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

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, SinĂ©ad 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!

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, April 14, 2010

Demogorgon for Unisystem

Demogorgon, Demon Prince of Fiends

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

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

Demogorgon, The Great Fiend, Prince of Demons.

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

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

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

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

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

Motivations and Goals

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

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

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

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

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

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

Appearance

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

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

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

The Lair of Demogorgon

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

The Cult of Demogorgon

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

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

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

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

Demogorgon in Your Games

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

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

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

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

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

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

Unisystem Stats

Demogorgon

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


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

Secondary Attributes
Endurance: 340
Speed: 58
Armor: 28

Essence: 228
Vital Essence: 456
Channelling level: 9

Life Points (when Manifested): 430

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

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

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

All other skills at +5

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

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

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

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

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


Blood Apes

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

Essence: 22-27
Life Points: 56-68

Qualities: Gift, Hard to Kill 2

Skills: Brawling 5, Handweapon (sword) 3

Metaphysics: Invocations

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

Ophiacodontids

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

Essence: 24-30
Life Points: 41-45

Qualities: Gift, Hard to Kill

Skills: Brawling 3, Handweapon (sword) 4

Metaphysics: Seer powers

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

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, July 16, 2010

Willow & Tara: FUDGE

FUDGE

Fudge is a “Universal” RPG, designed to emulate any world, any genre and put the focus back onto characters and story rather than rules or rolls of the dice.

To me Fudge, and it’s younger sibling Fate, were just another one of those “games without a soul”. By that I don’t mean it is a soulless monster, but rather if you held it up to a mirror it wouldn’t reflect anything. At least not to me.
This puts it, in my opinion with GURPS, Action! and Fuzion.  They all do what they do well, and a lot of things good, but maybe not "great".  All these games have some similarities, and even similarities to d20 and Unisystem, but what I feel they all lack is a cohesive theme or look and feel. Tri-Stat in BESM is very much “Anime” flavored, as Unisystem is modern horror. Action! is a little bit better, but True 20, GURPS, Fudge, and Fuzion seem to lack a theme element. 

Because of this I never cared much for these games. That is until I looked into a Fudge based game called “Now Playing”.

I liked it.
I then looked into other Fudge/Fate games and I’ll detail what I found in them later.
In particular I'll talk about Fate when I do a big long review on The Dresden Files RPG.

About Fudge
Fudge used to be known as FUDGE, the Freeform, Universal, Do-it-yourself Gaming Engine. Created by Steffan O'Sullivan, back in 1992 it is notable as being one of the first game systems to be released for free on the internet. It even had an open licensing agreement (though not as open as the current OGL which Fudge now uses) which is interesting since it was released in a climate when most game companies were still trying to figure how to use the internet and control their IP.

Reading the basic (and free) Fudge rules is better than reading the d20 SRD. It is reminiscent of another “universal” game, GURPS. While the SRD is not d20 nor is it D&D, Basic Fudge is a fully playable (if soulless) game. This is where games like Now Playing and Heart Quest can shine. Like Unisystem (there’s that Universal thing again…) what really makes it work are the settings. While I am fan of most Unisystem games, I do have my favorites (namely WitchCraft, Ghosts of Albion), Fudge is the same way. I should note that there is a Fudge SRD as well, it reads like Basic Fudge but is twice as long.

Heart Quest
I mentioned Heart Quest when I discussed Anime RPGs a while back. It is still a good choice and it's different tenor plays off well with Now Playing to create the series I want.  More on that in a bit.

Now Playing
Now Playing is a Fudge based RPG that claims it can emulate any TV show or style with their simple ruleset and guidelines. They might be right. While the Buffy RPG is the Gold Standard when emulating a supernatural drama television show, Now Playing handles everything else rather well. Action shows, Sitcoms, Reality TV, cops shows, lawyer shows, Sci-Fi, and yes Supernatural Drama are all covered in this book.  There is a newer version out now called "The Unexplained" and it looks very similar, but maybe a touch darker.  I don't have it and I have spent all I can on my RPG budget. I would love to have a look at it in detail, until then I'll stick with Now Playing.

Since I want to focus on this game as my premier Fudge game, I’ll turn back to mechanics.

Attributes
This one is so simple that it barely is worth mentioning, but I will just to illustrate the point.

