Showing posts sorted by date for query leviathan. Sort by relevance Show all posts
Showing posts sorted by date for query leviathan. Sort by relevance Show all posts

Thursday, February 6, 2020

Marissia, Daughter of Zelligar, The "First Witch"

In my post yesterday I talked about my favorite adventure, B1 In Search Of The Unknown.


One of the things that brought back memories for me was Cavern #43.  It is blank in the adventure, but I added something special, a witch named "Marissia" (sic, I was 11 ok).  She might not be the very first witch I ever made, but I am having a hard time figuring out who exactly was.  Until some other proof comes up, it will be Marissia.


Her name comes from me mishearing the Jerry Reed version of "Pretty Mary Sunlight".  I thought he was saying "Pretty Marissa mine".  Hey, I was little and I certain I had heard it from The New Scooby-Doo Movies.  In fact, a lot of my early ideas about witches came from Scooby-Doo. It is also very, very likely I based her and her name also on Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch." An interesting episode since it featured a gravestone for the witch with a Leviathan Cross on it.   I mean seriously, a goddamn Leviathan Cross in 1978? That was a ballsy move on the eve of the Satanic Panic.



Marissia
7th level Witch, Mara Tradition
Chaotic

Strength: 11
Intelligence: 17
Wisdom: 17
Dexterity: 12
Constitution: 15
Charisma: 18

AC: 7
HP: 36

Magic items: Dagger +1, Ring of Protection +2

Occult Powers
Familiar: Dog (looks like a Hell Hound)
Dream Invasion

Spells
First: Allure, Bewitch I, Cause Fear, Chill of Death, Ghostly Slashing
Second: Bewitch II, Death Armor, Scare, Summon Olitiau
Third: Bestow Curse, Danse Macabre, Lover’s Vengeance, Summon and Bind Imp of the Perverse (Ritual)
Fourth: Intangible Cloak of Shadows, Witch's Cradle

I made her into a Mara witch since I wanted her to be a Basic-era witch and the Mara was one of the first traditions I ever wrote.  Marissia was also an early archetype of the evil, or at least chaotic, seductress type witch. Something the Mara does perfectly.  Marissia was not actually all that evil, just a little evil or really mostly chaotic.

Also, I thought let's make her Zelligar's daughter. Seemed liked a good thing. Given the Caves of Chaos she should be a witch of Ereshkigal, but I likely at the time thought more about Hecate.  Maybe a syncretized Ereshkigal with Hecate.  She is a nice perky blonde goth witch.  She was my late 70s Taylor Momsen.

I found these images of Elmore's Green Witch and Early Snow witch pained by the same artist.  The images are really perfect. First off these minis are the same ones I have used for my Larina.


This one is blonde (which Marissia was), wearing green (ditto), and a purple dress. It is a nice call-back to the Scooby-doo witch above.  I wish I had a spare $330.00 to buy them both.

This has been a fun romp down memory lane. It's like reconnecting with an old girl-friend and hearing she is ok and doing great.

Monday, April 24, 2017

Monstrous Monday: Leviathan

Have not done one of these in a long time.

I thought it would be nice to present a monster from my new Warlock for Swords & Wizardry book.

In the book I introduce some new demonic races including the Eodemons or the Proto-demons.  These are creatures that lived in the lower planes long before the devils were cast down or the demons were there.  Warlocks can beseech the Eodemons for power, but there is always a danger.

Here is the Eodemon Leviathan.
Leviathan has featured in a number of my games and is the destroyer of worlds. "He" eats magic and is attracted to worlds full of magic. "He" has destroyed a number of worlds already in my multi-verse and he hungers for more.
Warlock can choose the Leviathan as a Patron, but doing so makes the Leviathan aware of the warlock's own world.  Some warlocks believe that tapping into the Leviathan's power weakens him and keeps him in a sedated state.

Leviathan
Hit Dice: 25 + 19 (131 hp)
Armor Class: -6 [25]
Attacks: 1 bite (4d6)
Saving Throw: 3
Special: Capsize, digestive acid, swallow whole, dominate and summon water-borne creatures, spells, +2 or better weapon to hit, immunity to fire, electricity, and poison, magic resistance (100%), telepathy 100 ft.
Move: 24 (swim) / 9 (ground)
Alignment: Chaos
Challenge Level/XP: 34/8,600
This monster is believed to be is 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 can be found in the Astral realms devouring entire worlds.
"He" spends his time in the deepest parts of the oceans of the worlds that Leviathan visits. Here he consumes all living forms and is drawn to the world with strong magic.  After devouring 800,000 levels/hd of magical life Leviathan will then be strong enough to destroy the entire world.  From there he moves to a new world where he rests before starting the cycle anew.
Leviathan is completely immune to all magical attacks. Consequently, he is incapable of using magical attacks or spells.

