicate their magical knowledge and occult library.  Which brings up my biggest gripe with BESM.

Magic vs. Dynamic Sorcery
Where do you use what where?
To me Dynamic Sorcerery feels more like Mage's magic system while Magic seems more like WitchCraft's the Gift with extra points for metaphysiscs. In BESM d20 dynamic sorcery allows you to cast d20 spells of the same level. So in that respect it is more like Cine Unisystem's Sorcery or Magic. In BESM 3.0 Magic (now called Power Flux) feels more like Magic from Mutants & Masterminds. So there is still some debat even among BESM players about which one does what. My prefernce to scrap the whole deal and use Cine Unisystem's Magic system.
Also I'd like import Dynamic Sorcery into Cine Unisystem to get some of those more Mage like effects.

I picked up "Cold Hands, Dark Hearts" a while back and there are a lot of really cool ideas in it. It really plays like a dark horror animated game. It is also largely compatible with Unisystem, though some of the points seem a bit high to me. But if you wanted to play a BESM game out of the box that feels like an Eden game it is a great place to start.

In the end, I really, really liked BESM 2nd Ed revised.  But it was missing something...I am not sure.  I am going to talk about BESM 3.0 in a bit, so maybe that will help.

What Did I Get Out of This?
Well my journey into discovering Anime went hand in hand with BESM.  The roots for a couple of on going projects started here.  While I never got the chance to try out much of "Willow & Tara The Animated Series" it did give me ideas to use in my second season Unisystem game "Season of the Witch".  I also started work on a multi-genre, multi-game idea of a school for magical kids.  It would be part horror, part anime "magical girl" trope, and part supers.  Over the years "Generation HEX" would morph and change, but the ideas are still growing.

Anime Action
The combat and action in a typical BESM game is fast and deadly.  It actually sort of spoiled me for other so called fast and furious combat systems.  BESM is a great design, hampered though by some flaws, but nothing that can't be overcome.

Next time, I'll talk about BESM 3.0 to see if the flaws have been fixed and the ultimate fate of Guardians of Order.

*Yeah I know, those pics are not Willow and Tara, but rather Will and Corneila from W.I.T.C.H.

Friday, May 14, 2010

Willow & Tara: d20 Modern

d20 Modern and Urban Arcana

D20.  To many it was the best thing since sliced bread and the Internet. To others, well, they were vocal on how much they hated it.   D20 Modern is the modern version of the 3.x Dungeons and Dragons game (there is no Modern d20 game out yet for 4th edition).   I was always mostly neutral to it.  I liked it, yes, but it seems like a huge tool to do the job I was already doing quite well with Unisystem.  Though I really wanted to run a modern D&D game that took place on Oerth or even my own world.  So all the same countries and species, in a world where jet fighters and computers exist next to dragons and magic.  Yeah Dragon Mag talked about doing it years ago with their Greyhawk 2000 game.  One day I'll get to do it.

Anyway, back in the day I was doing tons of conversions.  I would (and still do really), pick up a game read it, digest it, and then figure out how to convert some of my characters.  I have a lot I convert, an immortal assassin, a teen witch, a staunch defender of good and a hunter of demons, and an occult scholar.  All of which are very interesting. To me.  But not so much to others I think.  Sure I have had a long history with these character since the early 80's in some cases.  I know them, but no one else really does.  My old players from High School and College might, but I don't think they read this blog or my posts at all.

So I figured if I was going to do conversions then I needed a) the same character(s) each time so I could compare and contrast the outcomes, b) characters others knew so I could talk about them and get some opinions back and c) had magic since that was what I most interested in.  Since I had already been playing a Willow and Tara based game that began with WitchCraft, moved to Buffy and then Ghosts of Albion the choices seemed obvious to me.  Plus it was part of my mandate to get Willow and Tara together in every world.  So, my course was set.  I was going to try out a bunch of d20 based modern games to see if I could create a world that was a modern supernatural horror game with more of an emphasis on character building and role-playing than I had done before.  Unisystem was perfect, but if I wanted to do something on my own I needed a system I could use on my own.



