Showing posts sorted by relevance for query Of Dreams and Magic. Sort by date Show all posts
Showing posts sorted by relevance for query Of Dreams and Magic. Sort by date Show all posts

Wednesday, September 16, 2009

Kids Stuff: Bogeys, Imaginary Friends and Childhood Terrors

"Fairy tales do not teach children that monsters exist.
Children already know that monsters exist.
Fairy tales teach children that monsters can be defeated."
- Attributed to G.K. Chesterson


Adults are far removed from the dreams of childhood. When we were children we thought, spoke and behaved as children do or so the Book has told us but so has Freud and Piaget. As adults, we are also removed from the fears of childhood. The Thing Under the Bed, the Monster in the Closet, the Beast Outside our Window. We grow up, get older and forget these things.

They do not forget us.

Children are the keepers of an ancient secret; that the monsters of childhood are real.
For a child, there is a certain magic in innocence. They believe with all their hearts that something magical is real. In sort of a converse of WitchCraft's crowd effect, the "innocence effect" can cause spontaneous thaumotogenesis; the creation of something by magic. In children where the Gift, Sorcery or Magic runs strong these imaginative beings can take shape and live. Or maybe they were always there and the children only brought them into our world.

Bogeys
Bogeys are the name given to harmful creatures created by children. They are mischievous and in many ways are very similar to faeries. Bogarts, Buchwans, Bwcha, and Bogeys all share the same semantic roots and the creatures are very similar. Bogeys though are also akin to demons. Some can be as cruel in their mischief as the worst demon lord.

Bogeys have one quality about them that is unique; adults can not see them. Anytime a bogey preys on a child it will scamper away if an adult comes by. The only way fight a bogey is to see it and the only way to see one is through magic. Some magic sensitive can see them (ie The Sight or Greater Sensing), but the best way to see them is through the eyes of a child or to become childlike.

Some occult scholars will blame the strange goings on around children as poltergeists or nascent magical ability. These maybe true. But there are also bogeys, and since most occult scholars are adults and not looking for them, they never see them.

All bogeys differ and can have any combination of abilities, powers, qualities and drawbacks. Even ones that are restricted to a particular group are available to bogeys. All bogeys do have Innate Magic, though some have been able to learn Magic.

Bogeys and BastIn a Classic Unisystem game or a Cinematic game with Bast, an added dimension can be used. Bogeys are the ancient enemies of the Bast. In the earliest days of Egypt's Pharos, the Bogeys entered our world and began to plague the children of Egypt. The High Priest beseeched Ra, the Sun God, to send them a protector to guard over their children. Ra turned to his protector Bast and she sent her minions to Earth.
Bast, regardless of age, always see Bogeys and most will attack them on site. In the war between them, Bast has decimated the ranks of the Bogeys. Though this is not true everywhere. In Ireland, the ancient Celts were superstitious about cats and they killed many Bast. This allowed the bogeys to gain a strong foothold in the lands of the Celts. To this day this is why you see more bogeys in England, Ireland, Scotland and Wales than anywhere else in the world.

The Red-Legged Scissor Man
(From The Menagerie Series by Christopher Golden and Thomas Sniegoski)
A particularly nasty bogey is the Red-Legged Scissor Man. Named for the giant pair of scissors he wields as a weapon. He gets the other part of his name from what he does with the scissors. The Scissor Man plagues children, especially ones that others would describe as having emotional problems. He visits them scaring them with his presence and then uses his scissors to cut off their thumbs. He will then hook the thumb onto his belt with dozens more like it causing the blood to run down his naked lower half, staining his legs in blood. He is unnaturally tall and thin, maybe 8 feet tall, but weighing only 95 some pounds. His face is fixed in a clown-like grin displaying sharp yellow teeth. His tiny red eyes dart everywhere as he nervously laughs as he talks.

The Scissor Man was believed to have been defeated in the middle of the 20th Century, but who is to say he will stay that way.

Name: The Red-Legged Scissor Man
Motivation: To frighten and maim children
Creature Type: Bogey
Attributes: Str 2, Dex 4, Con 4, Int 3, Per 5, Will 2
Ability Scores: Muscle 10, Combat 12, Brains 12
Life Points: 34
Drama Points: 1
Special Abilities: Attractiveness -3, Emotional Influence (causes fear)
Manoeuvres
Name Score Damage Notes
Scissors 12 8 Most often used to chop of thumbs
Deflect 15 - Magic defence action; deflects spells 45º

Imaginary Friends
While Bogeys are harmful to children the same creation process also can produce imaginary friends. Like bogeys, imaginary friends are created by the nascent magical ability of children. And like bogeys, imaginary friends cannot be seen by adults.

Buttons
There are very few demons that actually pay attention to strife between bogeys and imaginary friends, considering both to be too far insignificant to even merit their notice. But there is one imaginary friend that they do know about and the mere mention of his name fills them with fear and dread.

That name is Buttons.

Buttons the Bear began just like another childhood toy. He was a handmade stuffed bear given to a now-forgotten child one Christmas morning in the early 1800's. As his child grew older Buttons (and this was not yet his name) was discarded for newer playthings. That is till he ended up as a donation to an orphanage. By this time Buttons had seen a fair amount of use, in particular his glass eyes were gone. The matron of the house, a young Irish nun sewed two buttons on his face for eyes; one green the other red. She gave him to a small child who had nothing and had never received a Christmas present before. It was there that Buttons felt the first tinges of Awakening, the love of this young child stirred up the spark of divinity that is in everything; even in a stuffed bear with mis-matched buttons for eyes.

An orphanage, especially one in what was now the mid-Victorian era, was ripe for all sorts of bogeys. Generally, these were the pestering kind, but every so often something more dangerous would prey on the unfortunates. Buttons (as he was now known) went from merely scaring them off to actively hunting them down at night. For many years Buttons protected the children here and in return he knew he had their love.
Things changed shortly after the Blight. Taking advantage of the suffering and death many demons moved into Ireland, one chose to use the orphanage as a staging area. He would hide in wait, corrupting the adults and torturing the children. It was not though till the demon had fully manifested itself and prepared to kill a child did Buttons attack. Though he was no longer a child's stuffed plaything; instead he had manifested into a towering black bear with razor-sharp claws and a mouthful of teeth. He attacked the demon full on.

The demon, while still very powerful, was only expecting some starving children, not seven feet, 1,200 pounds of fur, claws, and fangs. Within a few seconds the demon was not only on the defense, but nearly ripped to shreds.

On the demon's home plane a portal opened. The demons there were awaiting their Lord's return to bring them the bounty from the orphanage. Instead, the bloodied corpse of their lord was flung through followed by a huge bear with a fire red ruby for one eye and a burning emerald for the other. It let out a deafening roar; a clear warning to the demons. Since that time Buttons has killed no fewer than 17 demon lords and wounded many others. The orphanage suffered no more attacks as long as there was one child holding a tattered old bear with buttons for eyes.

Name: Buttons the Bear (Manifested Form)
Motivation: Protect the Children
Creature Type: Bogey (Imaginary Friend)
Attributes: Str 7, Dex 4, Con 9, Int 2, Per 3, Will 2
Ability Scores: Muscle 20, Combat 18, Brains 12
Life Points: 83
Drama Points: 1
Special Abilities: Bogey (Imaginary Friend), Hard to Kill (3), Manifest
Manoeuvres
Name Score Damage Notes
Claw (x2) 18 18 Slash/Stab
Bite 16 12 Slash/Stab
- Break Neck 20 28 Bash
Deflect 15 - Magic defense action; deflects spells 45º

Mrs. Cully Mully and her Pink Dog
No one is really sure who, or what, Mrs. Cully Mully is. Was she a human witch that became more imaginary over time. Or an imaginary friend that became more like a real human? No one knows for sure. Mrs. Cully Mully appears to be a woman in her 70's wearing a pinkish frock coat, horned rimmed glasses and carrying a small handbag purse.