Leviathan can appear as a large sea monster, whale or other great gargantuan creature.

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 a world whole.
Killing these heralds does not stop the coming of Leviathan, but it does slow him down.


Friday, May 24, 2013

Guest Posting on A to Z: The Value of the Blogfest

I am guest posting over at Blogging from A to Z Challenge today.  Here is a copy of my post.

Hello everyone and my name is Tim Brannan, some of you might know me from either of my two blogs The Other Side (gaming, horror and geek life) or The Freedom of Nonbelief (atheism, science and human rights).  I also am one of a groups of bloggers at Amazon Princess and Red Sonja - She Devil with a Sword.  I am guest posting at the Blogging from A to Z Challenge.

One of the reasons I first got into blogging was to expand my abilities as a writer and help build an audience for my various game books.  I started my blog, The Other Side, as a design journal for my then WIP The Witch.  Then something interesting happened.  I became part of a community.  Sure I had been part of an online community before, via message boards, chat and even going all the way back to BBSes and Telnet.  But a blogging community is something a little different.  I can say my bits here and then others respond, I respond back and there is the back and forth that is very nice.  I then go to other blogs and repeat the process as a responder.   Over the years I have integrated nicely into a community of other bloggers in both gaming and atheism.  I continually get ideas based one what ever the topic du jour is.

I do not underestimate the value of community here.
That is one of the reasons why I feel the Bloghop or Blogfest is critical part of my blogging experience.  For the month of May I am participating in seven different bloghops/blogfests.  I am considering adding an eighth.

I enjoy participating in these for a number of reasons.

First off it exposes me to new bloggers.  I get to read something new and potentially someone new to follow with each one.  For the A to Z challenge I end following a dozen or so new bloggers.  Likewise it exposes me to a new audience and potential followers to my blogs. There are a lot of blogs out there. There are even blogs out there that have similar interests to that I never saw before.  Joining a Horror-related bloghop, for example, is a good way for me to find people with similar tastes outside my normal circles, but joining a "First Loves" bloghop really gets some diversity for me!

Secondly it stretches me a writer.  So with all of these blogs you think I have a lot to talk about.  Yet I have to admit that there are some days that I open up Blogger and stare at a blank screen. A good bloghop gives me ideas, and failing that it gives me motivation.    One of the more obscure ones I joined was one dedicated to silent film star Mary Pickford.  Now you might ask how a game-blog with an emphasis on old-school games and horror can have anything to say about a silent film star, but in truth there was a movie that had a huge influence on my future writing.  Being able to share that with my primary audience (my regular readers) and my new audience (people in the blog hop) was great, especially since I needed to write from the point of view to satisfy both.

At this point I do want comment on not alienating your audience.  I know there are some people, not a lot, but some, in my regular blogging circles that do not like blogfests, and the A to Z one in particular.  I want to be cognizant of this.  Not tailoring my involvement to the loudest minority mind you, but what it means to my primary audience.  If I were for example were to spend the entire month of June doing nothing but talking about silent movies the people that come to my blog for gaming material will be turned off and leave.  I participate in these bloghops/blogfests, but I have to make sure that anything I post would have been something I would have posted anyway.

I enjoyed being in the A to Z blogfest the last three years.  Each year I do something a little different.  I am thankful to all the mods, helpers and minions that made this years' run so much smoother.  A real special thanks goes our to Arlee Bird for driving this Leviathan every year.  This year I was more focused and did things that will end up in my next book Eldritch Witchery.  Again, stuff I was going to write anyway and share.  This time it ended getting more diverse feedback than say if I had done it in June.

In the end I guess these things are what make of them.  For me they have been a great experience both as writer who happens to be blogging and as a blogger in a community of bloggers.   Now if there was only a central place where all the blogfest and bloghops were advertised that would be great!

Maybe someone else can take that on. I have some posts that are screaming at me to write. ;)

About the Author: Tim Brannan is an author and blogger living in the suburbs of Chicago.  He has worked on a number of games including the Buffy the Vampire Slayer RPG, Ghosts of Albion, and The Witch.  He is currently working on Eldritch Witchery for Elf Lair Games and Darwin's Guide to Creatures for Battlefield Press for the Gaslight RPG.  When not working on game material or blogging he spends time with wife and two sons.  During the day he designs curriculum for universities going online. Prior to this he was teaching Statistics at the university.

