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Thursday, January 2, 2025

Character Creation Challenge: Worluk Shadowreaper

Worluk Shadowreaper aka Torin Addingdale
 Yesterday, I introduced you to Pathon Addingdale, the patriarch of the Addingdale line. But he almost wasn't. He had a twin brother who was "lost."  Today, I'll talk about that twin.

Worluk Shadowreaper aka Torin Addingdale

The story goes that Pathon and Torin were separated at birth. Years later, Pathon was due to ascend the throne of his kingdom when he fought a notorious assassin, Worluk. They had disarmed each other, and Worluk picked up Pathon's mace Stormshadow. The mace glowed, something it only did in the hands of the true heir. Thus, they both learned that Warluk was really Torin. 

Derivative? Maybe. But like I said before, we ALL did stuff like this back then, and it was great fun. It still is, to be honest.

If Pathon was Grenda's "ego character," then Worluk would be his "Id." Worluk would show up in the game, and he ran as a foil for my largely Lawful Good group of characters. He wasn't presented as an enemy so much as a chaotic force. An evil one, but never directed directly at us. When I would play my own evil character, Death Blade, Worluk would show up as a rival. 

Years later, I revived another Grenda character, Yoln. I misremembered his last name and gave him the Shadowreaper last name as a title. 

Worluk Shadowreaper for Wasted Lands

I am going to provide playable stats for the Wasted Lands RPG from Elf Lair Games. Why? Well, one I want to do is provide Dungeons & Dragons alternatives, and Wasted Lands is my game of choice. 

Though, like Pathon, I am pulling his class from NIGHT SHIFT. While mechanically, Worluk is a survivor, he is even more of one thematically. While a Wasted Lands "Renegade" would also work, I like the idea of Survivor better.

Worluk Shadowreaper
Class: Survivor (from NIGHT SHIFT)
Level: 15
Species: Human
Alignment: Twilight Evil
Background: Warrior

Abilities
Strength: 18 (+3) N    
Agility: 16 (+2) A    
Toughness: 16 (+2) N
Intelligence: 16 (+2)  
Wits: 16 (+2) 
Persona: 14 (+1) 

Fate Points: 1d12
Defense Value: -1
Vitality: 79 (d4)
Degeneracy: 0
Corruption: 2

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +5 vs Death attacks and area effects

Survivor Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-6 d8), Perception, Vital Strike x5, Read Languages, Stealth Skills

Heroic Touchstones
Level 1: Psychic Ability: Teleport
Level 3: +1 to melee attacks
Level 5: "Luck" benfit
Level 7: Powerful Defense vs. melee
Level 9: Reroll
Level 11: Spell: Invisibility
Level 13: +1 to attacks, checks, and saves

Heroic (Divine) Archetype: Warrior

Gear
Sword, elven chain, hat of disguise, thieves tools

Ok, I like this version a lot.  Much like Nigel, I imagine Worluk (maybe now going by Torin again) is alive in NIGHT SHIFT.

I did notice that Pathon, in his early versions, worshipped Zeus. Worluk worshiped Loki. This was common for us back then, mixing up mythologies. This was certainly the genesis of my Black Forest MythologiesHere, Pathon and Worluk would worship Unser Vater and Betrüger, respectively. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Monday, December 9, 2024

The R. Michael Grenda Collection - The Characters

 I am still in the process of working through my friend's collection of old D&D material.  While I have put his books on my shelves and given my current copies to my kids, I am still working through all the characters.

And he had a LOT of characters.

stacks of characters

There are some here dating all the way back to 1976. The vast majority are for AD&D 1st ed. There is a long period of post 1987 to 1989 where there are dozens and dozens of characters. And then there are a few 2nd Edition ones as well.

Among these I found versions of my characters Retsam, Death Blade, Rogue, and Phygor. But those are not as interesting to me as my nearly forgotten and abandoned SpellJammer characters. And these pale to the shear weight, number, and import of his own characters. Names I have known now since the early 1980s.

Even Yoln is here in his original form.

Yoln

Characters

Characters

Characters

Here are my problems.

What do I do with them all? And what story about them should I tell? 

Also, they have been in a house with cats, and I am deathly allergic. I can only handle them for a little bit. So my son suggested putting them in sheet protectors. That was smart. It will take me a bit to get them all in, but it has been fantastic so far.  Plus, he wants to use them as NPCs in his AD&D 1st Ed game (more on that later).

Here is what I am considering.

I am thinking about participating in The TARDIS Captain's New Year New Character challenge/fest. These are not new characters by any stretch of the imagination, but I feel the need to share them with you all. 

I just hope I can remember enough about each one to do them justice.

In addition, I am considering taking these characters and putting my spin on them. I might even post Wasted Lands or OSE or ShadowDark stats for them. I am still deciding. 

Thursday, December 21, 2023

The Empty Chair: R. Michael Grenda

R. Michael "Evil" Grenda
 Well. I didn't expect to be doing this today. I just got word that my old High School and College DM, R. Michael Grenda, died yesterday.  The cause of death is unknown, but it is suspected it was a heart attack.

I have mentioned him here many times, usually not by name, I don't name people unless they have explicitly said it was fine. But we began playing in my early high school days. We met via our school's theatre group. Yeah, we were both theatre kids. We bonded over our shared love of D&D and the fact that we both owned TRS-80 Color Computers

He had his world, based mainly on the World of Greyhawk and I had mine, based on the Known World, or what would later be known as Mystara. And we would go back and forth between these worlds. Eventually, we would merge them and he made a map for it that I would eventually lose and then much, much later find the Mystoerth map I still use today. We played chess together often, had similar tastes in fiction, and discovered computer games together.

When I left town to go to University, he eventually followed me there. He was a computer science major and would eventually end up working with databases for the State of Illinois (which is as much archaeology as it is computer science) and met his future wife while we were all at school together. His wife (then his girlfriend) introduced me to Gopher sites and even this new thing called the World Wide Web.

Much of what happened in our games lives on in my work here.  The "Big Bad" of my Buffy campaign "The Dragon and the Phoenix" was Yoln Shadowreaper, one of his NPCs. The entire background of TDaTP was my big War of the Dragons, which was our world-ending battle before college.

Our "D&D on the Computer" game BARDD was largely written by him. When I6 Ravenloft came out I bought it and then made him run it. Back in college, we even did the "Dreams of Barovia" campaign where the characters shifted from one reality to the next, with him running House on Gryphon Hill and me running the original I6. I ran my first test of my witch class with him and we tried out his Riddle Master, Beastmaster, and Shadowmaster classes.

We had met up recently, back in July, and that was great. We had not seen each other in a long time. Family, jobs, kids. You know the story.  I hate to say it, but when his wife called me last night, I was not 100% surprised. I thought he looked a little unwell. But hell, we are all in our 50s now. None of us look "great."  

I have not quite processed it all yet, to be honest.  I owe a lot of my my current writing to him and the games we played. Thought we might roll some dice one more time, but I guess not.

Grenda

I'll end with him flipping me off at a party a bunch of us were at in college. He would have found it funny.

Monday, August 14, 2023

Monstrous Monday: Leviathan, updated

I thought today's post would be an excellent follow-up to this morning's RPGaDay post and last week's Gargantua post. 

Leviathan
Leviathan, ready to consume a world.

I have been thinking a lot about demons and how I want to use them in my various old-school games, which at the moment are OSE-B/X and NIGHT SHIFT.  So naturally, I was going to get to one of my biggest big bads, Leviathan, since he has a history in my D&D games and my modern supernatural horror games. 

It began really around 1986-1987 when my high school DM and I were gearing up for our world ending campaign we were calling "The War of Dragons" and sometimes just "The Dragon Wars."  For this I did a lot of research, or what I could do in the various books on mythology at our local library, on the end of the world myths. So I read a lot about Ragnarök, Revelations, and other myths. Many had a common theme or thread of a great monster coming to Earth to destroy it only to be stopped by the forces of good. I also thought this was a good thing to do with our game. Tiamat was the obvious choice, so in my youthful hubris, I rejected that. 

Later on, as things in the real world changed (most obviously, I could still get some games in over college breaks), we expanded some ideas.  My "big bad" became more demonic/hellish as I began to "incorporate" (aka steal) ideas from the Hellraiser movies. This is where Leviathan enters into the picture. While up to this point, the big bad was only known as "the Beast of the Apocalypse," Leviathan gave me a name.

Years later, I would revisit the Dragon Wars and make it a bit of history for my WitchCraft/Buffy RPG epic "The Dragon and the Phoenix."  One of my AD&D characters, Raven Ebonflame (named for Raven Swordmistress of Chaos, whose books I had not read yet.) Raven (my Raven) was, for practical purposes, a Vampire Slayer. I would make here one in name for my Buffy RPG and have her final battle with Yoln (the Hand of Leviathan) and Leviathan, the catalyst for this new game. 

It worked wonderfully

While I was more than happy to let Raven and Yoln rest. Leviathan kept coming back to me. Demanding something be done.  I re-introduced him as an Eodemon and later put up some stats for him that I was never 100% happy with.  Today is my day to revisit these.