The best way to emulate a Willow & Tara RPG style game using the core d20 Modern rules is to use the Urban Arcana supplement. Urban Arcana is a little heavier on the open magic than your typical Unisystem game, but less so than your average D&D game. But perfect for my Willow & Tara, Season 3 game that I had planned out.  In fact I would have to say that it was these d20 conversions, in particular this one, the Mutants and Masterminds one and even, if I dare, the Macho Women with Guns d20 one.  The whole idea here is this would be a world where everyone knew magic was real and the monsters that used to haunt the night would walk about during the day.  Urbana Arcana then seemed a good fit.  Almost.

Here is the first problem. None of the six basic core classes has a magic using option. Most of the magic using advanced courses require at a minimum 6 ranks of a skill. Sure you can get to that in two levels, so that is not so bad (and actually works well for Willow) it is more difficult with someone like Tara who has been casting since she was little. The Hedge Wizard profession works ok for level 2 and the magical heritage feat can cover some more, but this feels less organic than say just taking a level of Sorcery/Magic or the Gift.

Here are Willow and Tara for the d20 Modern RPG

Willow Rosenberg: Female Human, Smart Hero 5, Occultist 1, Mage 7 (level 13). Medium Humanoid. Student/Hedge Wizard, hp 45, DC 14, Init +0, BAB +3 (+2 melee, +3 ranged), Fort +1, Ref +1, Will +7, Reputation +3, Wealth +1 Action Points 75.
Strength 9 (-1), Dexterity 11 (0), Constitution 11 (0), Intelligence 18 (+4), Wisdom 16 (+3), Charisma 17 (+3)
Height 5’3”, Weight 110lbs, Eyes Green, Hair Red, Date of Birth Jan 1981 (25 in 2006)
Skills: Bluff +4, Computer +19, Concentration +10, Craft (Chemical) +10, Craft (Electronics) +8, Craft (Mechanical) +7, Decipher Script +14, Diplomacy +4, Disable Device +9, Drive +2, Escape Artist +2, Gather Information +8, Handle Animal +4, Hide +1, Investigate +9, Knowledge (Arcana) +18, Knowledge (Earth Sciences) +8, Knowledge (Physical Sciences) +8, Knowledge (Theology) +9, Listen +5, Navigate +5, Perform (Ritual) +7, Read/Write Languages (Latin, French, Hebrew) +2, Repair +8, Research +20, Sense Motive +4, Speak Languages (Latin, French, Hebrew) +2, Spellcraft +14, Survival +5, Use Magical Devices +9.
Feats: Archaic Weapons Proficiency, Educated (Arcana and Sciences), Focused, Gearhead, Magical Affinity, Meticulous, Simple Weapons Proficiency, Spell Slinger, Studious, Toughness, Trustworthy
Talents/Special Abilities: Savant Computer Use +5 and Research +5, Plan, Spell Resistance +6, Arcane Spells and Skills, Combat Casting

Tara Maclay: Female Human, Dedicated Hero 6, Mystic 6 (level 12). Medium Humanoid. Student/Hedge Wizard, hp 49, DC 12, Init -1, BAB +4 (+5 melee, +3 ranged), Fort +6, Ref +1, Will +9, Reputation +2, Wealth +1 Action Points 41.
Strength 12 (+1), Dexterity 9 (-1), Constitution 12 (+1), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 16 (+3)
Height 5’5”, Weight 125lbs, Eyes Blue, Hair Blond, Date of Birth Nov 7, 1981 (25 in 2006)
Skills: Bluff +4, Computer +7, Concentration +6, Craft (Chemical) +3, Decipher Script +9, Diplomacy +10, Gamble +7, Gather Information +3, Handle Animal +7, Hide +3, Investigate +7, Knowledge (Arcana) +12, Knowledge (Philosophy) +11, Knowledge (Theology) +11, Listen +10, Navigate +3, Perform (Dancing) +8, Perform (Painting) +8, Perform (Ritual) +7, Perform (Singing) +8, Read/Write Languages (Latin, Greek, French, Japanese) +2, Repair +3, Research +12, Sense Motive +13, Speak Languages (Latin, French, Japanese) +2, Spellcraft +12, Survival +9, Use Magical Devices +8.
Feats: Archaic Weapons Proficiency, Cautious, Creative, Educated (Humanities), Focused, Iron Will, Low Profile, Magical Heritage, Meticulous, Simple Weapons Proficiency, Studious, Trustworthy
Talents/Special Abilities: Spell Resistance +6, Divine Spells and Skills, Arcane Skills Talent: Empathy, Talent: Intuition 5/day, Talent: Healing Knack, Brew Potions, Combat Casting, Turn Undead