Friday, April 5, 2013

E is for Eodemon

Eodemons are another "new" race of demons I am working on.  Eodemons are the "Dawn Demons" or Proto Demons.  These are the demons that were already old and evil and sulking in the Hells.  Unlike the "devils" that were once good and then fell or "demons" that are relatively new to the scene, the Protodemons were old and evil. Their motivations are often alien to mortals and other demons.  Their numbers are few, but each one is extremely powerful.  Many are worshiped as gods, or at least, dark gods.

These are not to be confused with the Eudaemons, or beneficial demons.  Also many believe that Lilith herself is an Eodemon, but this is something she denies.  Also some scholars use the more archaic form Eolim to describe these demons.  Not to be confused with Elohim, which are also servants of Good.

For my take on these demons I am taking really, really old myths.  The one that everyone knows is Pazuzu.
How do you know him?  He was the demon in The Exorcist.


Only five Eodemons are being detailed. There maybe more, but they have thankfully remained unknown.  As a group they are more powerful than the Baalseraph, but are too independent and chaotic to work to the same ends.

While I am connecting the Baalserasph Lords with the Deadly Sins, I see the Eodemons as representing a classical element.

Dagon: Lord of the depths. This Eodemon combines the worst aspects of fish, octopi, sharks and strangely mankind.  Like most Eodemons his form constantly shifts and rearranges itself to suit his need, environment or whim.  One constant is his large, dead looking eyes. Always described as the “eyes of a fish” or a “drowned man”.
His element is Water.

Leviathan: It is supposed that this is the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It assumed that it is a he though there is no evidence to suggest either way. Leviathan exists only for one purpose; to feed.  Leviathan can be found in the Astral realms devouring entire worlds.
"He" represents the Fifth Element of Quintessence.

Pazuzu: The Lord of the East Wind is a demon of the skies. He appears to be a well proportioned athletic male human with bronzed skin. His head is a bizarre combination of human, dragon and hawk.  His double set of wings could indicate a semi-divine nature but Lord Pazuzu denies such things.  Lord Pazuzu says a lot actually, he is the most active Eodemon in the affairs of mortals.
He represents the element Air.

Tiamat: The Queen of Monsters and Primal Chaos.  Tiamat was once a primal goddess of creation. But she desired only to destroy.  She was cast out and was already old in the hells when the Baalseraph arrived.  Evil Dragons and evil monsters still revere her as their queen and goddess.
She represents the element Water.

Tsathogga: This great demon appears as some sort of titanic frog-like monster.  It appears to be at least 50’ long or as much as 75’. There is a vague humanness about this this demon, but it’s countenance is one of an evil frog. It’s mouth is filled with rows of sharp, shark-like teeth the length of a grown man’s  arm.  It’s body is covered in open sores where oozes pour out.   Tsathogga does not bother to attack mere humans and will summon 4-9 (1d6+3) Demodands loyal only to him. Tsathogga, when he does attack, will use his tongue to attack the nearest opponent.  Human cultists worship Tsathogga, but the Demon Lord cares little for humanity.
The Lord of Toads represents the element Earth (I know, not a great fit).

So a nice collection of different myths here.

Thursday, April 4, 2013

D is for Demogorgon and Demodand

Demogorgon

Reminds me of Eldritch Wizardry's cover
Every D&D players knows about Demogorgon, the Prince of Demons.  He made his appearance in Eldritch Wizardry and has been in every monster book since.  His popularity is second only to Orcus.
In 4e his story gets expanded to include this little treat, he has two head because his head gets split in two by a good god.  The two halve regenerate into two seperate heads. Cool, and creepy.  At the same time I was working on my own version of Demogorgon for Unisystem.  You can click to read it, I think it is worth the read to be honest.  I even considered reposting it for today, but that seemed like cheating.

As interesting as his official background is and even the one I created is, Demogorgon has a much more interesting history. The first time I met him outside of D&D was in Milton's Paradise Lost.
And by them stood Orcus and Ades, and the dreaded name of Demogorgon.
- Milton, Paradise Lost.
He meets Lucifer in a void area that isn't Hell but a place where Chaos and Night rule.  Sounds like the Abyss to me.

