This week I am going to spend some time with one of my favorite B-rate horror films, Vampyres.
“Vampyres”, also known as “The Daughters of Darkness”, may in fact be one of the most notorious “cult films” of 70’s horror. Equal parts suspense, gore and softcore (almost hardcore) content, it was also a surprisingly good (if somewhat cliché story by today standards) and somewhat surreal film. There is no denying that the two leads, Marianne Morris as “Fran” and Anulka Dziubinska as “Miriam”, are positively fantastic to look at, but they also move in such a fluid way that you can easily believe they are supernatural creatures. This film is also the keystone of the Lesbian-Vampire trope in cinema, a sub-subject that began with Sheridan Le Fanu’s Carmilla and has expanded to “Dracula’s Daughter” to “The Hunger”. There has been almost as much analysis of the lesbian vampire as the vampire itself. So much so that there are anthologies of lesbian-themed vampire short stories called “Daughters of Darkness” after this and and another notorious movie.
Vampyres was filmed on the location of many of the same “haunts” as the Hammer films, it also has that 70’s British Horror film feel that was a staple in my steady diet of horror films through out my youth. It even bares some similarity to an actual Hammer film, “The Vampire Lovers” (based on Carmilla) and even another "Daughters of Darkness" (based on Bathory this time).
This is not “Citizen Kane”, but nor was it meant to be.
Cliché or Trope?
Vampyres is not meant to be a thought provoking tale, it was a thin excuse to feature as much female nudity as they could get away with and tell a vampire story. As I mentioned, lesbian vampires are well established in fiction (though I don’t believe that José Ramón Larraz himself was aware of those) it features another overused, clichéd plot device, killing a woman after she has lesbian sex or causing her to go on a murderous spree. “Vampyres” features both. This was old even in 1974 and inexcusable today. Though vampires need to rise from the dead, so they need to be dead. The implication is that is Ted (the man they slowly torture with sex and feedings) is the same man that killed them, in that sense a killing has to happen sometime and we want to establish that Ted is in fact deserving of his fate (even though he gets away). Trouble with this is we have to try to explain why and how Ted doesn’t recognize Fran and Miriam (I am going to use their vampiric shape changing abilities) or the house. The deal I guess is Larraz never claimed to be a great writer (even less of a wunderkind and really just a filmmaker working on a movie with naked girls in it). In the end “Vampyres” is not the most original work, but I don’t watch porn for the plots either.
Is it cliché? Yeah it is. But even though it is a thin movie it manages to avoid most of the 70’s Horror movie clichés (still get the young couple having sex in the woods one and the old creepy house). I’ll cut the filmmakers some slack since it was 1974.
The Story
(based on the director commentary, the essay and novel by Tim Greaves, and some embellishments)
This story begins a few “years ago” (as the film implies, three for the book) with Francesca “Fran” Morris and Miriam Trent. Fran and Miriam were two young lovers. The trouble was that Fran’s boyfriend, Ted, was a jealous, hateful man and he did not approve of his girlfriend having an affair, let alone with another woman. So one night after drinking he caught Fran and Miriam in a lover’s embrace so he shot and killed them both. He took the bodies and dumped them in the crypts of the castle they were staying at. Some time after he drove off into the night Fran and Miriam rose from the dead as vampyres. Confined to their crypts by day, they haunted the castle at night, and thus spawning the local rumor that they were ghosts.
During the middle part of the 70’s (1974) they spent their time posing as hitchhikers. They would find a man, either alone, or together, and ask for a ride back to their home. There they would seduce him (not a difficult task when you are two extremely attractive bi-sexual women and have a cellar full of vintage wines), use their powers to alter the perception of time, and kill and drain his blood. They then would take the body and stage it to look like it was a horrible car crash.
Tragedy struck when one man they seduced, Ted, turns out to be Fran’s old boyfriend. Instead of killing him outright, Fran toys with him. He manags to escape and the two vampyres fled to the English countryside. During the entire time they manage to kill half-dozen other people including a young couple camping in the woods outside their manor.
Use in the 70’s and after
To play the Vampyres in the 70’s simply follow the movie. An adventure can begin with our heroes suspecting that a rash of murders is vampire or serial killer related find themselves at the manor, only to find it empty and cold trail. Investigation must take place!
In my games (I first worked these two up for Chill) I imagined that they headed to Spain and Barcelona; my nod to director José Ramón Larraz. Here they laid low, killing only when needing too (once every week or so). I stopped using them after that (my Chill game stopped) so I guess I figured they had been killed by some intrepid Spanish vampire hunter. But now I am thinking no, they survived and just recently (let’s say 2003, the date the Blue Underground DVD was released) began to resume their activities.
Today
So let’s say the girls survive their encounter in England what would they be doing today? What motivates them?
For starters move them away from Farnsworth Hall. The end of the movie has the place for sale and being looked at by two Americans. The book suggests the place is haunted and strange deaths occur there all the time. So they might still be there, or come back years later, but there is a time when they are not there at all.
What about the girls themselves? Personally I see it as a cop out to say they are man-hating lesbians. I say it is lazy plotting and just way too obvious. They have issues yes, getting killed in the middle of hot girl-on-girl action will do that, but do they kill out of hate or because they need to feed? Well it’s both I’d say. They kill people because they need the blood to feed. They enjoy it because they really don’t like people. I guess in the end they would rather be left alone, but they do need to feed and that is where they will run into the Cast. Fran also mentions to Miriam in the book (during the “shower” scene) that she needs to have sex with men every once in a while, whereas Miriam never has to if she can avoid it. Sex is bait to lure what they really want. Blood.
We could go the Quentin Tarantino route. Fran and Miriam are working in a strip joint where they pick out men, lure them away with the promise of sex and kill them. Come to think of it there is something like that in the WitchCraft RPG book now. I like this idea because the cast can encounter them rather easily and it helps build up the tension a bit between Miriam and Fran. How long will Miriam tolerate Fran’s dalliances with men? Will someone else come along and pull one of them away from the other? Let’s expand on that and come up with an idea that will fit all versions of Fran and Miriam.
Mayfair’s
Mafair’s is an upperclass “Gentlemen’s Club” owned by Miriam and run by Fran. It caters to upperclass business men and couples. Featuring some of the most beautiful women in the area, Mayfair’s also features fine dining and walk in humidor and smoking lounge. The only that strikes you odd about Mayfair’s is there are no clocks or mirrors to be seen anywhere.
That is on the surface. In the back halls and lower levels Mayfair’s also features special services for the supernatural underground. Live S&M shows, demonic prostitution and even vampiric feeding parlors. If there is a vice that can be bought it can be bought at Mayfair’s.
Fran and Miriam control this den of lust by maintaining complete neutrality. They have made many deals, and have blackmailed others into their position. They have manipulated those in power, terrestrial, spiritual, mundane and magical, into a position of permanent stalemate. They can continue their business, providing what they feel is a necessary service, and feed on all the released essence they can care too. Blood is never issue, they have prospective donors lined up and willing to pay them so they can have their blood sucked. Generally speaking everyone is pleased with the situation and they get exactly what they want. Every once in a while someone comes along and feels they can do a better job and tries to run them out of business, but with a client list as long as their’s help is usually only a phone call away.
The Cast/Heroes can use Mayfair’s as a place to gain information. If something is going on in supernatural underworld, the girls at Mayfair’s are usually the first to know.
Fran and Miriam
Fran (about Miriam): She is my girlfriend. We have a lot in common, we got on very well together.
Fran
Fran is the oldest and more adventurous of the two. She often is the one brining in the new victims. She is also the crueler of the two, gaining more sadistic pleasure out of torturing her victims before killing them. She toys with Ted, so long in fact she never has the chance to kill him. This could come from the fact it was her boyfriend that killed both her and Miriam. Fran wears a heavy black leather long coat. In the book Fran likes both girls and guys, but prefers Miriam to all.
Played by Marianne Morris
Age 58 (appears to be 24)
Height 5'5"
Weight 120 lbs.
Hair Auburn (Redish-brown)
Eyes Brown
Miriam
Miriam is the younger. What she lacks in Fran’s stronger personality she makes up for with a nymph-like attractiveness. Miriam uses her sex-appeal as bait, she enjoys the quick kill and the blood that comes with it. She is more cautious, warning Fran to kill Ted before he discovers who they are. Where Fran uses a dagger to draw blood, Miriam prefers the more traditional fangs to the artery. Miriam wears a heavy dark cloak lined with red. In the book Miriam owns Farnsworth Hall and has all the cash. She prefers women, having a string of young lovers before seducing Fran away from Ted. She prefers to kill the men quickly and get their blood.
Played by Anulka Dziubinska
Age 57 (appears to be 23)
Height 5'4"
Weight 105 lbs.
Hair Blonde
Eyes Blue
A Note About Multiple Versions
My purpose is to again expand on my goal of finding the best system to do a particular job and my own curiosity of how the same character can be represented in multiple systems. In every case I started with a basic concept of Fran and Miriam and attempted to re-create them within the confines of that system (not making anything new up) rather than simply converting one version to another. I did then go back a overlook the versions and may have buffed some points her or there. The results may cause me to have miscounted a point or so here or there.
Plus I also strongly feel that regardless of what game I am playing at any given time I can get something useful out of another game. So to that end I am also posting this to multiple forums so people can compare the various versions.
In the end I think I have a much clearer picture of who these characters are and what they are supposed to be.
Links
IMDB, http://www.imdb.com/title/tt0072354/
Wikipedia, http://en.wikipedia.org/wiki/Vampyres_%28film%29
DVD
http://www.amazon.com/exec/obidos/tg/detail/-/B000092T69/104-6339964-7477559?v=glance
From Blue Underground http://www.blue-underground.com/product.php?product=6
Tomorrow, the stats.
Sunday, March 21, 2010
Friday, March 19, 2010
Hard Core Gamers
Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happening now as of February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html |
In case you have been living under a rock all week, the new video version of the hit blog Playing D&D with Porn Stars is out now.
