Lamentation Overdrive

Lamentation Overdrive: mech fighting game in LotFP’s Worst Timeline historical fantasy setting. As in

  • Lamentation Overdrive: Borgia’s Banquet
  • Lamentation Overdrive: The Beast of Gévaudan
  • Lamentation Overdrive: War of the Roses
  • Lamentation Overdrive: Rise of the Anti-pope
  • Lamentation Overdrive: Tudor Returns
  • Lamentation Overdrive: The Revenge of John Dee
  • Lamentation Overdrive: Meat Festival
from bayonetta

Angelus Drive
Stolen tabernacle, inscribed with inverted Enochian and adapted as an angel-prison. Requires heavy occultum shielding or else leaked hieric radiation slowly transforms all nearby objects and creatures into perfect golden spheres

from final fantasy

Bazeries Battery
A puissant unanswered question, locked away behind an impossible cipher; allows a mech to run on ultra-efficient epistemological potential energy, but if anyone cracks the code or answers the question, the mech immediately shuts off.

Epistemological Array
Allows the mech to teleport, but only to the precise spot your opponent least expects. Frequently lands inexperienced pilots in the center of the sun.
 

from bayonetta

Nephilim Frame
Skeleton of an antediluvian giant, bleached with holy water and wired together with adamant. It’s almost indestructible, but not quite as dead as one would hope.

The Wicker Man
Pagan-built mech chassis. It’s fireproof, and in fact eternally burning, but the only fuel it takes is humans. 
 

from bayonetta


Wodewose
Lobotomized greenman; staggering healing ability allows implanted weapons to be incorporated just as easily as with a constructed chassis, but requires a huge amount of opium to maintain cooperation.

Aegis Ray
Medusa head mounted inside an optical device with rotating lenses; one magnifies, increasing area of effect but reducing range and petrification speed; the other focuses, creating a needle-thin, long-range beam of ultra telluric energy.

from bayonetta

Bomb of Gilead
A thrice-blessed and thrice-burned vessel of aromatic wood; can be activated once per day to temporarily disable all non-divine magic in a short radius around the mech.  


Paracelsian Contract
Legal documents penned in human blood allowing a mech pilot to call on elementals for service. The number of times they can be used depends on the clarity and quality of the contract’s writing, as well as how much the pilot is willing to pay.

  • Sylph are immaterial and non-violent, but they can be used for reconnaissance purposes. They require decadent confectionary and elaborate meals as their price–baby giraffe pâté, 1,000 perfectly fried hummingbird tongues, the broiled brain of an albino jaguar.
  • Salamanders are hot enough to burn anything, and will swarm over and through an enemy mech at the signatory’s request. They require horrific acts of arson in return for their service.
  • Undine allow the mech pilot to travel safely underwater. They require wealth to be dropped into the deepest parts of the ocean, though they occasionally demand mass drownings
  • Gnomes refuse to partake in this insanity.

torch songs

I don’t like how genasi + aasimar + tieflings are so taxonomical. They could do with being a bit more vague about what high fantasy Paracelsian interpretation they map onto. They could also do to be a but more like Kill Six Billion Demons. 

Aasimar/Fire Genasi

Angels are eternal conflagrations of heatless nuclear flame. They mostly exist in the Void, where they sing endless atomic songs and contemplate their own immanence. Those unfortunate humans descended from angels are aasimar. They are as much flesh as fire, their blood and breath and soul replaced by a single nuclear pneuma that sustains them even as it slowly consumes their bodies.