She is known to walk the areas between Dream and Reality, between this world and the next one, and between childhood and the end of innocence. Always between worlds, but never in any one world properly. She will say things to make you believe she was once human, like "when I taught kindergarten…" and things to make you think she is imaginary, or at least question her sanity; "…of course the sky was pink then and we had three moons."

She walks the "in-betweens" helping those who are lost, or of need information. In her bag she almost anything the Cast could need, almost. She has no (and no use for) weapons. If the Cast is hungry then she might have their second-favorite sandwich (she is always out of their first favorite) or some magical bauble that may not seem to be useful now but will be priceless later on. She will of course claim she is just walking her dog.

Her dog, who is completely pink, will bark constantly in its small yippish barks. It is only when it stops barking is there reason to fear. That usually means bogeys, spirits or demons are near.

She will try to hastily retreat, pulling the Cast in-tow. IF she has to fight then her true nature (or is it?) is revealed. She has never been known to get into a fight, but in one case an occult scholar (who has since retired to working on a small farm) was lost in the in-betweens when he encountered Mrs. Cully Mully. He described her as pleasant, if seemingly addled. She agreed to walk the man home since it was "on her way" when the object of the scholar's search appeared, the Great Demon Abraxas (so he claimed). Abraxas demanded the scholar's soul and threatened to kill everyone else. Mrs. Cully Mully, he then claimed, walked right up to the demon lord and called him by his true name (also, so the scholar claims) and proceeded to scold him like a schoolboy. She was stern, but never once raised her voice. The demon, angered beyond rage, roared and disappeared in a pillar of flame. She took the man's hand and told him that we're taking a short cut, walked two or three steps and were in front of the man's home. She told him to give up this life, get a real job and find himself a nice quiet girl to marry.

Some say she is a good-natured aspect of the Crone, Goddess of the Witches. Others say she is really the Goddess Ceriweden. And still, others say she is a retired kindergarten teacher out walking her dog.

Mrs. Cully Mully
No Stats. She does not engage in combat. She does have a handbag and small pink, yippy dog.

Thursday, February 5, 2015

Ghosts of Albion: Ur-hag

She came to me in a dream.  

I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her.  I was looking out over a darkend grey and cold plain.  In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real.  In the sky above flew beasts, for that was the only world for them.  They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures.  Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them.  The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement and the sour odour of unwashed sweaty bodies.   Their hair was wild. Their teeth were long, yellowed and many were broken.  This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures.  Their eyes burned red like coals of hellfire.

I watched as they flew and they attacked and ate other beasts in sky.  They were aware of me and my companion, but made no move towards us.

"What are they?" I asked and I turned to meet my unseen companion.  To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.

"They are Ur-hags." she had said.  "They are my sisters."

- From the Journal of Tamara Swift.

Ur-Hag

The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.

The Degenerate Ur-hag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the ur-hag are her large bat-like wings.  One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature.  The ur-hag does not speak, but only screams and shrieks.  The ur-hag can attack with a claw/claw/bite routine which is their most typical attack.  They are also surrounded by a horrible stench. Characters within 10' of the Ur-hag must make a Constitution test at at least 2 Success Levels or suffer a -2 on all attacks against the creature.
The ur-hag may also cast spells as a witch with Magic 2.  Spells that attack and due damage are preferred over all others.
Ur-hags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate ur-hags are carnivorous and their preferred  source of meat is humanoid flesh.  They are able to enter the dreams of people sleeping in their territories; usually within 300 yards.  Through this special attack the ur-hag will Charm a sleeping male into breeding with them. Once complete the ur-hag will then wake thee male to kill and eat him.  They prefer to wake their victims because they enjoy hear the sounds of their screams.  Within 3 months the ur-hag will lay a leathery egg in which a juvenile ur-hag will emerge. The new ur-hag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.

Unisystem / Ghosts of Albion
Name: Ur-hag (degenerate)
Motivation: cause chaos, despair and feed on mortals
Creature Type: Faerie
Attributes: Str 5, Dex 6, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 16, Combat 19, Brains 14
Life Points: 66
Drama Points: 2
Special Abilities: Attractiveness –5, Increased Life Points, Faerie, Innate Magic

Manoeuvres
Name Score Damage Notes
Bite 21 24 Must grapple first; no defence action
Claw 19 16 Two attacks per Turn
Grapple 21 — Resisted by dodge

Spellcasting 16 Varies By spell
Deflect 16 — Magic defence action; deflects spells 45º
Lesser Sensing 15 — Notice magical effects, nature, or possession

Noble Ur-Hag

The Noble ur-hag is a different creature, though no less evil.  Like the degenerate ur-hag, the noble appears to be a winged woman with long taloned hands and feet.  Noble ur-hags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature.  While not demonic, the noble ur-hag is still quite evil.  While the degenerate ur-hag is hideous and covered in filth, the noble ur-hag is regal, attractive and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share.   The noble ur-hag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble ur-hags can cast spells as a witch of Magic level 4.
While the degenerate ur-hag is indiscriminate about her choice of mating partners, the noble ur-hag prefers only the finest quality human males.  Also noble ur-hags do not always eat the men the lay with.  Some preferring to return to the same male time and time again as instinct drives them to reproduce.

Noble Ur-hags use the same stats as do the Degenerate Ur-Hags save they have Attractiveness +1 and Magic 4.  The Noble Ur-Hag also has the following magical manoeuvres.

Manoeuvres
Name Score Damage Notes
Spellcasting 17 Varies By spell
Deflect 17 — Magic defence action; deflects spells 45º
Lesser Sensing 16 — Notice magical effects, nature, or possession
Hold 16 — Magic defence action; delays spell
Volley 11 — Magic defence action; returns spell to caster
Dispel 14 — Magic defence action; dispels spell

Additionally the Noble Ur-Hag can choose demonic or fae powers.  Many posses Glamour and Grand Glamour.  A Noble Ur-Hag is capable of interacting in society, however her mannerisms will seem a bit aloof and more prone to violence than that of mankind.  The Degenerate Ur-Hag, even if glamoured by another, cannon interact in even the roughest society.

There is no known spell to summon these creatures and they only live in the shadowy borderlands where Dream, Shadow and Faerie are known to intersect.

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.


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.

 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..
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.
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.

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.
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.


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.
Again, I liked Blue Rose from the start, but I do see why others didn't.
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.

Wednesday, May 13, 2020

OMG: Central American Mythos

One Man's God: Central American Mythos

I return to One Man's God today with one of my favorite groups of Mythos, and the one that is the most problematic in terms of dealing with real-world history and myths.


Central American Mythos is a catch-all section that includes gods and monsters from a variety of societies and times.

Olmec: 1500 BCE to about 400 BCE, Mexico
Maya: 2000 BCE to 1697 CE, southeastern Mexico (Yucatan), all of Guatemala and Belize, and the western portions of Honduras and El Salvador.
Mezcala: 700 BCE to 650 CE, Central Mexico.
Zapotec: 700 BCE to 1521 CE, Central/South Central Mexico.
Toltec:  900 CE to 1168 CE, Central Mexico. (and there is still debate on this)
Aztec: 1300 CE to 1521 CE, Central Mexico.

While these people and civilizations overlapped and had influences on each other, there are a number of distinct differences.


Another issue to deal with here is the nature of demons and the gods of these myths.  In a very real sense, these myths are the epitome of "One Man's God is Another Man's Demon."

Even according to scholars it is difficult to tell what is a demon and what is a god.  From the outsider's point of view, many of the Aztec and Mayan gods can be considered "Demonic" and were certainly called that by the Catholic Priests that would come to these lands from Spain (predominantly).

A good example are the Aztec Tzitzimitl, or demons (or gods) from the stars.  They were thought to have been the demons that attack the sun during a solar eclipse and also been the gods that protected to place where humans were created.