Called "I Hit it With My Axe" it features, well, porn stars, playing D&D. It's actually quite a good blog and features not only some interesting insights to the game and how people play but also commentary from the likes of Mandy Morbid, Satine Phoenix (below), Zak Sabbath (blogger & DM) and special guests like Sasha Grey and Justine Joli.
Looking forward to more!
Thursday, March 18, 2010
Sympathy for the Succubus, Part 2
Continuing on with my tribute to the Succubus (or is that obsession?) here is some crunch.
Succubae for Ghosts of Albion (Cinematic Unisystem)
Succubae are demons that seduce men and feed off of their base desires and life force.
She can drain 1 Point of CON each night she visits, but must grapple awake opponents or visit them when sleeping.
The succubus can learn magic, but most often they do not.
Creature Type: Succubus (Demon)
Attributes: Str 3, Dex 5, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 12, Combat 13, Brains 15
Life Points: 45
Drama Points: 2
Powers: Glamour; Constitution Drain (1 CON point per visit); Flight; Insubstantial Form;
Qualities: Attractive 4; Hard to Kill; Innate Magic; Resistance (Fire, Poison; Mind Control); Telepathy; Charming Voice
Drawbacks: Lecherous; Covetous; Inhuman Form
Maneuvers
Name; Score; Damage; Notes
Bite; 13; 5; Must grapple first; no defence action
Claw; 13; 8; Two attacks per Turn
Grapple; 13; —; Resisted by dodge
Kiss/Embrace; *; 1 CON point; Must Grapple first
Spellcasting 15 Varies By spell
Deflect 15 — Magic defence action; deflects spells 45º
Bat Winged Bimbo (Buffy and Angel, Cinematic Unisystem)
4-Point Quality
(Trying to do my best "Buffy-style" here)
Bat wing bimbos are demons, but don’t hold it against them. Sure they are as evil as their bigger sister the Succubi, but a girl has to make a living too. Like so many that leave their homes and end up in Southern California, the BWB has learned to do some things she never thought she would ever do to earn a buck.
Often times when not looking for a soul to steal, these catty little demons can be found fighting amongst themselves, avoiding over zealous demon hunters, or trying to get a real movie deal because they know they are a star and they hope no one will look into their pasts.
Being a Bat-Winged Bimbo gives you the following:
- 3 Levels of Attractive. We all know that evil always looks better.
- 3 levels of Hard To Kill. Living in a Hell hole makes you a bit tougher, living in Hell itself turns you into a hard ass bitch.
- Asbestos Soul. BWB gain a +1 Resistance to pain from fire and heat. BWB treat fire damage as regular damage (no extra damage each turn).
- Those cute horns count as a natural weapon, doing 1-2 points of damage per hit. (+1)
- Those sexy wings provide flight at the same movement rate as running. (+1)
- Gossipy. BWB bimbos tend to be a chatty, gossipy lot. Sure 99% of it is about manicures for wing talons and how to snag a good (evil?) demon lord, but some it useful. They get a +2 to their Occultism skill (the Things Man Was Not Meant to Know are fine for women it seems).
But this comes with a fair amount of drawbacks too.
Bat-Wing Bimbos have a host of mental and emotional problems. They are mean spirited (literally), petty, and vindictive not to mention lecherous little harpies. In game terms this equates to Cruel 1, Covetous (Greedy) 1, Covetous (Lecherous) 1.
Those large wings and horns might be totally hot, but you could never take her home to mom (unless of course mom was into that kinky stuff). This is worth Supernatural Form (definitely not human).
Bat Winged Bimbos as Characters
BWB can be a useful part of an otherwise upstanding and moral party of demon hunters. Slayers hate them, but those scrawny little bitches are just jealous. The biggest issue of course is how to hide those wings, horns and tail. Faerie Glamours or other illusion magics will hide their natural form from the mundane, but anyone that can see magic will see through that disguise to what she really looks like.
Bat Winged Bimbos were created to be something like a "lesser Succubus", akin to the old D&D Alu-Demon. These were obviously inspired by the the same creatures in Macho Women with Guns.
If you go with my alternate take on Slayers from Every Angel is Terrifying then Succubi, Lilim and Slayers are all related.
Witch Girls Adventures
Malcolm Harris, the author of Witch Girls Adventures mentions that there are no demons in the Witch Girls universe, but there are spirits called "Hates". It is actually kind of a neat concept. If there are hate spirits then certainly there can be other deadly sins, such as lust spirits. Alternately there could also be a type of vampire that feeds on emotions rather than blood. The ones that feed on the more amorous emotions (lust, love) could be called Succubi. In this sense they are more similar to the WitchCraft RPG Vampyre subtype.
A succubus in WGA should probably be something like Chloe Love from the Eerie Cuties webcomic.
Succubus
Rank: 3
Body: d6 Mind: d6 Senses: d8
Will: d8 Social: d8 Magic: d6
Life Points: 12 Reflex: 9
Resist Magic: 9 Zap Points: 12
Skills: Athletics +2, Basics +2, Dancing +4, Fighting +1, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +3, Mysticism +2, *Mythology +4, Streetwise +3
Abilities: Beautiful, Mysterious
Heritage: Demon / Lust Spirit / Vampire
Spells: Succubi have access to all the Charm type spells in the WGA core.
Cortex
Cortex is a system I have talked about off and on. It is one I like, just not one I get to play a lot of.
Succubi would work well in Cortex since the characters tend to skew more normal than say Buffy or Ghosts of Albion. A single Succubi with a good plan should be more than a match for a group of heroes.
For example imagine the havoc a succubus could do to the investigators in a Supernatural game.
Succubus (Base)
Agi d10 Str d6 Vit d10
Ale d12 Int d8 Wil d12
Init d10 + d12
LP 22
Endurance d10 + d12
Resistance d10 + d10
Traits
Allure d10, Amorous d8, Enhanced Communication d6, Enhanced Senses d6, Immunity d12, Inherent Weapon (claws) d2, Sharp Senses d6
Skills Athletics d4/Acrobatics d6, Influence d4, Knowledge d8/Occultism d12, Melee Weapons d4, Perception d6, Unarmed Combat d6
Attacks: The Succubus drains life force from her victims. She either does this while the victm is sleeping, in her embrace, or if she has grappled the victim. Once she has a victim in her embrace she will drain for a number of turns equal to a third the maximum result of the victim’s Vitality Attribute. She will return to the victim two more times, draining the remaining third each time till the victim dies.
Spellcraft & Swordplay
Succubi are set to appear in the upcoming Spellcraft & Swordplay supplement Eldritch Witchery, as soon as I finish writing it. Among other things, EW will also feature Demons and Devils. Succubi are the daughters of the Queen of Demons.
Succubus
These female demons are not found in great numbers and never working together. They claim to be the daughters of the Demon Queen, but this is a claim the Demon Queen herself neither supports nor denies. In any case these demons, while not physically very powerful, are capable of controlling other demons that are far more powerful. Succbi are charged with the tempting of mortals, a task they relish in. They appear as unearthly beautiful women (or men if needed), in their true form they stand 6' high and feature small horns, a tail and large bat-like wings growing from their backs.
A Succubus can cause Darkness 5', have Darkvision, can Dominate any one (1) PC and can become Incorporeal at will. The Succubi lures her victim into acts of passion and drains their life force with a kiss. This Energy Drain takes 1 life level/hit dice. She can also use the following spells as a Witch (wizard) of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic. If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) ... details in Eldritch Witchery.
Last Thoughts
Regardless of the game Succubi should be given the same attention that one would give a vampire in a horror game; that is treat it like a special NPC and build her as a character. Most demons can be part of the mindless hordes you send after the characters, and in most cases this is the appropriate thing to do. Succubi though, since they tend to work alone and are very specialized in their hunts, should be built to suit. A succubus designed to go after William Swift in Ghosts of Albion should be different than the one sent after Dean Winchester in Supernatural.
Sympathy for the Succubus, Part 1
Sympathy for the Succubus, Part 3
Sympathy for the Succubus, Part 4
Succubae for Ghosts of Albion (Cinematic Unisystem)
Succubae are demons that seduce men and feed off of their base desires and life force.
She can drain 1 Point of CON each night she visits, but must grapple awake opponents or visit them when sleeping.
The succubus can learn magic, but most often they do not.
Creature Type: Succubus (Demon)
Attributes: Str 3, Dex 5, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 12, Combat 13, Brains 15
Life Points: 45
Drama Points: 2
Powers: Glamour; Constitution Drain (1 CON point per visit); Flight; Insubstantial Form;
Qualities: Attractive 4; Hard to Kill; Innate Magic; Resistance (Fire, Poison; Mind Control); Telepathy; Charming Voice
Drawbacks: Lecherous; Covetous; Inhuman Form
Maneuvers
Name; Score; Damage; Notes
Bite; 13; 5; Must grapple first; no defence action
Claw; 13; 8; Two attacks per Turn
Grapple; 13; —; Resisted by dodge
Kiss/Embrace; *; 1 CON point; Must Grapple first
Spellcasting 15 Varies By spell
Deflect 15 — Magic defence action; deflects spells 45º
Bat Winged Bimbo (Buffy and Angel, Cinematic Unisystem)
4-Point Quality
(Trying to do my best "Buffy-style" here)
Bat wing bimbos are demons, but don’t hold it against them. Sure they are as evil as their bigger sister the Succubi, but a girl has to make a living too. Like so many that leave their homes and end up in Southern California, the BWB has learned to do some things she never thought she would ever do to earn a buck.
Often times when not looking for a soul to steal, these catty little demons can be found fighting amongst themselves, avoiding over zealous demon hunters, or trying to get a real movie deal because they know they are a star and they hope no one will look into their pasts.
Being a Bat-Winged Bimbo gives you the following:
- 3 Levels of Attractive. We all know that evil always looks better.
- 3 levels of Hard To Kill. Living in a Hell hole makes you a bit tougher, living in Hell itself turns you into a hard ass bitch.