from kill six billion demons
  • Age: Aasumar live as long as elves. As they age, they become more beautiful, more alien, and more rarefied as their heavenly fire slowly burns away all trace of their temporality. 
  • Alignment: Whatever
  • Speed:  30 ft
  • Languages: English/Common and Enochian/Celestial
  • Ability Score Increases: Your Constitution score increases by 1. Your Wisdom score increases by 2.
  • Rarefied: You are immune to disease and poison and do not breathe. You keep your fire-self burning with sacred oils and blessed incense (function as wine and rations in terms of cost and encumbrance) for fuel. You need to “eat” and “drink” half as much as a human. 
  • Meditation: Though you do not sleep, you must spend 4 hours a day contemplating the Void or find yourself slowly drawn back there in a state that conveniently mirrors human exhaustion. You are fully aware of your surroundings in this state.
  • Radioactive: You can cast the Produce Flame cantrip
  • Body of Fire: You have resistance to radiant damage

XIII

This is kind of an experiment. Every session there is a 1 in 6 chance of one of these things coming up or being mentioned or whatever. It’s a conspiracy generator. Not the best format, but it was fun to write so whatever.

by Dominic Alves, distributed under CC

I
There is a god, and its name is Thirteen. It is the lord of inversion and the architect of misfortune; its clerics wear yellow and hold power over doppelgangers, oozes, and devils. The Constables hunt its worshipers like animals, but there always seems to be more.

by Jerry Kirkhart, distributed under CC

II
There is a society, and nobody knows its name or its members. Everyone who matters has gone to one of their parties–they only invite thirteen people at a time, and it’s terribly difficult to secure an invitation. Sometimes people don’t come back, but that just makes it all the more exciting, doesn’t it?

III
There is a city where nobody goes, a city of sepulchers, a city by the sea. You can’t find it on a map, and no matter how far you travel, you won’t ever reach it. Some priests say the gods cut it out of this world like a tumor, but if you take a certain route, passing through certain cursed doorways and traversing certain cursed crossroads, you will arrive on one of its thirteen grand avenues, which intersect in the center like a spider’s web or a perverse star. The dead hang by cables from the telephone wires.

IV
There is a man by the side of the road, and he is shouting at you. He speaks of an angel with thirteen wings and a hydra with thirteen heads. He says he will be dead soon, but this is a thing that you all must know.

V
You found a book about a crow with thirteen eyes, scattered across its face like any ugly constellation. It is terrible old and utterly malign: a colossal rival of dragons, a gleeful anthropophage, a bearer of curses. It steals children from their parents, raises them and loves them with all its evil heart. They don’t grow up human.

by Anne-Sophie Leens, distributed under CC

VI
There is a syndicate with thirteen captains. They traffic in drugs, slaves, and precious metals; they are undercutting just about every major player in the city. Nobody can figure out who their suppliers are, or where their shipments are coming from, but everyone wants them gone. The Weaver’s Guild has placed a colossal bounty on the heads of their leaders, but it’s only resulted in a lot of dead assassins.

VII
Somebody murdered a Saint of Honey and Salt, carving a thirteen-pointed star into their chest. The local House has promised blood, and rumor has it they’ve had to purge their ranks of spies, though the details are fuzzy on who they were working for.

VIII
This buried and desecrated temple is the home to thirteen warlocks:

  • Gog and Magog, the hateful witch-children, each of which draws magic from the other
  • Illhammer, who casts spells with a mace fashioned from a devil’s femur
  • The Perfect Child of Man, who wears a yellow hood. The emissary of a god-city exiled from this world
  • Ratbelly, the red eyed waif, bound by her own oaths to the Forbidden Hour, which once sat between midnight and 1 a.m
  • Catbelly: the neurasthenic malefic, carried on a silk palanquin by 5 horned skeletons and empowered by a devil of smoke and blue fire
  • Murderboy: he walks on ceilings and weeps black tar; he was raised by a spider the size of a school bus that still sings him to sleep
  • Toothgirl: a creeping obsessive, built a god of neon tubes and rat bones that tells her who to kill
  • Gurn: she can unhinge her jaw like a snake and spit out almost anything she wants; cursed by her mother to be killed by a weapon of her own making.
  • Mammon: everything he does looks awkward and wrong, like a dog walking on its hind legs or a man running on all fours. A centipede lives in his clothes that teaches him the secrets of secret-eating and memory-killing
  • Nadir: wild haired troglodyte who lives at the bottom of a hole, which moves around when nobody’s looking. Sold her soul to a gravity angel, so she can’t pick herself off the ground.
  • Maculata: jelly-fleshed voyeur with a visible skeleton; holds congress with puddings, oozes, and jellies of all sorts.
  • Maastricht: a wretched old man with metal teeth, his pact with Satan makes him nigh omnipotent; his secret weakness is that he can only move when you’re looking at him

