Wednesday, April 14, 2010

System Specialist or System Generalist?

So it should come as no surprise that I know a lot of gamers. A lot of a lot.

And while tags like "simulationist" or "immersion" or even "rollplayer vs. roleplayer" get thrown about like they are important, there is one classification that actually interests me.
System Specialist vs. System Generalists.

The System Specialist plays one system only and that is it.  So they only play AD&D 1st ed or d20 or GURPS. This is not to say they have tried other systems.  I am going to bet many have, but they have found one system that they have decided that is all they need.
I like the System Specialist because they usually become experts of their chosen system.  They in a sense achieve in their system that elusive "fade into the background" element that so many designers strive for, whether it was a design principle of that system or not.  Great system specialists seem like elder sages of their system, knowing rules or situations at such a higher level to even surprise the designers.

The System Generalist (wish I had a better name) plays a large number of systems and may have tried even more.  They are comfortable using True20, FUDGE or Rifts in any given situation and they can often give you informed opinions of why X system is perfect for Y situation.  A lot of game designers I know fall under this category.
I like the System Generalist because they are usually able to adapt to newer systems easier and transfer over concepts from one system to the other to improve their own game play.  Game play details are often rendered in short-hand, "oh it is like BLANK from Call of Cthulhu" or "BLANK from Kult".

There are negatives too, but I am not so much interested in those to be honest.

It should not surprise anyone, but I tend to view myself as a System Generalist.  I like having multiple systems laying around, I like reading new ones, playing old ones and even mixing them is strange and odd ways.
I come very, very close to being a System Specialist when it comes to Cinematic Unisystem.   But I still forget some esoteric bit during play, and sometimes even important ones.  For example, for the life of me I can never remember the formula for life points.  I know it is a function of Strength and Constituion.  I know there is addition in there, and some multiplication and 3 and 10 work into it.  I know you 3 extra points per level of Hard to Kill, but that is it.  Pathetic huh?  I have made what, a few hundred characters for CineUnisystem?
The nice thing though outside of that I can run a Cine Unisystem game without books.  If it Ghosts of Albion chances are I don't even need to look up the spells.  I used to be like that for AD&D first ed, but those memories have faded over the years, or more to the point supplanted by similar rules in other versions of the game.

Where do you see yourself?  Generalist or Specialist?  What do you think are the pros of being...well you?

Demogorgon for Unisystem

Demogorgon, Demon Prince of Fiends

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

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

Demogorgon, The Great Fiend, Prince of Demons.

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

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

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

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

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

Motivations and Goals

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

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

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

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

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

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

Appearance

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

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

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

The Lair of Demogorgon

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

The Cult of Demogorgon

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

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

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

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

Demogorgon in Your Games

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

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

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

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

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

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

Unisystem Stats

Demogorgon

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


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

Secondary Attributes
Endurance: 340
Speed: 58
Armor: 28

Essence: 228
Vital Essence: 456
Channelling level: 9

Life Points (when Manifested): 430

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

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

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

All other skills at +5

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

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

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

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

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


Blood Apes

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

Essence: 22-27
Life Points: 56-68

Qualities: Gift, Hard to Kill 2

Skills: Brawling 5, Handweapon (sword) 3

Metaphysics: Invocations

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

Ophiacodontids

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

Essence: 24-30
Life Points: 41-45

Qualities: Gift, Hard to Kill

Skills: Brawling 3, Handweapon (sword) 4

Metaphysics: Seer powers

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

Monday, April 12, 2010

Orcus for Unisystem

Here is my stab at converting a really powerful demon to Unisystem. Orcus is an old fave of a lot of D&D players and I have every D&D product he ever appeared in. Let me know what you think on my take.

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

Orcus, Demon Prince of Undead

Orcus is beyond a doubt one of the most powerful demon lords in existence. Not only is his physical might great, his ability to create and control vast legions of undead monsters has given him the justified title of Demon Prince of the Undead. But Orcus has not always been this way. There was a time when the demon prince was a god and was worshipped openly.

History of Orcus


Before the 5th century BCE the Cult of Orcus spread throughout the Etruscan lands (what is now Italy), Orcus was then the God of the Dead. Never a benign god, he was worshipped out of fear and for his believed mastery over death. Once the Romans came to power in 509 BCE the cult was outlawed and moved underground, both literally and figuratively. The Romans, heavily influenced by the Greeks, equated Orcus to Hades/Pluto, Dispater or Thanatos. Ancient burial chambers became the new altars for the God of the Dead where bulls, sacred to the god, were sacrificed.

By 3rd century CE the rise of the Mithras Cult in Rome further pushed Orcus out of the mainstream. Mithras was seen as a God of Light and many paintings showed Mithras fighting the Bull of Darkness. Orcus went from being a necessary evil, to malicious evil incarnate.