- Asbestos Soul. BWB gain a +1 Resistance to pain from fire and heat. BWB treat fire damage as regular damage (no extra damage each turn).
- Those cute horns count as a natural weapon, doing 1-2 points of damage per hit. (+1)
- Those sexy wings provide flight at the same movement rate as running. (+1)
- Gossipy. BWB bimbos tend to be a chatty, gossipy lot. Sure 99% of it is about manicures for wing talons and how to snag a good (evil?) demon lord, but some it useful. They get a +2 to their Occultism skill (the Things Man Was Not Meant to Know are fine for women it seems).
But this comes with a fair amount of drawbacks too.
Bat-Wing Bimbos have a host of mental and emotional problems. They are mean spirited (literally), petty, and vindictive not to mention lecherous little harpies. In game terms this equates to Cruel 1, Covetous (Greedy) 1, Covetous (Lecherous) 1.
Those large wings and horns might be totally hot, but you could never take her home to mom (unless of course mom was into that kinky stuff). This is worth Supernatural Form (definitely not human).
Bat Winged Bimbos as Characters
BWB can be a useful part of an otherwise upstanding and moral party of demon hunters. Slayers hate them, but those scrawny little bitches are just jealous. The biggest issue of course is how to hide those wings, horns and tail. Faerie Glamours or other illusion magics will hide their natural form from the mundane, but anyone that can see magic will see through that disguise to what she really looks like.
Bat Winged Bimbos were created to be something like a "lesser Succubus", akin to the old D&D Alu-Demon. These were obviously inspired by the the same creatures in Macho Women with Guns.
If you go with my alternate take on Slayers from Every Angel is Terrifying then Succubi, Lilim and Slayers are all related.
Witch Girls Adventures
Malcolm Harris, the author of Witch Girls Adventures mentions that there are no demons in the Witch Girls universe, but there are spirits called "Hates". It is actually kind of a neat concept. If there are hate spirits then certainly there can be other deadly sins, such as lust spirits. Alternately there could also be a type of vampire that feeds on emotions rather than blood. The ones that feed on the more amorous emotions (lust, love) could be called Succubi. In this sense they are more similar to the WitchCraft RPG Vampyre subtype.
A succubus in WGA should probably be something like Chloe Love from the Eerie Cuties webcomic.
Succubus
Rank: 3
Body: d6 Mind: d6 Senses: d8
Will: d8 Social: d8 Magic: d6
Life Points: 12 Reflex: 9
Resist Magic: 9 Zap Points: 12
Skills: Athletics +2, Basics +2, Dancing +4, Fighting +1, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +3, Mysticism +2, *Mythology +4, Streetwise +3
Abilities: Beautiful, Mysterious
Heritage: Demon / Lust Spirit / Vampire
Spells: Succubi have access to all the Charm type spells in the WGA core.
Cortex
Cortex is a system I have talked about off and on. It is one I like, just not one I get to play a lot of.
Succubi would work well in Cortex since the characters tend to skew more normal than say Buffy or Ghosts of Albion. A single Succubi with a good plan should be more than a match for a group of heroes.
For example imagine the havoc a succubus could do to the investigators in a Supernatural game.
Succubus (Base)
Agi d10 Str d6 Vit d10
Ale d12 Int d8 Wil d12
Init d10 + d12
LP 22
Endurance d10 + d12
Resistance d10 + d10
Traits
Allure d10, Amorous d8, Enhanced Communication d6, Enhanced Senses d6, Immunity d12, Inherent Weapon (claws) d2, Sharp Senses d6
Skills Athletics d4/Acrobatics d6, Influence d4, Knowledge d8/Occultism d12, Melee Weapons d4, Perception d6, Unarmed Combat d6
Attacks: The Succubus drains life force from her victims. She either does this while the victm is sleeping, in her embrace, or if she has grappled the victim. Once she has a victim in her embrace she will drain for a number of turns equal to a third the maximum result of the victim’s Vitality Attribute. She will return to the victim two more times, draining the remaining third each time till the victim dies.
Spellcraft & Swordplay
Succubi are set to appear in the upcoming Spellcraft & Swordplay supplement Eldritch Witchery, as soon as I finish writing it. Among other things, EW will also feature Demons and Devils. Succubi are the daughters of the Queen of Demons.
Succubus
#App: 1
AL: E
SZ: M
AC: 7
Move: 90' / Fly: 120'
HD: 6 (25)
Attacks: Claw/Claw/Special (2 dagger-2)
Special: Fly 120', Energy Drain (kiss), Darkvision, Dominate, Magic Resistance (fire), Immune to mundane weapons
Treasure: 6
XP: 345
A Succubus can cause Darkness 5', have Darkvision, can Dominate any one (1) PC and can become Incorporeal at will. The Succubi lures her victim into acts of passion and drains their life force with a kiss. This Energy Drain takes 1 life level/hit dice. She can also use the following spells as a Witch (wizard) of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic. If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) ... details in Eldritch Witchery.
Last Thoughts
Regardless of the game Succubi should be given the same attention that one would give a vampire in a horror game; that is treat it like a special NPC and build her as a character. Most demons can be part of the mindless hordes you send after the characters, and in most cases this is the appropriate thing to do. Succubi though, since they tend to work alone and are very specialized in their hunts, should be built to suit. A succubus designed to go after William Swift in Ghosts of Albion should be different than the one sent after Dean Winchester in Supernatural.
Sympathy for the Succubus, Part 1
Sympathy for the Succubus, Part 3
Sympathy for the Succubus, Part 4
Wednesday, March 17, 2010
Sympathy for the Succubus, Part 1
I'll admit it. I have a soft spot in my heart for Succubi. Those little trollops from Hell tempting men with their wild demonic ways. There are the fangs, the wings and the whole draining your life force and taking your soul to Hell.
What is not to love?
Maybe it was that David Sutherland Succubus from the AD&D Monster Manual. This was hot stuff back in 1979. She was like a perky little cheerleader for Satan. With wings instead of pom-poms. I always said if I ever got a tattoo this would be it. Well, maybe never said that out-loud.
One of the very few movies about a succubus was called, at least when I rented it on VHS many years ago, The Succubus. I looked for this film forever. Of course I finally found it again, under it's more common title of The Devil's Nightmare. She was a blue skinned demon that reminds me of the old AD&D Monster Cards. Though there is this other movie also called "Succubus", http://www.imdb.com/title/tt0062032/, but I don't think I ever saw that one. I wonder why Succubi don't appear in more movies but I can think of a few named succubi that appear in D&D alone and that is not counting the Anime, modern horror books, webcomics, and even their own Wiki and Blog. Reaper minis have practically made a market on little metal succubi.
I was recently going through the old Mentzer Immortal set for Basic (BECMI) D&D. One of the very cool things in that book was how they portrayed the Succubus. They called them "Whispering Demons". How cool is that. That really changes their nature in terms of a combat game. Now they are not out there fighting the characters, but working subtly behind the scenes to get things done. Sort of like how they re-visioned the Orion Slave Girls in Trek. I like that idea myself. Ups their temptress/seductress side and down plays their combat. Even if in the Immortal rules, they are 15 HD compared to the MM's 6 HD. Ok, not exactly the same systems I know. The succubus has had a few changes over the years and editions. They were absent from AD&D 2nd Ed for the longest time only to turn up as Tanar'ri.I guess that was an attempt to placate the Religious Right. In D&D 3.x they were back to their 1st Ed demonic selves really, but some of the 2nd Ed baggage was kept. In D&D 4 they become devils (more on that in a sec) but they are certainly the same things. In fact, the only thing really different about them is they are not just content to tempt humans but Arch Devils now too.
I did a review/write-up on the Selfish Succubus from Flames Rising and did a bunch of stat ups for that, not all of which were demons. In the WitchCraft game (and in the old Vampire game too I think) they are a type of Vampire. I also have some Succubi I did for a Willow & Tara adventure, but mine were not much different than what appeared in the 1st Ed. AD&D book. I did play of off my 2nd Ed AD&D Witch book and classified them not as demons, but as Lilim, or the Daughters of Lilith. Compare this to what they did to them in D&D 4.0, where they are now listed as devils. This one of the changes to the D&D 4 game I actually disliked at first. I can see the reasons behind it, but it seemed to be a odd change to me. Demons are about destruction and lust, betrayal and dominance is just another form of that. What though is nice about the 4E Succubus is she now fills the role of both the 3E Succubus and the 3E "Pleasure Devil" or Brachina, which was something like a fallen angel. Plus I do like the idea of the Arch Dukes of Hell having their own group of Succubi spies.
Going to the myths is helpful, but confusing. There are so many creatures that are like the succubus and they are also often confused with vampires, lamias, and Night Hags. Though that is the thing about RPGs. In myth there are thousands of monsters with lots of overlap or maybe even different names for the same thing. So I can have my succubus and my night hag and even though they share similar backgrounds I can keep them separate. Playing off of the Maiden-Mother-Crone archetypes I can have my Succubi as twisted Maidens (stealing men's vital essence), Lamia (and not the collection of bugs one) as the dark Mother that eats babies, and Night Hags as a Crone who does not impart wisdom, but madness (and a nasty surprise).
I could argue then that Succubi in my games are Lilim, the offspring of Lilith and various devils. I think I can live with that. Succubi in my D&D games then at least, are the offspring of Demons and Devils. Sure. Desired by all and trusted by none.
The obvious choice is of course the Temptress for a darker power. The Succubi are sent to the game world to collect souls. Once they have them they go back and give them totheir pimp the Arch Duke that employs them.
In my Unisystem games I have used Succubi/Lilim a couple of different ways. In one adventure she was captured along with a bunch of other supernatural types but had fallen in love with an angel. In another during the same campaign I used succubi as lures and bait for some humans using their magic to drain mundane humans.