Leviathan
Gargantuan Dragon (Evil, Eodemon)

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Fly 240' (80') [24"]
  Swim 300' (100') [30"]
Armor Class: -6 [25]
Hit Dice: 25d8+125********* (238 hp)
 Gargantuan: 30d20+125********* (388 hp)
To Hit AC 0: 5 (+14)
Attacks: 5 bites or breath weapons
Damage: 3d8+7 x5 or Breath Weapon
Special: Breath weapons, capsize, digestive acid, swallow whole, dominate and summon water-borne creatures,+3 or better weapon to hit, immunity to fire, electricity, and poison, magic resistance (100%), telepathy 100 ft.
Save: Monster 25
Morale: 12 (NA)
Treasure Hoard Class: None
XP: 31,503 (OSE) 30,500 (LL) 8,600 (S&W, CL 34) 11385 (BF)

Str: 23 (+5) Dex: 18 (+3) Con:  23 (+5) Int: 20 (+4) Wis: 18 (+4) Cha: 18 (+3)

Tiâmat and Leviathan
Tiâmat and Leviathan

This demonic monster appears to have the worst features of hydras, dragons, and sea monsters, all with demonic qualities mixed in. Leviathan often appears to have the body of a giant sea creature with webbed limbs ending in wicked-looking claws. A long tail is used for swimming, and anywhere between five and seven heads (accounts differ). Each head has a mouth filled with razor-sharp teeth and appears to be some combination of dragons but no particular dragon (i.e. there is not a "red dragon" head). 

This monster is believed to be the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It is assumed that it is a "he," though there is no evidence to suggest either way. Leviathan exists only for one purpose; to feed.  Leviathan is drawn to worlds with strong magic and powerful magic users. Here he spends his time in the deepest parts of the oceans of these worlds, where he begins to feed. After devouring 800,000 levels/hd of magical life, Leviathan will be strong enough to destroy the entire world.  From there, he moves to a new world where he rests before starting the cycle anew.

In physical form, which many believe is only a material projection of Leviathan's true form in the Astral plane, attacks with its five heads. The heads vary in color and shape from encounter to encounter due to the chaos this monster is birthed from.  The heads have the following powers. Charm: The first head's breath weapon is one of charm and domination. All creatures within a 120' long cone (60' wide at the end of the range) are Dominated. Creatures below 6 HD/Level have no save. Creatures from 6 HD/levels to 9 HD /Levels save at -2. A failed save means the affected creatures follow Levithan even to their deaths. Only a Wish or similar magic can reverse this.  Plague: This head belches forth a gout of flying insects that consume as per the Creeping Doom spell.  The cloud is 50' in radius. Leviathan is immune to these attacks. Famine: This cone-shaped breath weapon causes hunger and thirst among any who fail their save. Victims permanently lose 2d8 hp and 2 points of Constitution. Only a Wish can reverse these effects. War: This head belches forth a gout of burning blood that sticks to skin and burns. It does 6d8 hp of damage (save for half) to everyone in the affected area, a line 120' long and 5' wide. Death: The last head always appears to be a rotting, corpse-like head of a dragon. The head's breath weapon is a cloud 60' in radius where victims have to save vs. Death or die.   Two other heads are rumored to appear when Leviathan is at his greatest power, but their powers are unknown, save they can speak in melodious voices.  Regardless of function, each head can bite for 3d8 hp of damage.

Additionally, Leviathan has the following powers. Capsize: Due to his large size, he can capsize any water-based craft on a successful roll to hit. Swallow whole: Any critical hit roll of a natural 20 by a head will result in a swallow whole.  Digestive acid: The acid in Leviath's many stomachs is so strong that once swallowed whole, the victim will take 4d8 hp of damage per round. Dominate and summon water-borne creatures: While in an ocean or sea, Leviathan can summon and control any water-based creature. Intelligent humanoid creatures like sea elves or tritons are allowed a saving throw. Leviathan's hide is so thick that +3 or better weapon to hit. He also has immunity to fire, electricity, and poison, magic resistance (100%), and telepathy 100 ft.  He speaks the languages of demons, devils, and of the primordial gods.  

Leviathan is an Eodemon, the oldest of all demonic beings. Some occult scholars claim he is the first consort to Tiamat but has since left her due to how envious he was of her power.  Despite his appearance, he is not worshiped or honored by dragons. 

Leviathan as a Patron: Powerful Warlocks that share Leviathan's desire for the destruction of magic and the world can become his Exarchs. The Hand of Leviathan and the Voice of Leviathan are his heralds. The Hand appears first to destroy and sacrifice powerful spell casters. The Voice proclaims the return of their lord and opens the gate to allow Leviathan to swallow the world whole. Killing these heralds does not stop the coming of Leviathan, but it does slow him down. When Leviathan destroys a world, these exarchs and his warlocks are destroyed with it.

--

I am pretty happy with this. I might need to tweak the bite damage a bit. 

Links


Monday, August 16, 2021

#RPGaDAY2021 Day 16 Villain

RPGaDAY2021 Day 16

Having a hero is great, but a hero is only as good as the villain they battle.

Day 16 Villain

Villains are great.  I have talked about villains and big bads, and all sorts of bad guys over the years. 

Who have been my favorites?

Yoln, the Shadow Reaper & Hand of Leviathan

Yoln, the bad guy so nice I used him twice.  He was a human general that rose up through the ranks to become a Pit Fiend and the general of Hell's Army in the Dragon Wars from my 1st Ed AD&D game.  He was defeated there and cast out of Hell into the Astral where he was recruited by the Mad God Leviathan where he became the big bad of my Buffy RPG campaign, the Dragon & the Phoenix.  Is he really dead now?  Who knows. He might be back someday.

But after that I decided that no big bad of central villain would work for Season of the Witch.

Cult of the Dragon

The cult that gave my first campaign with my kids so much trouble. 

Come Endless Darkness

My favorite villains though are demons.  In my interconnected Come Endless Darkness the demons are overtly the bad guys with Lolth and Grazzt giving the Order of the Platinum Dragon so much trouble.  Demogorgon is behind all the cults in the Second Campaign.  And Orcus is challenging all the characters into my Into the Nentir Vale campaign.  But all are being deceived by Asmodeus, with the help of Grazzt.  Asmodeus in turn is being deceived by Tharizdûn.  In the end, Tharizdûn hopes to reign supreme with the devils under his control and the power structure of the demons destroyed.

War of the Witch Queens

My newest campaign deals with the death of the ruling Witch High Queen and the power vacuum that creates.  The villains of this piece are Kalek and Skylla.  I talked about their involvement last year's #RPGaDAY.  I am also thrilled to see that they are getting new minis for the next D&D 5e book.  That set also includes the fan favorite, Warduke.  Maybe I should add him in for nostalgia's sake.

Looking forward to that set as well as all my players coming up against all these great villains.


RPGaDAY2021

Tuesday, August 23, 2011

Witch Guardian for Cinematic Unisystem

Witch Guardian


The Witch Guardian is a concept I have had for a number of years. When I worked on my d20 book of witches I contacted Greyorm (who did the art above) to see if I could use his Witch Knight in my book which was a similar concept. His is more knight and mine is more armed and armored protector, but the ideas mesh well.

I later updated it from 3.0 to 3.5/Pathfinder and 4e.

Here it is for Cinematic Unisystem using the Ghosts of Albion rules (though Buffy would work too).


Witch Guardian
7-Point Quality
Prerequisite: 1 level of Magic/Sorcerery, must belong to a coven or magical group

Witch Guardians are those witches that protect the faithful not just through magic, but also by the sword.  All witch guardians must train for their new role within the coven.  In traditional coven this also means the witch guardian stands outside the circle.  She is still a member, but can no longer take the roles of the Maiden or High Priestess.
For her devotion and training the witch guardian gets the following boons.
  • Contacts (Supernatural) +1 - the witch guardian gains an additional level of supernatural contacts as she is now a person of interest in the supernatural world.
  • Fast Reaction Time - the combat reflexes are heightened
  • Hard to Kill (4) - witch guardians are protected by their training and magic
  • Natural Toughness - the witch guardian learns how to cloak herself in mystical armor
  • Nerves of Steel - witch guardians are expected to go up against the things that the coven can't handle on their own.
She also gains the following disadvantages.
  • Adversary (1) - the enemies of the coven are the personal enemies of the witch guardian.
  • Honorable +1 - the personal honor of the witch guardian increases by one level.
  • Obligation (Total) - most witch guardians have at least 1 level of obligation to their coven or faith, the dedication to their cause makes this obligation absolute.
  • Tradition Bound - the witch guardian is bound to the traditions of the coven more so than other witches.  So many eschew modern convinces in favor of magical ones.
In addition the witch guardian may choose a supernatural quality (reserved for demons, vampires, faeries or ghosts) when she has the points to do so and with permission from the Director.

Witch guardians typically take on a new name when they join the guard.

Special Note: A witch guardian can not also already have the Guardian of the Watchtowers quality.  A character can be a Witch Guardian and then choose to be a Guardian of the Watchtower later. But they can't be a Guardian of the Watchtower then become a witch guardian.

Using Witch Guardians in Your Game
A witch guardian makes a perfect adversary, ally or foil for many game groups.
As an adversary the witch guardian is protecting a coven of witches that the cast need to get too.  While they may be expecting spells and magical attacks, a sword wielding AND spell using threat is some thing different all together.
As an ally the witch guardian brings the same magical and melee combat expertise, but she is also learned in the occult and connected to the supernatural world in a way other witches are not.

I have used witch guardians in my games over the years and they are some of my favorite characters.  Angelik was an immortal witch guardian protecting the hand of Yoln in The Dragon and the Phoenix.  Brigh and Cerwedden were witch guardians charged with protecting Tara and Willow in Season of the Witch.
I have also used Scáthach in my Ghosts of Albion games.

Friday, November 12, 2010

The Dragon and the Phoenix: Episode 12

Episode 12: No Other Troy

Yoln: You brought an army to stop me Slayer?
Buffy: No. I brought two.

- Willow and Tara: The Dragon and the Phoenix, Episode 12 “No Other Troy”



Episode 12: No Other Troy by ~WebWarlock on deviantART

Why should I blame her that she filled my days
With misery, or that she would of late
Have taught to ignorant men most violent ways,
Or hurled the little streets upon the great.
Had they but courage equal to desire?
What could have made her peaceful with a mind
That nobleness made simple as a fire,
With beauty like a tightened bow, a kind
That is not natural in an age like this,
Being high and solitary and most stern?
Why, what could she have done, being what she is?
Was there another Troy for her to burn?