Tzitzimitl
Undead Demon
FREQUENCY:  Very Rare
NO.  APPEARING:  1-6
ARMOR CLASS: 3
MOVE:  12" Fly 24"
HIT DICE:  9+9 (50 hp)
%  IN  LAIR:  10%
TREASURE  TYPE:  Nil
NO.  OF  ATTACKS:  3 or 1
DAMAGE/ATTACK:  1-6 (claw)/1-6 (claw)/2-12 (bite) or bone club (1-10) + Special
SPECIAL  ATTACKS: Cause Darkness
SPECIAL  DEFENSES:  +1  or  better weapon to hit; double damage from sunlight
MAGIC  RESISTANCE:  25%
INTELLIGENCE:  Average
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (9')
PSIONIC ABILITY:  Nil

Tzitzimitl are the demonic spirits of women who have died in child-birth or stillborn babies.  They appear as giant skeletal women wearing skirts decorated with the skulls and bones of their enemies. Around their necks, they wear the still-beating hearts of these enemies.  They are charged with protecting the lands where humans were created and thus they are invoked by a Curandero when a woman is giving birth.  They protect the mother and the child but demand that the ones that die be turned over to them.
They have been known to attack the sun during eclipses and this the time when they manifest in the Prime Plane. 
They attack with a claw-claw-bite routine or with a legbone from a defeated enemy.  On any successful hit with this leg bone, the victim must save vs. Paralysis or be blinded.
These creatures are semi-undead and can be turned by a cleric as Special.

One god in the book that works very well as a demon is Camazotz, the God of Bats.
His name means "Death Bat" and as I have pointed out before he could be a God, a demon or even a very, very powerful vampire.  In the Popol Vuh his description is very much demon-like.

Demon Lord, Camazotz
The Death Bat, Bat God, Sudden Bloodletter, Slaughter Lord 
FREQUENCY:  Unique
NO.  APPEARING:  1
ARMOR CLASS: -2
MOVE:  12" Fly 24" (infinite at night)
HIT DICE:  24+24 (132 hp)
%  IN  LAIR:  10%
TREASURE  TYPE:  Qx10
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-8 (claw)/1-8 (claw)/1-12 (bite) + Special, Blood Drain 3 Points of Con
SPECIAL  ATTACKS: Cause Darkness, See in Darkness
SPECIAL  DEFENSES:  +2  or  better weapon to hit; see below
MAGIC  RESISTANCE:  50%
INTELLIGENCE:  Genius
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (15')
PSIONIC ABILITY:  Nil

Camazotz is the demon god of bats and vampires. But he is not truly a god or a demon or a vampire but something that is thousands of years old and akin to all three.  Vampires pay him homage more out of fear than actual piety. Humans on the other hand worship and hope that he will reward them with the gift of immortality (vampirism).  He requires blood sacrifices every new moon.  Camazotz himself goes through periods of extreme torpor and frenzied blood lust.

Camazotz dreams of one day destroying the god of the sun.

Camazotz attacks as a vampire with a claw/claw/bite routine of 1d8/1d18/1d12.  His bite (any natural roll of 18, 19 or 20) will drain 3 points of Constitution per round.  Anyone reduced to 0 becomes a vampire under his control.

He can see perfectly well in even the most complete of darkness, magical or mundane. He can also cause darkness as per the spell to 100’.  In darkness his AC is reduced to -4 and +4 or better weapons are needed to strike him.

He lives in a dark cave-like plane know as Xibalba on the Abyss where he serves as a vassal to Orcus. Again this is not out of fidelity but out of fear of the Demon Prince of Undead.  The cave is dark and the floors are stained with blood.  In this cave, Camazotz can summon up to 1000 bats to do his will.

Camazozt appears as a giant bat whose mouth is filled with bloody fangs.  He can also appear as an old man or a young warrior with bat wings.

He also makes a great demon lord to the Nabassu demons from Monster Manual II.

Tlazōlteōtl
This goddess is listed as the Goddess of Vice in the book.  She is also a "sin-eater" or someone that takes on the sins of others.   Among other things she is also the Goddess of Healing, Midwifery, Childbirth and the Goddess of Sweeping and Brooms.

Sounds like a perfect witch goddess to me!

What is Missing?

As to be expected with several lands, cultures, and 3,000 years of history, a few things are missing from the pages of the Deities and Demigods.

For example Dwarves. Dwarves in earlier Olmec culture and then in later Aztec culture are considered to be "touched by the gods" or the offspring of "witches."

Werejaguars are also an important creature with many warriors having the ability to become jaguars in battle.

Werejaguars
FREQUENCY:  Rare
NO.  APPEARING:  1-4
ARMOR CLASS: 3
MOVE:  12"
HIT DICE:  6+12 (39 hp)
%  IN  LAIR:  50%
TREASURE  TYPE:  Nil
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-4 (claw)/1-4 (claw)/1-6 (bite) + Special
SPECIAL  ATTACKS: Lycanthropic curse, see below
SPECIAL  DEFENSES:  Obsidian or +1  or  better weapon to hit
MAGIC  RESISTANCE:  0%
INTELLIGENCE:  Average
ALIGNMENT:  Neutral Evil
SIZE:  M  (6')
PSIONIC ABILITY:  Nil

Werejaguars are often found in tropical cities and ancient jungle ruins, but will appear in more temperate climates as well. These lycanthropes can assume the form of a jaguar, a human, or a bipedal, jaguar-like hybrid of the two forms.
Lycanthropy: If a victim is reduced to half total HP will become a werejaguar on next new moon.
Werejaguars can only be hit by obsidian weapons or by magic.

But the biggest miss, in my opinion, is the God Seven Macaw.

Vucub Caquix, or Seven Macaw, as a trickster demi-god and thus has the best chances of interacting with the characters.  Like many tricksters, he is chaotic, and also in this case evil.  He is associated with the Hero Twins Hunahpu and Xbalanque.  He tricks them into thinking he is the God of the Sun, Moon, and Corn.  They respond by killing him and becoming the gods of the Sun and Moon themselves while their father also becomes the new Corn God.  But like all good tricksters, he comes back.

I don't fault the authors and editors of the D&DG for missing certain aspects of these myths or getting them "wrong."  While researching this I was reading that new translations going on in the 1980s and into the 1990s changed how we now view these stories.  And again, with 3,000 years of myths told and retold across seven or more civilizations there would be more to put in than the book could allow.

There is a lot more I could go about here, but one of my goals is to contain myself to the entries in the book and only add when needed.

Saturday, May 5, 2018

OERAD: Spellcraft & Swordplay

Wellcome once again to the annual Original Edition RPG Appreciation Day!

Uh wait... isn't that supposed to be Swords & Wizardry Appreciation Day?  Well, yes, but this year Gamers & Grognards, our host, has decided to expand the day to any old-school game that emulates the Original Edition, or (of course) the Original Edition itself.

This year I want to talk about one of my favorite Old-School games, Spellcraft & Swordplay.

Now, just I get this out of the way first.  Jason is a friend of mine and we worked on a lot of Unisystem games together.   Also, I worked on a supplement for S&S called Eldritch Witchery.  That all being said I developed my opinion of this game long before EW ever was thought of.

Spellcraft & Swordplay is not a retro-clone exactly.  It is more of a "near-clone" or as I often think of it as an alternate reality version of OD&D. This game was released in 2011 and it is much closer to the Original Edition feel than S&W.  How?  Well, it uses the original 2d6 means of combat resolution rather than the "alternate" method of the d20.

When D&D was starting out it grew out of the rules in Chainmail.  Using a d20 (twenty-sided die) was the "alternate" combat method that became the norm.  But the original combat method involved 2d6 (two six-sided dice), S&S (among other changes) explores that further.

There are other changes such as saving throws are made against the appropriate ability (which is not too far off to how 5th edition or Castles & Crusades does it). So you can make a Dexterity save to avoid getting hit with something, or a Constitution save to avoid the effects of a poison.