Willow is obviously a Smart Hero, no question. I also gave her a level of Occultist to cover her “dabbling” stage and Mage to cover her spell casting. Tara on the other hand is less obviously a Dedicated Hero but it fits well. I opted for Mystic for her and not Mage since magic feel different. This does give her the troublesome Turn Undead which is a power that does not exist in Unisystem. However, since this is the Dragon and Phoenix canon Tara did gain the divine ability to frighten vampires and undead. I’ll tone down this power and amp up her Healing Knack to cover her Healing power in Unisystem.

Both start out as students and then gain the Hedge Wizard occupation as well. This gives them a few more cantrips (minor spels) before they enter their magic classes proper. Both can use incantations. Tara also has intuition and empathy to cover her Empath and Sight qualities from Unisystem.

Neither are strong fighters, here or in Unisystem, so that converts well enough.

Qualities convert to Feats as per AFMBE-R (Eden's "All Flesh Must Be Eaten"). Many were based on what feats were offered by class and what makes sense. At this point I’d imagine both girls (and any Unisystem character for that matter) would have Archaic and Simple Weapons Proficiencies.
Willow has Magical Aptitude to cover her quick rise in the magical ranks and Tara has Magical Heritage since her mother and grandmother were both witches.
Toughness (feat) is roughly the same as Hard to Kill (quality).

Skills convert on a 1 for 2 basis, so every one rank of Unisystem gives you 2 ranks of d20. That works fine as a base, but the two games are not powered the same. So to get a level based on Spell power, you end up with a higher level character (Willow is 13th level here) and a lot more skill points to spread around. Fortunately there are a lot more skills in d20.

Drawbacks are (will continue to be) the big issue. Modern d20 has nothing similar and this is a problem because they really should. For this we will have to move to other games. To use the Nega-Feats rules from AFMBE-R then conceivably we swap in a few feats and reduce their overall level. But that might not be an issue really and should only give us an extra level or at best two.

Overall I was pleased, just not overly so.  They certainly worked but they were not as satisfying as the Mutants and Masterminds versions I post earlier (but actually did later).  The nice thing about d20 was (and is for those still using it) that there was always going to be some 3rd party product that would come along that I could add in to all of this.

After I wrote these conversions the d20 Dark*Matter came along.  I had been a fan of the Alternity/Dark*Matter game when it came out, but went down the path of the WitchCraft RPG instead.  I added some bits from that, but mixing Urban Arcana and Dark*Matter is like mixing WitchCraft RPG with Conspiracy X.  Yes tehy cover similar ground, use the same rules and even have things in the games that the other game can use, but most of the fundamental philosophies of the games make even the same thing look complete different.  So they were less compatible than I hoped.

I have other ones I have tried to various levels of success.  But in every case I took something away from the process that I would use in later games, regardless of the system used.  From this I got obviously the d20 feel, but also the idea that running a modern game in a magic rich world is a good idea.

Tuesday, April 20, 2010

It was…a good death.

I started a new campaign this last weekend. It has all the potential of one of those long-running campaigns that will feature heroics that the players will be talking about years to come. But of late it is endings that I have been thinking of the most. The end of my long-running “Willow and Tara” Unisystem game a few years back, the end of my epic AD&D 1st edition game that spanned my high school years.

The end of that game ended in the deaths in many characters, but they were all good and heroic deaths. Well except for one, but I’ll talk about her later.

The deaths were honorable, heroic and did what they were supposed to do. Clear the slate for me fo when I went to college (and unknown to me at the time, pick up 2nd Edition AD&D).

That final battle was part of a war that had been building for a long time and finally exploded across the globe. It destroyed my DM’s own countries (he had some areas outside of the former Suel Empire) and tore mine to near shreds, I was HQed in Glantri on the other side of the world. Everywhere knew war. We called it the Shadow War. On my side of the world, the armies of Hell were marching in in an attempt to take the magical artifacts we were protecting. The war was long and it claimed the life of the King, his oldest son and their chief advisor. The head of the mercenaries’ guild vowed to stay uninvolved till his wife was killed and he disappeared. His son pledged his loyalty to the new 9-year-old Queen. It was a dark time.

