Sunday, April 11, 2010

Xena and Gabrielle

For your enjoyment.

Xena and Gabrielle stats for use with the Ghosts of Albion and Army of Darkness games!



I am setting these AFTER "Friend in Need". Obviously Xena had to come back to life for some reason and now her and Gabrielle are back to doing what they do best.

Friend in Deed
Friend in Deed (FinD, and it is "in Deed" and not "indeed") is my "lets go find Xena and bring her back to life because she is the Promised One" adventure/episode. Takes place after the series finale ("Friend in Need", get it?), Gabrielle is struggling to live up to Xena's legacy and struggling to continue living without Xena. While her intentions were initially good, she has been spiraling into darkness and depression. She has forgotten what she had learned as Eli's student. She has been traveling on the Path of the Warrior, trouble is she is close to leaving that and been straying onto the Path of Vengeance.

And that was about as far as I got.

I know the plot is to rescue not only Xena (she is in an in-between spiritual plane) but also Gabrielle. I always imagined Gabrielle trying to continue Xena's journey but feeling like she was failing and sinking deeper into depression. That is where your characters come in and help her save the day! Or something.

One idea I had was to have a group of characters, hearing of the prophecies in The Dragon and the Phoenix believe they apply to Xena and Gabrielle instead of Willow and Tara. In the end they discover the truth, but still Xena is brought back.  Besides killing off Xena was kind of stupid.

Either way I am a sucker for happy endings.

I gave them both Anamchara.  I think it is appropriate.

Here they are!

Xena, Warrior Princess of Amphipolis
Very Experienced Hero

Life Points 83
Drama Points 20

Attributes
Strength 6
Dexterity 6
Constitution 6
Intelligence 3
Perception 4
Willpower 6

Qualities
Promised One (regenerate 6 LP per hour)
Anamchara (Gabrielle)
Attractiveness +2
Hard to Kill 7
Fast Reaction Time
Natural Toughness (+4 to Armor)
Nerves of Steel
Situational Awareness

Drawbacks
Adversary (lots, old enemies, forces of evil, Greek Gods-Ares in particular, Caesar)
Honorable (Minimal)
Love, Tragic (various significant others and offspring)
Love (Gabrielle)
Mental Problems (Mild Cruelty)

Useful Information
Initiative 11
Actions 3
Natural Armor 4
Perception 1d10 + 9
Fear 17

Skills
Acrobatics 8
Art 1
Crime 4
Doctor 1
Driving 3
Getting Medieval 8
Influence 2
Knowledge 4
Kung Fu 8
Languages 4
Notice 5
Occultism 3
Science 1
Sports 3
Wild Card

Combat
Maneuver Bonus Base Damage Notes
Nerve Pinch 14 * Incapacitates the target by cutting off oxygen to their brain
Must make survival checks. See suffocation rules.
Sword 14 24 Slash/stab
- Decapitation 9 24 x5 damage
Chakram 14 24 Slash or Bash (depending on how thrown)
Punch 14 12 Bash
Kick 13 14 Bash
- Flying/spin kick 11 21 Bash, war cry optional, but very cool
- Sweep kick 13 6 Bash
Dodge 14 Defense action
Parry 14 Defense action


Gabrielle, The Battling Bard of Potidaea
Very Experienced Primitive Screwhead

Life Points 46
Drama Points 15

Attributes
Strength 3
Dexterity 3
Constitution 3
Intelligence 4
Perception 5
Willpower 4

Qualities
Anamchara (Xena)
Artist (Bard)
Attractiveness +3
Hard to Kill 4
Fast Reaction Time
Nerves of Steel
Situational Awareness

Drawbacks
Adversary
Honorable (Serious)
Love, Tragic (various significant others and offspring)
Love (Xena)