- William Butler Yeats, No Second Troy

Oh, I love you
God, I love you
I'd kill a dragon for you
I'll die
But I will rise
And I will return
The Phoenix from the flame
I have learned
I will rise
And you'll see me return
Being what I am
There is no other Troy
For me to burn
- Sinéad O'Connor, Troy

No time, no date (Cast returns on May 19, 2003. Monday)

The cast leads an army of demons and an army of angels to Leviathan’s plane, but they discover it may require the death of one of their own to seal the portal forever. Release the souls of all the Slayer’s Leviathan has been feeding on for years. Buffy must defeat Yoln, but Willow and Tara must find a way to stop a God on his home realm.

Story Arc Elements: Willow and Tara are shown their pasts and futures by the Mouth of Leviathan, how everything they have done was constructed to bring them to this point to allow Leviathan to enter this realm. Leviathan had meant for Willow to be his instrument to be powerful enough to allow him to enter this realm. Tara was the factor he did not count on, her influence was turning Willow away from the path she was on to one more in balance with magic. Without Tara, Leviathan will enter the realm through Willow at anytime he chooses.

Game Mechanics:
Stats for various Slayers from the past. Dragons.
Soundtrack:
Sinead O’Connor “Drink Before the War” and "Troy".  Megadeth “A Tout Le Monde”, Sarah Maclachlan “Elsewhere”

Notes and Comments:
This is the big one. The finale. Designed to be both the series finale for “Buffy” and the start of a new spin-off series “Willow & Tara” and there is a lot going on.

Let’s start with the big stuff. The Cast comes through Dawn’s rift using the Spear as a guide. It takes them to a cave in an outcropping overlooking a valley. A valley filled with demons (40,000 to be exact), when they see Buffy they all begin to shout “Slayer! Slayer!” It was quite a visual.

The first act of course is to get a grip on this new demonic army. The leaders are the Mormo demons from before. The cast is also joined by a smaller, but no less effective, army of angels. Among them is Kara, who has taken Tara’s place in the armies of Heaven. In fact she has surpassed even Tara’s previous achievements. Once the cast can convince the demons and angels to fight together against the forces of Leviathan then the action begins.

For the battles I used the Army of Darkness mass combat rules with Buffy as the general, but I made sure everyone had a chance to shine.
Upon entering the realm of Leviathan the cast notices that their Con and Wills are being drained. So, we have a time limit here. Both Faith and Buffy know that the realm is draining the source of their power, though they can’t figure out why.

Dawn has to hold the portal open, so she is given a group of angels to protect her. Spike has the Hand of Yoln as a weapon and Buffy has the spear.
We spend some time battling the armies of Leviathan. His creatures combine the worse aspects of dragon, snake and demon, for lack of a better word I called them Draconians.

The cast enters Leviathan himself, anyone with a soul takes another hit to Will. Anyone without a soul is absorbed into the walls, floor, everything. Thus newly re-re-ensouled Anya and recently souled Spike are fine. Well, fine as can be. I struggled with this for a bit, do angels have souls? In the end I decided no, they have spirits like demons. So the angels that went in with the cast are lost. This is done for the obvious reasons; the cast needs to shine here, not the armies.

Buffy fights Yoln. Until next season she is the star and the big guy is going after her. Now I don’t know how many of you all use the Original Slayer in games, but she is one deadly character. I had to up Yoln to obscene levels just to deal with her. Faith and Spike are fighting at her sides (I am sure there is metaphor here, but I am not going there) and these three can quickly mow down (and did) most opponents. Spike gets his arm chopped of by Yoln (yeah I did that first too) and dumps the ash out of the glove and puts it back on.

“You think you came here to stop me and my lord. You can’t. Everything is in motion, everything had been planned before you were even born. This is not my defeat, this is my apotheosis. You are not heroes.
You are sacrifices.”
- Yoln, the Shadowreaper
Yoln becomes fully human again (or at least as human as he was before), he tells them it is a trap and the attack start anew. Yoln is stronger now, but can be killed. Buffy does kill him, which just starts the whole place to start exploding.

There is truth in Yoln’s quote since this was an adventure I had planned to do for AD&D 1st ed back in 1987. It took place during the same battle as the “flashback” from Episode 5. Then, as in now, the story focused on a battle with Yoln and his Master, then known only as “The Whispering God”, and two lovers; Morganne (the Slayer from episode 5) and a young swordsman. So this adventure had been in the works long before Buffy and crew were ever “born”. Yoln was then a demonic-human that became a death knight.

Anya and Xander meanwhile are off to discover the reason why their “souls” are being drained. They discover that the spirits all of the Slayers that have died before are stuck on Leviathan’s plane. Literally. They are stuck in the wall of the dead god’s flesh and are slowly being consumed. Anya and Xander work to free them while fighting lesser minions (giant white blood cell things). They manage to free some of the Slayers who can fight (but are still dead, but at least now they can move on) till Spike come running up telling them it is a trap.

Willow and Tara confront Leviathan “himself” in the form of The Mouth of Leviathan played by Malcolm McDowell at his evil best.

From the Mouth of Leviathan we learn Leviathan worked through Set and other gods and demons to get things done. He empowered Willow when she first gave Angel back his soul. Willow was supposed to be his instrument, a force strong enough to bring Leviathan into this world, then he would feed on Willow. In a way she was working like another one of my old AD&D influences (or rather my DM’s), Raven from the Teen Titans. Though Willow is not Leviathan’s daughter, he does need her to enter the world.

What Leviathan never worked into his plans was how much of an influence Tara was having. Tara was pulling Willow away from the self-destructive forms of witchcraft (Sorcery) and too the more “natural” Magic. At first he worked on Glory and her minions to redirect Glory to a vulnerable Tara, but that was short lived. The Mouth shows the girls thousands of alternate realities where they are together, but in each one Leviathan manages to kill Tara (or somehow turn Willow) and consume the world. So Leviathan through his agents stopped the bullet from hitting Willow and instead redirected to Tara. The various realities shown are all various fan-fictions of my playtesters and our friends on the Kitten Board. There are also scenes of various alternate versions of Willow and Tara. Lots of ones on their past lives, including one where they both die in Atlantis; a pair of Chinese sorceresses; Liath and Bodhmal from Episode 5 and “The Dark Druid” and others. There are also alternate versions of Tara, the Tara that really was part demon, the nature sprite Tara that Whedon talked about doing, vampire Tara, even the “original” plan for Tara to make her what the Amy character eventually became; the dark magic junkie. The outcome for any alternate though is the same, the destruction of the world.

The mouth offers Willow a choice now, they can leave together, all she needs to do is drain all of her’s and Tara’s magic into Dawn. Then Leviathan will enter the world via Dawn. They can then live on Faith’s old magic dead world. Of course everyone they know or love will die.
Now at this point we had planned to go in a bunch of different directions, but the winning one, the plan that made the most sense won out.

Standing on spires (really his spine) of Leviathan’s plane Willow and Tara see their friends running back to the portal, being perused by devilish, dragon monsters, the armies still fighting. They see torn and battered Slayers limping to attack Leviathan’s creatures, even though they stand no hope of even slowing them down. Meanwhile with Yoln’s death the conduit to the mortal realm is breaking up. Dawn is fighting to keep the portal open and the land (which is really Leviathan himself) is reacting violently with “earth quakes” and volcanoes. The Earth can be seen (blocking out the sun) and rising. The Mouth tells the girls that all Leviathan needs now is enter the world through the gate, either through Willow now or Dawn (since she is holding it open) and then drain his “hosts” magic to manifest fully.

Seeing the death and destruction they realize there is only one way to keep it from getting worse. Grabbing hands, they jump into the gapping maw of Leviathan’s plane. Yup. I went for the “Thelma and Louise” ending.
Now everything goes berserk. Demons are running amok, trying to get out of the place. Angels find they are fighting the hordes of Leviathan AND retreating demons, the land is throwing fits more than ever, and then silence.
From the maw that Willow and Tara threw themselves in comes the reborn Leviathan. He was “force feed” all of Willow’s and Tara’s combined magic. Given the Anamchara rules that is quite a bit. He now stands over 200 feet tall and getting taller by the second, seven heads and full of anger. There is no way he can go through the portal now, so he is going to settle for killing everyone and everything on his plane. Time for the cast to run.

Of course I gave them the chance to get to the portal. Leviathan is chasing them down, roaring in anger. Then I need to decide what I should do with the characters. Leviathan is not a stated out monster, he is pure plot device. But I want the surviving characters to well, survive. Yeah I really, really wanted to off Spike. I felt he was representative of everything that I considered wrong with the show. The plan was that he was going to take the remote detonator for his chip and wait till the armies got on top of him then he was going to blow his own head off. But Garner convinced me otherwise. Plus I was already working on “Season of the Witch” at this point and he never showed there, but I figured I’d need him later. I did in fact for a Ghosts of Albion/Buffy crossover. I wanted to make him into a ghost and said as much very early on, but he ended up being a ghost in Angel, so I figured I could do better than that. So his player and I agreed that Spike was going to buy the rest of the cast time. He stood and fought the on coming demons and draconians to keep them a little bit at bay. That way if I needed him back I could, or if I needed him evil again then I can say Leviathan had been whispering in his ear all this time, the same thing he did to Yoln. At this point anyway I was borrowing heavily from Charmed so Leviathan’s plan was the same as the Demonic Wasteland. There were plenty of powers laying around there for someone with the will to use them. Spike could have come back (and still might who knows) like Cole did in Charmed.

The remaining cast get through the portal. Beaten, broken, but alive. They leave the ruins of the High School (they are shot out of the Hellmouth) and Dawn says the mouth is closed completely.