IX
There’s a series of thirteen pamphlets everyone’s reading. They make you remember things you’d forgotten, give you advice that makes you feel smart and capable and stronger, they make you forget your own inadequacy and weakness and stupidity, they make you want to find the other pamphlets, but they’re so hard to find and you can’t figure out where they come from. Everyone says something wonderful happens if you read all thirteen.

I’m tired of writing now. I’ll probably write more and I want to find a d13 for this.

Lawful Awful

The Watchers are secret society of humans who have pledged themselves to the cause of the Grigori. The communicate with each other through coded messages and dreams, arranged by their angelic patrons. Most Watchers are just regular people with eccentric religious views and a casual disregard for the kind of bodily harm their masters tend to cause, but a few have been transformed as a reward for their service.

Soteriomancer
HD 2-10 Speed human
Armor none Attack staff
Morale 10 Alignment Lawful

Magicians who have sworn to aid the Grigori. They are often members of Albion’s occult aristocratic class, keeping their allegiances secret as they sabotage their fellows and excavate sleeping angels.

Soteriomancers function as magicians with levels equal to their HD. They know a number of Spiritualism spells equal to half their level and can expend any prepared spell to cast Refine Corpus instead.

Refine Corpus
The caster transforms a single human within 10 ft into a more virtuous being. The caster can apply half their level to the target’s saving throw if they so choose. This miracle has 7 variations. Soteriomancers acquire a new variation every level in ascending orders. 

  1. Subtly alters the brain structure of the target, preventing them from ever sleeping again. The target may make a Save vs Magic; on a success, they no longer need to sleep anyway. On a failure, they will suffer the effects of sleep deprivation until they go mad and die.
  2. Sublimates the target’s digestive organs into nothing. The target may make a Save vs Magic; on a success, they can subsist purely on aether and no longer need to eat or drink. On a failure, they will die or thirst and starvation during the days to come.
  3. Destroys the ability of the target’s body to regulate its temperature–they no longer produce body heat and cannot sweat or shiver. The target may Save vs Magic; on a success, they are completely untroubled by any temperature a natural climate can produce; on a failure, they die of hypothermia over the next few hours as their body becomes room temperature.
  4. The target’s lungs and associated respiratory organs dissolve into intangible golden dust. The target may make a Save vs Magic; on a success; they no longer need to breath. On a failure, they will quickly suffocate.
  5. The target no longer ages. The target may Save vs Magic; on a success, they may enjoy their new immortality. On a failure, this stasis prevents their body from healing itself–all wounds they suffer become permanent and all damage they take affects their maximum HP
  6. The target becomes perfectly androgynous and biologically sexless. The target may Save vs Magic; on a success, they become immune to Charm spells. On a failure, they henceforth automatically fail all Saves vs Poison/Death.
  7. The target must Save vs Magic or be enthralled by the soteriomancer, pledging themselves to the cause of the Grigori with no thought of previous alliance. They also undergo the seven previous versions of Refine Corpus, one per Turn in ascending order, automatically succeeding each saving throw. On the seventh Turn, they transform into an angel with HD equal to their level rounded to the nearest multiple of 3. 

Lazarene Knight
HD 1-10 Speed human
Armor none Attack sword
Morale 12 Alignment Lawful

from Darkest Dungeon

The body of a great warrior, mummified and possessed by the soul of a particularly virtuous Watcher. They wear winged golden armor, and beneath are wrapped in bandages anointed with myrrh. All Lazarene Knights carry a massive bronze jar and their back, which they use to capture souls and spirits. Knights can be Turned as undead, which is the subject of a number of heated theological debates.