There are no skills, but ability rolls and some characters get bonuses due their classes.

S&S “feels” a lot like the old rules.


The first third of the book is dedicated to character creation. It is roughly analogous to “Men & Magic” and about the same size. We have our introduction that tells why this book is here. There is a section on ability scores and what they can do. There are entries for the four core races (humans, elves, dwarfs, and Halflings), Warriors (not Fighters or Fighting Men), Priests, Wizards, Thieves and Assassins, all the things we remember as kids or have been told about. Some things have been renamed (my OD&D had Clerics and Magic Users and it was not till 2nd Ed that I had Priests and Wizards) some oddly so (Crypto-Linguistics? I am going to need some more levels in Read Languages to figure that out!) but the spirit is there and that was the point.
Classes each have their own advancement tables as in days of old, though the hit point calculations are weird, they are in line with OD&D rules (I just had forgotten how it was done). Though I missed the level names. Spells are a simpler deal. Levels and description, that’s it.

Part 2, Combat and Confrontation is a little more modern than it’s old school counterpart, showing it’s modern sensibilities. It is, in fact, truer to a more modern concept, the Dungeon Master’s Guide. Ability checks, for the most part, replace all skills. Armor Classes though go up instead of down (so 7 is better than 3) and start at 1, not 10.

Part 3, Monsters and Magic is the “Monsters & Treasure” or “Monster Manual” portion. All stats are in a table at the beginning of the chapter, with descriptive text and some pictures following. It does make it awkward to read, but again this is the same as the OD&D books. Monsters are followed by a listing of magic items.

While there some differences from baseline D&D,  S&S is one of those systems that becomes systemless after a while.  The focus is less on rolling dice and more on adventure and role-playing.  For that reason, I find anything written for OD&D, Swords & Wizardry or Basic D&D can be translated and used in a snap.

In fact, as much as I enjoy Swords & Wizardry I find Spellcraft & Swordplay closer to OD&D in terms of gameplay and feel.

Spellcraft & Swordplay Books


Spellcraft & Swordplay Characters
Reviews


Saturday, April 13, 2013

L is for Lilith and Lilim

Lilith by Isra2007
Lilith.  Ah, Lilith.

I have written so much about her over the last 20 years I hardly even know where to start today.

For those that don't know, Lilith is from the ancient Talmud and Jewish texts as the First Woman.  The woman created before Eve at the same time as Adam.  She rebelled against God and Adam and became her own thing.  She is not really a demon, but something else.

As a horror author who loves witches, demons and vampires, Lilith is all of those rolled up into one thing.
As an Atheist, Lilith is a great example of a "glitch" in the "Source code" of the bible.  Contradictions in the text that show that Genesis was even written by a number of different people over the ages.
As someone that considers themselves a feminist she is a "recent" icon.  In short what is not to love?

Lilith was a major character in my "Willow & Tara" game Season of the Witch (a Buffy game where I playtested the rules for Ghosts of Albion).  Characters (and players) didn't know if she was the Big Bad or on their side. In the end she was on her own side, but was not after the characters.

In my "Willow & Tara" games Lilith plays not just a central role in the events of the season, but in my revised mythos of world.  Lilith was not just the "mother of demons" and possibly the mother of vampires. She is also the mother of all witches and even the Slayer.  (See "Every Angel is Terrifying").  I like it since it gets rid of Whedon's overt rape metaphor and makes the Buffy game more compatible with the mythos of the WitchCraft game.

Back in the 2nd Edition AD&D days I "created" a new race of demons called the Lilim.  They were the "Daughters of Lilith" and included the Succubi and a number of related all female demons.  I later used these demons in my Buffy/Willow & Tara games "The Dragon and the Phoenix" and "Season of the Witch" along with Lilith herself.

I am revising these races once again for Eldritch Witchery.

Lilith by John Collier
These demons have their creative origins from Lilith, but also the Lilin, Lilu, and Lamashtu.  I have included creatures such as the succubus, the night hags and other related creatures.


Lilim
The Lilim are an old race of demons, though some scholars debate on whether they are a true race unto themselves or not.  Lilim are also known as the daughters of Lilith, the “Queen of Demons”. A title she abhors.  Each subrace of Lilim is believed to have come from Lilith herself and her congress with other demon types such as the Baalseraph, Eodemons and Shedim.

The Lilim all share a number of unique qualities in addition to the powers all demons share. Lilim are also fully immune to poison and poses Nightvision instead of Darkvision.
All Lilim have a draining attack, as detailed below.  Most Lilim can switch between a “human” and a “demonic” form.  The human form allows them to infiltrate society and collect the souls they require.  Any time the lilim is under stress or in combat she will revert to her demonic form.  Both types of forms are detailed below.
Nearly all Lilim can cast spells as if she were a witch.

Alrunes: These demons are legion. It is most commonly believed that they are the offspring of nymphs, sayyrs and other fey with other Lilim, in particular Succubi. A succubus will sometimes shape change to a male to seduce fey creatures, and sometimes they are even seduced themselves. These demons have only the most basic of the powers of the Lilim and indeed they only have one form, a “human” one.  Though many have features can give away their demonic heritage.  They posses small vestigial horns, wings and sometimes even a tail.  Most opt for some demonic form of witchcraft.  Like all members of this demonic race they are female.  Of all the Lilim only Alrunes are not wholly evil, though very, very few are ever good.  Alrunes do not have a draining attack per se, but their kiss can lure a victim into a deep sleep as per the spell.

Batibat: These are among the weakest of the Lilim.  They prey on people in their dreams.  They house themselves in a tree near where their victim is sleeping and invade their dreams.  They have only a weak physical attack (1-3 hp) but their dream attack requires a Wisdom saving throw each night or the victim looses 1 point of Constitution.  When their victim dies (reaches 0 Constitution) they can summon a Nightmare and return to their master with the soul.  During the day they sleep in their tree and are helpless. These deams appear to be small, elfin like women and are sometimes mistaken for a dryad.  Their hair though is dark black.

Empusa: These are the daughters of Lilith and various calabim demons, most likely the Utukku.. They are the most “demonic” of all of the Lilim.  The Empusae (or “forcers-in”) like all Lilim can appear as a stunningly beautiful woman or as a demon.  The demonic form of the Empusa is the one of the most hideous of all of the Lilim.  The body remains mostly humanoid and female, but covered in fine scales.  It’s legs become like those of an horse or ass and end in hooves that are made of brass or bronze.  It’s back supports a set of large leathery bat-like wings, similar to that of a succubus.  It is its head that features it’s most horrible transformation.  The creature’s long following tresses are replaced with a mass of snakes similar to that of a medusa.  It’s facial features are blocked by an area of complete darkness, only it’s glowing eyes are visible.  It is said among sages that face of the empusa is not shrouded in darkness, but it is so horrible that our minds block the vision from us.  It is also said that other demons can actually see the empusa’s face and run in fear from it.  Its former delicate hands now end in razor tipped claws.  A long reptilian tail completes the picture.
An empusa can appear as human or it can also shape shift into a large dire wolf (statistics as per Dire Wolf).  Unlike the combat shy succubus, empusae live for battle. They can either use their natural claw/claw/bite routine or use a flaming sword that strikes for 2d6 points of damage plus 1d6 of flame damage.  Empusa gain to hit and damage bonuses due to their high strength (21) as well.
The touch of an empusa drains the Intelligence of the victim at 1 point per bare handed, not weaponed, attack.

Lamashtu: Are powerful demons, close only to the Lilitu themselves.  Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms.  Their natural form is a horrid hybrid of a linoness’ head, donkey ears and teeth, a hairy human female body, with the hind quarters of a pig.  They are commonly holding a large snake.  In their “human” form they prefer to disguise themselves as old women or nursemaids.  This gives them access to their preferred prey, new born babies.  Once she has gained access to  a new-born babe she will carry it off till she can find a safe place to eat it.  Lamashtu are not tempters, they hunger and only flesh will satisfy them.  They can be held at bay if a witch prepares a special talisman.    Her song drains Constitution to all who hear it, 2 points per night.  Anyone so drained must make a Consititution based save or fall asleep.  
Lamashtu may cast spells as a 7th level witch.