Cut back to a grey void where Willow and Tara are. Luna, the Seraphim, returns and offers them a choice. They can go to Heaven together as their reward, or the Summerlands if they prefer, or they can be sent back to Earth. Tara will loose some of her divine power she had before (the aura around her that induced fear in demons), but they will let her keep the ability to heal by touch.

They come back and we wrap up the game. Scenes of Xander’s and Anya’s wedding (this time a small private ceremony), Giles ends up catching the bouquet. Buffy’s martial arts class is still a big hit, we see her going on dates with Tony, the cop from Episodes 6 and 7. There are a few demons left in town, but most have cleared off. The last scene is Willow and Tara enjoying themselves (not like that!) at home. I don’t have it my notes, but they talked about how their lives are theirs to do with as they please. At that point Dawn comes in to tell Tara the phone is for her, it is her brother.

Covers
This may be one of my most favorite cover of the series. The idea was to only going to get Willow and Tara fans to write the episodes, play test and do the covers, and in particular only members of the Kitten Board. This one was done by Chris Cook who runs a website devoted to Willow and Tara in every universe. Called “Through the Looking Glass” it has tons of art, stories, and even games for the Willow and Tara fan base. The premise really mirrors that of this episode. I showed the multiverse where Willow and Tara are together in every reality. I also showed that in realities that they are not together are doomed to destruction. Chris shows us the realities where they are together. Have a look, http://www.uberwillowtara.com/ there is even some Dragon and the Phoenix art there as well. The various realities are all from various W/T fan fiction.  The sources for them were stories from the Kitten Board, Different Color Pens fiction board and the old Willow and Tara fiction site, Extra Flamey.


And of note. This is my 100th post tagged "witch".

Next time, DS al Coda.

Friday, November 5, 2010

The Dragon and the Phoenix: Episode 11

Episode 11: Shadows in the Rain

Dark Willow/Nox: Are you going to kill me lover?
Tara: Not if I don’t have to.
Dark Willow/Nox: That’s why you are going to fail.

- Willow and Tara: The Dragon and the Phoenix, Episode 11 “Shadows in the Rain”


Episode 11: Shadows in the Rain by ~WebWarlock on deviantART

May 7, 2003. Wednesday

Willow becomes physically ill on the anniversary of Tara’s murder. Her magic has an effect on the weather. The Cast finds the weapon they need, but it is in the hands of the last person they expected. Tara, Willow and Dawn combine their power for the first time to retrieve it, but their attempt pulls the cast into a magically-dead (no magic for Willow or Tara) world where Dark Magic Willow (now called "Nox") was not defeated. Willow discovers the wages of her sins. Dawn gets a nasty surprise when she sees herself as a vampire.
Story Arc Elements: Show why the stupid “crayon speech” never could have worked. The cast finds the Spear of Destiny, the weapon they need to kill Yoln.
Game Mechanics: Push the “magic boost” rules to an illogical point and never use them again.
Note: This episode had an unintentional side effect in creating the prototype for my new Mutants & Masterminds villain, Nox.
Soundtrack: The Police “Shadows in the Rain”

Notes and Comments:
The basic idea of this episode, Dark Willow having to face Tara, is actually one from my WitchCraft based Willow & Tara game from the Summer of 2001. Yeah, I had Dark Willow two years before anyone else. But no magic-as-drugs metaphor here, this was pure desire to control the things around her. In Shadows in the Rain, I get my cake and eat it too by pulling the Cast into an alternate world were DMW went on unchecked, or as AU-Faith tells us, that after getting talked down by Xander, Willow just bides her time till she can power up again and this time control the world rather than destroy it. In the original it was Tara and Faith as the only survivors in a bleak future where Dark Willow (then called “The Queen of Darkness”) rules. Here in this adventure, Tara is replaced by Xander, who is nothing more than a puppet of “Nox” aka Dark Willow.

I sat this on the anniversary of Tara’s (though now Kara’s) murder for symbolic reasons and to make a point. You don’t get over something like your lover being killed and then hop into bed with the next person that looks at you. I worry about anyone that can honestly think that is true. Ok, sure, random sex I understand, but not “love” by any means. So on this day Willow is violently ill. Her grief, even though Tara is alive again, is causing her to be physically sick. In the AU the same thing is happening to Nox, only there Nox has enough power to make the whole world feel her pain. The other issue with this one is Willow needed to come to terms with what she had done. It’s like that old saying, “you can’t shake the devil’s hand and say you are only kidding.” Tara forgave Warren, now it was time for Willow to forgive herself.
The battle is complicated by the fact that no one can approach Nox’s fortress and AU Xander is actually working for Nox and not the cast. AU Faith is happy to see Buffy, whose death at the hands of Nox she took particularly hard (yeah AU Faith is bisexual). Matters are made worse when the Cast learns that the Government is going to nuke Sunnydale as a way to deal with Nox.

We also wanted to showcase Dawn’s power one more time. This episode takes us to Nox’s world which is magically dead. So Willow and Tara have no powers here. Their magic is gone (more symbolism since it was magic that brought them together). But Dawn’s powers do work. Speaking of Dawn, the cast gets a nasty surprise in the form of “Dusk”, the AU Dawn turned into a vampire by Nox. Dusk is still stuck in “whiny little kid” mode, the same place she was when she was killed. Dawn on the other hand gets to show her maturity and growth here. She is not the helpless kid sister anymore, she has a part to play.

The vampire Dawn pic was made by a guy named Zahir that used to hang out over at the Kitten Board and was into Willow and Tara based role-playing games of all sorts.

So. Why are they even here? Well the back in episode 5 we saw the spear fall into the same astral portal as Yoln, his sword and a bunch of other items. The spear ended up here. The cast tries to retrieve it with magic, but instead of pulling it to them, it pulls them to it. Why are they going for this weapon? Well the cast is convinced they need a weapon that can kill a god, the spear is one of four weapons in my myths that qualify.
In my other games this is also the Spear of Cú Ċulainn. He obtained it in the 1st Century and it was later lost after his death but before Fionn Macumhail was born.

The deal was at this point I less and less interested in what Buffy, Spike and Xander and all had to do or were doing, becoming primarily focused on the “stars” of the story, Willow and Tara.

The Cast fights the bad guys, and girls. My Spike player gets to kill Dusk because he really hated Dawn. And Willow and Tara have to face off against Nox. Willow finally gives Nox her Ankh charm from Isis. Since it’s job is to drain off dark magic it kills Nox, but she finds peace. She asks Tara if she could forgive her and then asks Willow if she can forgive herself.   All the magic in the world is gone though too and Willow and Tara are still powerless. Dawn opens a portal using the Spear and AU Faith comes with them since there is nothing left for her to do in this world.

The Cast walks out of the portal and not into Sunnydale, but a desolate landscape. In front of them in a valley below an outcropping of rock are thousands (40,000 in fact) demons. They notice the cast’s arrival and begin to shout “Slayer! Slayer!”

There are other issues too.
Willow and Tara both independently discover passages referring to the death of “Returned One”, which they both interpret as Tara. Anya (an NPC) keeps throwing out that after this is all done Tara may have to go back to Heaven still. (side note, at one point we even considered this to be true and tried to figure out how we could do it).

Then there are the two important questions.

1. Why kill Faith only to bring her back?
Honestly I felt the character of Faith was broken beyond repair, nothing the writers had her doing made any sense. It’s part of the “bad girl fetish” as my writing partner Garner put it. They were so in love with Evil!Faith and could only keep upping the ante on her behavior. Now I happen to like bad girls and I liked Faith (once upon a time), but the only way to fix the character was to start over. Yes there was the added benefit of having a new Slayer that Yoln could kill, but that was an afterthought in the “Faith Dies” plot. This Faith is based on the WitchCraft version of her I did long ago. While the stats are the same as the Buffy book, this Faith is different. She has done some bad things sure, but she has atoned and feels guilt and remorse.

2. Why kill Dawn, I thought you liked her?
I do, but the rest of my writing team did not. Plus, and let’s face it, the show writers had no clue what to do with her. I gave her psychic powers to represent her new maturity while vampire Dawn (“Dusk”) was still stuck in the mentality of a whiny high-schooler. Now personally I would have rather had Dawn kill Dusk with a snappy quip of “will you shut the hell up!”, but my Spike player got to kill her instead. Sometimes that’s just the way it goes I guess.

In my original WitchCraft AU (and remember Buffy was still dead at this point) Faith had taken on the role of raising Dawn. It was hard for both of them, but it seemed to work well in the game.  In the original WitchCraft version of this game it was Faith and Tara alone fighing against Nox and Xander was the vampire. In the end Faith and Dawn lived and were still "sisters" 

The cover here is a fantastic bit of art by Div, the same artist that gave us Episode 5’s cover. I felt it was symbolic to feature only Willow instead of Willow and Tara. In the original series Episode 19 was always a Willow centric one, here we felt the second to the last one of our series would be the Willow centric one.  We did that again in "Season of the Witch".

Next time. Nothing left to burn…

Thursday, November 4, 2010

Dragon and the Phoenix preview

Ok. So this totally self-indulgent but this may very well be the only time this will ever see the light of day.

Back when we were working on the game I wanted to do a "comming soon" video for the "Sweeps Week" episodes. So there was one for Episodes 4 and 5 and then another for 11 and 12.
I never got the one for 4 and 5 started in time, but for 11 and 12 I did write the outline and even gathered up a couple people who's voices sounded like the casts enough for voice overs. I had the whole Macromedia suite at the time so I figured I'd do a video. Trouble was, never could find the scenes I wanted from external media and I discovered I also had no desire to watch Buffy anymore to even mine it for scenes. Plus life was getting REALLY busy again since we had a new baby in the house again (that was Connor).

So. Like role-playing you are just going to have to use your imagination on this one. ;)

--


Everything you know is about to end...