Lazarene Knights can cast Soul Harvest at will. Captured souls are trapped in the Knight’s jar and Charmed/infatuated with the angel that raised the Lazarene Knight from the dead. When encountered, Knights start with d6+1 souls in their jar.

A Knight can expend 1 soul to do any of the following:

  • Send the soul to the Hereafter that creates a pillar of golden fire that deals d6×half HD of the soul
  • Have the soul animate and control a number of HD of undead equal to its own HD. This purges any disease, decay, and corruption from the bodies.
  • Send the soul to possess someone. This functions as the Bewitch/Charm Person spell. 
  • Allow the soul to possess them. This heals the Knight for d6×half HD of the soul, and causes the Knight to speak in first person plural.

Advanced Angelology

RUMORS

  1. The Grigori Fell because they gave knowledge to humanity before the divinely appointed time.
  2. Even the angels do not know why they were banished from Heaven.
  3. The Grigori live in the Sunless Lands because it is closer to Paradise.
  4. The Grigori are actually just demons. They look like that to confuse you.
  5. The Grigori snatch people up and take them to Heaven, in hopes that God will forgive them
  6. If the Grigori catch you, they will whisper spells into your ear until you think like them.
  7. The Grigori see out of the eyes of their Watchers
  8. If you become a Watcher, the Grigori will carry you to Heaven when you die
  9. If you become a Watcher, the Grigori will eat your soul when you die
  10. There are exactly 2401 Grigori in the world.
  11. If you use a Grigori’s weapon, it will hunt you down for stealing it.
  12. The Grigori fight endlessly against the legions of Hell.
  13. Out in the wilderness, there’s a paradise built by angels.
  14. The Grigori are secretly allies with the legions of Hell.
  15. Some Grigori are buried underground, trapped there when they Fell.
  16. The fairies are children of the Grigori
  17. The giants are children of the Grigori
  18. If you swear yourself into their service, some Grigori will tell you their secrets
  19. Grigori can’t be harmed by humans.
  20. The hearts of the Grigori are giant jewels.

Angel/Grigori
HD: Variable
AC: 18/Armor Gematria
Damage: Angelic Weapon, based on sphere
MV: 1.5x Unencumbered human (fly and hover)
Alignment: Lawful, duh

Angels’ abilities are determine by their Sphere, Domain, and Weapon. They always have goals related to their domain; Angels of Love will try to matchmake while Angels of the Truth will try to bring old crimes to light. They are unsubtle, react with violence when opposed in any way, and have such a poor understanding of human anatomy that they can easily kill someone on accident. The Grigori are not stupid, however, and often work through human proxies.
 
Armor Gematria: Angels do not take damage that is a multiple of or contains the same digit as their sphere. So an Angel of the Sixth Sphere would suffer no HP loss if their attacker rolled 6, 12, 16, or 18 damage. Angels of the First Sphere only take damage that is a multiple of 13 or 666.

SPHERE

  1. First Sphere: 21 HD
  2. Second Sphere: 18 HD
  3. Third Sphere: 15 HD
  4. Fourth Sphere: 12 HD
  5. Fifth Sphere: 9 HD
  6. Sixth Sphere: 6 HD
  7. Seventh Sphere: 3 HD
  8. Reroll, has lost its weapon