Lamiae: Lamiae can appear as any female type humanoid they choose.  They typically choose to emulate humans and elves of high charisma.  Their demonic form is less innocent.  The Lamiae has the same upper body of a beautiful woman, but her features have become twisted to show only evil.  The lower half of the creature becomes serpentine.  This gives them a look similar to the Marilith,  much to both races displeasure and distaste.  Other Lamiae appear to be women with the lower body of a lion.  It is believed they are the offspring of Lilith and various Animal Lords. 
Lamiae will most often attack her prey when they are sleeping.  They have a song that acts a sleep spell cast as a Witch of 14th level.  They may use this song once per day.  Lamiae then embrace their victim to drain their wisdom or blood (1d6 hit points).  Typically a lamiae will spend many nights corrupting a single man by draining his wisdom, all the while laying with other men to drain them of their blood.  A Lamiae will not let the corpses stack up to betray her nature. 
If forced into combat a Lamiae can use a weapon or change to her normal form and use a claw/claw/bite routine. A Lamiae will avoid open combat at all costs except to save her own life.  She would rather poison a rival, or better yet, get someone else to do the killing for her. 
While a Lamiae can gate in 1-4 Empusa to aid her, she rarely does.  But if her life is threatened she can and has a 1-4 on a 1d6 chance.
Lamiae drain Wisdom, up to 2 points per touch.  The touch must be with their bare hand and not a damage causing hit.

Lilitu: The Lilitu are not only the most powerful of the Lilim, but they may be among the most powerful demons, outside of the Balor. The Lilitu are the daughters of the Goddess Lilith and powerful spirits.  Every Lilitu are millennia old. A Lilitu’s human form is unearthly beautiful. Unnaturally tall, they have perfect voices and skins.  Their beauty is only matched by their minds; intelligent, witty and full of grace. Their personalities are in a word, formidable.  Of course this is all a façade, the Lilitu are demonic and should not be underestimated. Their demonic form is very similar to that of their human form.  Their beauty remains, but their unearthliness becomes apparent.   A set of large dark feathered wings spring from their back, alternately described as looking owl or crow like. Their once fine fingers curl into razor sharp talons.  Their legs are replaced with those of a giant predatory bird complete with claws for feet.  Despite appearances lilitu are not related to harpies and to suggest so to one invites certain death.
Lilitu do not avoid combat.  While they would rather have someone else do their fighting, they are perfectly capable of protecting themselves. Lilitu can attack open handed with both hands or with a weapon in both hands with no penalty.  They are also preternaturally strong (Strength = 20) and gain the appropriate bonuses to hit and damage.  Their touch or kiss can drain 2 points of Strength and 2 points of Constitution per hit.
Lilitu may also cast spells as if she were a 10th level Witch.

Moromo: The Mormo, or Momolyceia (“frightening wolves”), may the most frightening of the Lilim.
The mormo can appear fair and beautiful, but such forms are only an illusion, their demonic form is horrible to behold. The are tall, 7’-8’ feet tall and appear to much like a type of hag.  Their lower half is that of a wolf and they have a set of large bat-like wings on their backs.  The mormo is covered with a fine coat of gray or black hair.  Their hands end in long talon like nails and their mouths are filled with large, sharp canine fangs.
The Mormo have no fear of combat, in fact they relish in it..  They can fight in their demonic form with a claw, claw, bite routine.  She may also choose a weapon, but rarely do. They can also drain Strength points.  Typically they withhold this power to use among her victims; draining a point here and a point there to keep them weak in body so that she can work on their wills.
Like the Empusa, the Mormo feeds on human blood and human children.

Night Hags: Night hags spend much of their time moving between the worlds of men and that of demons.  They are the couriers of souls of humans to their demonic lords and can found in the employ of any demon greater in power to themselves.  Though night hags have their pride and only sell their services to most power of the demon lords and ladies.  Since most Lilim have little regard for their “sisters” Night Hags are most often found with Shedim or Baalseraph masters.
The Night Hag appears as other Lilim, as a tall humanoid female, but unlike the others they do not have a natural “beautiful” form and must accomplish that with any magic they have.  Night Hags can cast as a Witch of 8th level.   In addition to the powers in common with all Lilim night hags can cause a deep paralysis so they may drain a victim of their vital essence (constitution, 1 point per night).
They have a claw/claw attack, but avoid using it since their goal is to drain their victims to 0 Constitution. Night hags also have a horrible bite that can inflict a disease known as Demon Fever.  This fever causes an additional 1d6 points of Constitution damage and leaves the victim bed ridden.
Night hags also may form coveys with other hags if they choose.  Occult scholars have not determined why this might be the case, but many speculate that night hags are the offspring of other lilim and the more common hags.

Succubi: Succubi are the most common of the Lilim.  These female demons are not found in great numbers and never working together.  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 Nightvision, 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 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) but prefer not too since that would compel the succubus to a service for that demon or it’s master. 
They can also with a touch, kiss or embrace drain 1d6 points of strength and constitution.  Often this accomplished by touch as the Lilitu see humans as little more than animals.  As with all Lilim, they choose whether or not their touch will drain life energy or not.


Posts about Lilith here:
Every Angel is Terrifying: The Secret and True Origins of the Slayer
Pseudo Slayers
Going Up to Hell: Cosmology
Sympathy for the Succubus
- Part 1, Part 2, Part 3
Let's Talk About Sex(y)
E is for Eodemon
The Dragon and the Phoenix: Episode 7
Season of the Witch: Episode 2


Saturday, October 7, 2017

Zatannurday: Interview with MYSTIK U's Alisa Kwitney

A few of weeks ago I mentioned the news of the new Zatanna centric comic MYSTIK U, about Zatanna's days at university.
As you can imagine I did a very unmanly squeal of delight and immediately set out to finding out as much as I could.

Well, my obsessions are your gain!  I got the chance to interview Alisa Kwitney.

Tim/The Other Side: Hello, my name is Tim Brannan and this is my blog The Other Side.  Today I am talking with author Alisa Kwitney. Alisa has been given the reigns on a new Zatanna comic for DC; Mystik U.  Our favorite fishnet-wearing magician is headed back to school to learn magic. She meets some now-familiar names and encounters a bunch of new adventures.

But first, let's meet the author herself.  Hello Alisa, why don’t you introduce yourself and give us a little bit a background on who you are?

Alisa: I was on staff at DC for about 7 years, working in the Vertigo imprint on SANDMAN and SHADE THE CHANGING MAN and other books in Karen Berger’s group. At the same time as I joined DC, my first novel, Till the Fat Lady Sings, was a comedy of manners about the first year of college, published by HarperCollins. My 10th novel, a YA called Cadaver & Queen, is now coming out from HarlequinTeen which is part of HarperCollins, so it’s kind of full circle. And now that I think about it, it’s also a novel about a school--a Victorian medical school that reanimates corpses to produce Bio-Mechanicals.


Tim: Excellent. The big one now, how did you get into writing comics?

Alisa: I actually said I wanted to write and edit during my first interview. These days, you have to choose between writing or drawing and being on staff, but at that time, lots of editors wrote or drew or inked or colored. Dick Giordano, the Vice President, once worked as inker for me on Sandman. I had already had a novel published, so people knew I could write--at least, in theory. In practice, I was still learning how to write comics. My first comic was a Phantom Stranger special, and whenever we got pages back from penciller Guy Davis, I would check to see where he had changed my pacing. Basically, he was giving me a master class in how to tell a better visual story.