What I like to use the most for is a surprise. Don't get me wrong, I like the whole bad girl thing they have going, and I am a fan. But a succubus in a game lacks honest surprise from the players. Not just a good succubus but something way out of the ordinary. The Succubus Paladin that WotC was going on about in the 3.x days was cool, and I love to hear more of her story. In 4e I'd love to build a Succubus Warlock. Infernal of course, with her natural 22 Charisma as her casting stat (that's +10 to start). That would be very awesome and a great NPC foe for the PCs. 3rd Ed had level adjustments, so I'll have to figure out how to build her in 4e or even other systems. I think an awesome character then is in order here. Not Lilith, too much baggage. But something entirely new, and like Dirty Nellie, someone I can use across a lot of different games.
Here is what I have so far. A succubus was sent to tempt a powerful wizard. She went in disguised as a human in order to win him over and steal his soul for her dark master. Of course, the wizard knew what she was all along and finally revealed that fact to her. They struck a bargain, she would remain and continue her affections (he was still human after all), and he would teach her magic. Each thought they would have the upper hand, so they both agreed. Several years later, the succubus had learned much in the ways of magic, and wizard eventually died. He attempted to cheat his fate by becoming a lich, but she ultimately won. With the soul in hand, she returned to her dark master. But once there she had no desire to be the willing servant anymore, so with the power of the wizard's soul and all the magic she had learned she trapped her former master in a soul cage. She changed her true name and set up shop in the wizard's former tower. In a moment of what must have been weakness, she released the wizard's soul to find its own rewards in the afterlife. Now the succubus remains in the world. She seeks out all sorts of magical knowledge and grows in power. She has a cadre of apprentices to aid her in magical research and provide her with the life energies she needs.
Still needs a bit more detail and a name. But this is a good start and flexible enough to use in D&D, Ghosts of Albion, any modern horror game, or even a supers game.
Next time: Crunch
Sympathy for the Succubus, Part 2
Sympathy for the Succubus, Part 3
Sympathy for the Succubus, Part 4
What is not to love?
Maybe it was that David Sutherland Succubus from the AD&D Monster Manual. This was hot stuff back in 1979. She was like a perky little cheerleader for Satan. With wings instead of pom-poms. I always said if I ever got a tattoo this would be it. Well, maybe never said that out-loud.
One of the very few movies about a succubus was called, at least when I rented it on VHS many years ago, The Succubus. I looked for this film forever. Of course I finally found it again, under it's more common title of The Devil's Nightmare. She was a blue skinned demon that reminds me of the old AD&D Monster Cards. Though there is this other movie also called "Succubus", http://www.imdb.com/title/tt0062032/, but I don't think I ever saw that one. I wonder why Succubi don't appear in more movies but I can think of a few named succubi that appear in D&D alone and that is not counting the Anime, modern horror books, webcomics, and even their own Wiki and Blog. Reaper minis have practically made a market on little metal succubi.
I was recently going through the old Mentzer Immortal set for Basic (BECMI) D&D. One of the very cool things in that book was how they portrayed the Succubus. They called them "Whispering Demons". How cool is that. That really changes their nature in terms of a combat game. Now they are not out there fighting the characters, but working subtly behind the scenes to get things done. Sort of like how they re-visioned the Orion Slave Girls in Trek. I like that idea myself. Ups their temptress/seductress side and down plays their combat. Even if in the Immortal rules, they are 15 HD compared to the MM's 6 HD. Ok, not exactly the same systems I know. The succubus has had a few changes over the years and editions. They were absent from AD&D 2nd Ed for the longest time only to turn up as Tanar'ri.I guess that was an attempt to placate the Religious Right. In D&D 3.x they were back to their 1st Ed demonic selves really, but some of the 2nd Ed baggage was kept. In D&D 4 they become devils (more on that in a sec) but they are certainly the same things. In fact, the only thing really different about them is they are not just content to tempt humans but Arch Devils now too.
I did a review/write-up on the Selfish Succubus from Flames Rising and did a bunch of stat ups for that, not all of which were demons. In the WitchCraft game (and in the old Vampire game too I think) they are a type of Vampire. I also have some Succubi I did for a Willow & Tara adventure, but mine were not much different than what appeared in the 1st Ed. AD&D book. I did play of off my 2nd Ed AD&D Witch book and classified them not as demons, but as Lilim, or the Daughters of Lilith. Compare this to what they did to them in D&D 4.0, where they are now listed as devils. This one of the changes to the D&D 4 game I actually disliked at first. I can see the reasons behind it, but it seemed to be a odd change to me. Demons are about destruction and lust, betrayal and dominance is just another form of that. What though is nice about the 4E Succubus is she now fills the role of both the 3E Succubus and the 3E "Pleasure Devil" or Brachina, which was something like a fallen angel. Plus I do like the idea of the Arch Dukes of Hell having their own group of Succubi spies.
Going to the myths is helpful, but confusing. There are so many creatures that are like the succubus and they are also often confused with vampires, lamias, and Night Hags. Though that is the thing about RPGs. In myth there are thousands of monsters with lots of overlap or maybe even different names for the same thing. So I can have my succubus and my night hag and even though they share similar backgrounds I can keep them separate. Playing off of the Maiden-Mother-Crone archetypes I can have my Succubi as twisted Maidens (stealing men's vital essence), Lamia (and not the collection of bugs one) as the dark Mother that eats babies, and Night Hags as a Crone who does not impart wisdom, but madness (and a nasty surprise).
I could argue then that Succubi in my games are Lilim, the offspring of Lilith and various devils. I think I can live with that. Succubi in my D&D games then at least, are the offspring of Demons and Devils. Sure. Desired by all and trusted by none.
How to Use Succubi in your game
Succubi are the perfect foil for a group of adventurers. Adventurers, especially high-level ones, are everything a Succubi would want. They have power, fame, and prestige and can influence the world. Since a fair number of adventurers are in it for fame and fortune, or at least ale and wenches, a succubus is like candy. The beauty of it is that even when some players figure it out, they still might go for it. It's like the "alien girlfriend" trope in some Anime; "I am so awesome my girlfriend is a Demon!" It's the same reason there are so many catgirls out there.
The obvious choice is of course the Temptress for a darker power. The Succubi are sent to the game world to collect souls. Once they have them they go back and give them to
In my Unisystem games I have used Succubi/Lilim a couple of different ways. In one adventure she was captured along with a bunch of other supernatural types but had fallen in love with an angel. In another during the same campaign I used succubi as lures and bait for some humans using their magic to drain mundane humans.
What I like to use the most for is a surprise. Don't get me wrong, I like the whole bad girl thing they have going, and I am a fan. But a succubus in a game lacks honest surprise from the players. Not just a good succubus but something way out of the ordinary. The Succubus Paladin that WotC was going on about in the 3.x days was cool, and I love to hear more of her story. In 4e I'd love to build a Succubus Warlock. Infernal of course, with her natural 22 Charisma as her casting stat (that's +10 to start). That would be very awesome and a great NPC foe for the PCs. 3rd Ed had level adjustments, so I'll have to figure out how to build her in 4e or even other systems. I think an awesome character then is in order here. Not Lilith, too much baggage. But something entirely new, and like Dirty Nellie, someone I can use across a lot of different games.
Here is what I have so far. A succubus was sent to tempt a powerful wizard. She went in disguised as a human in order to win him over and steal his soul for her dark master. Of course, the wizard knew what she was all along and finally revealed that fact to her. They struck a bargain, she would remain and continue her affections (he was still human after all), and he would teach her magic. Each thought they would have the upper hand, so they both agreed. Several years later, the succubus had learned much in the ways of magic, and wizard eventually died. He attempted to cheat his fate by becoming a lich, but she ultimately won. With the soul in hand, she returned to her dark master. But once there she had no desire to be the willing servant anymore, so with the power of the wizard's soul and all the magic she had learned she trapped her former master in a soul cage. She changed her true name and set up shop in the wizard's former tower. In a moment of what must have been weakness, she released the wizard's soul to find its own rewards in the afterlife. Now the succubus remains in the world. She seeks out all sorts of magical knowledge and grows in power. She has a cadre of apprentices to aid her in magical research and provide her with the life energies she needs.
Still needs a bit more detail and a name. But this is a good start and flexible enough to use in D&D, Ghosts of Albion, any modern horror game, or even a supers game.
Next time: Crunch
Sympathy for the Succubus, Part 2
Sympathy for the Succubus, Part 3
Sympathy for the Succubus, Part 4
Protectors of Éire for the Ghosts of Albion RPG
Tá an chumhacht agaibh. Cosnaímis mé, a Chosantóirí na hÉireann!
The Protectors of Éire
Like it's neighbor, Albion, Éire (the mystical name for Ireland) has also had her Protectors.
At the time of Swifts (1839 on) the Protector of Éire is Tadgh O’Braohain and he is detailed in the upcoming adventure "Ghosts of Albion: Blight", which can be played this 2010 Gen Con.
Though until then here are some of the more famous Protectors of Ireland's shores.
Fionn Mac Cumhail (Finn Mac Cool)
Protector of Éire
Fionn Mac Cumhail was believed to have lived sometime around the Fifth to Second Century BCE. Fionn lost his father, Cumhail, when he was killed by a rival clan. Muirne, his mother, called her son Fionn which means fair-haired. Knowing that the Clan Morna would seek him out as well she took him to be raised by the wise Ban-drui Bodhmal and her anamchara the warrior woman Liath. They taught Finn to be both a warrior and a druid. He was taught magic, poetry, and the arts of survival.
Fionn learned also from druid Finegas. Finegas captured the Salmon of Knowledge and Fionn cooked it. He burned his thumb on the fish and sucked on it, giving him the gift of wisdom. When Fionn wanted to gain insight to a problem he would put his thumb into his mouth, behind his molars and contemplate.
Fionn later went on to become captain of the Finana, an army of men loyal to the High King Fiachadh (fee-a-kuh). Fionn implemented a code of honor among them, changing the Fianna from an unruly band to a group of champions of the people. The Fianna became models of chivalry and justice. Some claim that the tales of the Fianna formed the basis of the legends of the Knights of the Round Table.