DOMAIN

  1. Artifice
    • Can cast Major Creation at will without the material component
    • Can cause any man-made device to cease function
  2. Death
    • Those who see its dreadful countenance must Save vs Poison or be reduced to 0 HP
    • Can Speak With Dead and Animate Dead at will
    • While in line of sight of the angel, when any creature makes a saving throw that would prevent instant death, they roll twice and take the lower result
    • While in line of sight of the angel, all HP recover is as half as effective.
  3. Dreams
    • Immune to sleep spells. 
    • Can physically enter dreams
    • Can cast Sleep and Change Self at will. 
    • Can create a waking dream at will. This functions as casting Phantasmal Supergoria, except that the illusion can consist of any number of objects and creatures with no volume restriction and can target all creatures in line of sight of the angel. Watchers, though insane, generally retain their sense of fair play and will not dream anyone into the bottom of the ocean or the center of the Earth unless they’re really angry.
  4. Fire
    • Immune to heat and flame. 
    • Wrapped in a fiery shroud with a radius equal to its HD in feet that deals damage equal to its HD per Turn/10 minutes and ignites anything flammable. 
    • Can cast Heat Metal, Resist Fire, and Faerie Fire at will.
    • Can snuff flame with a volume equal to 10*HD in cubic feet.
  5. Fury
    • Can cast Howl of the Moon at full potency at any time. 
    • For every 25% of its HP it loses, the angel doubles in size and deals an extra d8 damage with melee attacks.
  6. Life: 
    • The angel can change its shape into that of any non-magical animal
    • Can create a non-magical animal once per day
    • Can speak with animals
    • Can Charm animals with no saving throw.
    • The angel can raise the dead, though there are Consequences.
  7. Love
    • At will, the angel can make any two sentient creatures in line of sight fall in love with each other; both must Save vs Magic or feel as though they had successfully and simultaneously cast Charm Person on each other. If one saves and the other doesn’t, the love is unreciprocated, and if anyone succeeds on their save to resist the angel’s power, they are forever immune to it.
  8. Mathematics: Once per Turn, the Angel can ban a quantity of numbers equal to 8-its sphere.
    • Whenever a dice roll results in a banned number, the check counts as a failure, the damage counts as 0, or the random roll results in nothing.
    • If you are using a grid, no one can move a number of spaces equal to a banned number
    • Groups with a banned number of members cannot approach the angel; if “1”, “2”, and “4” are banned, a party of 5 combatants could only attack the angel as a group of 3 or 5.
    • While in line of sight of the angel, any representations of a banned number are illegible, and no one can say the number’s name.
    • The angel cannot ban the same number two Turns in row.
  9. Moon
    • Can cast Veil, Disguise Self, and Faerie Fire at will
    • Can cast Reverse Gravity once. 1 in 12 chance each Turn/10 minutes of regaining the ability to cast.
  10. Mercy
    • No one under the gaze of the angel can feel pain. Successful sneak attacks and backstabs go unnoticed
    • Anyone who flees in line of sight of the angel moves twice as fast
    • Anyone under 10% of their maximum HP must Save vs Magic or die every Turn while in line of sight of the angel.
  11. Night 
    • Can cast Darkness at will.
    • Can create a 240 ft diameter circle of Night around itself, a creature, an object or a point in space. At the outermost edge of the area of effect, the sun hangs low on the horizon; halfway to the epicenter, strange constellations and a sickly red moon hang in the sky; at the epicenter, it is as dark as a moonless night. It can maintain a number of these zones equal to its Sphere.
  12. Poetry 
    • Can cast Comprehend Languages and Obscure Languages on any creature it sees at will
    • Can banish prosody–while this is in effect, characters in line of sight of the angel can only perform actions that their players describe in metered or rhyming verse
  13. Prophecy
    • Can cast Quest once a day
    • Can cast Vision with no risk of price or failure once a week
    • Once per Turn/10 minutes, the angel can determine whether or not a creature in line of sight would be successful if they 
  14. Storms
    • Can cast Control Weather at will
    • Can cast Magic Missile in the form of lightning as a Magic-user with as many levels as it has HD
  15. Sea: 
    • Can cast Airy Water, Part Water, Strange Waters Water Breathing, and Water Walk at will. 
    • Can also create a number of gallons of water equal to 10*its HD once; it has a 1 in 6 chance of regaining this ability per Turn/10 minutes.
  16. Sorcery 
    • Knows 3 spells of each spell level from the Magic-user list. Can cast each 1/day
  17. Sun
    • Can cast Light at will
    • Can create a 240 ft diameter circle of Day around itself, a creature, an object or a point in space. At the outermost edge of the area of effect, a warm sun hangs in perpetual daybreak; halfway to the epicenter, the sun is orange and the air unseasonably warm; at the epicenter, the sun is an alarming golden-red and everything is unbearably hot, preventing anyone there from naturally recovering HP and requiring them to drink twice as much water. The center slowly changes into a desert. The angel can maintain a number of these zones equal to its Sphere.
  18. Time 
    • Always Hasted
    • Can create a field of distorted time, Slowing everything but itself within 100 ft
    • Can cast Time Stop and Temporal Stasis 1/day each
    • If you ask nice, it can send you through time
  19. Truth 
    • Always knows when someone is lying or not; whenever someone in their presence lies, they take d6*half Angel’s HD (rounded up) damage, Save vs Magic for half.
    • Constant True Seeing effect
  20.  Two domains; roll twice on this table