Tim: So, if I can, you are something of Sci-Fi Royalty! Your father is the late Robert Sheckley. Did he give you good advice about writing? Do/Did you take inspiration from his works?
BTW, Immortality, Inc. is still one of my favorites and Bring Me the Head of Prince Charming was a lot of fun to read.

Alisa:  When I was 19, I asked my father if he thought I had it. I wanted him to anoint me and say, in effect, Yes, my child, you have the magic spark of writerly brilliance. Instead, he said in this very dismissive tone, “Yeah, you got talent, I suppose. Whatever that’s worth.” At the time, I was disappointed in his response, but over the years I’ve come to realize that he was absolutely right. Talent counts for very little. Applying yourself to your stories is everything. And in a sense, that’s what I’m writing about in Mystik U. These 18-year-olds come to college, wanting validation of their special powers, and instead they discover their limitations.

Tim: You are no stranger to the DC Universe.  Your run on Destiny: A Chronicle of Deaths Foretold was up for an Eisner Award.  How did you get that job and did it help when pitching Mystik U?

Alisa: I pitched Destiny when I was pregnant and obsessed with plagues. I kept imagining these awful horror scenarios and I had to get it out of my system. I also wanted to do something sweeping and epic, like the big Frank Yerby historicals I read when I was a kid. (My favorite was The Odor of Sanctity.) Neil told me about The Secret History of Procopius, which is a history of the early Byzantine empire written by a scholar who was convinced that the emperor had been possessed by a demon.

I’m not sure how much Destiny helped in my pitching Mystik U. In general, I find that if you’ve written a historical horror story, people tend to think it means you can write historical horror stories. If you write a contemporary YA, (which I did for Shelly Bond’s Minx line at DC), then people might say, Oh, I see, you can write contemporary YA. Mystik U is sort of a hybrid of superhero and horror and YA, so it seems a logical next step to me--but I’m not sure it seemed logical to anyone else at first.



Tim: Now tell us about Young Zatanna and Mystik U.  Was this your idea?

Alisa: Yes. I wanted to do a book about college, because that first year of being off on your own and finally learning things you choose for yourself is really rich with story possibilities. People keep comparing the concept of Mystik U to Hogwarts, which is fine--I own not one but two Harry Potter wands, and consider myself a Ravenpuff--but I could never write a book about boarding school. At age eleven, I would have hated Hogwarts, because I was basically Neville Longbottom. I also really enjoyed Lev Grossman’s books about magical college, but his take is also different from mine. For me, college is a stage where people go to improvise themselves. It’s a place where you get to try on new ideas, new philosophies and new identities. And it’s a place where the bathrooms contain some unpleasant surprises.

Tim: Stories about schools and young heroes are very popular. You don’t need to look much farther than Harry Potter or Buffy to see that.  On the comics front we have the classic Chris Claremont run on X-Men and the George Pérez run on Teen Titans.  What do you want to do with Zatanna as a character that covers this same sort of time in her life and the storytelling opportunities?

Alisa: Zatanna comes to school thinking that she has a great power and that she needs training--and then finds herself unable to access her power when she wants it. There are other people there, on her hall, who seem a lot better at magic than she is--like Enchantress, and Davit Sargon, and her roommate Pia and the broody Sebastian Faust. She’s like a lot of people, who were amazing at something in high school, and then get to college and find they aren’t the top of the heap anymore. In an earlier version of Mystik U, I thought this character was going to be Tim Hunter, and I’m so much happier exploring the theme with Zatanna. There are fewer stories of female ambition and drive that aren’t posed as cautionary tales. There’s a parallel story about Rose Psychic, the dean of the school, and her relationship with Dr. Occult, who shares her body. (I wanted Rose to look like Ming Doyle, by the way. I met her when I first pitched Mystik U, and she remains the model for Rose in my mind’s eye.)

Tim: I am a huge fan of Paul Dini’s run on Zatanna, but I love the old Gardner Fox stories as well. What are some of your favorite Zatanna stories?

Alisa: I love Paul Dini’s storytelling. I also love a lot of the stories where she meets up with John Constantine. I figured she was always drawn to bad boys, which you get to see in her relationship with Sebastian Faust.

Tim:  What sort of older elements might we see in your version of Zee? (I already saw Zatara is still around).

Alisa: Mike Norton, the artist, has done an amazing job creating a Zatanna who feels like the bright, upbeat, pragmatic character we know, but also seems like a college freshman. I really wanted all of the characters to feel like real people. For example, Davit Sargon performs a small feat of magic when Zatanna first meets him, and says, “that’s just a little cantrip I picked up.” Zatanna doesn’t know what a cantrip is, and her roommate, Pia explains that it’s a clue that Sargon plays D&D.

Tim: And finally where can we find you on the internet?

Alisa: https://www.facebook.com/alisa.kwitney.sheckley/. Twittter @akwitney. My website is www.alisakwitney.com

Tim: Ok last question and this is one I always ask here at the Other Side. Who is your favorite wizard, witch or magic-user?

Alisa: I loved Witch Hazel, from the old Bugs Bunny cartoon.  She loved being green and hideous and hated being seen as a conventional beauty--which is kind of badass and punk, in retrospect. https://www.youtube.com/watch?v=BzEYxGc2RmMI

I also totally understood Endora’s point of view in Bewtiched. Why was her powerful witch daughter wasting time on a dull mortal? In my dreams, Endora and Snape are sitting together in a pub, making caustic remarks about everyone sitting around them.

Tim: Love that visual!  Alisa thank you so much!

Zatanna and MYSTIK U will be out in Novemember.

Monday, October 12, 2020

Monstrous Monday: Monsters of the Basque

“El sueño de la razon produce monstruos” - Francisco Goya

The sleep of reason produces monsters. Or in my case right now the lack of sleep produces monsters.


Yesterday I watched The Baztán Trilogy and it featured, or least talked about, three monsters from the Basque region of Spain. 

While I have seen variations of these creatures from other myths and regions, this was the first time I had seen them under these names. So let's give them a bit love.

Basajaun
Large Monstrous Humanoid
Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Neutral [Neutral Good]
Movement: 120' (40') [12"]
Armor Class: 4 [15]
Hit Dice: 5d8+10* (32 hp)
Attacks: 2 fist slam
Damage: 1d6+3, 1d6+3
Special: Stay hidden 95%.
Size: Large
Save: Monster 5
Morale: 6 (6)
Treasure Hoard Class: None
XP: 525

The Basajaun is a type of large wild man of the forests similar in many respects to the Sasquatch and Yeti.  It also has commonalities with the Wood Wose due to it's more benign and protective nature. They are tall (9') humanoids covered in course black and brown hair. 

The name Basajaun means "Lord of the Woods". The plural is basajaunak and the female of the species is a basander.  They are suspected of building megaliths with their immense strength and keep flocks of sheep.  They are a shy and reclusive species, speaking only their own language, although a few know the local languages.  They are averse to fighting but will protect their lands if necessary. 

They can avoid being spotted 95% of the time. Often they are just confused for a large bear.  They can be recognized though by the whistling they do to communicate with others of it's kind.


By Luistxo eta Marije
originally posted to Flickr as
Izenaduba-Olentzeroren etxea
CC BY-SA 2.0

Tartalo
Large Fiendish Humanoid
Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 2 [17]
Hit Dice: 6d8+12* (32 hp)
Attacks: 2 fist slam or by weapon
Damage: 1d6+4, 1d6+4 or 1d10
Special: Magic required to hit, evil eye
Size: Large
Save: Monster 6
Morale: 6 (6)
Treasure Hoard Class: See below
XP: 660

The tartalo is another large creature found in the Basque region of Northern Spain. It appears as a cyclops or as a one-eyed ogre. It has a fiendish glint in it's one large eye.  Many scholars of the occult believe they are connected to demons, either by birth or by actions.

The tartalo lives alone in caves. They are 10' tall and only speak in simple grunts. They do seem to be intelligent, it is just speech is beyond them. Only males have ever been spotted leading scholars to conclude they seek out young maidens as their "wives."  