Now Playing/
The Unexplained/         
(Fudge)
Unisystem
Brawn Strength
Agility Dexterity
Stamina Constitution
Reasoning Intelligence
Perception Perception
Will Willpower

Follow these up with the level conversions above and a Brawn of Fair is Strength 3. You almost don’t even need a new sheet. This illustrates Fudge conversion abilities well and Now Playing’s ability to emulate most TV shows and TV show games.

Luck Points vs. Drama Points
The mechanic differs slightly, but the intent is the same, allow the player a chance to “re-write” the scene. In general for conversions sake, 5 Drama Points = 1 Luck Point. Of course there is a higher level of danger in a Horror Drama than a Situational Comedy, so it might be about the same realy.

Skills
As mentioned before Fudge is flexible when it comes to Skill lists. Now Playing offers something that looks like a cross between Cinematic and Realistic skills. Now Playing has 91 some odd skills to chose from compared to Buffy’s 18. Yikes! Skills can be bought the exact same way, though some start out as Poor or Non-Existent. Anyone can try a skill with a level of Poor, but you need training to use a Non-Existent skill. Training is reflected in the 30 points given to characters to improve skills. Without getting too deep into the math this about equal between the games, with the edge going to Now Playing characters. Skills though can be grouped together.

Skill Conversions
For a truly cinematic game my advice to Now Playing characters is to take the 91 Now Playing Skills and group them into Buffy’s 18 skills as Skill Groups per the Fudge rules.
Buffy skills are listed first, with Now Playing Skills in parentheses. For example, does anyone really care which type of Kung-Fu Kim Possible or Batman uses (they both know many kinds), no, just that they can kick some butt.
Buffy players can use these groups to specialize in one or more areas.

Acrobatics (Acrobatics, Balance, Jump)
Art (Perform, Photography)
Computers (Computer Use)
Crime (Breaking & Entering, Escape Artist, Forgery, Gamble, Haggle, Hide Traces, Pick Lock, Pick Pocket, Shadow, Sleight of Hand, Stealth, Streetsmarts, Surveillance)
Doctor (Autopsy, Diagnose, First Aid, Surgery)
Driving (Drive , Pilot , Ride Animal )
Getting Medieval (Weapon )
Gun Fu (Weapon )
Influence (Bluff, Hypnosis, Interrogate, Intimidate, Oratory, Pantomime, Persuade, Seduce, Tall Tales, Uplift Spirits)
Knowledge (Area Knowledge, Business Sense, Culture , Etiquette, Gather Information, Knowledge , Nature Lore, Primitive Tools, Profile, Psychology, Religion , Research)
Kung Fu (Brawl, Martial Art )
Languages (Decipher Script, Innuendo, Interpret Language, Language , Read Lips, Write)
Mr. Fix-It (Craft , Demolitions, Disable Device , Engineering , Repair Device )
Notice (Direction Sense, Navigate, Notice, Sense Motive)
Occultism (Cryptozoology, Occult Knowledge, Parapsychology, Ritual , UFOlogy)
Science (Science )
Sports (Climb, Fish, Run, Sail, Swim, Throw )
Wild Card - anything

There are others that didn’t quite fit. Some are dependent on the situation used. For example Appraise in NP would part of Art if it is used to appraise a piece of art, but part of Occultism if used to appraise an ancient occult artifact. Animal Care could be a Wild Card, or part of Influence. There is a whole “animal” axis of skills as well as some social skills that could be covered by Unisystem qualities.

Directors of either game will have to re-parse out Skill points to accommodate for the reduced or increased number of skills.
When converting characters have a Now Playing character take the max or average of the skills in a skill group to represent their Buffy skill and for Buffy characters they should record their Buffy skill level in each of the Now Playing subskills, re-distributed based on character concept. No Now Playing skill should be higher than its Buffy skill counterpart.

Skills in Fudge work differently than Unisystem. In Unisystem a “Skill roll” is the skill + an attribute. In Fudge it is just the skill. All Unisystem skills start at 0. Fudge skills have different starting levels, some can’t be used untrained others can, but at the lowest possible level.

Qualities and Gifts
Qualities convert to Gifts and Drawbacks to Faults like outlined above. I am happy to note that Resources converts to Income very nicely. In fact Buffy players should look into Now Playing’s income ticket mechanic for purchasing items based on income/resource level as opposed to actual money. A good model of “TV Economics”.