The game took a little over two years in real time from say about May/June 1986 to mid-1989. Once I learned there was 2nd Edition coming (hard to believe we lived in a time where we didn’t know everything about a game line) I extended it. I took the individual battle scenes and played them all out. The return of the King’s son from Ravenloft (he wasn’t dead), the advisor, the guild master with an army of his own. Also, all my “lesser” characters that I may have rolled up and used once or twice in games got a chance to take center stage.

Here is one.  More to come.

Fjalar Snowcrest, was a dwarf thief. Kicked out of his homeland and disgraced and dishonored. He was in the city when the armies of hell overran the settled areas inside the walls. He was running, looking for a fight or to get away when he heard screaming. A few bearded devils (hamatula) had broken into a school, killed the teacher and were making their way to kids. Fjalar, never a brave dwarf, still hated bullies. When the war was over, Fjalar was dead. But all the children were alive. They told a tale of this dwarf with an axe of fire and muscles of stone who protected them from the monsters. Even when he was wounded and losing blood he continued to chop at the devils. Fjalar’s broken body was discovered, on top of 20 (though the children would later say 50 if not 100) Hamatula. At the end of the War of Shadows statues were raised to all the lost heroes. Fjalar’s was set in a public square where the dwarf stood majestically with several children behind him and his axe in front of him. The Queen herself invited his father and mother to come to see, they finally came 10 years later. She told them the story and said she knew of his dishonor, which is why his hands had been placed covering his family crest on the axe. The family said nothing till dozens of young adults and their collected scores of children came to the square. They had been the children saved that day and with them were their own children. Many children who bore names similar to Fjalar and Snowcrest.  The Snowcrest parents were moved. They said that they could not undo the dishonor their son had done and his name was still cursed, but that they were proud of their brave and honorable son.

Wednesday, April 14, 2010

Demogorgon for Unisystem

Demogorgon, Demon Prince of Fiends

And by them stood Orcus and Hades, and the dreaded name of Demogorgon.
- Milton, Paradise Lost.

It is contended by some that this demon prince is supreme. His hatred for Orcus is immense and unending, followed closely by his hatred for Grazzt.
- Gygax, Monster Manual

Demogorgon, The Great Fiend, Prince of Demons.

Note: Like Orcus, some of this information is based on previous works, some of it is based on historical records, and some more is completely made up.

Demogorgon is the Prince of Fiends. He (and it should be noted here and now that he is only used as a convenience, it is possible that Demogorgon is a she or an it or a both or neither, sages simply do not know) is the greatest of their number and is their ruler.

Much mystery surrounds the being known as Demogorgon. His name comes from the late Latin meaning Terrible Demon, but there are claims that he is a Greek chthonian god, or even something far more primal.

What is known is this. Demogorgon is ancient. He was old even in the pre-history of humankind. He has taken upon himself the mantle of The Prince of Demons, though there are very few that can actually challenge him in this role. In addition he is known as The Great Fiend, Lord of the Abyss, and The Great Beast. When the angels fell and took up lordship in Hell, Demogorgon was already there. He (and Orcus) greeted Lucifer and his angels. It is likely that he was kicked out since he now resides in Chesed. It is possible that his wars with Orcus and Belial began here.

Unlike other demonic creatures, Demogorgon is not a fallen angel or god. He has always been a fiend. As he has aged and evolved he has become more demon like. Or, if as speculated, he is the original demon and the fallen angels became more like him. Some occult scholars have even speculated that he might belong to that quasi-mythical group known as Proto-demons, which puts him closer in nature to likes of Pazuzu than Lucifer.

Motivations and Goals

Like most fiend lords, Demogorgon is obsessed with spreading his power. However the Great Fiend has had his share of battles. For example his war with Orcus is legendary and the populations of entire worlds have been spent in this never ending war. There was a time when it seemed Demogorgon had the upper hand, but he has been dealt a number of crushing reversals of late. He and Orcus are once again at a standstill, with Orcus possibly having the upper hand. He is also know for his battles with the Abat-Dolor demons whose leader is Grazzt, and those battles have picked up once again after some time of reduced activity. Grazzt covets Demogorgons title as Prince of Demons, something he sees himself as. Orcus and Demogorgon simply hate each other.
Less well know are his battles with the Fallen Angel/Arch Devil Belial, also known as Beliar. Though that war has been at a standstill for a number of centuries.