Useful Information
Initiative 8
Actions 2
Perception 1d10 + 7
Fear 13

Skills
Acrobatics 4
Art (writing) 5
Crime 1
Doctor 3
Driving 2
Getting Medieval 5
Influence 3
Knowledge 4
Kung Fu 4
Languages 2
Notice 2
Occultism 3
Science 1
Sports 2
Wild Card

Combat
Maneuver Bonus Base Damage Notes
Nerve Pinch 7 * Incapacitates the target by cutting off oxygen to their brain
Must make survival checks. See suffocation rules.
Xena taught this to Gabrielle in Friend in Need.
Grand Katana 13 17 Slash/stab (+5 to hits and damage)
- Decapitation 8 17 x5 damage
Chakram 8 12 Slash or Bash (depending on how thrown)
Sais 8 6 Slash/stab
Punch 7 6 Bash
Kick 6 8 Bash
Dodge 8 Defense action
Parry 8 Defense action


Weapons of note

The Chakram of Darkness

Xena's (and used by Gabrielle after FIN) weapon of choice is her Chakram. A metal throwing ring, the Chakram is razor sharp. Xena was able to throw the chakram in such a way that it could hit multiple opponents and fly back to her. Despite its razor sharpness she could catch it and she could also use it to inflict slash damage or bash damage.
It was later revealed that this was in fact the Chakram of Darkness and had the ability to kill a god. Xena balanced it with the Chakram of Light and this ability was lost.

The Grand Katana

Made of the finest craftsmanship in the world, all other swords are toys compared to the Grand Katana.
Back in her evil warrior days Xena challenged the Sensei. The girl Akemi used it to kill her father. In order to regain her honor Akemi begged Xena to kill her with it. When Xena returned to Akemi's home, Akemi's ghost lead her to the sword. It was given the ability to harm malicious spirits and Gabrielle used it to avenge Xena's murder.

Its craftsmanship is so fine and the enchantments are such that it adds +5 to any attack and damage. The Grand Katana is also a unique weapon with a long history. Possessing it automatically gives the wielder a reputation and an extra 2 points of Adversaries representing those who want the sword for themselves or to return it to its rightful owners.

Anti-Magic Tattoo

Gabrielle has a large coiled dragon tattoo on her back that makes her immune to most forms of evil magic. She is immune to effects of any offensive spell below PL 4 and can negate up to 40 points of LP damage from any malicious spell-like supernatural attack.
Akemi's ghost tattooed Gabrielles back in long and painful procedure. It is unknown if others have learned this skill or at what level they are capable of enchanting the tattoo.

Directors Note: This is Level 4 tattoo. Anti-Magic tattoos cost 3 points per level and require someone with the knowledge to apply it. The Cast member then can no longer use Magic.

Links
http://en.wikipedia.org/wiki/Xena:_Warrior_Princess
http://www.imdb.com/title/tt0112230/
Whoosh!, the largest Xena related website on the web. http://www.whoosh.org/

Nerd Girls of Note: Lucy Lawless


Why is Xena important?
I get asked why I like a show that was so obviously full of fluff and a terrible butchering of history and myth.

Simple.
Xena is important.

Xena concluded her run in 2001.  At the time she started there were not a lot of strong female characters on TV and certainly very, very few in the lead role.  Sure X-Files had Dana Sculley, but she was supposed to be the "straight man" to Mulder.
Once Xena got popular we got Buffy, Charmed, Dark Angel, Alias, Birds of Prey, the list goes on.  More than any of these other shows (yes, even Buffy) Xena has been studied by academics on it's effects on media, pop-culture and women's studies.  We have (well...had) planets named after her, she has become a pop cultural reference and an icon to many.

In my games certainly Xena and Gabrielle are spiritual ancestors (but not actual ancestors as in some Uberfics) of Willow and Tara.  Something I had hoped to demonstrate in "Friend in Deed".
Maybe I'll get around to running it one day.