Magic
Now Playing adopts, mostly, Fudge’s magic system. To me this is where it falls flat. There is a Magical Aptitude Power (roughly equal to The Gift, Sorcery or Magic Qualities) and a skill roll (again, roughly equal to Occultism). Already I see two separate checks to see if the magical power can be gathered and then used. This doesn’t really work for me. Let’s look at some magical TV shows. I don’t recall Piper, Phoebe or Paige needing to go through all of this. A “Power of Three” spell (their most powerful) does require a ritual (grasping hands and reciting the spell) and sometimes it does not work (Cole was able to break free at one point), but no gathering of mana. And I don’t believe that Samantha or Sabrina even did that much. So a simpler mechanic is really needed to mimic the Cinematic Unisystem magic system better.

Now I’ll be honest. The magic system in WitchCraft is the best I have ever used or read. The magic system in Buffy and Ghosts of Albion runs a very close second. So in my mind anything else is going to need work. Hell, I think the Buffy RPG does a FAR better job of explaining magic and how it works than the Buffy TV show. That being said here is a way to convert Buffy magic to Now Playing.

Magical Aptitude is a Power with the default level of Terrible. It effectively combines the old Magical Aptitude and Handle Mana Skill. It can be taken in levels (Terrible to Legendary) just like a skill or attribute. In order to cast a spell the character needs to match the level of the spell cast (also Terrible to Legendary). Some things can adversely effect this, such as concentration during combat (usually -1 to -4), stress, fatigue, or other factors. Other things can help such times and places of power (as described in either book).
So to cast a Legendary spell or a simple spell with Legendary effects, one must have Legendary Magical Aptitude, or at least be able to roll up to that. The same rules apply to critical failures and success. To convert a Buffy Spell take it’s Power Level and use the conversion matrix above. So a starting character with MA of Terrible (0 in Unisystem terms) only has the appitude, they can’t cast a Poor level spell (1 in Unisystem terms) unless they roll at least 1 +.

Putting it all Together




I used the Now Playing rules, with some cues from Heart Quest, Shoujo Anime and other Fudge games to create a new Series than can be run under Fudge or Unisystem. As usual I will stick with something I know well.

Using the Now Playing guidelines on spin-offs I created a Buffy-spin-off, or actually a spin-off of my spin-off. “Willow and Tara: Generation HEX” is a spin off set around 2006 or 2018 with the two lead characters Willow and Tara.  I did this with "The Dragon and the Phoenix" and "Season of the Witch", but this one has a bunch of new rules. 



I have often wondered what a supernatural/horror series would be like in the hands of Television master David E. Kelley (“Boston Legal”, “The Practice”, “Ally McBeal”, “Picket Fences”…). So in DEK tradition, I moved the Series to Boston (something I was doing anyway for a variety of reasons, but this works well) and  made it less about two witches fighting the supernatural and more about two women, who happen to witches, trying to lead a normal life while also dealing with the supernatural.  Also, given the events of "Season of the Witch", Tara was pregnant.   I did say it was going to be a new series.  I debated on whether to do it right after Season of the Witch or later when the kids were teens.  I ran part of it using Mutants & Masterminds and it was right after.  The Now Playing stuff was written with 2018 in mind.  Still don't know where to go on that yet.  

Demons have been over-done, so I focused instead on other types of supernatural creatures: ghosts, spirits, faeries and the like. Heart Quest has quite a bit of guidelines for dealing with these types, Now Playing deals with your typical Cryptozoological beasties (much like Conspiracy X or Dark Matter) as well as faeries and spirits. Between the two there are plenty of creatures, threats and distractions so I never have to use a vampire or a demon. After all the point of a spin-off is to establish it’s own identity. 


Let’s borrow another page (or two) from Heart Quest and set the series in school, maybe a school of girls, but certainly a school where magical things are happening. This would work well with the Magical Girl and Teen Romance options. Tara has been offered a job as a teacher and youth councilor (Girls Councilor if the school is co-ed). We can extend the DEK metaphor more and use “Boston Public” as a guide. 