But more than anything Demogorgon is about change. He evolves and changes to fit the needs of the times. Some claim this is due to his dual brained nature of his two independent heads, others say it because he has been around for so long he has seen evolution in action and understands it at a level that even the Creator does not comprehend. What ever the case one factor is for certain, in their epoch stretching war Orcus has never gained a major victory despite a never end supply of undead minions. Minor ones yes, but never a major one.  Demogorgon has reigned supreme or at the very least had minor setbacks.

Even among the fiend lords Demogorgon has a peculiar hobby, he has spent millennia breeding different species of man, animal and fiend to produce new races. There seems to be no purpose in this other than the pursuit itself. Nearly every imaginable combinations and abominations can be found roaming free in his realm. Demogorogon has kept Mendelan like records that go back thousands of centuries on his successes, failures, reattempts, all with a methodical meticulousness that makes the handful of scholars that have seen them believe the theory that this is just one, extremely old creature.

Though it is whispered, there is another theory. That Demogorgon is in fact a title and not the Great Fiend's name. That over the wastes of time there have been many Demogorgons, one taking over when the previous one dies, all taking similar form, and maybe even the true essence (and Essence) of the Prince of Demons. This theory could help explain the seeming contradictions in his character. While dismissed by older sages and occultists there is a growing number of younger occult scholars that have embraced this idea and have taken to calling the creature The Demogorogon. There are at least two creatures, both extremely powerful fiends that occult scholars point to as examples. The greater fiends Aameul and Hethradiah (known as his right hand) were known to be powerful lieutenants of Demogorgon that were either killed (and unravelled), absorbed into the Demon Prince, or became The Demogorgon.

Regardless of which interpretation is true, there is no way to know for sure and all contact with Demogorgon is only likely to be with one entity in particular. Unless of course one is present when this theorized transfer of power occurs, and that is only likely if the cast are the main sacrifices or on the menu, or both.

In nearly all cases and examples throughout time, Demogorgon prefers to work through his cults (even if he pits these cults at cross purposes) rather than become directly involved. You wont see full manifestations of The Prince of Demons in the streets of New York either Pre- or Post- Rekoning (WitchCraft).

Appearance

The renowned sage Gygax described the Great Demon thusly, Demogorgon appears as an 18-foot tall reptilian-humanoid. He has two heads that bear the visages of baboons. His blue-green skin is plated with snake-like scales, his body and legs are those of a giant lizard, his twin necks resemble snakes, and his thick tail is forked. In place of arms, he has two huge tentacles.

Demogorgon can change his form at will, depending on his mood. While he will typically appear as described above, he can alter that facade. Changes can be subtle, mandrill or hyena heads for example, or to a more sinuous body like that of a snake rather than a reptile. Demogorgon can also appear human as he wills. His most common guise is that of a tall man of indeterminate age and race (eye witnesses always differ on accounts) with two notable features, his eyes are always yellow tinged with red and he stands before them naked, clothed only in shadow and bald. Scholars speculate that this could be the Dark Man of many Wicce ceremonies (a notion that the Wicce universally deny). Other point out that until knowledge of Demogorgon's war with the demon Grazzt was known that there were no manifestations of Demogorgon beyond the classical fiendish one.

Those encountering the Great Demon report an overwhelming feeling of fear and dread. They describe feeling that they are in the presence of an ancient and alien evil. Those that have communicated with him describe a tumult of voices, of different ages, nationalities, genders, and description, but all cruel and evil. One occult scholar wrote that two voices, male and female, were foremost, but thousands of others could be heard in the background.

The Lair of Demogorgon

Like most fiendish realms, the Lair of Demogorgon is located in the Sephiroth of Chessed. The lair of the Great Fiend resembles an infinite lush topical rainforest full of every manner of life, both mundane and fiendish. Visitors from Malkuth (Earth) are reminded of the primal forests of South America or the jungles of India and Africa. Yet even the terrene dangers of those places are paled with the horrors of the jungles of Demogorgon. Other areas resemble great fetid bogs that stretch for miles and whose depths have never been explored, and great flat deserts of salt where the creatures survive beneath a white-hot sun by drinking the fluids of anything (or anyone) they capture.
Know by some as Abysm, Ungurth Reddik, and to others as The Gapping Maw, it is the home not only to Demogorgon and several thousand lesser fiends, but also to the two primary branches of Demogorgons cult (the third is situated wholly on Earth), many species of primates and reptiles of varying degrees of intelligence, dinosaurs and ancient reptiles, but also to several thousand humans stuck in a tribal state of development. It appears that the humans sole purpose for being here is to provide sport for the cultists of Demon King.