Another version of Demogorgon comes from writers Christopher Golden and Thomas E. Sniegoski in their Menagerie series.  This Demogorgon is more like my Leviathan or even Galactus. The series is on going (in theory) so we have not seen the heroes face off against the Demogorgon yet.  I am looking forward to it.

If I were to redo Demogorgon I'd keep most of the background I created, but maybe make him more monstrous, maybe something like a two-headed dragon, only really freaking huge.  Something like the Tarrasque is now.

http://en.wikipedia.org/wiki/Demogorgon
http://en.wikipedia.org/wiki/Demogorgon_(Dungeons_%26_Dragons)

And not to forget The Temple of Demogorgon.

Demodands
These guys are bastard children of demondom.  Not demons, not devils not even daemons. They appeared first in the Monster Manual II for AD&D and seem to based on the Deodands of Jack Vance or even the classical use of the term.
For my uses these are demons that have been put together from the dead scraps of other demons.  So even among demons they are reviled and despised.
No idea if I'll do three different sub races or not.  But I like the idea of them being put together from scraps of other demons.

Wednesday, July 11, 2012

White Dwarf Wednesday #23

Issue 23 puts us into 1981 proper.  February and March to be exact.  We have an interesting cover by someone only listed as Emmanuel.

We start off with a few pages of ads and then an interesting editorial from Ian Livingstone.  The editorial talks about the future of games, RPGs, as computer games.  Could you imagine being in 1981 and seeing the games we have today?  Skyrim or World of Warcraft or any of them?  I know exactly what I was doing then, trying to get a Radio Shack TRS-80 to do simple graphics in BASIC and saving them to a cassette tape.  It would have blown my mind.  But interestingly enough this editorial, unlike the others, is not as timeless even if the debate is still going on.

First up we have a milestone article from Lew Pulsipher, his grand "An Introduction to Dungeons & Dragons".  Frankly this one still works right now and I am considering making copies of it when I give my "What is D&D" speech when I bring in new players. There will more parts of this article in future issues.  While the numbers of players might be off, the "feel" of the article is right.

Next up we have the White Dwarf interview with Traveller's Marc Miller.   While this could be debated, I think Marc Miller has contributed just as much to the RPG hobby as did Gygax and Arneson.  Oh note they use the term "FRP" where we would use "RPG" today.  The article is an interesting read into the genesis of one of the "old guard" games.

Fiend Factory is back, this time with a theme of Flymen (no Flygirls in sight) as previewed in Issue #20. These monsters are all connected to the adventure later on.  The Flymen are insectoid-humanoid creatures.  Or more to the point, humans with fly heads. They are only 1/2" tall/long but have magics that can alter their or other's sizes.   The associated adventure, "The Hive of the Hrrr'l, is an interesting one and I give them credit for really trying something new.  The over effect is great. New monsters and a good hook.   I am not sure they would make for a great recurring enemy.

Open Box has reviews for us.  Up first is Warlock, a game I owned at one time.  Charles Vassey gives it an 8/10 and that roughly meets my memory of it.  Cults of Prax from Chaosium is next. I never played this one, but it gets a rare 10/10.  Might have to find that one. We are also treated to TSR's Deities and Demigods, the first AD&D Hardcover I owned.  This one of course does feature the much sought after Elic and Cthulhu mythos.  The book gets a 8/10 from Andy Slack, mostly due to the fact that he likes his own gods and this is a "DM's only" book.  We wrap up with Adventure 4 for Traveller, Leviathan. It gets a respectable 9/10.

In Character Conjuring Stephen Bland gives us the Elementalist.  As you can imagine it is an elemental based Wizard.  This is the first one of this type I recall seeing, but there were many more after it.
This one seems pretty good to be honest.  Spells up to level 9, but only 5 per level at max.

Starbase and Roger E. Moore present the Khazad-Class Seeker ship for Traveller.  I remember this article as another one from a collection I had from 81-82 or so.  I loved the idea of creating my ship.

Bill Milne writes "A Spellcaster's Guide to Arcane Power", one of the first Mana/Spell-point systems I can recall seeing.  It is a reasonable effort and shares traits with a number of other like systems, costs for spells, differeing rates of power recharge.

In Treasure Chest we get a number of "non-magical" items such as a knuckle dagger, a garrotte and a sword with a dagger in the hilt.

We wrap up the issue with Classifieds and a few more ads.

All in all a solid issue, what I'd call a utility issue.  I remember back when I first read this of using the Elementalists and only allowing him to use the Spellpoint system.  I thought it would be the best way to bring them both into a game.  It struck me later, after I had made a character, that these two systems really don't play well with each other.  So I dropped that idea.