B/X Blackrazor is also talking about Xena on his Blog.
B/X BLACKRAZOR: The Problem with Xena


Purchase the Buffy the Vampire Slayer game from Noble Knight Games.
Buffy the Vampire Slayer

Friday, April 9, 2010

Campaign ideas, or lack thereof...

Ever see and image and think to yourself, "man there is story and an adventure there!"

Well one day I am going to have to come up with a good adventure for either Buffy or Witch Girls Adventures for this image:


"One day, years before either would move to Sunnydale, Tara and her best friend Faith were at McDonalds."

Despite my fondness for both characters nothing is coming to mind.

KISS Meets the Phantom of the Park

KISS Meets the Phantom of the Park
(1978)


Back in 1978 the rock group KISS stumbled on some mystic talismans and they were granted the power to protect, huh-the Earth, no wait, smaller than that; Magic Mountain in Southern California, from a washed up inventor who spent a lot time complaining about that darn loud rock and roll music. It was like an occult Footloose. Only funnier.

With that Phantom Menace out of the way KISS went on to protect world or take a lot of drugs and sleep with thousands of girls across the world. I am a bit hazy on the 70s really.

Note: Yeah some of the score may seem high, but I wanted to reflect the goofiness of the movie (so they are munchkins here) and the over-power feeling of the comic.

Stats are for use with Buffy, Angel or Ghosts of Albion but work best under Army of Darkness.

Peter Criss the Cat Man

King of Beasts - Lord of the Hunt - Personifies the primal animal instinct, the rough beast that stirs in each of us. Embracing instinct rather than intellect, he knows neither cruelty nor mercy. His is the element of earth.

Life Points 73
Drama Points 10

Attributes
Strength 5
Dexterity 6
Constitution 7
Intelligence 3
Perception 5
Willpower 3

Qualities
Acute Senses (Hearing, Smell, Vision) all at 3
Artist
Attractiveness 1
Chosen One
Good Luck 3
Hard to Kill 5
Poison Resistance 2
Natural Toughness 2
Nerves of Steel
Situational Awareness

Drawbacks
Addiction 2
Adversary 2
Conspicuousness
Reckless
Violent
Secret

Skills
Acrobatics 8
Art 5 (Singing and Drums, not acting)
Computers
Crime 2
Doctor 1
Driving 2
Getting Medieval 2
Gun Fu
Influence 1
Knowledge 1
Kung Fu 6
Languages 1
Mr. Fit-it
Notice 4
Occultism 3
Science 1
Sports 1
Wild Card

Maneuver Bonus Base Damage Notes
Punch +12 10
Kick +11 12
Jump Kick +9 18
Dodge (Acr) +14 -
Grapple +14 -
Wall Flip +11 -


Ace Frehley the Space Ace
The Celestial - Scion of the Cosmos - Represents the principles of universal balance, the ultimate harmony of the cosmos. Observes situations dispassionately and sees all sides of a dilemma. His is the element of air.

Life Points 50
Drama Points 10

Attributes
Strength 3
Dexterity 4
Constitution 4
Intelligence 6
Perception 7
Willpower 6

Qualities
Chosen One
Fast Reaction Time
Hard to Kill 4
Nerves of Steel
Supernatural Attack (Laser beams)
Teleport
The Sight

Drawbacks
Addiction 2
Adversary 2
Conspicuousness
Emotional Problems (Aloof)
Secret

Skills
Acrobatics 5
Art 6
Computers 9
Crime 3
Doctor 3
Driving 2 (maybe 5 for starships)
Getting Medieval 5
Gun Fu 3
Influence 7
Knowledge 4
Kung Fu 6
Languages 8 (Telepathic knowledge of languages)
Mr. Fit-it 2
Notice 4
Occultism 3
Science 2
Sports 2
Wild Card

Maneuver Bonus Base Damage Notes
Laser +13 7
Punch +10 6
Kick +9 8
Dodge +10 -
Grapple +12 -

Gene Simmons the Demon

The Demon - Lord of the Wasteland - Creature of fire and shadow, blood and thunder. He embodies vengeance and terror, the darkest impulses of mortal souls, but also the purgative flames of rebirth, the destruction that proceeds creation. His is the element of fire.