The Cult of Demogorgon

Demogorgon supports three very active (respective to their areas of control) cults. While separate and most time even ignorant of each other, the cults operate in similar fashions and all three, whether known or not, have the same goals; destruction, violence and the promotion of the will of Demogorgon.

The Blood Apes
The largest cult of Demogorgon, is a cult of intelligent Gifted apes. They are often referred to as The Blood Apes due to their habit of bathing in the blood of fallen enemies and comrades. These cultists actively worship Demogorgon as their god and attribute to him all spoils. The doctrines of the cult emphasize destruction and violence. In Apeworlds that feature these cultists they are most often intelligent baboons, mandrills, gibbons and sometimes gorillias. All are carnivores and keep human or (where appropriate) chimpanzee slaves. It is even whispered among the human populations that some humans are kept in an attempt by Demogorons Heirophants to breed true a race that features the most terrible qualities of both ape and man. Others claim they have already succeeded.

The Ophiacodontids
Constantly at war with the Blood Apes are the Ophiacodontids. Each cult believes there are the only true followers of the Great Fiend. The Ophiacodontids might have the edge in shear age, but the Blood Apes outnumber them 20 to 1. The Ophiacodontids are a race of intelligent synapsids that have, over the millennia of a carefully controlled eugenics program have assumed more upright and human-like form.
The Ophiacodontids were the first worshippers of Demogoron, living during the primeval dawn of the Earth during the Permian Period some 250-290 Million years ago. Their astrologers saw the end of the Permian Period that ended in the extinction of close to 90% of all life, a time we now call The Great Dying. The previously cold and scientific race turned to a doomsday religion with Demogorgon as their God. Demogorgon took the Ophiacodontids to his realm and there they continued their epoch long degradation as a species.
Wars between the two cults are a frequent occurrence with the Blood Apes pitting brutal and effective savagery against the Ophiacodontidae calculated cruelty. The only time they do not fight each other is when both tribes hunt humans for food or slave labor.
The symbol of the Ophiacodontids is the Amphisbaena, a great serpent with heads on both ends.

The Humanist Ecological Liberation League
The third and most radical of Demogorgons cultists is a group of Gifted humans living on Earth known as the Human Ecological Liberation League, or HELL. True to their name, they are a radical group of ecological terrorists and even the radical ELF (Earth Liberation Front) has disavowed them. HELL has claimed responsibility in billions of dollars in property damage to developers working in areas they have deemed protected, including the destruction of an off-shore oil rig that was drilling through a coral reef, a lumber company burned to the ground in South America and the destruction of computers used in a Midwestern America coal strip mining firm. They are also believed have been involved in various murders and disappearances of various persons from corporate executives down to a group of factory workers processing wood.
The members are for the most part the sons and daughters of Baby Boomers who instilled the ideas of activism into them, but not the restraint. Many hail from various Associations, with the Wicce being predominant. The various Wicce groups are quick to denounce them and reiterate that methods of HELL are not that of the Wicce. Even the Rosicrucians side with the Wicce on this issue and consider HELL to be the single greatest threat to exposure. Given that HELLs tactics are as subtle as a sledgehammer, both groups also agree that there is no way they could be part of the Combine.
The fact is the members of HELL, despite what they might believe themselves, are not Wicce or Rosicrucians at all, but in fact a cult dedicated to Demogorgon. Demogorgon is known to upper echelon of the cult, but the rank and file do not. The leaders commune with the Great Fiend, who appears to them as the Wicce Dark Man.
The upper ranks believe that Demogorgon represents nature, raw and untouched by man, and that centuries of human dogma has demonized him. They honestly believe they are doing the work of a wronged divine being. HELL is only vaguely aware of the other cults, and those that do believe that they were pre-historic antecedents (which is true) that died out epochs ago (which isnt true).