Friday, February 25, 2011

Season of the Witch: Episode 7

Episode 7: Desert Rose

Winter 2005
Roswell, NM

The Cast rolls into Roswell, NM. They decide to stay and check out the cheesy tourist traps and even get a “tUFO” Burger (made of Tofu). Bob complains that this is distracting them from the mission, Tara reminds him they are not on a mission but a vacation. A couple of times during the day Willow notices a coyote, first in the road (no surprise) but then again at the restaurant.

They check into a local motel (“where all the aliens visiting our galaxy stop!”) and proceed to get down to some very hot and heavy sex. Hot being the operative word, since the air is out. Bob materializes in the room interrupting Tara’s demonstrating what she can do with that mouth other than sing. Tara blows up and begins yelling at Bob. He leaves, she feels bad and goes to follow him.

Willow, the moment now gone, decides to get her clothes back on when she sees the coyote in her room. Scared at first she watches as the coyote grabs her new boots and runs out the door. Willow chases after it.

Tara returns with Bob in tow. He feels bad and agrees not to do that again (his player though is less enthused!) then they notice Willow is gone. Nothing has been moved and there is no struggle. A quick search shows nothing. Tara calls on Cordy, who takes a long time to respond. She says something is up with this place. Like it is in some metaphysical fog. She also asks Tara why her body temperature is so high. Tara asks Cordy to find Willow. She tries for a bit and says that see can’t find her anywhere. It is like she has been removed from this plane. Tara freaks, Cordy says to try scrying, see if that helps. Tara scrys and nothing comes up. She gets angry at Cordy for not finding her and Bob for making her run out, she waves her arm and the TV in the room catches fire. Tara runs to get the fire extinguisher to put it out. Cordy asks her what the hell is going on and Tara can’t explain it. In fact the only difference she has noticed with herself is she has been more excited than usual, and in the carnal way.

Tara tries to scry again, this time the crystal lands on Area 51, some 900 miles away. Tara asks Cordy to orb them all there. She can’t. She doesn’t know why herself, but the area is off limits to supernaturals, and Angels and Whitelighters are forbidden to go there. Tara tells her fine. She will go by herself then. She packs up the car and gets ready to drive out there with Bob protesting all the way. He tells here how it is the most heavily guarded military base there is and there is no way she could get in. Tara says that is they are holding Willow then that is the only thing that might stop her, but she doubted it. Slamming the car into drive she heads out into the night.

Willow meanwhile is still following the coyote. She either lost track of her steps and of time cause she finds herself in the middle of the desert. The coyote stops, drops her boots and then gets up on its hind legs and shifts (but not shape shifts) into Oz (complete with clothes). Willow tells it that she knows he is not Oz. Coyote tells her he took a shape she would trust and he admitted, he thought Oz was cool. He says he is only borrowing this visage. Willow asks if that means Oz is dead. Coyote does not answer that. She asks him what he wants. He tells her, ”you.”

Tara is still driving, but her adrenaline is now running out and she is falling asleep at the wheel. Bob tries to keep her awake, but even though he can touch her (she is magic) he is having trouble. Something about the desert is effecting him. At this point to stay awake I have the two players both tell me stories about Tara and Bob as they see them. They story is one of when Tara was in an equestrian contest and she wanted to ride a horse that was much too spirited for her (she was 7 or 8). She rode the horse anyway and did well, but soon lost control and was thrown and hit her head. She talked about how bad she felt because she lost, and Bob talked about how he sat with her night after night until she regained consciousness. This is an expanded version of a brief outline I had given both Bob and Tara’s players back in Episode 2. I gave them quite a few extra drama points for this. They continued driving until Tara finally did fall asleep at the wheel. Bob tried to wake her but the car smashed into an invisible barrier around the base. Tara hit the steering wheel hard and was knocked out. Bob was even thrown out of the car due to the magical nature of the barrier. We cut to a scene of Tara falling out of the car, bleeding from several deep cuts on her head.

Willow instantly feels the pain and wants to go back to Tara. Coyote says she can’t, not yet, because there are still things she needs to learn. Coyote explains that the world is about to change. It changes all the time, but this time will be big, maybe too big. He tells Willow she is the agent for change and that she is destruction. Willow denies this saying that future won’t happen now, Leviathan won’t enter this realm. Coyote says Leviathan was only the blunt tool of change, it was always Willow that was going to change it. He tells her that whether it was Leviathan or the time after Tara was killed, she was destined to destroy the world. She argues saying no, that won’t happen, besides she has Tara and every reason to remain in the world. Coyote just laughs. He says “Like it or not Willow Rosenberg. You will destroy the world and There. Is. Nothing. You. Can. Do. About it!”