Life Points 99
Drama Points 10

Attributes
Strength 8
Dexterity 6
Constitution 9
Intelligence 3
Perception 4
Willpower 6

Qualities
Artist (singing, bass)
Chosen One
Cause Fear
Fast Reaction Time
Hard to Kill 7
Natural Toughness 6
Nerves of Steel
Supernatural Attack (Fire Breath)

Drawbacks
Adversary 4
Conspicuousness
Reckless
Violent (deranged)
Secret

Skills
Acrobatics 5
Art 4 (bass and singing)
Computers 1
Crime 3
Doctor
Driving 1
Getting Medieval 9
Gun Fu 1
Influence 5
Knowledge 2
Kung Fu 7
Languages 1 (only growls a lot)
Mr. Fit-it 1 (more like Mr. Break-it)
Notice 2
Occultism 4
Science 1
Sports 2
Wild Card

Maneuver Bonus Base Damage Notes
Fire Breath +12 24 Fire damage as well
Punch +13 16
Kick +12 18
Slam Tackle +15 16
Dodge +12 -
Grapple +15 -

Paul Stanley the Star Child

The Starbearer - Prince of Hearts - He who draws from the deep wells of the soul and emotion, bringer of passion and pain. He can move a heart to tender love or murderous rage. His is the element of water.

Life Points 55
Drama Points 10

Attributes
Strength 4
Dexterity 4
Constitution 5
Intelligence 5
Perception 7
Willpower 7

Qualities
Attractive
Artist (Guitarist)
Chosen One
Empathy
Enhanced Senses
Fast Reaction Time
Hard to Kill 3
Hypnotise
Nerves of Steel
Supernatural Attack (Laser beam eye)

Drawbacks
Adversary 4
Conspicuousness
Emotional Drawback (Arrogance)
Secret

Skills
Acrobatics 2
Art 5 (guitar and singing)
Computers 1
Crime 2
Doctor 3
Driving 2
Getting Medieval 4
Gun Fu 2
Influence 4
Knowledge 6
Kung Fu 5
Languages 3
Mr. Fit-it 2
Notice 6
Occultism 5
Science 3
Sports 1
Wild Card

Maneuver Bonus Base Damage Notes
Laser Beam +12 24
Punch +9 8
Kick +8 10
Jump Kick +6 15
Dodge +9 -
Grapple +11 -


The KISS Talismans


The talismans are supernatural artifacts that give each member of KISS their power. They are fueled by their Willpower scores, but mostly they are McGuffins that provide the power for their enhanced states (any score above human norm).

They are unique, though there are these other guys (Eric Carr, Tommy Thayer, Eric Singer, and Vinnie Vincent) that also seem to have similar powers.

You know that sooner or later they will run into the Hex Girls!

Wednesday, April 7, 2010

Don't Fear the Reaper-Jones: Cat's Claw Reveiw

The second Death's Daughter book is out and Callie is back!

Calliope Reaper-Jones is the eponymous Death's Daughter in Amber Benson's second book of the series, Cat's Claw. Like the first one, Callie is tossed into another adventure. This time not to save her dad and potential immortality, but return on all the favors book one cost her. Starting with returning the adorable little hell hound Runt (Griselda) to Hell, or rather the North Gate of Hell where Runt's father, Cerberus, needs Callie to do something for him.

Callie rushes of to Purgatory to find the soul of a long dead Egyptian architect, that has somehow fallen off the radar. In the mean-time she has to deal with the shade of her former-not-quite-lover Daniel, aka the Former Protégé of the Devil, some weird aura-expert that seems to know what Callie’s immortal unique kill is, and a mess of angry Egyptian gods.

I won’t go into all the detail here, that would be ruining it for everyone, but there are twists and turns and trips to Hell, Purgatory and Vegas.