Demogorgon in Your Games

As with any super-powerful fiend care must be taken about how Game Masters introduce him to their game. The Casts primary contact with the Great Fiend should be through rumor only. The appearance of two headed snakes and frogs are common signs. Dealing with his cult, especially HELL could provide enough for an entire series of episodes. The cast can get to the top of a local HELL cell, only to discover that there is much more and all of it is controlled by a fiend that very few legends even mention.

Roleplaying Demogorgon versus The Demogorgon
Demogorgon has the potential of being the most ancient, powerful and dangerous entity the characters or the players have ever encountered. If He has been around since the Permian times that would equate to 240 to 290 Million Years, that is at least 2.4 to 2.9 Million levels of Age. Even if he was down for more than half that time (say he was only active when there were active worshipers) that is still about 40 million extra skill points! Obviously he cant have that much. But there are still problems with dealing with such an ancient, alien creature. One option is to cut him down to size.
Explore the possibility that Demogorgon is in fact a title given to most powerful fiend in existence. When that fiend is killed, or dies for whatever reason, a new Demogorgon is appointed. This would be the biggest secret in all the infernal realms, and quite an adventure for the Cast that discovers it. Maybe the current Demogorgon is ancient and a new fiend has challenged him to rule over all the fiends. A fight ensues and the younger fiend emerges victorious! Only to be subjected to a painful transformation where he becomes the new Demogorgon. Maybe Orcus did defeat Demogorgon once, only to be transformed to the new one.
Another possibility for adventure is a current demon adversary manages to learn the secret and becomes, through duplicity, the new Demogorgon. Now the cast is really in trouble.

WitchCraft
Demogorgon has been pulling in races from as far back as the Permian times from the continent of Pangaea. One could only imagine the knowledge he has collected from Lemuria, Atlantis, Hyborea or other long lost lands of occult wisdom. Imagine the surprise of your Immortal Templar when a creature looking like a cross between a toad and a monkey appears and starts talking about the flying mind ships of his ancestors. It is quite certain that Demogorgon has in his possession knowledge of the Greater Keys of Solomon. And his interactions with the Wicce and Rosecrucians have already been noted.
It is also during this time that HELL is most active.
Demogorgon, when he rarely ventures to Earth, can remain for 16 days.

Armageddon
Demogorgon is of a mind to take advantage of the situation and unleash new hells on the Earth. Most associations would disdain contact with him, even those aligned with the Infernal Realms. While mostly low-profile during the pre-Reckoning, Demogorgon sees the post-Reckoning world as the means to gain control. While not stopping the Cult of Leviathan, he is not working with them either.
In the Post-Reckoning Demogorgon can remain in the mortal world for 80 days at a time.

AFMBE (D&Z)/Terra Primate/Army of Darkness
Demogorgons lair itself, despite its supernatural placement, can be used as a fantastic Ape / Dead World. Follow the Lost Continent example from Terra Primeate (after all what continent is more lost than Pangaea?) Humans, intelligent apes, even some intelligent bipedal reptiles can be created here in their daily struggle for life, not against the forces of darkness, but from within the heart of darkness itself. Travelling to the lair is the kind of stuff that makes legends out of characters in Dungeons & Zombies (remember Queen of the Demonweb Pits?) and Army of Darkness.

Ghosts of Albion (and other CineUnisystem games)
Scientific thought is embracing the world. Industry is growing and the world is shrinking. The gap between those that have and those that have not has never been more profound. Sounds ripe for fiendish influence. To date Demogorgon has shown no interest in Ablion (or Alba or Éire for that matter either), but the defeat of Balberith has sent a ripple through the supernatural world and now everyone's attention is on the tiny isle of Albion. After all two-siblings, barely adults even by human standards, defeated one of Lucifer's most powerful lieutenants, they cant be lucky all the time.

Unisystem Stats

Demogorgon

Other names: The Great Fiend, The Demon Prince, Lord of the Brine Flats, Lord of the Gapping Maw, The Demon King.
Type: Greater Fiend (Demon)
*Though a Fiend, Demogorgons nature is closer to demonic.