Tara (Voice over, Sinéad O’Connor’s “Drink Before the War” plays in the background throughout): I saw when he opened the sixth seal, and there was a great earthquake. The sun became black as sackcloth made of hair, and the whole moon became as blood… (fade out)

Buffy (talking to her friends): This ends. We sit here and wait for these maniacs to come to our homes to end the world (Flashbacks of the Master, Angeleus, the Mayor, and Glory). They threaten me, they threaten to kill my family (Buffy holding Dawn at the end of “The Gift”) my friends (Tara/Kara getting shot, Spike getting burned in “Will We Burn in Heaven?”). No more.
I am taking this fight to their ground, I am going to stop this before it starts. I am going to get that Spear (scene of Faith wielding the Spear of Destiny to kill a pack of vampires) and I am going to Leviathan’s plane (the Cast standing in a desolate gray plane, emptiness as far as the eye can see).

Dawn: What do you plan to do?

Buffy (after a beat): I’m going to kill a God.

Scene: An army of demons led by Buffy attacks Yoln’s army. Yoln swings his Hellforged blade but it is stopped by Buffy’s spear.

Yoln: So Slayer. You brought an army to defeat me? (another swing)
Buffy: No. (a parry. Then wielding the spear with both hands she swings and knocks Yoln back.) I brought two.
The army of demons continues running while a legion of angels flies up an over them to join in the attack.

An armored angel swoops down with a flaming sword, she removes her helmet to reveal Tara’s face.

A younger Willow looks up with the black magic eyes.

Yoln’s voice over while the following scenes playout in rapid succession.
Yoln: This has all been planned. You are not heroes. You are sacrifices.

Tara standing in a cemetery waiting while vampires attack her.

Yoln lifting off his helm with two hands.

Dawn’s eye’s glowing with green fire as she holds a portal open.

Spike (carrying an injured Anya): It’s a trap!

Willow and Tara holding hands jump into a gapping maw.

Silence. Then a titanic seven headed dragon approaches the cast and roars.

Darkness, then back to Buffy’s home.

Xander: So I guess the revolution won’t be televised? (laughs to himself)
Spike laughs with him and they fall silent realizing they just “shared a moment”. They uncomfortably move apart.

Coming soon…
Episode 11: Shadows in the Rain and double sized series finale Episode 12: No Other Troy

Soon. There will be nothing left to burn.

--

Excited yet? I am!

Friday, October 29, 2010

The Dragon and the Phoenix: Episode 10

Episode 10: The Enemy Within

Jerome: "Come on dere Oz. Lets all do this one more agin'."
- Willow and Tara: The Dragon and the Phoenix, Episode 10 “The Enemy Within”


April 30, 2003. Wednesday

Buffy and Spike quest for a weapon to stop Yoln and Leviathan. While they are gone a group of werewolf bikers come to town to cause trouble and Oz is with them. S
tory Arc elements: The return of Oz. The coda to New Moon Rising. The rebuilding of the trust between Buffy and Spike and the reveal of Spike’s roll in the upcoming battle. The discovery is not a weapon, but rather the one item that Yoln still needs for himself, his missing hand.
Guest Stars: Oz, Kit (a Japanese werefox), Jerome LeCoeur and his band of werewolves, Angelique (a witch knight), The Dealer.
Game Design Elements: Introduce Werefoxes. Provide a cure for lycanthropy.
Soundtrack: Rush “The Enemy Within”, Nick Drake “Pink Moon”

Notes and Comments:
This one is really two adventures in one. The “A” Plot features Giles discovering the location of a weapon they could use to defeat Yoln, who apparently can’t be killed. Weapons has no effect, since he has no body, and magic bounces off of him. Giles only knows it is an item of great power and it has something to do with Yoln’s previous defeat. Figuring he already has his sword, they should get this. The weapon though is in France. They determine the location and Willow works out a teleport spell for them both to get their and back. The rest of the cast with Giles remain behind to do further research. Besides, the Order protecting the weapon does not want a bunch of people popping in. Contrived? A little, but I need to separate the cast.
So Buffy and Spike search for this weapon in France. They discover a weapon connected with Yoln, his severed hand, it possession of a cult of witch-guardians (a mix Christian and Pagan beliefs). The gauntlet is not the weapon they were looking for, but witch-knights do tell them it is vital in the final confrontation, though they are not sure how. Buffy tries it on and it begins to drain her life force. Spike wears it and discovers that he is immune. He also discovers that he can withstand sunlight, is much stronger and can’t remove it.
Back at home a gang of werewolf bikers show up. These guys are straight out of Abomination Codex so that was fun. Their leader is this big Cajun guy, Jerome Le Coeur. Shortly afterwards Oz comes into town with his new wife, a Japanese girl named Kitsune. They have been following Jerome for weeks, looking for the chance to kill him, which will cure Oz. Long story short, the cast works out a spell to stop the bikers, Oz fights Jerome. To keep the action going the Spike-player got to play Oz. Likewise, Buffy’s player played Kit. Yes, Kit was a werefox, but she had complete control over her form and was helping Oz with his. In the end Jerome is killed, Oz and the rest of the werewolves turn back to normal. Oz and Willow have nice conversation as do Kit and Tara. This was a coda to “New Moon Rising” and had originally been called “Under a Cajun Moon” under the “Road Stories” outline. I later re-used it in it’s original format, minus the Oz stuff, for “Season of the Witch”.

This episode also featured a rather snarky cut-scene where a new Slayer, some spoiled dark-haired girl from a rich family, was sent by the Watchers to infiltrate the Cast. Her job was divide the cast and seduce Willow, Spike and anyone else to get them on the Watcher’s agenda. Of course she gets into town she confronts Yoln and before she can say “I am Ken-”, Yoln cuts her off, literally. Petty of us? Yeah. So what.
I introduced Japanese werefoxes, Kitsune, in this adventure as well as slightly modified werewolves. These both appear in Ghosts of Albion.

I also introduced a reoccurring character in this episode, the Dealer and his bar Halfway.

Up next. The Cast gets their weapon and a suprise (or three). Then the final battle.
In the meantime here is a teaser,

Friday, October 22, 2010

The Dragon and the Phoenix: Episode 9

Episode 9: Rainbow in the Dark


Willow: I know spells Tara. I need you to teach me magic.
- Willow and Tara: The Dragon and the Phoenix, Episode 9 “Rainbow in the Dark”



April 9, 2003. Friday


Dawn’s new powers are strong and out of control. She becomes the target of every occult faction left in town. All the while Hank Summers sues for custody of Dawn. Social Worker Marion “Cobra” Bubbles is sent in to evaluate her home life. Learn Hank is engaged to his blonde secretary named “Serenity”.
One of Dawn’s friends is killed by a vamp in the end of the last episode. Dawn blames Buffy (friend ends up being Strawberry Switchblade).


Story Arc elements: Return of the Vampire Chicas with new member Strawberry Switchblade. More cults. Willow, Dawn and Tara come to an agreement on magic and their individual journeys of power (Dawn with her new psychic abilities, Willow’s return as the magical powerhouse and Tara’s return to life). Willow and Tara talk about the “the Day of Silence”.

We had some scenes where Dawn was training, Slayer-style only not touching the weapons, but using here TK powers.  Good test of the TK-without-magic rules.  There was also a scene where Dawn gets upset and knocks out all the other PCs (I needed them out so she could run away).  After this episode my mandate was she was not supposed to act immature ever again.  I wanted growth, not lazy writing.

Quotes:
Te above quote came from the end of the game.  Where Willow and Tara are discussing their futures, not just as witches, but lovers as well.  You can have angst and moving plots without resorting to killing or addiction.

Other good quotes from this episode:
Cobra: “It seems that man responsible for your birth has no interest in your future.”
Buffy: “No, not now that he has his new blonde bimbo Serenity.”
Dawn: “Why would anyone name something after old lady diapers anyway?”
(yes, we still some snark left in us).

Runner up:
Buffy: “Oh don’t be a baby, I have been dead more times than you have had a bloody nose.”

Soundtrack: Dio “Rainbow in the Dark”


Notes and Comments:
Ok here is the big Dawn episode. I wanted to show the character as growing and maturing. Though she does do some very typical immature Dawn things, like lashing out at the cast and knocking them all out for a while. The deal here is the final scene for Willow in the shadows of magic. Here she comes back to her own. In the end Dawn's power opens up a tiny hole in reality and she and Willow, without Tara, have to close it up. After ths we talked about what would Dawn's future be. One of my players, Lisa (Tara) thought she should be a doctor, another (sorry forgot who) thought she would end up studing physics. Either way we knew she was going to have the life she felt her sister never could.

Strawberry Switchblade was Dawn's friend who was killed by the Chicas. She became a reoccuring threat in my games regardless of system for a while after that. Her death was to show the Cast that they do not live in a vacuum. The Chicas of course leave town after all of this.

I also wanted to bring back Hank in this one. Everyone seemed to have forgotten him so I figured he was shacking up with some bimbo named Serenity. Anyway he sues which brings in my all time favorite CIA-Agent turned Social Worker, Marion "Cobra" Bubbles. He manages to allow Dawn to stay, garnishes Hank's checks for Child support and kills a vamp in the process.

Strawberry Switchblade
Name: Strawberry Switchblade
Motivation: To make the cast pay for letting her die. Kill anyone else that gets into the way and have fun doing it.
Creature Type: Vampire
Quote: “What do you mean? You MADE me like this. Now I get to return the favor.”