Fionn is also the ancient Protector of Éire, the mystical name of Ireland. Fionn was the father of the Irish hero Oisín, by the goddess Sadb. Fionn battled many mundane and supernatural foes including a Scottish giant and his greatest enemy of all, the Dark Druid. Details of his death are sketchy and many contradict each other. Some say he is not dead at all but merely waits for Ireland to need him. When Éire is in its greatest need he will return.
Special Notes: Fionn generally avoids overt magical use. He knows some spells (as needed by the Director) and performs them when he must through the use of poem or song, though he is not as powerful in this respect as his son Oisín, considered to be one of Ireland’s greatest Occult Poets. Fionn prefers to use his magic in a more passive role, for healing or discovery. This however does not make him a pacifist, far from it, Fionn enjoys to defeat his enemies in combat either by weapon or hand to hand.
As a protector Fionn is allowed to use Magical Flourishes and may use any Magical Defence maneuver.
Name: Fionn Mac Cumhail
Protector of Éire
Character Type: Hero
Attributes: Strength 4, Dexterity 4, Constitution 5, Intelligence 3, Perception 3, Willpower 4
Ability Scores: Muscle 14, Combat 17, Brains 12
Life Points: 64
Drama Points: 5
Qualities: Attractiveness +1, Fast Reaction Time, Hard to Kill 6, Honorable (Rigid), Magic 6, Nerves of Steel, Occult Poet, Protector of Éire (Ireland)
Drawbacks: Adversary (Dark Druid and others) 5, Archaic (in 20th Century)
Skills: Use Brains Score for Occultism and Wild Card (Herbal Remedies)
Maneuvers
Name Score Damage Notes
Dodge 17 Defense action
Grapple 19 Resisted by Dodge
Kick 16 14 Bash
Punch 17 13 Bash
Big Sword 17 29 Stab/slash; two-handed
Notes: Fionn appeared in the first published Buffy RPG Adventure, the Dark Druid. He has been updated to the Ghosts of Albion RPG here.
Link: http://en.wikipedia.org/wiki/Fionn_mac_Cumhaill
Cú Chulainn
Hero of the Ulster Cycle (The Red Branch, The Cattle Raid of Cooley), the Hound of Chulainn
Protector of Éire, Manx and Alba
Known as in his early childhood as Sétanta, the boy who would be Cú Chulainn was already the fairest and strongest in the land. Even at the age of seven Sétanta would enter into battle and invoke his ríastrad to defeat enemies three times his age and twice his size. Tutored by the bard and occult poet Amerigan as well as the druid Cathbad, it was predicted that he would be Ulsters greatest warrior. It was also foretold that his life would be a short one and that its beginning and ending would be marked by the death of a dog.
The first dog was one of the great hounds of the blacksmith Chulainn. Stanta was visiting the smith on the invite of his fosterer King Conchobar MacNessa. Conchobar though forgot to let Chulainn know and he released his guard hounds. Stanta was attacked, but he managed to kill it with a hurley ball. Devestated at the loss of his prized hounds, Chulainn demanded retribution. Sétanta, already honorable beyond his years offered to rear a new hound for him and until such time the hound was ready he himself would be his guard dog. From that point on he was known as Cú Chulainn, the Hound of Chulainn.
Worried that Cú Chulainn will steal their wives and daughters now that he is of marring age, the elders of Ulster decide that he should be sent to train with the fierce warrior woman of Alba, Scáthach, the Shadowy-one. In Alba Cú Chulainn learns not only the skills to become a master warrior, he also impregnates Scáthach, her daughter and Alfie, Scáthach’s mortal enemy and sister. Each bare him a son in due course.
Cú Chulainn returns to Ulster and has many more battles and adventures (and sons).
For more see http://en.wikipedia.org/wiki/C%C3%BAchulainn
Cú Chulainn first was called by Éire at age seven to become her Protector. Though mostly associated with Ulster (Northern Ireland) his adventures took him all over. His training by, and his command over, Scáthach earned him the Protector of Alba (Scotland) as well. His defeat of Alfie gained him the Protectorship of Manx.
Like Fionn, Cú Chulainn learned his magic from bards, ovates and druids. He often sings his spells when going into battle. Again, like Fionn, Cú Chulainn prefers to be more physical.
His greatest weapon is the Gáe Bolg, or great spear. The skill to use this devastating weapon is only know to Scáthach. She at first refused to teach it, but was overcome with Cú Chulainns resolve to learn it. He had also by this time impregnated her daughter so she demanded he stay. The Gáe Bolg is a heavy spear that can be used as a melee weapon (min STR 4) or a throwing weapon (min STR 5). What makes this weapon so awful is the spear blade is formed with many barbs so that removing the spear causes even more damage, represented by the number of Success Levels from the attack.
Name: Cú Chulainn
Protector of Éire, Manx and Alba
Character Type: Master
Attributes: Strength 6/9*, Dexterity 4, Constitution 3/6*, Intelligence 4, Perception 3, Willpower 5
Life Points: 64/94
Drama Points: 5
Qualities: Attractiveness +4, Fast Reaction Time, Gáe Sidhe, Hard to Kill 6/8*, Honorable (Rigid), Magic 7, Nerves of Steel, Protector of Éire (Ireland), Manx and Alba (Scotland), Ríastrad*
Drawbacks: Adversary 5, Geas (the death of a dog will end his life, 5), Geas (must accept any dinner invitation offered to him, 5)
Skills: Armed Mayhem 9
Maneuvers
Name Score Damage Notes
Gáe Bolg 13 28/40* Removing spear causes an extra 12+SL points
Damage
(thrown) 12 21/30
Dodge 13 - Defense action
Grapple 15 - Resisted by Dodge
New Quality
Ríastrad
5 Point Quality
Ríastrad, or Warp Spasm, is a type of supernatural attack in which the attack can go into a berserk sort of rage. During a ríastrad the attackers Strength and Constitution are increased by 3 each, with an additional 2 levels of Hard to Kill (with corresponding increase in Life Points). Attractiveness though drops to -3 regardless of what the previous level was. In addition the ríastrad will cause the attacker to attack everyone, friend and foe alike.
To enter ríastrad the attacker must be excited, that is to see blood or an army massing. A failed fear check might be enough to push someone into a ríastrad against their will.
Once in the throws of the ríastrad the attacker’s body twists and bloats. Arms and legs become huge with tendons and veins visible under the skin. Their hair sticks out in chaotic directions, eyes bulge an pop out while their tongues look engorged with blood. The scene is frightful enough that friends and foes alike must make a fear check.
The attacker then my attack, usually running into the direction they were facing and randomly attacking all. Only a difficult Will test can calm the attacker down.
http://en.wikipedia.org/wiki/Warp_spasm
Gáe Sidhe is detailed in the Ghosts of Albion corebook.
New Drawback
Geas
1-5 point Drawback
A Geas (Gesa) is a magical taboo that has it roots in the Celtic tradition. A cast member must always follow his Geas or a calamity will occur. The nature of this calamity should be up to the Director, but it should never personally be life threatening. Unlike a curse the Geased person can violate the taboo by force of will, but must pay the price.
A Geas of 1 point is something the character is never likely to break or has minor consequences, such as never owning a black cat or violate it to be overcome with a fit of coughing. A 5 point should be something that the cast member cannot avoid, such as always accepting any invitation to dinner offered, or something life threatening.
The player and the director can work out the details of the Geas. How did the cast member become Geased? Is it magical taint? Karmic debt? They must also figure out how the Geas needs to be paid off. The director should not allow the player to buy off the Geas with points, they must actually do something; like lay the bones of a long dead relative to rest, or travel to some distant land and bring back some water from a sacred stream. Or maybe there is a time limit, such as when they reach their 30th birthday.
In the case of C Chulainn he could not avoid his Geas and it did end up killing him in the end. He is offered dinner by his enemy Lugaid who feeds him dog meat. This breaking of his Gesa manifests by removing the power of the Protector from him. He is then defeated in battle by Lugaid.
Brigit of Kildare
Protector of Éire
"A Bhrigid, scar os mo chionn, do bhrat fionn dom anacal."
- Traditional prayer to Brighid
The Goddess Brighid is one of the most beloved by the Celtic people. Every year they celebrated her feast day, Imbolc, to celebrate the return of spring.
Brighid, also known as Brigit, Brigantia, Bridget, or Bride, is the Celtic Goddess of the rivers and rural life. She is also the Goddess of Healing, Midwifery and Wisdom. She was the daughter of the Dagda and one of the Tuatha Dé Danann. She was the wife of Bres of the Fomorians, with whom she had a son, Ruadn (the Red).
Brighid is one of the great Triple Goddesses of the Celtic people, with some saying that there are three Brigits: one sister in charge of poetry and inspiration who invented the Ogham alphabet, one in charge of healing and midwifery, and the third in charge of the hearth fire, smithies and other crafts.
Once the Christians came to Ireland the Goddess Brighid was not forgotten, but her worshippers favored the new Christian God.
Later in the very center of Brighid's worship center, Cill Dara ("Kildare"), a woman of God was born. Her name became Brigid.
Here, as a nun Brigid of Kildare performed miracles, healed and taught. All the things that pagan Brighid had done. When she had done enough in this world she left and was made one of the Patron Saints of Ireland.
Brighid as a Protector
Not all Patron Saint were Protectors and visa versa, but in Ireland there was a great sense of pride and of belonging with the land. This was land of the Goddess and she choose her own Protectors. Like Patrick, Brigid was very much a part of Ireland. It is natural then that Ireland Protector, a land that never fought against the Christian conversion, would choose to exemplars of it's faith to lead it into the next age.
Brighid as the Protector embraces both halves of the heart of Ireland, the Christian and the Pagan.