Bob has gotten to Tara, who is in really bad shape. He calls for Cordy, but she has trouble orbing in. Bob, desperate, uses some of Tara’s own blood and calls for Cordy. She materializes, though it is obviously painful. (Player asked if in Bob’s past he would have seen “blood magic”). Cordy tries to heal Tara, but it is taking longer than it should. She doesn’t know if it is because of all the magical interference or something else. She says it is almost like Tara is not a witch anymore. They get her stabilized only to have a group of soldiers surround all three of them. They are arrested and taken to the base.

Willow is still arguing with Coyote. He tells her not to feel bad, he is also an agent of change and change is good. He asks her if she has even noticed the changes within herself over the last few days. She says nothing. But finally she asks, if she is change, what is Tara? Coyote only says, that is something she will need to find out. She tells Coyote she wants to see Tara now. He pauses and finally says, “ok. Just go over that ridge, there will be people expecting you.” Willow walks on and Coyote has shifted back to a coyote. She gets to the ridge and sees the base of Area 51. There are soldiers there who seem surprised she snuck up on them. They arrest her as well.

Tara, Bob and Cordy are all handcuffed (yes even the ghost) and lead into the base. The base CO, a Lieutenant General Ashby. He laughs at them, saying he has been expecting them for some time since they fouled up their Bureau business last year. He looks at Bob and says to him a Marine should know better than to drag his little girl into a fight that will get her killed. But he laughs anyway and says they might as well come on down and see what it is they came all this way to see since they were never going to leave this base ever again. The Lt. General goes on about Roswell and how everyone knows what happened in Roswell and how there are thousands of conspiracy nuts out there spreading this tale in sixteen thousand different ways. He stops and laughs, and says “do you know how much money a snow job like that would cost Uncle Sam? And I got every idiot Fox Mulder-wannabe with a camera and a website keeping my secrets for me.” He goes on.

“Everyone knows what happened in Roswell New Mexico in 1947. But I am here to tell you ladies and gentlemen, that everyone is wrong.”

He flips the switch for lights and bunch of high watt halogen-lamps fire up to show a holding area with one prisoner. He is trapped, spread out like a butterfly in an insect collection. His skin is bruised and his long wings are tattered and torn. Once they must have been magnificent and white as snow.

Tara gasps. Bob says “dear lord”. Finally Cordy says “Oh God! It’s Uriel.”

To Be Continued…

(Notes after I post Episode 8: Heart of Light)

Friday, November 19, 2010

The Dragon and the Phoenix: wrap-up

The Dragon and the Phoenix ran for 13 episodes and it was great fun.

We set out to show we could tell a great story and even a better one than the source material and I think we succeeded.
Here are some random things we learned while writing and playing these episodes.
Their first semester living together Willow and Tara arranged their schedules to always be near each other.

They also rearranged classes so they could both come home during the day to watch "Jerry Springer" though they told everyone else it was so they could watch PBS.

Tara's first meal back as a human? Chicago style deep dish pizza. She tried crawfish etouffee but discovered she was in fact still allergic to shellfish.

Tara does not drink at all. She has smoked some pot in the past (mostly highschool) but no longer.

While Willow was in high school she discovered some old journals of Jenny Calendar where she talked about being "outrageously bisexual" with her roommate in college. It made her feel more comfortable about her own questioning sexuality.

Dawn has walked in on Willow and Tara having sex 4 times. Xander has walked in on them 0 times.

Willow can disco. It is not something she is proud of or even talks about, but her father (a HUGE Saturday Night Fever fan) taught Willow how to dance when she was little, she remembers it all to this day.

Willow is ambidextrous, she can write equally well with either hand.

Tara hates ponies. She loves to ride horses but thinks ponies are evil.

Tara has a set of witchcraft ritual tools. She prefers to cast rituals with her athame when she can. Tara discovered that Willow is also capable of using Tara's ritual tools (not something that is normally done).

The Cast has both memories of Tara and memories of her sister Kara. Generally there is no conflict with these.

Tara's mother was named Megan, her grandmother Deidre. Her father's name was Robert. Tara's middle name in Ann. Her brother would tease her and call her "Annie", to this day she hates the name and will not use it.