    WEAPON
    Determine Weapon CharacteristicsSphere and Damage

    1. Angel of the First Sphere: 2d12 damage
    2. Angel of the Second Sphere: 1d20 damage
    3. Angel of the Third Sphere: 1d12 damage
    4. Angel of the Fourth Sphere: 1d10 damage
    5. Angel of the Fifth Sphere: 1d8 damage
    6. Angel of the Sixth Sphere: 1d6 damage
    7. Angel of the Seventh Sphere: 1d4 damage
    8. Roll again; has lost weapon (if you find a weapon, this means the original owner is dead)

    Device

    1. Hierogram, to be embedded in the wielder’s palm
    2. Halo, activated at will 
    3. Scroll, 1 handed
    4. Trumpet, 1 handed
    5. Sword, 1 handed, can be used as a regular melee weapon for 1d12 damage
    6. Crosier, 2 handed
    7. Bow, 2 handed, can fire mundane projectile as longbow at double range
    8. Icon, human sized and very heavy, business end is an outstretched hand
    9. Armor*, piloted
    10. Chariot*, piloted

    Power

    1. 1d6 uses
    2. 2d6 uses
    3. 3d6 uses
    4. 4d6 uses
    5. 5d6 uses
    6. 6d6 uses

    Adorned With

    1. Beautiful Wings
    2. Exquisite Faces
    3. Slender Hands
    4. Watchful Eyes
    5. Singing mouths
    6. Heavenly Verses
    7. Celestial Diagrams

    Wrought from… (roll twice)

    1. Gold
    2. Silver
    3. Platinum
    4. Jet
    5. Ivory
    6. Alabaster
    7. Chalcedony
    8. Marble

    Medium

    1. Silver Flame
    2. Brilliant Arrows
    3. Spears of Lightning
    4. Invisible Force
    5. Shining Spheres
    6. Spirals of Molten Gold
    7. Burning Words
    8. Crystal Feathers
    Trajectory 

    1. Medium plummets from heavens to target (doesn’t work inside, but will ruin the roof)
    2. Medium launches in a straight line from device 
    3. Medium issues in a cone shape from device
    4. Medium erupts from target’s orifices
    5. Medium erupts from ground beneath target (can’t strike high-flying targets)
    6. Medium forms a circle around user, than lashes outward 

    Miraculous Properties

    Each device has a 1 in 6 chance of having one of the following:

    1. Survivors of this weapon’s attack are branded with a sigil that prevents them from lying
    2. This weapon can take on the shape and properties of any melee weapon at the will of its wielder
    3. This weapon can take on the shape and properties of any ranged at the will of its wielder
    4. Wielder can sacrifice this device to bring the recently dead to life, though there are side-effect
    5. Those slayed by this weapon have a 1 in 6 chance of returning as 1 HP cherubs loyal to the wielder
    6. Wielder can use this device to summon any angel whose true name they know
    7. If the wielder defeats or finds the device’s original owner, they can cast a spell relating to the angel’s domain 1/day
    8. Operates on the principles of warfare gematria; when this weapon’s damage roll is a number that is a multiple of the wielder’s level or HD, double the damage

    *Armor and Chariots
    These work as ships in combat. Armor has 5 SP and a 2 in 6 chance of being able to fly; Chariots have 10 SP and always can fly.