Name: Brighid of Kildare
Motivation: Protect her worshippers, Christian and Pagan
Creature Type: Protector, Goddess or an Irish Saint, hard to say really
Attributes: Strength 6, Dexterity 9, Constitution 9, Intelligence 6, Perception 8, Willpower 9
Ability Scores: Muscle 18, Combat 18, Brains 22
Life Points: 88
Drama Points: 5
Special Abilities: Aspects (Fire, Healing, Water, Wisdom), Age (Ancient), Immortal(?), Iron Mind, Hard to Kill 6, Magic 9, Regeneration (2 Lifepoints per turn), Supernatural Senses (Empathy, Insight, the Sight)
Maneuvers
Name;Score;Damage;Notes
Dodge;18;;Defense Action
Grapple;21;;Resisted by Dodge
Kick;17;19;Bash
Punch;18;18;Bash
Sword;18;24;Slash/stab
Spell;22;by spell type
http://en.wikipedia.org/wiki/Brighid
http://en.wikipedia.org/wiki/Saint_Brigid
New Quality
Blessed of Brighid
1 Point Quality
Prerequisites: Must have red hair; taken only during character creation (or by special Director permission).
In Ireland is said that those marked by Brighid lead charmed lives. They can usually be spotted by their firey red hair.
The Blessed of Brighid can do one of the following once per day.
1. Aspect of Three. The player may roll three (3) dice (d10) for any one roll made and choose the more favorable of the outcomes.
2. Add 3 to any one roll. The player may add 3 points to any one roll made in a day. The choice can be made after the roll is done.
The Protectors of Éire
Like it's neighbor, Albion, Éire (the mystical name for Ireland) has also had her Protectors.
At the time of Swifts (1839 on) the Protector of Éire is Tadgh O’Braohain and he is detailed in the upcoming adventure "Ghosts of Albion: Blight", which can be played this 2010 Gen Con.
Though until then here are some of the more famous Protectors of Ireland's shores.
Fionn Mac Cumhail (Finn Mac Cool)
Protector of Éire
Fionn Mac Cumhail was believed to have lived sometime around the Fifth to Second Century BCE. Fionn lost his father, Cumhail, when he was killed by a rival clan. Muirne, his mother, called her son Fionn which means fair-haired. Knowing that the Clan Morna would seek him out as well she took him to be raised by the wise Ban-drui Bodhmal and her anamchara the warrior woman Liath. They taught Finn to be both a warrior and a druid. He was taught magic, poetry, and the arts of survival.
Fionn learned also from druid Finegas. Finegas captured the Salmon of Knowledge and Fionn cooked it. He burned his thumb on the fish and sucked on it, giving him the gift of wisdom. When Fionn wanted to gain insight to a problem he would put his thumb into his mouth, behind his molars and contemplate.
Fionn later went on to become captain of the Finana, an army of men loyal to the High King Fiachadh (fee-a-kuh). Fionn implemented a code of honor among them, changing the Fianna from an unruly band to a group of champions of the people. The Fianna became models of chivalry and justice. Some claim that the tales of the Fianna formed the basis of the legends of the Knights of the Round Table.
Fionn is also the ancient Protector of Éire, the mystical name of Ireland. Fionn was the father of the Irish hero Oisín, by the goddess Sadb. Fionn battled many mundane and supernatural foes including a Scottish giant and his greatest enemy of all, the Dark Druid. Details of his death are sketchy and many contradict each other. Some say he is not dead at all but merely waits for Ireland to need him. When Éire is in its greatest need he will return.
Special Notes: Fionn generally avoids overt magical use. He knows some spells (as needed by the Director) and performs them when he must through the use of poem or song, though he is not as powerful in this respect as his son Oisín, considered to be one of Ireland’s greatest Occult Poets. Fionn prefers to use his magic in a more passive role, for healing or discovery. This however does not make him a pacifist, far from it, Fionn enjoys to defeat his enemies in combat either by weapon or hand to hand.
As a protector Fionn is allowed to use Magical Flourishes and may use any Magical Defence maneuver.
Name: Fionn Mac Cumhail
Protector of Éire
Character Type: Hero
Attributes: Strength 4, Dexterity 4, Constitution 5, Intelligence 3, Perception 3, Willpower 4
Ability Scores: Muscle 14, Combat 17, Brains 12
Life Points: 64
Drama Points: 5
Qualities: Attractiveness +1, Fast Reaction Time, Hard to Kill 6, Honorable (Rigid), Magic 6, Nerves of Steel, Occult Poet, Protector of Éire (Ireland)
Drawbacks: Adversary (Dark Druid and others) 5, Archaic (in 20th Century)
Skills: Use Brains Score for Occultism and Wild Card (Herbal Remedies)
Maneuvers
Name Score Damage Notes
Dodge 17 Defense action
Grapple 19 Resisted by Dodge
Kick 16 14 Bash
Punch 17 13 Bash
Big Sword 17 29 Stab/slash; two-handed
Notes: Fionn appeared in the first published Buffy RPG Adventure, the Dark Druid. He has been updated to the Ghosts of Albion RPG here.
Link: http://en.wikipedia.org/wiki/Fionn_mac_Cumhaill
Cú Chulainn
Hero of the Ulster Cycle (The Red Branch, The Cattle Raid of Cooley), the Hound of Chulainn
Protector of Éire, Manx and Alba
Known as in his early childhood as Sétanta, the boy who would be Cú Chulainn was already the fairest and strongest in the land. Even at the age of seven Sétanta would enter into battle and invoke his ríastrad to defeat enemies three times his age and twice his size. Tutored by the bard and occult poet Amerigan as well as the druid Cathbad, it was predicted that he would be Ulsters greatest warrior. It was also foretold that his life would be a short one and that its beginning and ending would be marked by the death of a dog.
The first dog was one of the great hounds of the blacksmith Chulainn. Stanta was visiting the smith on the invite of his fosterer King Conchobar MacNessa. Conchobar though forgot to let Chulainn know and he released his guard hounds. Stanta was attacked, but he managed to kill it with a hurley ball. Devestated at the loss of his prized hounds, Chulainn demanded retribution. Sétanta, already honorable beyond his years offered to rear a new hound for him and until such time the hound was ready he himself would be his guard dog. From that point on he was known as Cú Chulainn, the Hound of Chulainn.
Worried that Cú Chulainn will steal their wives and daughters now that he is of marring age, the elders of Ulster decide that he should be sent to train with the fierce warrior woman of Alba, Scáthach, the Shadowy-one. In Alba Cú Chulainn learns not only the skills to become a master warrior, he also impregnates Scáthach, her daughter and Alfie, Scáthach’s mortal enemy and sister. Each bare him a son in due course.
Cú Chulainn returns to Ulster and has many more battles and adventures (and sons).
For more see http://en.wikipedia.org/wiki/C%C3%BAchulainn
Cú Chulainn first was called by Éire at age seven to become her Protector. Though mostly associated with Ulster (Northern Ireland) his adventures took him all over. His training by, and his command over, Scáthach earned him the Protector of Alba (Scotland) as well. His defeat of Alfie gained him the Protectorship of Manx.
Like Fionn, Cú Chulainn learned his magic from bards, ovates and druids. He often sings his spells when going into battle. Again, like Fionn, Cú Chulainn prefers to be more physical.
His greatest weapon is the Gáe Bolg, or great spear. The skill to use this devastating weapon is only know to Scáthach. She at first refused to teach it, but was overcome with Cú Chulainns resolve to learn it. He had also by this time impregnated her daughter so she demanded he stay. The Gáe Bolg is a heavy spear that can be used as a melee weapon (min STR 4) or a throwing weapon (min STR 5). What makes this weapon so awful is the spear blade is formed with many barbs so that removing the spear causes even more damage, represented by the number of Success Levels from the attack.
Name: Cú Chulainn
Protector of Éire, Manx and Alba
Character Type: Master
Attributes: Strength 6/9*, Dexterity 4, Constitution 3/6*, Intelligence 4, Perception 3, Willpower 5
Life Points: 64/94
Drama Points: 5
Qualities: Attractiveness +4, Fast Reaction Time, Gáe Sidhe, Hard to Kill 6/8*, Honorable (Rigid), Magic 7, Nerves of Steel, Protector of Éire (Ireland), Manx and Alba (Scotland), Ríastrad*
Drawbacks: Adversary 5, Geas (the death of a dog will end his life, 5), Geas (must accept any dinner invitation offered to him, 5)
Skills: Armed Mayhem 9
Maneuvers
Name Score Damage Notes
Gáe Bolg 13 28/40* Removing spear causes an extra 12+SL points
Damage
(thrown) 12 21/30
Dodge 13 - Defense action
Grapple 15 - Resisted by Dodge
New Quality
Ríastrad
5 Point Quality
Ríastrad, or Warp Spasm, is a type of supernatural attack in which the attack can go into a berserk sort of rage. During a ríastrad the attackers Strength and Constitution are increased by 3 each, with an additional 2 levels of Hard to Kill (with corresponding increase in Life Points). Attractiveness though drops to -3 regardless of what the previous level was. In addition the ríastrad will cause the attacker to attack everyone, friend and foe alike.
To enter ríastrad the attacker must be excited, that is to see blood or an army massing. A failed fear check might be enough to push someone into a ríastrad against their will.
Once in the throws of the ríastrad the attacker’s body twists and bloats. Arms and legs become huge with tendons and veins visible under the skin. Their hair sticks out in chaotic directions, eyes bulge an pop out while their tongues look engorged with blood. The scene is frightful enough that friends and foes alike must make a fear check.
The attacker then my attack, usually running into the direction they were facing and randomly attacking all. Only a difficult Will test can calm the attacker down.
http://en.wikipedia.org/wiki/Warp_spasm
Gáe Sidhe is detailed in the Ghosts of Albion corebook.
New Drawback
Geas
1-5 point Drawback
A Geas (Gesa) is a magical taboo that has it roots in the Celtic tradition. A cast member must always follow his Geas or a calamity will occur. The nature of this calamity should be up to the Director, but it should never personally be life threatening. Unlike a curse the Geased person can violate the taboo by force of will, but must pay the price.