While the Mithras Cult did not last, its relative and heir Christianity continued to demonize the cult, even to point that Orcus was no longer a god, but a demon that plagued on mankind. Orcus symbolic death as a god and revival in a lesser status as a demon also changed his powers. He was no longer responsible for the stewarding of souls in the afterlife, that task belonged to God and Satan for good and evil souls respectively. Instead, his powers became twisted after his Fall and he was to rule over the Undead, those that have moved beyond the grace of God or the grasp (supposedly) of Satan. Orcus does not revel in his new position, he despises the undead as much as he does the living.

Motivations and Goals

Orcus appears to be a slowly calculating and meticulous demon. He is in fact, merely lazy. He is a genius and his power is great, but he lacks the desire for long term planning. His typical response to any situation is to use as much brute force as possible. When his own demonic advisors advised him on a ill-fated battle with his arch-enemy Demogorgon, he killed every one of them and half of his own army. Orcus is rage personified. That is not to say he does not have plans. Orcus ultimate goal is to be reinstated to Godhood. While he loathes his worshippers, he grants them powers and undead to further his own causes. He also supports many seemingly random and violent acts that result in multiple deaths. Modern sages believe that the chemical accident in Bhopal India in 1984 was a result of Orcus plans.1

Any undead-creating necromancy is believed to be currently, or at one time, attributed to Orcus teachings.

Appearance

He can appear as anything he chooses, other known forms he has adopted include a grossly fat middle aged human male (which some say is his original true form), that of an angel-winged specter of death, a statuesque pale woman, or even a tall thin African male. In any form the Demon Prince reeks of death and destruction.

His most often used form is that of a grossly fat demon lord. As described in the Monster Manual by the great sage Gygax, "He stands some 15' tall but walks somewhat stooped over. His oversized stomach (fat from eating the souls of the unfortunates he turns into undead) nearly drags the ground. He is covered in short goatish grey fur that is matted and mange in spots. His head is also goat-like, although his horns are similar to those of a ram. His great legs are also goat-like, but his arms are human. Vast bat-like wings sprout from his back, and his long snaky tail is tipped with a razor sharp poisonous tip."

The Cult of Orcus

Orcus' greatest manifestation in this world is through his cult. These small groups are loosely organized and even more loosely aligned. What they share is common worship for the Demon Prince. The motives of the individual worshippers vary. Some are necromancers wanting to learn more about the nature of life, death, and undeath. Others are undead themselves and regard Orcus as their Prince and God, one that has not abandoned them as God or Satan has. But most are anarchists who see Orcus as a means of causing more evil and chaos in the world. Cultists revel in raising undead, typically zombies, but sometimes more powerful undead such as vampires as well.

The Wand Of Orcus

Orcus holds the Wand of Death (Orcus' Wand) which is a rod of obsidian topped by a skull. This instrument causes death (or annihilation) to any creature, save those of like status (other demonic lords, arch-fiends, avatars, powers, greater ethereals etc.) merely by touching their flesh. This power can be used at the will of the wielder. Often Orcus sends his wand to the Earthly realms to allow it to fall into the hands of some mortal to wreak havoc. When Orcus needs it back he summons it and it comes, usually current wielder in tow, immediately to his side.

Orcus in Your games

How Orcus' presence is felt in your world is of course up to you, but here are some suggestions for adding him to the various Unisystem games. In any case, Orcus is extremely powerful and should be able to wipe out most groups of characters. Orcus works the best when he is the invisible force behind the curtains, the master that manipulates all the puppet strings. He is intelligent and thousands of years old, he should be played that way. Balancing this out are Orcus' mental problems, vices, and attitude that he is invincible.

Orcus in WitchCraft (pre-Reckoning)

Orcus keeps a low profile, relying instead on his secret network of worshippers to further the cause of evil in his name. Members of the Twilight Order, whether willing knowing or not, are modern day relations to the Orcus Mystery Cults of pre-Christian times. The Twilight Order was descended from early Etruscan death cults, though most of the priestly aspects of the Order have been stripped away. Some members of the Twilight Order thought, in particular evilly inclined Necromancers, still venerate Orcus with the original rituals. The other Twilight Order chapters ignore these aberrations in general except in times when their actions reflect poorly on the Twilight Order as a whole. There are in truth, only a very few chapters of the House of Thanatos that will identify themselves directly with Orcus. While most Thanatoi will disguise this with words like Atlantian Scholars or Lemurian Necromancers there is a connection with Orcus that many either don't know about, or ignore. Typically the members of the House of Thanatos oppose Orcus, as they seem him as a rogue and evil element in a situation that is already too delicate (the balance between the living world and the Death Realms).