Attributes
Strength: 18
Dexterity: 15
Constitution: 14
Intelligence: 12
Perception: 18
Willpower: 16

Secondary Attributes
Endurance: 340
Speed: 58
Armor: 28

Essence: 228
Vital Essence: 456
Channelling level: 9

Life Points (when Manifested): 430

Qualities
Acute Senses (all)
Age +40* (best estimate)
Ambidextrous
Charisma +4
Essence Channelling +9
Hard to Kill +20
Increased Essence Pool +13 (+65 Essence Points)
Increased Life Points +12 (+120 LP)
Natural Toughness
Nerves of Steel +4
Greater Fiend
Supernatural Senses (including see Invisible)

Drawbacks
Adversary (lots, powers of good and evil) 10
Attractiveness 2
Covetous, Greedy 3
Cruel 3
Delusions of Grandeur -3
Obsession, genetic experimentation 4
Paranoia 4
Taint Vulnerability
Zealot

Skills
Languages (all) +10
Theophany skill
Brawling +18
Bureaucracy +12
Cheating +9
Craft, Weapons +12
Craft, ritual items +10
Dodge +10
Hand weapons, sword +16
Hand weapons, others +10
Magic Theory +16
Magic bolts +15
Myths & Legends, Greek +16
Myths & Legends, Pre-historic +16
Notice +16
Occult Knowledge +18
Questioning +14
Rituals (Wicce, Rosicrucian) +15

All other skills at +5

Metaphysics
Bad Luck 9
Destroyer 8 Destruction
Dark Vision
Essence Drain Demogorgon can drain 10 points of Essence per touch.
Essence Shieldings
Gaze Attacks
- Beguiling (left head), victim must make contested Willpower check to avoid catatonic stupor for number of turns equal to the difference in Willpowers.
- Hypnosis (right head), victim must make contested Willpower check to avoid following Demogorons wishes for number of turns equal to the difference in Willpowers.
- Insanity (both heads together), victim must make a contested Willpower check or go insane.
Regeneration Regenerates his current CON in LP per minute. Drained Essence can be added to Life Points or Essence (Vital or Pool).

Rotting Touch - Any living creature touched by Demogorgons tentacles must make a Constitution (doubled) check, or its flesh and bones begin to rot. The victim takes 1d4(2) points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies. Any healing invocation will halt the damage, but lost points return only with natural healing and cannot be restored with magic.

Keys of Solomon
As the Prince of Demons Demogoron also has access to the Keys of King Solomon.
He will typically use the following:
Key of the Seraphim* (can only use it on demons)
Key of the Spirit (can only use it on fiends)
Key of War

Combat
Melee, bite, 2 attacks, bonus: +33, damage d4(2)x16, poison
Bite Poison strength rating 6, damage 2d6(6)+6.
Melee, tentacles, 2 attacks, bonus: +33, damage: d6(3)x18, Essence Drain, Rotting.
Melee, tail, 1 attack, bonus: +31, damage d6(3)x19, Essence Drain.

Demogorgon can summon 4-24 fiends to aid him. These fiends regard him has their lord and will obey him without question.
He can also summon up to a dozen lesser demons and fiends to aid him. These demons and fiends are less loyal, and will flee if the fight is going against them.


Blood Apes

Strength: 5-6
Dexterity: 3-4
Constitution: 5-7
Intelligence: 3-4
Perception: 3
Willpower: 3

Essence: 22-27
Life Points: 56-68

Qualities: Gift, Hard to Kill 2

Skills: Brawling 5, Handweapon (sword) 3

Metaphysics: Invocations

Blood Apes appear as any intelligent ape type found in Terra Primate, save that these creatures also wield magics. Most are Lesser Gifted, with a few tribal leaders as Gifted. Mundanes, if sufficiently brutal in other forms of life are allowed to live.

Ophiacodontids

Strength: 4
Dexterity: 3-5
Constitution: 3-4
Intelligence: 4-7
Perception: 4
Willpower: 6

Essence: 24-30
Life Points: 41-45

Qualities: Gift, Hard to Kill

Skills: Brawling 3, Handweapon (sword) 4

Metaphysics: Seer powers

Opiacodontids are a race of bipedal synapsids that have evolved under Demogorgons guidance. They consider the Great Demon to be their god. They do not differ much in terms of physical size and strength from humans. They tend to be a bit smarter on the average and have stronger wills.
Opiacodontids also posses Seer/Psychic powers with the vast majority Lesser Gifted and an elite minority Gifted. Mundane creatures are killed at birth.