Let’s instead talk about the author and her creation.

Amber Benson is the creator of this tale, but I would not be surprised if there wasn’t a tiny Callie in her brain screaming at her telling to write. And how to write. And when. And how much.

Callie is a wreck, but thankfully Amber Benson is not. This book is much better than the first one and the tale is very fun. I really did not want to put it down once I started. People have accused Callie as being too fashion conscious and maybe even a little shallow. Well that is how she is supposed to be. It’s all a façade. Callie doesn’t want to be immortal or the Scion of Death, or anything. She wants to be a New Yorker. She wants nice shoes and maybe a nice bag to go with them. A hot guy would be nice too. Trouble is Callie wants “Sex in the City” and she is stuck with “Dante’s Inferno”.

I think Amber does a fantastic job here of showing the superficial Callie and the REAL Callie that lies just beneath. If Callie was a vapid, air head she would have died in the first book; immortal or not. But she isn’t.

Now that we have the second book in hand we can see what we have in store. This is a modern Divine Comedy. Like Dante, our first tale was in Hell and our second in Purgatory. There are also many references to Dante’s magnum opus here too.

We get to know Callie a bit more here too. There is less focus on the secondary characters and more on her. This is good, but I did miss seeing the scenes with her sister, Clio. I liked the introduction of Callie’s magic; the girl has some power and I hope we get to see it in the next book.

Just like it took me a while to like Kim Harrison’s Rachel Morgan, it took me a bit to like Calliope Reaper-Jones, but now I do. I see through the façade to the real Callie now. I can’t wait till she sees it too!

If you like modern-supernatural-horror/chick-lit books and are not afraid to pick up some new terms (I did have to look up what Manolos are and how much they cost…yikes!) this is an fun read.

Cat's Claw is a fun book that manages to improve on the first one of the series and makes me excited for the third.  Don't know if we will have more after that, a trilogy seems about right, but if we do then I am up for that one too.

Dave Arneson

I was not going to mark this day anymore than I marked Gary's.  But I did want to say a couple of things since I have been so engrossed in Blackmoor of late.

Days of death strike a more resonate chord in humans. People always talk about where they were the day Kennedy or Lennon died. I for one always remember where I was the day I had heard Marvin Gaye had been killed or Curt Cobain had died.  It is natural to want to mark them.

Me. I will always remember 8/16/2008 as my Dave Arneson day. That was the day I met him and got a chance to thank him for all he had done.

So again. Thank you Dave.

Tuesday, April 6, 2010

Races of Mystoerth: Gypsy Elves

The Gypsy Elf

"Thousands of years ago the elves were a unified race.  The elven people stood strong and diverse.
Then the War came and the Elves were Sundered. The elves were divided by the war.
But some chose not to fight, some took in their brothers and sisters from all sides.
These elves were cursed by Corellon Larethian to wander the lands till the day when all elves stood as one people again.  The other elves took pity on them, calling them, in their own tongues The Wanderers.  But not the Wanderers themselves.  They knew a powerful secret.

They knew they were Free."
- From the Songs of the Ranagwithe

The Witches Beck by Nichole Marie Grubb
The Gypsy Elf, or as the call themselves "The Free Elves" (Ranagwithe in their own language) , has a long history in my game and one shared with the evolution of my Witch class.  Originally I was going to even make a few Gypsy Elf witches to play, but oddly enough I never did.   Though there are mythos of the gypsy elves that are tied indirectly with various occult, but mostly pagan, beliefs.

In the game Gypsy Elfs wander the world, in and out of the land of faerie, searching for their lost home.  They will find it only on the day when all the elves are reunited as a race.  Until then they wander.
I have pictured them as not being xenophobic as human gypsies are often portrayed, but rather as gregarious travelers.  Why this change?  It helps the taboos I have set up for them and it seemed to be more logical.  Plus I did not want to do another Romani or Irish Traveller clone.