Dawn knew she was psychic as early as Episode 1. In the finale she was given a glimpse of her futures as well. One where she was a doctor and another where she becomes a physicist.

Anya and Xander split up after a couple of months. They do not get divorced until some time later. I toyed with the idea of Anya also being pregnant and might still do that.

Buffy begins dating the police officer Tony Foster. In one possible future shown by the Mouth of Leviathan she and Tony are married.

Spike is not seen or heard from again. He is rumored to be "alive" somewhere.

Clem the Demon can do complex mathematical calculations in his head.

Giles had a religious upbringing. While his mother was a duty-bound English Watcher, his father was a Irish Catholic. Giles was brought up in both the Catholic and Angelican churches. No wonder he rebelled.

Luna the Seraphim was one of my D&D characters from back in the day. Her original character sheet says she was rolled up in 1982.

Charmed influences abounded. Rack was a "Charmed" style Warlock and had no soul. He was in fact stealing powers from the magical kids in his thrall. Cordy had become a Whitelighter.

The plane of Leviathan was taken from the Monster Smackdown book, it was augmented based on the old Dragon Magazine adventure "Nogard", the demonic wasteland from Charmed and the last planet in the Heavy Metal movie. Leviathan himself is Leviathan from Armageddon. He is demonic as well as a mad god due to all the demonic "souls" he has been feeding on over the millennia.
We took a break and then went into the next season of episodes, Season of the Witch,  those were not as playtested as much.

I'll post the Season of the Witch reports starting next year I think.  Holidays coming and all.

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.

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!

Pygmy Tarrasque

The Pygmy Tarrasque

The Tarrasque in D&D is colossal monster that pretty much no character has any right to stand against. It is the primal force of destruction made physical. It is the Godzilla of the D&D game. It is also based on a monster of myth and legend known as the Tarasque. While they look similar and act similar, the Tarasque was once defeated.

I can recall one time while watching some TV, likely a nature show but it could have been Star Trek the Next Generation too. I was reading my Monstrous Compendium and someone had mentioned the Pygmy Tarsier. I thought that at the time a Pygmy Tarrasque would make for a great monster.

The idea here is a Tarrasque that the characters can actually and defeat.  Build up the rumors in either direction; the tarrasque is an unstoppable killing machine created to kill gods OR it's just an armored dragon like beast that a group of French villagers can kill.  Which is true?  Don't know and neither will your players till you spring this on them.

Fluff:  Let's say the regenerative powers of the Tarrasque is such that sometimes big hunks of it's flesh are torn out.  Typically this would only happen if it was in a fight with a titan or demon lord. These hunks either regenerate into smaller versions of the creature or maybe this is what happens to other monsters when they consume this flesh.  Or one could even say that these smaller ones are the result of the breeding of the Tarrasque with dragons.  Or it along with the Great Tarrasque are the offspring of Leviathan (as in the myths) or even Tiamat.   One should not discount this angle on the story.  Given the Leviathan connection it sorta behooves me to stat it up for Cinematic Unisystem.

In the village of Tarascon they still celebrate the defeat of this great monster. I am happy that we have never seen such a beast in England.
- From the Journal of Tamara Swift.

Name: Tarrasque,  Pygmy
Motivation: Eat
Creature Type: Monster
Attributes: Str 18, Dex 7, Con 10, Int 2, Per 6, Will 3
Ability Scores: Muscle 40, Combat 20, Brains 10
Life Points:  750
Drama Points: 2

Special Abilities: Additional Actions +2 (3 total), Armour Value 9, Attractiveness –5, Cause Fear, Increased Life Points, Regeneration (Con per Hour), Resists Magic 3 (can deflect automatically any spell PL 3 or lower)

Manoeuvres
Name  Score      Damage    Notes
Bite
+22 
48
   Slash/stab
Claw x2     
+20
34
   Slash/stab
Tail 
+18
34
   Bash
- stinger  
+16
Special
   Poison

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,

Thursday, October 28, 2010

Maahes the Tainted Bast for the WitchCraft RPG

Maahes the Tainted Bast

When a Bast spirit is exposed to large amounts of taint they become Maahes. Their namesake was an outsider God absorbed into the Egyptian New Kingdom pantheon. Maahes had a lions head and was later interpreted to be the son of the Goddess Bast and the God Ptah. He was a god of war and called The Bringer of Destruction.

Maahes is considered to be in Bast (the race) mythology to be the first bringer of Taint to the Bast. Whether Maahes was a willing or unwilling carrier of taint is unknown and lost to time.