Anyone wandering into the cave of the tartalo runs the danger of becoming the monster's next meal.  They prefer the taste of young men and women, especially ones that have not been baptized (or dedicated to a god).  Their tactic is to use their "evil eye" to stun (treat as a Hold Person spell) their victims. They will kill and eat any young men and anyone over marriage age.  They will keep the young unmarried women to birth their monstrous sons.  These women when then also be killed and eaten.

The only treasure a tartalo has is a fine wrought golden ring.  The ring is a curse and anyone wearing it will be known to any other tartalo in the region and they will seek the wearer out to kill them. 


Inguma
Small Fiend (Demon)
Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 180' (60') [18"]
Armor Class: 2 [17]
Hit Dice: 12d8+12* (66 hp)
Attacks: 2 claws, nightmares
Damage: 1d4, 1d4 or 1d10
Special: Magic or +2 weapons required to hit, cause fear, nightmares, ability drain
Size: Small*
Save: Monster 12
Morale: 10
Treasure Hoard Class: See below
XP: 1,900

Inguma is a demonic lord of sleep and dreams. He is believed to create incubi and can give his followers riches if they give him his preferred sacrifices, that of baby girls before two years of age.  He commands a small sect of Mara Witches.

Though small, he is a powerful demonic lord.  He can cast Fear and Nightmare three times per night. His physical attacks are weak, but he can gain entrance into the minds of sleepers, save vs. death to avoid. Once there he will invade the dreams and learn all the victim's secrets. Their sleep is disrupted so they can't heal normally nor will spellcaster regain their spells. By the third night of the invasion, the victim begins to lose Constitution points at the rate of 1 per night.  Only an exorcism (cleric) or cleanse (witch) spell will remove the influence of Inguma.  Often Inguma forces his victims into suicide long before they succumb to his draining effects. Each night the victim must make a save vs. death. A failed save means they will kill themselves.

Inguma rarely takes physical form. When he does magic is required to attack him. When he does manifest it is always as what the viewer fears the most.

It is believed that Inguma is the father, or at least the ancestor and patron, of the Tartalo and possibly the Imps of the Perverse. Some incubi revere him as their lord. 

Basque Mara witches see him as their lord and patron and will offer sacrifices to him. He rewards them with riches.

Friday, May 28, 2010

Anime RPGs: BESM recap

Ok, so I have worked through three different versions of BESM.  Each one had something to offer my regular Unisystem games and each one gave me a alternate game when I felt the need to recharge my batteries.

Yes, Unisystem pretty much offers everything I need in a system.  But playing and reading other games, especially other genres of games, can help me build out the game I am playing.  BESM added a need dose of light to my games.  Trust me, I have a stack of Horror games that can provide me plenty of dark, Anime games helped me focus on some of the things that horror games often overlook.

One of the issues in my games (at least in the past) was "what does it mean to be human?".  I had many characters that were were closer in nature to the monsters they hunted rather than the humans they protected.   To help with these issues games like World of Darkness are good, but full of angst that I may or may not want in an adventure where the characters go to the beach on a bright sunny day.  Anime games help with those "days off" stories where there is a lull from the action but it is a good adventure for character development.

BESM, and other Anime games, were very influential on my Season 3 game "Generation HEX" in terms of tone, pacing and story.  It also helped me see the value in a 2d6 mechanic for Unisystem.  BESM 3 only solidified that.

Some Crunch
One of the things I like to do with a new system/game is find some gems and convert them over to what-ever system I happen to be using at the time.  Often that is Unisystem.


Unknown/Undeveloped Power
1-5 point Quality
Prerequisite: Approval of Director/Chronicler

Some characters are born with their gifts turned on or readily apparent. These characters my start the game as normal humans only to have their powers or gifts turned on when it becomes dramatically appropriate.
To represent this the player pays a certain amount of Quality points at character creation (usually 1 to 5) to have the Director/Chronicler develop the new power over time as part of the story campaign or all at once when it is needed. The Player and Director/Chronicler need to agree to this. The player pats the points now and the Director/Chronicler gives them the power that costs the amount paid plus 50% rounded up at a later date. This payoff should be no more than two or three episodes. Longer than that should increase the amount of interest paid on the power. The character is loosing potential at the beginning of the game (making them weaker than other characters) for a larger return.
So a character that is to develop magic at some point can pay 3 points now and get a return to 3 + 1.5 = 4.5 rounded up to 5 points later to buy Sorcery/Magic.

The Director/Chronicler must work to make the payoff worth it not just in terms of points, but also in terms of drama.

This selection also works well for younger characters.

Characters
One thing that BESM 2r/3.0/d20 was missing were some iconic characters for me to convert.  So I have to turn to it's sister game SAS.  And since GoO was a Canadian company I should use one of Canada's finest superheroes.

Mother Raven
Human Witch
This represents Mother Raven at the start of her career. As she progresses she will increase her levels of magic to a max of 8 and increase her skills and loose her recurring nightmares (loss would be something she would have come to terms with). Given that this is "Silver Age" I would imagine she would be "Grandmother Raven" now.

Life Points: 26
Drama Points: 10

Str: 2 Dex: 3 Con: 3 Int: 4 Per: 7 Will: 7

QualitiesAcute Senses (Sight) ("Raven's Eyes")
Attractive
Contacts (The Guard)
Hard to Kill
Iron Mind ("Raven's Will")
Magic (no TK) 6
Nerves of Steel
Supernatural Senses ("Raven's Warnings")

DrawbacksAdversary (Various, in particular General Winter)
Dependent (Daughter)
Honorable
Minority (Ojibwa Native American)
Recurring Nightmare (life without Raven)
Secret (identity Katherine McCloud)
Spell Focus* (All powers require the use of her Raven staff)

SpellsShadow Form, Illusion ("Raven's Tricks"), Darkness, Pocket Dimension, Negate Powers (drains Willpower), Sunkiss (Blindness, LP damage SLx5, SLx8 to vampires)

SkillsAcrobatics 1, Art 5, Computers 1, Crime 2, Doctor 5, Driving 1, Getting Medieval 3, Gun-Fu 0, Influence 5, Knowledge 8, Kung-fu 2, Languages 5 (English, Ojibwa, Crow, Chippewa, Tlingit), Mr. Fix-it 2, Occultism 7, Science 3, Sports 1

From the d20 version:
IDENTITY: Katherine McCloud (Secret, known to Anisinabe)
OCCUPATION: Teacher, speaker, writer, painter, adventurer
FIRST APPEARANCE: Amazing Presentations, Vol. III, #45
FORMER ALIASES: None
PLACE OF BIRTH: Sunset Lake Reservation, Ontario, Canada
AFFILIATION: The Guard
TERRITORY: Empire City
HEIGHT: 5'8" (173 cm)
WEIGHT: 160 lbs. (73 kg)
EYES: Brown
HAIR: Black

The old ways had been abandoned in Sunset Lake Reserve by the time Katherine McCloud was born; it was a familiar story in Northern Ontario. The Ojibwa sank into despair, suffering from poor diet, sedentary lifestyle, and rampant diabetes. The ancestors and spirits of the world were all but forgotten to gambling and alcohol. Katherine excelled in school, but the instability of her home life took its toll. Her father was often gone for months, and they had to take in her mother's mother. Both parents were alcoholics, but her mother would try putting life in order each time father left. Yet whenever he returned Katherine's mother would take him back, beginning anew the cycle of abuse.

By high school, Katherine turned to drinking and drugs as a panacea for the pain and anger she felt, and for the strange visions that plagued her dreams. She dismissed her grandmother's foolish talk of spirits, and refused to admit she was spiralling out of control; Katherine could no longer ignore life when she discovered she was pregnant at 16. She exhibited a supreme effort of will to finally live clean, which her grandmother noted proudly.