Like their human counterparts, Gypsy Elves travel all over the known world. However, unlike the Human Gypsies, Gypsy Elves are much more gregarious. The origins of the Gypsy Elves (and Shadow Elves) date back to what has become to be known as the Sundering of the Elves. When the Dark elves broke free from the light elves they split into several races. The light elves of course became the Eladrin/High Elves and the dark became the Drow.

There were elves that remained outside of the conflict. One group was a band of light elves that protected both the dark and light elves from each other. When the gods split the elves apart, the gypsy elves were left without a home to call their own. Since they never harmed another elf before they were not forced into the dark underground. Ever since then the Gypsy Elves have wandered from place to place looking for a home. While Gypsy elves tend to be neutral to all other races, they are always treated as “good” to other elves. There are several universal elven customs that apply only to Gypsy Elves.

  1. No Gypsy Elf may harm another Elf. Even Drow and Half-Elves.
  2. No other elf, Drow or Half-, may harm a Gypsy Elf.
  3. No Elven community may refuse lodging to a band of Gypsy Elves. The Gypsy then must agree to be on their way soon after.

At any point in time other elven species may be found in a group of Gypsy Elves, as they may freely travel as long as they abide by the Gypsy Elves rules and lifestyle. These “Free Wanderers” can make up to 10% of the tribe’s population.

As long as the other elves do not fight amongst themselves or the other Gypsy Elves they may remain with the tribe as long as they like. Also any Gypsy Elf is invited to remain in any Elf community, but few rarely do.

Consequently the racial make-up of Gypsy Elves is somewhat mixed. Actually there is no Gypsy Elf race. It is the human populations of the world call them “Gypsy”. The elves refer to them only as “Wandering Elves”. Gypsy Elves often refer to themselves as the “Free Elves. Either name in the elven language is Ranagwithe.

Gypsy Elves are on friendly terms with humans. They find Human Gypsies to be too xenophobic for their tastes. But they will travel with them for mutual benefit. This helps to explain the high amount of Half-Elves.

Gypsy Elves, like their Elf cousins, produce fine art, in particular music and dance. Many have excelled in woodcarving and sell these pieces of art in communities they pass through. What these elves cannot make, they buy. In this respect they are very good terms with humans.

Gypsy Elves are careful never to take more from the land or their hosts then they absolutely need. It has been said that there will be no evidence of a gypsy elf camp 24 hours after they leave.

4th Edition Gypsy Elves

Related to the elves, eladrin and drow, gypsy elves wander the world for their lost home and in hope that they elven races will be reunified.

Racial Traits

Avg. Height: 5'2"-5'10"
Avg. Weight: 90-150lb

Ability Scores: +2 Dex, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Elvish, plus one other of the player’s choice
Skill Bonuses: +2 Nature, +2 Stealth

Gypsy Weapon Proficiency: You gain proficiency with the shortsword.
Elvish Reflexes: You gain a +1 racial bonus to your Reflex defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.

Versatile Linguist: You gain one extra language (above and beyond other bonuses) that you have learned in your travels.
Fey Origin: You are considered a fey creature for the purposes of effects that relate to creature origin.

Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Elven Fate: You can use elven fate as an encounter power.

Elven Fate Gypsy Elf Racial Power
Your race has twisted the strands of fate for so long that every action can be foretold.
You may re-roll any one die and use the roll of your choice.

Encounter
Free Action Personal

Effect: Reroll any roll. Use either roll.


Play a gypsy elf if you want . . .
✦ to be good at stealth and moving in natural environments.
✦ to play a worldly hero with an air of mystery and mystique.
✦ to be a member of a race that favors the bard, ranger, rouge, sorcerer or warlock classes.

3.x/Pathfinder Gypsy Elves

+2 Dexterity, +2 Charisma, -2 Intelligence: Gypsy elves are agile of foot and hand. They also process a gregarious personality. Their lack of a permanent home and their ad-hoc means of education give the impression that they are unintelligent or uncouth.