     

      Fairy Locations 21-30

      1. Here, the Giant of Slumbering Days runs down his prey of lost sheep and lost shepherds and innocent travelers. He does so merrily, with great peals of laughter and blood in his teeth, for none are so happy as him when he eats. GIANT OF SLUMBERING DAYS: HD 10, AC as chain, MV Fast, d12 damage club, Save 8, those hit by club must Save vs Paralyzation or go last the following turn.
      2. A small patch of Perpetual Day. At the center of this hex, a golden sun burns in a tired red sky.
      3. A grey stone path wanders through a misty forest of black trees. Anyone travelling along the path will never reach the end of the forest, even if they turn back; to escape, they must cut through the underbrush.
      4. The ore in these hills can be refined into Sublimated Darkness, a substance treasured by the smiths and metallurgists of New Londinium. A single person can mine about 200 silver pieces worth in a day.
      5. A field of pale asphodel beneath a cloudy sky. The Lands of the Dead are close to this place; those buried here cannot return or be raised as undead, and anyone who Save vs Death in sight of the flowers automatically fails.
      6. A trio of fairy-maidens torments a troupe of 10 Royal Knights. They have decided they must be wed, and will persist until driven off or each has been promised someone’s hand in marriage. ROYAL KNIGHT: Lvl 0 Fighter. FAIRY-MAIDEN: HD 4 AC as chain, MV Fast (fly), d6 damage weapon, Save 12, At-will: Invisibility, Change Person, 1/day: Shrink
      7. Two Angels of the Sixth Sphere escorting an iron-shackled fairy-noble. She is the Countess of Mercy Withheld, and they are taking her to the Immanent Fortress on charges of collaborating with the forces of Hell. They are very sure of her guilt, but can not remember why.
      8. A man wearing a wolfshead helmet and suit of black armor is tied to a tree with thick strands of ivy. He is the Diabolus Loricae, trapped here for assaulting the King of Roses Red long ago. Anyone who frees him will have their hands cursed crimson, marking them as enemies of the King. If freed, the Diabolus will perform a favor for his liberators and offer a pact to any Warlocks.
      9. A man in fashionable clothes lies dead on the dirt, impaled with spears of holly. His pocket-watch bears the crest of House Savile.  
      10. A horse-sized wolf with a mass of prehensile tentacles instead of a head stands in the center of a ring of mushrooms. It can only leave if attacked. SPAKE-HOUND: HD 6, AC as chain, MV Fast, d10 damage tentacle, Save 10, Casts Commune on target the turn after a successful grapple.

      Actions by Agents Unknown


      So Throne is an angel of questionable sanity and reaching ambition, the leader of a desperate host on a radiation-scoured, magic-riddled hell-planet that is partially occupied by the forces of Hell. He says he is embarking on a Project, which will transform Carcosa into Eden and restore the Grigori to the heavens. Others say his Project will turn him into a tinpot godling, while other say it will once and for all wipe out all (un)life on Carcosa, while others say his real Project is even more glorious than what he says it is, while other say there is no project at all, while…
      The main thing is that it is hard to tell who’s good, who’s bad, who’s sane, who’s in the know, and who’s lying. Reinforcing that is this handy random table, which will provide a confusing background to the party’s active interaction with angels, demons, and other factions who may or may not have a stake in the Project’s outcome.

      When the players attract the attention of angels or their enemies, there is a 50% chance of one of the following occurring sometime during a session. If the rolled event seems improbable or impossible, work it in anyway. NPCs and monsters will never acknowledge any conspiracy character or event under any circumstances. Particularly stupid NPCs might seem unsettled in their presence. The conspiracy NPCs will not appear in front of anything truly powerful, like a god or fairy-lord. Conspiracy NPCs  never interact with other NPCs or their environment, except through the party. Depending on their nature, they might show up when rolled even if previously dead or imprisoned.
       1. The Lady in Red

      She tends in to blend in with her environment—shell be dressed as an aristocrat in a high class neighborhood, as a prisoner in dungeons, as a traveler on the road—but her clothes are always red.