Sex: F
Age: 16 (when killed)
Height: 5'1"
Weight: 105 lbs
Eyes: Blue
Hair: Red

Attributes: Strength 6, Dexterity 6, Constitution 5, Intelligence 4, Perception 3, Willpower 3

Life Points: 69
Drama Points: 5

Qualities: Attractiveness +3, Fast Reaction Time, Hard to Kill 7, Vampire (Murderous)
Drawbacks: Adversary 2, Cruel 3, Delusion (blames the cast for her death) 2, Obsession (kill the cast), Reckless

Skills
Acrobatics +4
Art +1
Computers +2
Crime +3
Getting Medieval +5
Gun Fu +1
Knowledge +2
Kung Fu +5
Languages +1
Notice +3
Occultism +1
Science +1
Sports +1
Wild Card (Seduction) +3

Combat Decapitation +6 S Successes X5, Armor Negated
Dodge +11 N Defense Move
Grapple +11 N Impairment Varies
Kick +8 14 Bash
Punch +9 12 Bash
Knives (2) +11 12 Slash/Stab

Marion "Cobra" Bubbles

“Let me illuminate to you the precarious situation in which you have found yourself. I am the one they call when things go wrong, and things have indeed gone wrong.”

Kids have it rough. Their parents or guardians die or just leave. Then to top everything off they adopt and dangerous alien creature or find out they are glowing balls of energy. It’s enough to make them want to go on a six state killing spree. Fortunately for them (and us) there is the last line of defense, Marion “Cobra” Bubbles.

Cobra Bubbles is a social worker, a special classification (maybe Division 6). He deals with the cases that send most other social works screaming in terror or crying like babies. He also tends to deal with cases of a rather unusual nature.

Cobra from “Lilo and Stich”
The Disney movie, Lilo and Stich is a riot. I won’t get into the details here, but this movie introduces Cobra as Lilo’s social worker. We find out that he is ex-CIA and help broker a deal to keep Earth protected from aliens back in 1973. We learn that Cobra (don’t call him “Mr. Bubbles”) is very serious about his work, cares for children and is really damn strong. You would not want to piss this guy off...
In "animated" episodes he is a cartoon above, voiced by Ving Rhames.

Cobra in “The Dragon and the Phoenix”

Cobra is pissed off. Headquarters has sent him to Sunnydale, a place he hates. There is a case, that of Dawn Summers, that needs his attention. Her last few social workers have been either too scared or too disturbed to go back to the Summer’s home. The case is a special one. The child’s guardian was completely missing on computer files for the Summer of 2001, no paychecks, no classes, nothing. Then one year later the murder of Kara Mclay occurred in the home. The minor in question, Dawn, found the body along with the murdered woman’s sister, Tara.
There is also a claim that the guardian is living with a much older English man that does not appear on any INS database.
To make matters more urgent the minor’s father is now suing for custody.

It should be no surprise that evil-cultists choose now to kidnap Dawn to extract her Key energy.
In my series here he is played by Ving Rhames.

Cobra Bubbles
Character Type: Experience Hero
Life Points 46
Drama Points 20
Quote: “Thus far you have been adrift in the sheltered harbor of my patience.”
and after he surpise kills a vamp in front of the cast "I hate this town."

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

Qualities: *Cop (Ex), Fast Reaction Time, Iron Mind, Nerves Of Steel, Photographic Memory, Resistance-Pain 3, Resources Level 3, Situational Awareness

Drawbacks: Conspicuous 2 (6'5" tall bald black man in $1000 dollar suit), Honorable 2, Humorless, Obligation 3, Obsession (protect children), Secret 1

Skills
Acrobatics 2
Computers 3
Crime 3
Doctor 2
Driving 4
Getting Medieval 2
Gun Fu 6
Influence 4
Knowledge 4
Knowledge, Aliens and the Supernatural 4
Kung Fu 5
Languages 1
Mr. Fix-It 3
Notice 4
Occultism 2
Science 3
Sports 4
Wild Card, Government Contacts 4

Combat
Maneuver Bonus Base Damage Notes
Dodge +8 — Defense action
Grapple +10 — Varies
Kick +7 12 Bash
Punch +8 10 Bash
Big Pistol +9 15 Bullet
Pistol +9 12 Bullet

Next up. Buffy and Spike look for a weapon to deal with Yoln. Oz returns with a few suprises.

Friday, October 8, 2010

The Dragon and the Phoenix: Episode 7

Episode 7: The Road to Hell


Tara: My whole life has been ‘Tara, don’t use your magic.’ ‘Tara, hide your powers.’ ‘Tara you will scare people or hurt an innocent.’ But you are not innocent are you? You tried to hurt and then kill Willow. So maybe it is time I showed everyone just how powerful I am.
- Willow and Tara: The Dragon and the Phoenix, Episode 7 "The Road to Hell"



March 15, 2003. 
Saturday

Buffy must make a pact with demons to fight Leviathan. Anya is ordered to kill the Cast. The Knights of Elohim are back, this time with a Tainted Fallen with them, but not before stopping off in LA to fight Faith. A group of demons, the Mormolycia (Mormo), go to the Slayer for aid in fighting him before he ignites the Hellmouth with his Taint. Yoln has discovered the final piece of Pillager. Cast discovers that he is nothing but pure will now, his body having decayed completely away by the mad god’s Taint. D’Hoffryn orders Anya to kill the Cast to prove her loyalty to him. When she doesn’t he strips her of her power and curses Xander. Tara defeats a newly resurected Warren, but she and Willow have a big fight.
The Cast learns that Faith is dying.
Story Arc elements: The Yoln arc is moved up, the Knights are killed finally, Buffy makes a pact with a dangerous group of demons, Anya rejoins the Cast, the Bronze is destroyed, Andrew dies a horrible death screaming and crying like the little b!tch he is. Buffy’s disconnection to others is more pronounced when the Mormo demons seem to have more in common with her and even call her “sister” when they call everyone else “monkeys”. Willow begins to take more of a backseat role as the group’s magic powerhouse. Tony Foster is introduced. Giles discovers the truth about Slayers and the Watchers council.
Game design elements: Taint rules for Cinematic games, new group of demons, more on Fallen Angels, rules for curses.
Soundtrack: Chris Rea “Road to Hell”


Notes and Comments:
This one is huge. The biggest adventure to date actually takes place, game time, in the shortest amount of time. We have Warren coming back, summoned by Andrew. Warren kills Andrew and takes his skin. And believe me fewer things were more enjoyable to write than Andrew dying like a little stuck pig. Warren-in-Andrew's skin now works on getting the Knights of Elohim back into town. They have brought one of their own who is now Tainted; think of the Hulk with greasy black wings. The Knights want the Slayer, but Warren wants Willow. At the same time someone or something (Yoln) has been killing all the supernatural creatures in town looking for the last half of his sword (which Warren has). There is a scene in the begining when the cast goest to the Wharf Bar because they hear the Hellions are back. They are, or were, but when they get there they are all dead including two of the Knights.

Mormo DemonWe also introduced a new race of the demons, the Lilim. One sub-race, the Mormolycia, are a group of warrior demons, normally they all look like stunningly attractive 6ft tall women in green armor. Their true form is so horrifying that other demons fear them. The Mormo make a pact with the Slayer. They will leave each other alone in order to fight the greater threat, the Tainted Fallen and later Leviathan. Stat-wise the Mormo are Slayers. This is on purpose since it is later revealed that the progenitor of the Slayers was Lilith (see: Every Angel is Terrifying). The Mormo keep refering to Buffy as "Sister" and the others as "monkeys". Thier leader H'Cathh was once known to Anya.

The big battle happens at the Bronze. We have Warren in his Andrew suit with Bronze regulars that he has turned into zombies with some tech device. The fallen Angels. The Tainted Fallen (who is crazy) and Yoln who will fight anything not human. On the other side we have the Cast and the Mormo demons. Keeping track of all that combat was a nightmare. In the end the fallen, the tainted fallen and the zombies are killed. Yoln's head it cut off by Buffy but they discover there is nothing under the armor but pure will to live. Yoln gets up gets his sword piece from Warren and leaves. The Mormo keep their word and tell "their sister" that they will be at her side in the final battle. Tara defeats Warren with her "special power" (more on that), but she and Willow have a huge fight. Before that can get heated D'Hoffryn shows up asking Ana why she has not killed the Slayer yet, a job he gave her to do 2-3 episodes back. He strips her of her power and curses Xander to always feel her pain. Game wise this means any damage Anya takes, Xander takes as well. Images from Star Trek I have not gotten out of my head since I was a kid. During the fight the Bronze blows up, well parts of it.

Warren and Tara: this was an interesting problem. We knew he was going to have to come back to deal with the issue of Willow murdering him (we didn’t want to forget that really), but for the balance we wanted Tara to have to defeat him. Our working theory was to have Tara go all uber witch on him and show that you can be powerful but not have to resort to “dark magic” to do it. But I never liked that idea. And we went back and forth on this for a long time. In the end I made an executive choice but a bit of a compromise. Tara was going to show off some power, but only in terms of defense. Bullets melted when coming near her or bounced off and really that is the same spell she used in Episode 5. She did the one thing though that I felt was totally in character and showed that she was more powerful than the others. She forgave him. In that instant Warren lost all his anger and it was replaced by guilt and remorse. I wanted to show that being empowered did not mean having a power-up. Plus there is the other issue at hand, Adam Busch is in reality a nice guy and pretty cool. He hated playing that character and he told Whedon that killing Tara was “the stupidest thing he ever heard of”. So I was willing to cut him a break by not “playing” that character here. Warren, who the cops think is Andrew, goes to jail. Jonathan, who turned himself in at the start of the episode, is released thanks to Tara giving him the phone number of Tatsou from Episode 4. There is a truce between demons and the Slayer thanks to the Mormo (but she still gets to kill vampires). Willow and Tara are still fighting, but it is that silent sort where you are both mad but not talking. Anya and Xander are dealing with their new reality. Giles tells Buffy what he has learned about Slayers (see link above).

The cast then hears that Faith is in the hospital, she had fought Yoln, and she is going to die.