Medium: Gypsy elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gypsy elves have a base speed of 30 feet.
Low-Light Vision: Gypsy elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Like Elves, gypsy elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Gypsy elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Keen Senses: Gypsy elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with crossbows, rapiers, shortbows (including composite shortbows), and short swords, and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Gypsy elves begin play speaking Common, Elven and one additional language of the player’s choice. Gypsy elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Note: In the Pathfinder RPG Gypsy elf spellcasters often choose the Oracle and Witch classes.

Physical Qualities

Gypsy Elves look much like their Elf cousins. Traveling and encountering different lands and peoples for more than a millennium has altered the appearance of the race. They stand about the same height as elves. They are typically darker completion, having an almost olive skin color, though darker shades are not uncommon. Their hair also tends to be dark. Blacks and browns are very common. Once in a great while a blond or redhead will be born, and this is usually a cause for great celebration. If a child is born with white hair then this is considered a great omen of change; good or ill.

Playing a Gypsy Elf

Gypsy Elves are natural born adventurers. Young Gypsy Elves are expected to spend some time away from their clans in order to see the world. It is expected that they will seek out other elves in order to share stories and news.

Special thanks to Jason Vey for coming up with the elven name Ranagwithe.

Sanctuary

You feel lost. Hurt. 
Helpless. Desperate. 
Alone.

Something happened to you or to people you love.
And no one understands. 
No one believes.
And no one can help.

But we understand. 
We believe.
We can help.

We are Sanctuary.
Someday everything is going to be alright.

Sanctuary

Sanctuary began in my 1st Edition AD&D game.  Located in the Principalities of Glantri (from Mystara and Basic D&D), Sanctuary was a group of healers that specifically dealt with the attacks on normal people by supernatural creatures, werewolves and undead in particular.  Since many of the rulers of the land were the very monsters they were fighting Sanctuary had to become covert and hidden.  The only way to know you were in a "Sanctuary" was by a open palm hand in blue paint.
Eventually they were one of the groups that lead to the political coup of Glantri, tuning it in to a Theocratic Monarchy, but that was many years ago.

I revived the idea of Sanctuary for modern horror games back around 2004 or so.  They are  group that helps people deal with the after-math of a supernatural creature attack.  You or your loved ones are attacked by a vampire or werewolf?  Well going to the police or the hospital won't be much help (even if they do know) and talking to a therapist will either get you a nice quiet rest or hooked up with enough anti-psychotics to dull every pain (and in fact many do just that).

But Sanctuary is different.  They staff doctors, social workers, psychologists and even an array of computer experts to help rebuild lives.  Like all social services they are understaff, over worked, under funded and at least six months behind on their case loads.

I had wanted to introduce them in Season 2 of my Willow and Tara game, Season of the Witch.  But it never worked out.  Instead they worked out much better in my Season 3 Willow and Tara game, Generation HEX. Here the girls could contribute to Sanctuary a little more.

In the world they are a bit like occult social services and clinic as well as occult relocation program.

In an episode or adventure I use Sanctuary in my modern occult/supernatural games as part resource and part plot device.  Typically in their role of helping someone the monster of the week does not want helped.

I have not worked out any stats for the group, typically all I need is an NPC ready to go as a councilor or social worker and the monster.  Though in Generation HEX I did have an older Sarah Bailey working at Sanctuary.  She basically was there to yell at the cast saying she often had to clean up the messes and broken lives they left behind.

As a group they are not very old, game time wise.  I put their development around the 1990s.  Maybe they got their start up funds from the Clinton administration. But this goes along with my theory of supernatural games needing to up the ante each generation.  Back in the days of Chill monsters were rare, but as time went on more and more of the beasties were crawling out of the woodwork. So there has been more of an in-game and in-universe need for a group like this.

Those with a good memory might be able to guess where the name and the symbol of this group comes from.