A Geas of 1 point is something the character is never likely to break or has minor consequences, such as never owning a black cat or violate it to be overcome with a fit of coughing. A 5 point should be something that the cast member cannot avoid, such as always accepting any invitation to dinner offered, or something life threatening.
The player and the director can work out the details of the Geas. How did the cast member become Geased? Is it magical taint? Karmic debt? They must also figure out how the Geas needs to be paid off. The director should not allow the player to buy off the Geas with points, they must actually do something; like lay the bones of a long dead relative to rest, or travel to some distant land and bring back some water from a sacred stream. Or maybe there is a time limit, such as when they reach their 30th birthday.
In the case of C Chulainn he could not avoid his Geas and it did end up killing him in the end. He is offered dinner by his enemy Lugaid who feeds him dog meat. This breaking of his Gesa manifests by removing the power of the Protector from him. He is then defeated in battle by Lugaid.
Brigit of Kildare
Protector of Éire
"A Bhrigid, scar os mo chionn, do bhrat fionn dom anacal."
- Traditional prayer to Brighid
The Goddess Brighid is one of the most beloved by the Celtic people. Every year they celebrated her feast day, Imbolc, to celebrate the return of spring.
Brighid, also known as Brigit, Brigantia, Bridget, or Bride, is the Celtic Goddess of the rivers and rural life. She is also the Goddess of Healing, Midwifery and Wisdom. She was the daughter of the Dagda and one of the Tuatha Dé Danann. She was the wife of Bres of the Fomorians, with whom she had a son, Ruadn (the Red).
Brighid is one of the great Triple Goddesses of the Celtic people, with some saying that there are three Brigits: one sister in charge of poetry and inspiration who invented the Ogham alphabet, one in charge of healing and midwifery, and the third in charge of the hearth fire, smithies and other crafts.
Once the Christians came to Ireland the Goddess Brighid was not forgotten, but her worshippers favored the new Christian God.
Later in the very center of Brighid's worship center, Cill Dara ("Kildare"), a woman of God was born. Her name became Brigid.
Here, as a nun Brigid of Kildare performed miracles, healed and taught. All the things that pagan Brighid had done. When she had done enough in this world she left and was made one of the Patron Saints of Ireland.
Brighid as a Protector
Not all Patron Saint were Protectors and visa versa, but in Ireland there was a great sense of pride and of belonging with the land. This was land of the Goddess and she choose her own Protectors. Like Patrick, Brigid was very much a part of Ireland. It is natural then that Ireland Protector, a land that never fought against the Christian conversion, would choose to exemplars of it's faith to lead it into the next age.
Brighid as the Protector embraces both halves of the heart of Ireland, the Christian and the Pagan.
Name: Brighid of Kildare
Motivation: Protect her worshippers, Christian and Pagan
Creature Type: Protector, Goddess or an Irish Saint, hard to say really
Attributes: Strength 6, Dexterity 9, Constitution 9, Intelligence 6, Perception 8, Willpower 9
Ability Scores: Muscle 18, Combat 18, Brains 22
Life Points: 88
Drama Points: 5
Special Abilities: Aspects (Fire, Healing, Water, Wisdom), Age (Ancient), Immortal(?), Iron Mind, Hard to Kill 6, Magic 9, Regeneration (2 Lifepoints per turn), Supernatural Senses (Empathy, Insight, the Sight)
Maneuvers
Name;Score;Damage;Notes
Dodge;18;;Defense Action
Grapple;21;;Resisted by Dodge
Kick;17;19;Bash
Punch;18;18;Bash
Sword;18;24;Slash/stab
Spell;22;by spell type
http://en.wikipedia.org/wiki/Brighid
http://en.wikipedia.org/wiki/Saint_Brigid
New Quality
Blessed of Brighid
1 Point Quality
Prerequisites: Must have red hair; taken only during character creation (or by special Director permission).
In Ireland is said that those marked by Brighid lead charmed lives. They can usually be spotted by their firey red hair.
The Blessed of Brighid can do one of the following once per day.
1. Aspect of Three. The player may roll three (3) dice (d10) for any one roll made and choose the more favorable of the outcomes.
2. Add 3 to any one roll. The player may add 3 points to any one roll made in a day. The choice can be made after the roll is done.
Monday, March 15, 2010
Black Rose, Replies
It's reader participation day at The Other Side. Here are some replies to my "Black Rose" posts.
Greg: I agree. Aldea is the last bastion of light in an otherwise dark world. But more importantly to the plot it is something for the characters to fight for, as opposed to fighting against the darkness. Of course I like the idea of the Dark Lord haunting her dreams. It can easily be anyone, but the best choice is obviously Strahd.
Agreed. In order to do this well there would need to be a slow build up of darkness. Punctuated by increasingly dark dreams and nightmares. There is so much that can be done with this.
Like Rhonin said above, Aldea would be a "safe haven" for the PCs, but the mists might not always let them return.
I never had the problems others did with Blue Rose. I always felt it was like a dreamscape setting. Yes there was this too-good-to-be-true kingdom with modern sensibilities and an extremely accepting culture. But everything around them was dark and sinister. They thing is that is a perfect backdrop for a Ravenloft game. I am not wanting to do "Grim Dark Blue Rose", I am keeping pretty much everything in Blue Rose intact and I want characters to explore interpersonal relationships. I want loves and loss and love again. I think that this is an important part of what makes Blue Rose a good game. Ravenloft though gives me something else and something that is not wholly incompatible with Blue Rose. The Dreamscape is still there, but now it is tainted, a blacker on the edges. This is done to make "Blue Rose" parts of the game shine even more.
The fictional tradition behind Blue Rose is struggling to discover yourself in the world and your own inner strength. The tradition behind Black Rose would be struggling to discover yourself in the world, beset by horrors, and your own inner strength to defeat them.
You are correct about the characters. But I think instead of darkness, the characters need to harbor that self-doubt and humility that is often absent from characters. Yes it does tend to skew things towards Emo, but I am not trying to play a game full of self-doubts and dark personal secrets. Characters should be more fully flushed out than a "barbarian, and I hit things". For example a member of the Royal Guard trying to live up to her father's expectations. Or a witch, pretending to be something else so she is not discovered practicing "foul" magics, even though she is Light aligned.
I think the take away from all of this is players in a Black Rose game would need to spend quite a bit of time thinking about who their characters are, what are their hopes and fears, and then ask the important question of "when the Queen calls on you to fight the darkness how will you respond?"
The other half of this though is also finding players that would want to play this style of game. My kids are too young really to do this now and my semi-regular group might not find this all that interesting. Plus we get a full amount of horror RPGing in with our Ghosts of Albion games.
Maybe I should try it as a one-shot someday. Or use it as a prototype for some other games I have in mind.
Rhonin84 said...
The land that the Queen rules over is the last bastion of light besieged on all sides by the encroaching darkness, all of her allies are gone defeated in the wars to stave off the darkness.
Her dreams at night are haunted by a figure that is intoxicating and terrifying, this Dark Lord wants her for his queen, it's a dream that she has had for some time and the fortune tellers tell her that she has lived this before....
Just a thought with some imagery for you to chew on!
Greg: I agree. Aldea is the last bastion of light in an otherwise dark world. But more importantly to the plot it is something for the characters to fight for, as opposed to fighting against the darkness. Of course I like the idea of the Dark Lord haunting her dreams. It can easily be anyone, but the best choice is obviously Strahd.
seaofstarsrpg said...
Very interesting, sounds like a good match.
Though I think I would make dark dreams and nightmare a constant sub-theme in this campaign
Agreed. In order to do this well there would need to be a slow build up of darkness. Punctuated by increasingly dark dreams and nightmares. There is so much that can be done with this.
Yes. Though in most cases I do not want them to fight the Dark Lord of the land, instead maybe figure out how to undermine their power. In some cases I would want them to "free" the land's Dark Lord, to find out what is the source of the evil and stop it. Thus freeing the lord to go on to whatever afterlife awaits them while their lands slowly dissolve back into the mists. I want this to be more of a thinking game than a fighting one. Not that there won't be fighting. There will. The big issues are going to need a different tactic.
Ka-Blog! said...
I'm not that familiar with Blue Rose (I was more intrigued with the True 20 aspect), but I understood the romance influence on it.
I am a fan of Ravenloft, but was always stymied by:
- what the PCs do during the day time (sleep, I suppose); and
- isn't it monotonous to know that the big bad is someone you can't defeat (because he's a dark lord) and you live on his land?
The merging of the two gives some space for PCs to retreat and recuperate, and allows greater contrast when PCs must fight the dark lord on his own turf..
Like Rhonin said above, Aldea would be a "safe haven" for the PCs, but the mists might not always let them return.
P. S. Mangus said...
This is a very cool idea. Personally, I never gave Blue Rose a proper chance. In hindsight I should have taken a harder look at the system, and over looked the problems I had with the background of the game. Ravenloft has always been a favorite of mine. I especially liked Masque of the Red Death, and felt it was a stroke of genius when it came out. Of course I could never get anyone to actually play it. Looking back at it now, MotRD was ahead of its time.
I never had the problems others did with Blue Rose. I always felt it was like a dreamscape setting. Yes there was this too-good-to-be-true kingdom with modern sensibilities and an extremely accepting culture. But everything around them was dark and sinister. They thing is that is a perfect backdrop for a Ravenloft game. I am not wanting to do "Grim Dark Blue Rose", I am keeping pretty much everything in Blue Rose intact and I want characters to explore interpersonal relationships. I want loves and loss and love again. I think that this is an important part of what makes Blue Rose a good game. Ravenloft though gives me something else and something that is not wholly incompatible with Blue Rose. The Dreamscape is still there, but now it is tainted, a blacker on the edges. This is done to make "Blue Rose" parts of the game shine even more.
The fictional tradition behind Blue Rose is struggling to discover yourself in the world and your own inner strength. The tradition behind Black Rose would be struggling to discover yourself in the world, beset by horrors, and your own inner strength to defeat them.