Next up. Dawn goes all Carrie and goes toe to toe with Willow as the magic powerhouse of the cast.

Friday, September 24, 2010

The Dragon and the Phoenix: Episode 5

Episode 5: Heaven Bleeds


Willow (calmly): You hurt Tara. The last one who did that was a God. I made her regret it.
- Willow and Tara: The Dragon and the Phoenix, Episode 5 “Heaven Bleeds”



February 2, 2003 Sunday. Imbolc.

Assassins are sent to kill Tara and turn Willow back to evil or kill her as well. Tara and Anya learn more about the truth of why she was allowed to take Exile so easily. They learn that there is more to Tara’s exile than the cast (including Tara) knows and that she and Willow have an important role to play in the final battle with Leviathan. Willow, Tara and Buffy are sent back in time to see the battle Yoln had with a Slayer protecting a weapon powerful enough to kill a god (the Spear of Destiny). Willow and Tara meet themselves in a past life. After threats and physical abuse from D’Hoffryn, Anya leaves the cast.
Story Arc elements: Dawn’s psychic power begins to emerge.  Willow and Tara learn they have a role to play in the final battle (though not yet what that will be).  The Slayer from the past, Morgan calls Buffy "sister" the same thing that she is called by the Mormo demons later in Episode 7.
Game design elements: Cinematic Old Soul and Anamchara spell casting rules.
Quote Runner up: Anya: Demonic lizard tastes like chicken.


Notes and Comments:This one was big. Full of new monsters, spells and characters. We get to see Willow and Tara’s past life hinted at in “The Dark Druid”, though the Liath and Bodhmal of this time have not yet fostered Fionn. The assassins were an idea we kicked around for a few episode ideas, plus we also wanted a tangible threat to Willow and Tara and make sure that Willow did not have to go all black magic to solve it.
This also marks the last time we see Anya for a while. She has work to do and hanging around a bunch of demon hunters in bad for business (plus she was a way too powerful NPC).  Plus I got tired of the whole "Demons are just different kinds of people with funny faces" stuff we saw so much of the last season.  Demons are supposed to be evil, they are supposed to be vile.  D'Hoffryn had become a crazy grandfather type; so we turned him abusive.  If his demons didn't toe the line and kill the cast he would kill them himself.  So Anya, expressing some concern about this, gets beaten by D'Hoffryn for her troubles.

Now normally I have this rule, No Time Travel unless I am playing Doctor Who. But for this one I could not help it. Plus I love the visual of Willow, Tara and Buffy falling into a book and reliving the events in it.
This confronting their previous incarnations gave both girls the "Old Soul" Quality.

If Sass is the quintessential Willow author, then Lisa is the same for Tara. Lisa’s Tara is bold and willing to fight for the woman she loves. And no one does Tara-in-peril better than Lisa. While Lisa’s Tara is not quite the same as my Occult Scholar Tara, or Garner’s more reflective Tara, Lisa does do an excellent Liath; Tara’s past life.
Now we know who all the players are and pieces are all on the board, from here on out it is pushing the plot. It is also the last time (till the end) that Willow and Tara are 100% happy. The stress of what is happening is setting in. Before this they were still on their "honeymoon" with Tara back. Now she is back and she and Willow have some issues that need to work out. After all, Willow killed for her and Tara was considering leaving to go back to Heaven in Episode 1. Thess issues have not been forgotten, and they are coming back up.

Next Time: Love Stinks.

New Spells

Brigit’s Hands of Flame
Quick Cast: Yes
Power Level: 5
Requirements: A command word in Gaelic, “Adhain!
Effect: Upon utterance of the command word flames erupt from the hands of the witch causing 4 x caster’s Will of Life Point damage, double to vampires and other undead.
The flame leaves the hands in a fan like pattern. The length of the fan is in yards equal to the Success Levels.

Brigit’s Waves of Flame
Quick Cast: No
Power Level: 6 or 7
Requirements: Level 6: Blessed water drawn from Brigit’s well and dung from her fields. Level 7: The blood of a saint or other quasi-divine being replacing the water.
Command words: Latin “Incindar” or Gaelic “Adhain
Effects: Brigit is the Celtic goddess of fire, water and life. To her there can be no greater insult than the undead. This spell is actually a purifying one designed to burn out the offensive creatures. By using her blessed water and dung her witches perform the same ritual they perform to ready the land for growth every Imbolc (Feb. 2). This spell adds the extra kick of turning her sacred water into a wave of flame that will race out 50 feet + 10 feet per SL from the caster. The flames are soundless, and produce no heat unless the affected victim is undead (Vampire, Zombie, Skeletons) then they take fire damage of 2d10 (12) initial damage and additional damage at the rate of 6 +SL life points every turn in the flames. Demons take only the initial damage.
Level 7: The first version of this spell was discovered when Ireland was still Celtic and Pagan. Once the Goddess Brigit was transformed to the Catholic Saint Bridget her followers discovered that using her blood not only increased the casting level, but also increased the effectiveness of this incantation. In addition to the undead taking lasting damage now so did demons. Damage is increased to 3d10 (16) and recurring damage at the rate of 7 + SL LPs every turn.
Note: This was a 1st Ed AD&D spell that my then DM created called Sheets of Flame.  In fact it was his character E'fir Enur tht had "created" it.  I felt it was good to bring back as attribute it to Brigit.

Protection of the Goddess
Quick Cast: No
Power Level: 7
Requirements: A chant repeated by two or more witches. Not available to non-witches.
Command words: “Goddess above, ruler of all, protect your humble servant, as love becomes wall.”
Effect: A defensive ritual with an offensive bite, this magic shows that the Goddess protects what is Hers. This ritual once cast and activated will not allow any aggressive action taken upon those within its confines. Melee attacks turn back on the attacker, spells backfire or effect the hostile caster instead. Beneficial spells and magic will continue to work and others, ones not protected nor involved in the casting of the ritual, can effect each other as they please.
Witches and those they choose to protect may not attack others, but they can force out attackers. Anytime during the duration of the ritual the lead witch can say a command word or phrase and all those of hostile intent are removed from the area of effect.
The effects will remain dormant until the first act of violence is committed or until one of the witches present at the original ritual activates it. Often the coven chooses to activate it once the ritual is cast. After that time the effects persist a number of hours equal to the effective Sorcery Level + the total Success Levels.
The effects of the spell appear to be a dome of magical energy large enough to hold all the casters in close quarters, typically 5’ radius per caster.
Note: This spell is presented as an alternate to the Energy Barrier spell from The Magic Box Sourcebook..

New Qualities

Anamchara 
“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.”
- Attributed to Pliny the Elder, 1st Century CE

Variable Point Quality (2 Base Points)
Prerequisites: Love (Romantic or Platonic, but not Tragic), both must take Quality

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.
The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.
Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together, often both having the Old Soul Quality.
The only prerequisites for this Quality are the two characters must love each other, as represented by the Love drawback (but never Tragic Love).
This quality offers several benefits

Extension of the senses (“I Will Always Find You”). This acts like a mild form of Empathy or a lesser Situational Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.

Boost Morale (“I’ll Stand By You”). When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant his anamchara +10 on any one test. Best of all, he can do it after the player has already made this test. The granting character spends his Turn explaining he is doing this to aid his beloved. This can only be done once per game session per character.

These effects cost two (2) Quality Points. In addition the anamchara must choose one or both of the effects below. These are extensions of this quality, but must be trained in order to be used. Training is represented in a point cost and some time devoted to the pursuit.

Combat Effects
The benefits detailed above have some application in combat as well. The Situational Awareness and Empathy translate into making the anamchara a particularly effective fighting team. In order to gain this benefit the anamchara actually need to train together in a fighting style. Players should decide which style (martial arts, medieval weapons or even guns) they will train together in. This training offers a +2 bonus to all attacks of that type and damage for each. Both can also effectively fight against one opponent with out penalty due to room. Anamchara naturally avoid each others weapons.
Cost: 1 Quality or Skill Point

Magic or Psychic Effects
When anamchara cast magic together it is more than mere cooperative casting in the same way an orchestra is more than a few instruments playing the same song.
To use their magic together anamchara must be able to grasp hands and concentrate. It is a simple matter of rolling a normal 1d10 + Perception + Occult roll. If they both roll a 9 or higher they are in synch. Keep track of the average Success Levels as this is their Synchronicity Score. This only needs to be rolled once per magical situation. Such situations like scrying, or lifting a rock together or one session of combat would qualify.

When anamchara cast they can add their Synchronicity Score to the spell’s Success Levels after figuring out all the effects of casting together. This results in a little extra bookkeeping during game play, but also some amazing effects. For Directors that want less bookkeeping, anamchara can roll their Synchronicity score at the beginning of each game session and use it throughout. This could be part of a special ritual used to “tune” each other’s magic.
This is added even to spells where two or more casters is required. As a “side effect” of this magical synchronicity anamchara can use each other’s ritual tools without penalty.
Cost: 2 Quality or Skill Points

Sidebar: Using Ghosts of Albion Magic rules
If you are using the Ghosts of Albion RPG you can opt to use the “William and Tamara Casting Together” rule in this case in place of the rule above.

Note: The Combat and Magic bonus are not cumulative in the case of combat magic.

Roleplaying the Anamchara
Anamchara are best suited as Cast members (PCs) and not a combination of Cast and Guest Stars (NPCs). When playing these characters it is vital to understand that, sages’ hypotheses to the contrary, they are in fact two people. They are subject (maybe even more so) to all the pitfalls of love (the emotion) and Love (the Drawback) as everyone else. Arguments can and do erupt. In fact it is also recorded in the same pages describing the anamchara that a Celtic male expected his wife to be able to stand up to him and speak her mind (though no Celtic couple would argue in public).
Any situation that would turn Love to Tragic Love also would result in the loss of benefits for the Anamchara Quality. Though mythology and history is replete with tales of the extremes one would go through to retrieve their anamchara from the grasps of death.