Without the alcohol, her grandmother made sense, and Katherine turned to her grandmother's spirits to ease her burden. Drumming circles and sweat lodges brought the image of the Raven, growing ever stronger. As she neared her delivery date, grandmother sent her on a vision quest into the wilderness. The Great Raven appeared, speaking of the need for change. Katherine's role was to become a symbol for her village, for her daughter, for all Anisinabe - the people of the land. She awoke in her mother's house, now a mother herself. Her grandmother taught her to be a good parent, see the spirits, and represent her people. In time, she became a powerful teacher herself, reaching out as a writer, painter, and speaker.

During Katherine's 20th summer, Lady Starbright pursued General Winter across Ontario, until Winter knocked the hero unconscious and deep into Sunset Lake. Katherine desperately struggled to save her while the General's wake turned the village from summer to winter. Raven helped Katherine save Starbright, before both women co-operated to drive Winter off.

Starbright liked Katherine immediately, and offered to teach her. Katherine accepted, knowing she had a greater responsibility. She left her daughter with her grandmother, and let Starbright show her the world. Starbright introduced Katherine, now Mother Raven, to the American Sentinel, Slipstream, and others, while Raven guided Katherine's abilities, teaching her to draw from his power, to create shadows, and cast visions.

An early mission with Starbright against Artificer resulted in tragedy; Artificer lashed out indiscriminately and killed a young Ms. Matthews. Her son, Samuel, forever blamed the women, calling them false heroes; his hatred grew over the years, turning him into Katherine's frequent enemy.

Raven still whispers secrets in his hoarse caw; Katherine learned to take strength from sorrow, and thus faced Starbright's death by joining the Guard. Raven even taught Katherine to touch the sun, as he once did to bring fire to mankind, but only at great need, and at great cost. Now, she travels to protect and teach, but always returns to the one who needs her most: her daughter.

And what is a hero without a super villain. If Mother Raven represents what is best about motherhood and power, then here is the worst.

Bloody Mary

There are many strange and terrible things in the world, but few target innocence so ruthlessly or cruelly as the monstrous Bloody Mary. She has been called demon, fiend, and vampire, but is she truly otherworldly, or just an example of human capacity for evil?

Bloody Mary was first reported as the perpetrator in a nation-wide kidnapping case, where a dozen children from across the United States were abducted. Street kids were whispering, “Bloody Mary got ‘em,” weeks before the FBI had a name. The Baron recognized something supernatural was involved, and helped the FBI. Mary’s plans to use the children as livestock were upset by the Baron, the FBI, and the appearance of Pan & Belle. Mary was defeated, but escaped.

The story of Bloody Mary, however, was told by street kids for years, but no one ever believed them. She was first called La Llorona by children of Mexican immigrants, and known to stalk children through mirrors. Haitian kids knew she could reach through the tinted windows of Jeeps. She was a demon, or a spirit possessing an evil woman, or even a corruption of the Virgin Mary; she fought with angels, and used children for slaves, living off of their blood and fears.
Blood Mary has been seen several times since then. Mother Raven and Lady of the Lantern teamed up when Mary invaded Empire City, once more chasing her away. Some children say she is building an army of demons, a hellish warmachine powered by the souls of children, to conquer the spirit world. Others believe Mary is mad, perhaps driven insane at the loss of a child, and simply trying to restore her old life. Finally, a few believe she is pure evil, hunting children because she loathes their innocence and can feed off their souls. Many children believe once she’s seen your face, Mary can track you to the ends of the Earth.
In 1997, a doomsday cult in San Francisco, the Temple of Mars, summoned Bloody Mary to tear apart the dimensional veil. They offered 100 refugee children as sacrifice.
Whatever they intended, few seemed to realize the horror they were dealing with. Many died as Mary opened a hellgate, but Pan & Belle appeared and drove her back. Meanwhile, Mother Raven and Slipstream arrived and dealt with the demons ... but during the fight, one incarnation of Belle gave her life to keep the children safe.
The FBI does not know how to deal with Mary, and calls in help whenever she is believed to be involved. The Baron clashes with her whenever their paths cross, but she tries to avoid his territory. He does not know if she truly travels between Heaven and Hell, but has seen her vanish into the spirit realms, and has even seen her personal, nightmare dimension. Mary barely acknowledges these forces, except when they directly interfere with her machinations. She sees most superheroes as bothersome distractions, but regards a few (like Red Phoenix and Sentinel) as hated angels.
Pan & Belle most often crop up wherever Mary is spotted, and much bad blood lies between them. Mary is the embodiment of everything they oppose. She eagerly anticipates the day they, and all the children of the world, lie chained at her feet.

Bloody Mary  (Unisystem)
Character Type: Demon? (has Faerie and Vampire like attributes as well)
Attributes: Strength 3, Dexterity 4, Constitution 3, Intelligence 2, Perception 5, Willpower 8
Ability Scores: Muscle 12, Combat 12, Brains 20
Life Points: 55
Drama Points: 10
Qualities: Dimensional Travel (requires reflective surfaces), Fast Reaction Time, Hard to Kill 7, Hypnosis, Immortal, Iron Mind, Nerves of Steel, Regeneration, Supernatural Senses, Telepathy, Vampiric Attack (“Spirit Bleed”, Willpower)*
Drawbacks: Adversary (Various, in particular General Winter), Attractiveness -1, Supernatural form (bloody tears, looks supernatural and evil)
Skills: Getting Medieval 2, Influence 4, Kung-Fu 2, Notice 4, Occultism 8

Spirit Bleed Attack: On any touch-based attack Mary can drain 1 point of Willpower. Victims drained to 1 point are completely under Mary’s control. Anyone drained to 0 become zombies.

Maneuvers
Name Score Damage Notes
Dodge 12 — Defense action
Grapple 12 — Resisted by Dodge
Kick 12 8 Bash
Punch 12 6 Bash
Claws 12 6 Slash

Bloody Mary  (Mutants & Masterminds)
PL: 7 (105 pp)

ABILITIES: STR: 11 (0) DEX: 13 (+1) CON: 11 (0) INT: 9 (-1) WIS: 20 (+5) CHA: 13 (+1)

SKILLS: Bluff (+1), Concentration (+5), Diplomacy 1 (+2), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 2 (+3), Streetwise 6 (+5), Notice (+5), Search (-1), Sense Motive (+5), Sleight of Hand 2 (+3), Stealth (+1), Survival 10 (+15)

Languages: English, Spanish, Creole, French, Latin, Portuguese

FEATS: Favored Opponent (Children) (1), Fearsome Presence (1), Attack Focus (Melee) (1)

POWERS: Dimesional Pocket [4], Environmental Control (cold) [4], Immunity [2], Mind Control [4], Mind Shield [5], Obscure (Darkness) [4], Shapeshift (animals only) [4], Super-movement (dimensional, requires a reflective surface) [1], Super-senses (innocence, magic, portals, ultravision) [4], Drain (Intelligence & Wisdom) ("Spirit Bleed") [1], Blast ("Soul Wound") [2], Regeneration (Resurrection) [1]

COMBAT: Attack 0 [Unarmed +0 (Bruise)] Defense 10 (10 flat-footed) Init 1

SAVES: Toughness 0 (0 flat-footed) Fortitude 2 Reflex 3 Will 7

DRAWBACKS: Disability (Holy Gound) -4, Noticeble (looks supernatural) -3

COMPLICATIONS: Enemy (Angels, Those that protect children), Obsession (Kill all Children)

Abilities 17 + Skills 7 (26 ranks) + Feats 3 + Powers 79 + Combat 0 + Saves 6 – Drawbacks -7 = 105 / 105

To make these more "Anime" I would alter Mother Raven a bit to be more of a kindly old grandmother type that has a ton of power.  Bloody Mary would be more inhuman looking.  Abnormally thin with long claws. Something like the Witch in Left 4 Dead.

Next week I want to look at some of the newer games and see what they can offer me.