This type of setting allows more play than just a “girls fighting monsters”. My players tend to like social issues, so I’ll take a dramatic turn then. Dealing with the supernatural has become easy, almost clichĂ© really. If it’s evil  then kill it or send it back where it came from. What do you do if your character is sued by parent because their daughter claims the Cast Member made unwanted sexual advances at her? It’s not true, but it still a problem and you can’t just kill the student or parent. Now let’s say your character is a lesbian. How does that play out? How do you fight that battle? Certainly a courtroom showdown will be in order, complete with an impassioned monologue from the cast and their defense attorney. 


Life though is not just drama, sometimes it is mundane. Sure we can do episodes of Willow recalculating her mortgage or Tara working in the garden, just like real life, but that would not make a fun game. Though the other moments in life are equally important and worthy of games. Life is funny, sad, calm, hectic, reflective, sedate, often loving, sometimes pornographic, but all in all much richer than what is on TV (or even should be shown on TV) but a game can reflect all of those facets.


Willow Rosenberg
Leading Character
Brawn: Mediocre Reasoning: Superb
Agility: Mediocre Perception: Great
Stamina: Fair Will: Superb

Luck: 3 Income: Great* (Willow sold her security firm for 7 figures).

Skills: Acrobatics (Fair), Brawling (Poor), Business Knowledge (Good), Computer Use (Legendary), Craft, electronics (Great), Crime, general (Poor), Cryptozoology (Great), Dechipher Script (Good), Engineering, electrical (Great), Engineering, mechanical (Good), First Aid (Mediocre), Handle Mana (Legendary), Influence (Fair), Knowledge, general (Legendary), Languages (English, French, Latin, Greek), Magical Rituals, most (Legendary), Melee Combat (Mediocre), Notice (Good), Occult Knowledge (Legendary), Parapsychology (Legendary), Religion, Jewish (Good), Science, general (Great)

Gifts: Ambidexterity, Attractive, Wealthy

Faults: Ambitious, Enemy, Minority (Lesbian, Jewish, Wicca)

Powers: Awakened, Anamchara, Magical Aptitude

Props: Brownstone House, Bike, Computers (servers and laptops), Subaru Outback (special hybrid converted model), Doll’s Eye Crystal.

Real Name: Willow D. Rosenberg
DOB: August 1, 1981 (Age 24 in 2006)
Identity: Public, but unknown as a witch
Occupation: Part time computer instructor; Private Computer Security Systems Analyst; Witch
Height 5’3”, Weight 110lbs, Eyes Green, Hair Red


Tara A. Maclay
Leading Character
Brawn: Mediocre Reasoning: Great
Agility:Mediocre Perception: Superb
Stamina: Fair Will: Superb

Luck: 3 Income: Great

Skills: Acrobatics (Fair), Art, creative writing (Good), Art, painting (Good), Art History (Great), Brawling (Poor), Computer Use (Good), Crime, general (Poor), Cryptozoology (Good), Dechipher Script (Fair), Diplomancy (Mediocre), Driving (Fair), Handle Mana (Legendary), Influence (Good), Knowledge, general (Great), Languages (English, Japanese, Latin, Greek), Magical Rituals, most (Legendary), Melee Combat (Poor), Notice (Good), Occult Knowledge (Legendary), Parapsychology (Legendary), Perform, dance (good), Perform, singing (Good), Profile (Good), Psychology (Great), Religion, Wicca (Good), Science, general (Great)

Gifts: Attractive, Wealthy

Faults: Code of Behavior, Enemy, Minority (Lesbian, Wicca), Soft Hearted

Powers: Awakened, Anamchara, Healing Touch, Magical Aptitude, Sense of Empathy

Props: Brownstone house, Bike, Occult Library (includes the White Codex, Journal of Tamara Swift and The Journal of Megan Maclay).

Real Name: Tara A. Maclay
DOB: 11/07/1980 (25 in 2006)
Identity: Public, but unknown as a witch
Occupation: Youth Counselor and Art instructor; Witch
Height 5’5”, Weight 125lbs, Eyes Blue, Hair Blond

Depending on when this is set they also have their daughter Brianna who is either 1 or almost 13 (depending when I decide to set this; gotta find some new players first).

Notes: As usual, I am going with “The Dragon and the Phoenix” versions of these characters.
Briefly: Tara is back from the dead, Season 7 never happened, they defeated the mad god Leviathan. This would be the start of my Series 3 with Willow and Tara.  I used the Now Playing rules as the dominant feature in these conversions, but converting to Heart Quest (or any other Fudge game) should be easy.