Thanks, It is something I have been thinking about pretty much ever since I picked up Blue Rose years ago. I never liked the feel of the d20 mechanics for Modern games, and True 20 seemed to be a better fit. Likewise I was not thrilled with the d20 Ravenloft, though I did enjoy both Ravenloft and D&D 3 a lot. True 20 (and Unisystem for that matter) seemed to be a better fit for the kinds of things I wanted to do in Ravenloft. Same with Blue Rose.
BlUsKrEEm said...
I'm very impressed with how well thought out the setting / rules for this idea are. I would play or run this in a heart beat (if my player would give it a chance that is.) Thanks for sharing.
Again, I liked Blue Rose from the start, but I do see why others didn't.
Thaumiel Nerub said...
Idea is good. I personally think, that Blue Rose is way too cheesy for me. Adding a bit "black" to the palette would suit me well. You could concider also characters. They must aswell melt in the world. Otherwise it's just this background story where heroes do their job. Character's must also represent this "Black Rose" theme. Character's aren't necessarily those knights in shining armors or they even could be, but in every character there must be something tragic. Sounds a bit emo, but well, goth is that. Dark secrets, revenge, lust, depression.
I think that usually in fantasy games character's biggest goal is to "win" the plot GM gives for players like killing the evil dude or something. But even if in this Black Rose setting there is that "big evil", I think you could get more out of it, if there is also personal problems within characters. Some might be touched by darkness what is infecting him slowly and he is hiding it realising, he would be Shadowspawn soon (no cure, or it wouldn't be tragic). Knight who was not betrayed but was betrayer himself. Wizard who is eager for power, and knows the best mojo is in evil magic.
They all are heroes, they save the world, but in the same time they are tragic characters and the line between good and evil is thin.
You are correct about the characters. But I think instead of darkness, the characters need to harbor that self-doubt and humility that is often absent from characters. Yes it does tend to skew things towards Emo, but I am not trying to play a game full of self-doubts and dark personal secrets. Characters should be more fully flushed out than a "barbarian, and I hit things". For example a member of the Royal Guard trying to live up to her father's expectations. Or a witch, pretending to be something else so she is not discovered practicing "foul" magics, even though she is Light aligned.
I think the take away from all of this is players in a Black Rose game would need to spend quite a bit of time thinking about who their characters are, what are their hopes and fears, and then ask the important question of "when the Queen calls on you to fight the darkness how will you respond?"
The other half of this though is also finding players that would want to play this style of game. My kids are too young really to do this now and my semi-regular group might not find this all that interesting. Plus we get a full amount of horror RPGing in with our Ghosts of Albion games.
Maybe I should try it as a one-shot someday. Or use it as a prototype for some other games I have in mind.
Sunday, March 14, 2010
Black Rose, Part 4
What sort of stories do we tell in a this mash-up of Romantic Fantasy and Gothic Horror?
Well lets start with the obvious. Evil is out there and it needs to be stopped. In the Gothic Horror tradition, the evil is always more powerful than the heroes and rarely if ever fully stopped. Black Rose would to follow suit. The evil is out there and it must be stopped (because that is what heroes do) even if the odds are stacked against them.
In Romantic Fantasy and in Blue Rose in particular, we expect there to be more character driven plots than monster of the week ones. Not to say we can't do both, but the plot must be focused on defeating the "Evil", whatever it might be, but at the same time growing the characters.
So what are the games about then?
I could start with the death or injury of the Golden Hart. This is the catalyst that brings the characters together. I think more so than any other game I would want the players to spend a lot of time telling me who their characters are and what they want. Riches and Glory are fine for most D&D games, but for Black Rose, I think there needs to be something more.
I would then spend some time slowly building up the lpot elements. Have encounters with the Vistani/Roamers, or even a run in with a wrongly accused Night Person/Caliban/Half-Orc. Yeah that is a little cliched I know, but I think there is value in going over some of these tropes that make up the game.
Of course plenty of undead for the characters to fight, though not names dead. In Ravenloft back in the 2e days the authors really took the time to, pardon the pun, flesh out the monsters. A wight was not simply a monster from a barrow, it was an ancient warrior that was once a human and some of that human might remain. Vampires are not just high level threats (they are) but also characters in their own right. Blue Rose/True 20 supports this type of play since all monsters are built as characters more or less.
So what is the ultimate goal?
"Defeat evil" is too vague to build a campaign on. I think the first step is to find out who tried to kill the Hart and find out way the land is creeping into darkness. These are related of course. The ultimate goal then is to discover that the Dark Lord Sayvin is not dead (sort of) and behind all of this. To do this there would need to be a lot of exploring of the lands to gather information. The heroes would be the lone bringers of light and justice in a world creeping into darkness. Sounds like it has a cool 70's genre vibe to it.
In Ravenloft there is no chance the heroes could defeat a Dark Lord. In Black Rose though, I might let them. Or at least Sayvin. But they can't do it with combat alone, given the feel of Blue Rose, there needs to be something more. Something that the characters have to do to show growth and ultimate sacrifice for what they believe is right. Not sure how to do that one yet that doesn't involve railroading the players.
If it works it would make for a great campaign only game, where after defeating the Dark Lord Aldea is pulled back into the light. I think that is a good ending. It's not a fairy tale one, the Queen is still a widow and the deaths that happened are just as real as before.
Personages
I think one thing is obvious. I would have to include Strahd. I would also like to see Azalin, Harkon Lukas and some of the other Dark Lords. I would avoid the ones that are too far removed from the Quasi- Renaissance Europe. I would also have to figure out how the weakening of the barriers keeping them in their own lands would work out. Some of these Dark Lords hate each other more than anything. That is a good place to put the heroes in between. Maybe it is the presence of Aldea that is weakening the laws of Raftenloft. Sayvin did not complete the ritual 100% (and he is still trying) so Aldea was not pulled all the way into Ravenloft. That has the borders of the lands become weaker and maybe the Dark Lords want to use that as a means out. Certainly Azalin would. Strahd is more concerned with finding his Tatyana, so maybe this freedom is something he is only using to get to her. All the time Sayvin is making attempts on the Queen's life, but only during the night when he is active.
Lots of potential here I think.
I picked up Troll Lords Tainted Lands in hopes that it might give me some ideas. But they seemed to have taken Ravenloft and ran in the opposite direction than I want to go. Too bad really. But I think there are still some ideas I can use here.
Now to find a group that would want to play this.
Well lets start with the obvious. Evil is out there and it needs to be stopped. In the Gothic Horror tradition, the evil is always more powerful than the heroes and rarely if ever fully stopped. Black Rose would to follow suit. The evil is out there and it must be stopped (because that is what heroes do) even if the odds are stacked against them.
In Romantic Fantasy and in Blue Rose in particular, we expect there to be more character driven plots than monster of the week ones. Not to say we can't do both, but the plot must be focused on defeating the "Evil", whatever it might be, but at the same time growing the characters.
So what are the games about then?
I could start with the death or injury of the Golden Hart. This is the catalyst that brings the characters together. I think more so than any other game I would want the players to spend a lot of time telling me who their characters are and what they want. Riches and Glory are fine for most D&D games, but for Black Rose, I think there needs to be something more.
I would then spend some time slowly building up the lpot elements. Have encounters with the Vistani/Roamers, or even a run in with a wrongly accused Night Person/Caliban/Half-Orc. Yeah that is a little cliched I know, but I think there is value in going over some of these tropes that make up the game.
Of course plenty of undead for the characters to fight, though not names dead. In Ravenloft back in the 2e days the authors really took the time to, pardon the pun, flesh out the monsters. A wight was not simply a monster from a barrow, it was an ancient warrior that was once a human and some of that human might remain. Vampires are not just high level threats (they are) but also characters in their own right. Blue Rose/True 20 supports this type of play since all monsters are built as characters more or less.
So what is the ultimate goal?
"Defeat evil" is too vague to build a campaign on. I think the first step is to find out who tried to kill the Hart and find out way the land is creeping into darkness. These are related of course. The ultimate goal then is to discover that the Dark Lord Sayvin is not dead (sort of) and behind all of this. To do this there would need to be a lot of exploring of the lands to gather information. The heroes would be the lone bringers of light and justice in a world creeping into darkness. Sounds like it has a cool 70's genre vibe to it.
In Ravenloft there is no chance the heroes could defeat a Dark Lord. In Black Rose though, I might let them. Or at least Sayvin. But they can't do it with combat alone, given the feel of Blue Rose, there needs to be something more. Something that the characters have to do to show growth and ultimate sacrifice for what they believe is right. Not sure how to do that one yet that doesn't involve railroading the players.
If it works it would make for a great campaign only game, where after defeating the Dark Lord Aldea is pulled back into the light. I think that is a good ending. It's not a fairy tale one, the Queen is still a widow and the deaths that happened are just as real as before.
Personages
I think one thing is obvious. I would have to include Strahd. I would also like to see Azalin, Harkon Lukas and some of the other Dark Lords. I would avoid the ones that are too far removed from the Quasi- Renaissance Europe. I would also have to figure out how the weakening of the barriers keeping them in their own lands would work out. Some of these Dark Lords hate each other more than anything. That is a good place to put the heroes in between. Maybe it is the presence of Aldea that is weakening the laws of Raftenloft. Sayvin did not complete the ritual 100% (and he is still trying) so Aldea was not pulled all the way into Ravenloft. That has the borders of the lands become weaker and maybe the Dark Lords want to use that as a means out. Certainly Azalin would. Strahd is more concerned with finding his Tatyana, so maybe this freedom is something he is only using to get to her. All the time Sayvin is making attempts on the Queen's life, but only during the night when he is active.
Lots of potential here I think.
I picked up Troll Lords Tainted Lands in hopes that it might give me some ideas. But they seemed to have taken Ravenloft and ran in the opposite direction than I want to go. Too bad really. But I think there are still some ideas I can use here.
Now to find a group that would want to play this.
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