Orcus in Armageddon (post-Reckoning)

Like nearly every other demonic and angelic being the return of Leviathan shocked even mighty Orcus. Not one to let an opportunity pass him by Orcus is making use of the chaos to spread his influence even further. Of course the Mad Gods seeping influence into the Death Realms is also a cause for concern for the Prince of the Undead. Orcus has discovered that while he can (like most other demons) spend longer times in the Earthly realms, his power over undead that have been exposed to Taint, the Arisen Hordes and the Sheol is very little. Orcus may not care for his undead creations, but the insult of taking them away from him is too much. So in addition to increasing his own power base, Orcus fights the Cult of Leviathan.

Orcus in AFMBE and Army of Darkness

Orcus is not an active or direct mover in the world. Like the generals of old, he prefers to sit back and let the rank and file do his fighting. To Orcus the rank (emphasis on the rank) and file are zombies. Raising undead is something Orcus does. Not just to spread his word, but to inflict as much mass suffering, confusion and evil he can. A zombie/deadite uprising could be due to a group of priests or would-be-priests that have stumbled on a tome to raise the dead. Orcus often rewards these priest by making them the first thing the zombies kill.
Orcus and his cult make a great (if somewhat stereotypical) bane for players in a Dungeons and Zombies game.

Orcus in Ghosts of Albion

Orcus has no special interest in Albion. His cult never got to Albion's shores and his greatest enmity is with those in the Mediterranean that destroyed his cult. That being said, Albion is a place of great mystical power and to tap that power source would be a significant boost to his own power. The recent events of the summoning of Balberith and discovery of Charlemagne's crown by the Necromancer might shift his attention. As one of the most overly populated cities in the world at this time, London is ripe for a supernatural take over.

Unisystem Stats

Orcus

Other names: Thanatos, Thanter, Dis Pater, Pluto, Dis, Hades.
Type: Greater Seraphim (Demon)* (formerly a pagan god/primal of death)
Association: Infernal Legions

Attributes
Strength: 21
Dexterity: 13
Constitution: 17
Intelligence: 10
Perception: 11
Willpower: 9

Secondary Attributes
Endurance: 245
Speed: 60
Armor: 24

Essence: 162
Channelling level: 7
Life Points: 469

Qualities
Acute Senses (all)
Age (as a demon) +20
Charisma +2
Essence Channelling +20 (7)
Hard to Kill +13
Increased Essence Pool +5
Increased Life Points +9
Natural Toughness
Nerves of Steel +3
Seraphim Greater (Demon)
Supernatural Senses

Drawbacks
Adversary (lots, powers of good and evil) 10
Attractiveness 3
Covetous, Greedy 2
Covetous, Lecherous 3
Cruel 3
Delusions (will be a god again) 3
Lazy 3
Paranoia 2
Taint Vulnerability (part of (fallen) Seraphim quality)

Skills
Languages (all) +10
Theophany skill
Brawling +13
Bureaucracy +12
Cheating +9
Craft, Weapons +10
Craft, ritual items +12
Dodge +8
Gambling +10
Hand weapons, mace +15
Hand weapons, sword +12
Hand weapons, others +10
Magic Theory +16
Magic bolts +12
Myths & Legends, Etruscan +16
Myths & Legends, Roman +16
Notice +14
Occult Knowledge +16
Questioning +14
Rituals (Roman, Etruscan, Twilight Order) +12

All other skills at +5

Metaphysics / Theophanies (Malefaica)*
Destroyer 8 Destruction
Dark Aura
Dark Vision
Decay
Domain of the Dead
All Necromantic Metaphysics at level 10
Bad Luck 9
Create Ward 9

*Because Orcus was once the God of the Dead he still holds some of those powers beyond what a typical demonic prince would have.

Combat
Wand of Orcus, 1 attack, bonus: +34, damage: d10(6)x27, Destruction power
Melee, claws, 2 attacks, bonus: +26, damage: d4(2)x27
Melee, horns, 2 attacks, bonus: +26, damage d4(2)x27
Melee, tail, 1 attack, bonus: +24, damage d4(2)x27, poison tip (Poison strength rating 6, damage 2d6(6)).

Orcus can also summon any number of animated dead to aid him. He is limited only by the number of bodies available, but summoning takes time and effort. Typically he can summon up to 50 zombies and 50 skeletons at one time. He can also summon greater willed undead like vampires (vampyres) or wights (Ghosts of Albion). The creature is allowed a contested Will test against Orcus to avoid the summoning. Orcus can also summon up to a dozen lesser demons and fiends to aid him.

1I mention this because this accident had a very profound effect on me back then.

Note:  I have no idea who is the artist of the top picture of Orcus. But it has been making the blogs. I have said it before and I'll say it again, Orcus' plane in the Abyss it needs to make "Tomb of Horrors" look like "Candyland".

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!