When a Bast spirit is exposed to Taint it is compelled to enter a body (if not already in a cat body). Sometimes they discover a human, living or dead, and use it for their purposes. Whatever body the tainted Bast enters they become anchored to it forever. The new creature is called a Maahes (singular and plural forms are the same). Regardless of the source of the body or its nature it transforms due to the taint. The Maahes is effectively immortal since it can regenerate loss of life points at the rate of CON per hour. They no longer age and even disease and poisons are no longer effective. Only attacks of a magical nature or ones that drain Essence or Taint have any effect. To destroy a Maahes one must reduce its Essence or Taint to zero.

The appearance of a Maahes differs wildly. Former High Bast Maahes are often stuck between human and Bast forms, usually a human body with a cats head or sometimes cats paws and claws. High and Low Bast Maahes can also appear to be as sickly, even feral, cats. Sometimes it is even difficult to tell what sort of creature the Maahes original was, all that is evident in its twisted form is some reminder of catlike traits. In all cases and whatever the form they carry about them the same aura of corruption that tainted humans and spirits do. Of course to the Bast they are even more repugnant.

Bast relate to Maahes the same way that humans deal with other tainted humans; extreme revulsion and avoidance. What horrifies Bast the most about the Maahes is not just the taint, but the fact that Maahes can no longer reincarnate. The taint that twists their bodies also twist their spirits and minds. Even their telepathic speech is distorted to other Bast.

Maahes can have Gifted or Taint powers as do humans. Some can even develop disciplines of the flesh as do Mockers, but nothing can change their forms back to pure cat.
There are no Maahes known amongst the Mockers.

Maahes

Strength: 2-5             Intelligence: 3-6
Dexterity: 4-7            Perception: 2-6
Constitution: 4-6        Willpower: 4-7

Life Points: 40-60
Essence Pool: 30-50        Taint: 60-100
                                       Madness: 3-5

Skills: any appropriate for Bast
Powers: Immortality, Increased Life Points, Increased Taint Pool, Regeneration, Taint, Taint Powers,

Maahes have a host of mental derangements. Cruelty is high on list given their cat-natures, but because this is taint with no logic based in our universe there are as many recorded passive Maahes. Eventually, long lasting Maahes have nearly sort of mental imbalance known to man, and some that are not.

Interactions with Maahes
Most covenants know very little about Maahes. While most theorize they are possible, very, very few have actually seen one. Some early reports coming from the Sentinels confused Bast and Maahes and considered them to be the same, evil, creature.
The Wicce, whom the Bast have the best relations with, are mostly in the dark over the nature and even existence of Maahes. It could be that this is by design on part of the Bast. Only the Wicce coven The Daughters of the Flame, acknowledge that they exist and even have records of their existence dating back to their earliest days as a coven (150 CE). They speculate that the Irish Ciat Sith or Cat headed demon (more properly, faerie cat) were in fact Maahes. This could also be the reason why the Daughters have had a falling out with many of the larger Bast covens.
There are rumors that the Rosicrucians have been researching and working on a means to remove the taint fully from Maahes and return them to normal Bast. As with all secrets of the Brotherhood of the Rosy Cross, they are not too forthcoming with the information.

Maahes in Armageddon
Most Maahes flocked to Leviathan as their savoir, equating him with the snakes that the Goddess Bast was presumed to have destroyed. Of course once the disaster in Munich struck many were destroyed outright due to overexposure to taint. While not members in any standing with CoR or AoR, Maahes work to achieve Leviathans will as they perceive it.

Roleplaying Maahes
As creatures of Taint, Maahes are most often to be pitied. Removed from the world of the Bast, death is often their only, if final, solution. Only the strongest willed Maahes survive long enough to actually enter into the Casts lives, let alone be a threat. The ones that do survive represent not only a powerful enemy (only the powerful ones survive), but one that can infect with taint in addition to whatever powers and skills it had before.

Adventure Hooks
A Low Bast has become a tainted Maahes and has sought the aid of the Cast to help it return to normal. The Cast must choose whether to aid or kill the infected creature.

A former High Bast Maahes and powerful sorcerer has decided that the future evolution of the Bast species is integration with Maahes. His plan, as much of it that can make logical sense, is to kill off as many Gifted humans as he can, infect as many Bast as he can, and then with his army of Maahes, take over the world. Of course his plan is grandiose, but he is still powerful enough to do a lot of damage to the Gifted and Bast in the mean time.

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.