Old Soul
4-points/level Quality
Prerequisite: Magic/Sorcery (Cinematic)

“Of course! It would have to be you two!” the giant Celt gathered both girls into a giant bear hug.
“Y-You know us?” Tara said.
“Know you? Know you! My dear sweet Liath, I would know you if my eyes had been plucked from my skull! Do you not know me? It is I, Fionn. Your Demne!”
“Fionn. Ok, so who are we then?” asked Willow.
“My dearest Bodhmal! Always with the riddles, ok I will play. You both are my mothers! We must celebrate, your son has returned and our family is one again!” He said as he pulled the two, very confused, girls into another enthusiastic bear hug.
- The Dark Druid

These characters have been reborn many times. As a result, their souls have become stronger. Old Souls tend to be very mature and precocious for their age. It would be nice to believe that age invariably provides wisdom, but Old Souls are equally likely to be depraved or insightful, cruel or kind. Whatever their orientation, it is usually be more extreme, having been refined over several lifetimes.
This Quality can be acquired multiple times during character creation (but it cannot be acquired afterwards, see below). Each “level” represents some 3-5 previous lives lived before the character’s current incarnation. Every level gives one “magical” past life and 2-4 “mundane” ones. The player can determine who these former selves were, where they lived, and what they know, or she can leave such information in the hands of the Director. From a roleplaying point of view, creating a “past lives tree” can be interesting.
Anyone with this quality can call upon the magic of her past lives to aid her in casting spells. They can add 1 sorcery level for every magical past life they have. So every level of Old Soul adds one level to your Sorcery level.
To call on the power of the old soul cost 1 Drama point (or one Essence Point for games that use Essence).
Successive lives tend to increase the character’s overall insights and understanding—for good or ill. For example, Tara has 5 levels of the Old Soul Quality. This gives her 5 more points to put into her mental Attributes (and 30 more Essence Points).
An Old Soul is sometimes able to tap into the knowledge of her previous lives. These attempts require the character to pass a single Test using both Willpower and Intelligence as modifiers, and each attempt drains the character of 1 Drama Point, which is regained normally (via play). When attempting to perform an unskilled Task, the character may receive a flash of knowledge from one of her previous lives. If the player took the time to decide what her character’s previous lives knew, then the character gains, for that one Task, a skill level equivalent to the character’s Old Soul level, but only the skills that the character knew in her previous lives are available. If the previous lives are not known, the character uses only one half of the Old Soul level (rounded down), but virtually any skill might be known. The only exception would be high-tech Skills that a previous life would be unlikely to know. Asking one’s ancestral memories how to hack into a computer system is not likely to work very well .
For example, Tara, with 5 levels of Old Soul, has about 20 past incarnations, six of which were magic users. Tara’s player has figured out that at least half (10) were peasants. These include Belen, a priestess in the Temple of Diana in ancient Greece, Liath, a Celtic warrior woman, Jing Jin a Chinese sorceress, Teamhair a Daughter of the Flame from Christianized Ireland, Fiona Maclay a witch from 18th century England and Tamara of 19th century London.
During an adventure Tara needs to play a game of fidchell against a demon to rescue her friends. Fidchell is an ancient Celtic game similar to chess and Tara does not know how to play. But Liath was an expert. If she passes the Willpower and Intelligence Test, she can play with an effective skill (Wild Card: Fidchell) of 5, at the cost of 1 Drama point. The skill lasts as long as the game lasts. If later in the day she needs to play it again a new Test and an expenditure of Drama Points are required. If Tara had not fleshed out the past incarnations, she would have been able to play fidchell, but with a skill of only 2.
Generally, only human beings can have Old Souls. Long-lived supernatural beings rarely reincarnate, or do so only over spans of millennia.
This quality is not accessible to vampires, demons, zombies or robots (who have no souls), werewolves in werewolf form, and one can argue Slayers. Slayers by their very nature have a bit of the Old Soul quality in the Slayer quality.

Awakening the Old Soul
Not every character will or should have access to this at character creation. There are some circumstances in which the character’s Old Soul can be re-awakened.
When this quality is first added to the game the Director will need to have a good in game or storyline reason for allowing the character access to this. These reasons could also be used for characters that wish to acquire this Quality later, but directors are urged to only limit this to characters during the character creation process.

1. Meeting a past life. The karmic and dharmic energies released when a soul meets a previous or future life is usually enough to jar that soul awake.
2. Exposure to a psychically tainted object related to that old soul. Example if a person picks up a dagger that was used to kill one of her past lives.
3. Psychic regression. No not the type done in less reputable psychiatric offices or even calling Shirley McClain or Ms. Cleo. A real psychic, such as a member of the Cabal of the Psyche, must help with the past life regression.

After this point Old Soul should be limited to character creation only.

For crossovers with other Unisystem games this can be interchanged with the Supernatural Quality “Old Soul”, on which this is based.

New Monsters


Devil
Devils are fiends, similar to demons. Devils though, unlike demons, are ordered and fit into a strict hierarchy of Hell. They are the creations of the original angels that rebelled in Heaven and were cast out into the pits of Hell.

Devil, Barbazu (Barbed Devil)
Motivation: To guard and protect the populace of Hell
Creature Type: Demon (Devil)
Attributes: Strength 5, Dexterity 3, Constitution 4, Intelligence 6, Perception 4, Willpower 7
Ability Scores: Muscle 16, Combat 16, Brains 12
Life Points: 50
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 8, Sorcery 4
Drawbacks: Attractiveness -2
Skills: Getting Medieval 3, Kung-fu 4

Combat Maneuvers
Name Score Damage Notes
Claw (2) 7 10 Slash/stab
Bite (beard) 7 15 Stab
Punch 7 10 Bash
Dodge 6 - Defense action

Barbed Devils are monsters in the truest sense. Vicious, armed and armored, these devils chief duties are to attack as guards or protectors of other devils. They have two massive claws ending in viscous dagger-like claws. They are covered in terrible spikes, have two large sharp horns, a long tail covered in barbs and a thick leathery hide.
Barbed Devils attack with a claw/claw/bite routine. Any successful hit the Barbazu can cause their victim to experience fear (a Fear Check will be required). Typically they will use this on their first attack to terrify their victims and make them easier targets.
Barabazu can also cast Hold Person and Jet of Flame (from The Magic Box Sourcebook p. 76 and p. 79).

Devil, Osyuth (Bone Devil)
Motivation: Fight for the greater glory of Hell
Creature Type: Demon (Devil)
Attributes: Strength 7, Dexterity 5, Constitution 7, Intelligence 3, Perception 3, Willpower 4
Ability Scores: Muscle 20, Combat 17, Brains 12
Life Points: 71
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 9, Sorcery 5
Drawbacks: Attractiveness -3
Skills: Getting Medieval 4, Kung-fu 3

Combat Maneuvers
Name Score Damage Notes
Claw 8 14 Slash/stab
Kick 7 16 Bash
Bone Hook 9 18 Slash/stab
- Grapple 10 - Capture
Tail 16 21 Poison (Str loss)
Dodge 15 - Defensive

Bone Devils, also known as Osyuth, are a lesser devil employed by the armies of Hell. They look like skeletons with dry leathery skin stretched over their thin frames. What sets them apart from a skeleton is their height, 9' tall and a large scorpion like tail.
They typically attack with their large bone hooks which they wield with deadly effectiveness. If a hit roll has 3 or more Success Levels the victim becomes trapped by the hook. Trapped victims are subject to a tail or kick attack.
The tail of the Bone Devil has a poison that reduces the victim's Strength score. In addition to damage the victim temporary looses 1 point of Strength.
Bone Devils are also capable of the following magics (from The Magic Box Sourcebook) Glamour, Magical Disguise, Quick Illusion (used to make Invisible) and can cause Fear (victims must make a Fear Check).

The devils appear in the "Flashback" sequence.

Umu Demons
Motivation: Guard dogs
Critter Type: Demon (Guardian)
Attributes: Strength 4, Dexterity 5, Constitution 4, Intelligence 3,Perception 7, Willpower 4
Ability Scores: Muscle 14, Combat 15, Brains 16
Life Points: 48
Drama Points: 3
Qualities: Hard to Kill 2, Armor Value 2, Acute Senses
Drawbacks: Attractiveness -4, Honorable (Rigid)
Skills: Getting Medieval 4, Kung-fu 3

Combat Maneuvers
Name Score Damage Notes
Big Sword 9 25 Slash/stab, can use one-handed
Bite (2) 8 17 Must Grapple first
Punch 8 8 Bash
Kick 6 10 Bash
Dodge 9 - Defense action
Grapple 8 - Resisted by Dodge

Lower level demons employed by the Uttuki, Umu demons act as guard dogs-a job they are perfectly suited for. Each Umu demon stands 6' to 7' in height. Their skin is covered with a fine dark fur, often black or dark brown. They are very muscular and often dress in ancient Babylonian or Sumerian garb; open toe sandals, papyrus kilts and bare chested. What sets these demons apart are their four heads. The heads most often resemble that of a Doberman, but some have been reported with jackal heads as well. All faces feature prominent snouts with dozens of needle like teeth. Each head faces a different direction, thus the Umu is never surprised. Their senses are as acute of that of a dog's (sharper sight, hearing and smell) only four times over. They are loyal to their demon employers and thus very much in demand by those that have things they want guarded. Each head is independent of the other. So heads can eat, carry on conversations and even sleep separately of the others.

Umu typically kill and eat anyone that comes too close to the thing they are guarding, making no distinction between friend and foe. Only their employer, the demon or witch that bound them are immune to their attacks.

There is also a rumor that there are three-headed varieties that serve the Goddess Hecate.