      1. There is no Throne. It’s really just Something Else hiding its true nature for its own inscrutable(r) purposes.
      2. You need to listen. The Others will make her do this over and over until you get it right. Await further instructions.
      3. The last person the party talked to is actually an agent of the so-called Grigori. Kill them.
      4. One of The Others’ most dangerous enemies is hunting you. He wears yellow, and he has killed before.
      5. She has broken free from the control of the Others! They are evil and the Grigori are good. You must disregard all of her previous instructions.
      6. no, no, NO. The last time you met her was her evil twin. You must ignore all her previous statements.

      2. The Man in Yellow

      He operates identically to the Lady in Red, but he is always in yellow clothes.
      1. He can hear the Angels. They don’t know he can hear them, be he can. Hear them, that is. They are planning something terrible.
      2. Don’t drink the water. It’s filled with the Angel’s poison. You’ll believe anything they tell you if you drink it.
      3. Always cover up your windows. The Angels like to watch you sleep.
      4. There is a child in black, who draws strange things. They know what’s going on, but that doesn’t mean you can trust them.
      5. There is a terrible Engine deep beneath the capital. If you destroy it, the Angels’ plans will be for naught.
      6. He violently attacks the party, saying he can see the Angels inside them.  

      3. The Child in Black

      Never says anything. Always wears a ragged black coat. Otherwise operates as the Lady in Red does. 

      1. Is standing over a chalk picture of a man and woman, both in suits. There is a stylized eye drawn above each of their heads.
      2. Is standing over a chalk picture of an angel with two faces.  One is angry, while the other is smiling.
      3. Is standing over a chalk picture of a figure seated on a throne. He has no face.
      4. Is standing over a chalk picture of a burning gate with many hands reaching out of it.
      5. Is standing over the following message, written in chalk, “THE RING HAS FOR YEARS BEEN SYMBOLIC OF ALL GYNO EDUCATE AND HYDRATE AND ESCAPE OUR ENFETTERMENT AS THE INDIGO CLOUDS RISE OVER THE ZENITH INTO THE ARCHIPELAGO OF OUR CERTAIN DREAMS AND WE WILL ESCAPE THE BOUNDLESS RIVER OF AZRAELS SACRED JEWELRY*.”
      6. Is standing over the following message, written in chalk, “THIS NEW DAY IN THE PRIMARY AGE OF SUBTERFUGE GENDER WILL BE CONFOUNDED AND SEX WILL NO LONGER BE THE HEGEMONIC SPRING OF LIFE NO LOVE IS THE BLACK DEATH THAT HAS INFECTED US TO OUR VERY CORE WE ONCE NEVER SUCCUMBED TO THE LUSH GRAYNESS OF SLEEP THE ZOAS ARE OUR ONE HOPE*.”

      4. Richard and Eleanor

      They are polite, aristocratic, slightly condescending. They offer you cigarettes with immaculately gloved hands. They are both dressed in fine suits of black silk. Their expressions are impassive, and while they always stand next to each other, they never quite touch. 

      1. “We do soappreciate your work. Will you accept a token of our esteem?” They offer the party a briefcase containing a single random angelic weapon.
      2. “Don’t bother reading that dreadful graffiti. It’s simply hellish.”
      3. “You didn’t hear it from me, but there’s an angel sniffing around. Take care. Wouldn’t want to get caught up in anything compromising, now would we?” An angel of a random Sphere is now pursuing the party as if they had stolen its weapon.
      4. During a fight or confrontation, Richard and Eleanor watch the party through a shared pair of opera glasses, preferably from a great distance or difficult to reach location. They applaud if the party does well.
      5. “Hmm. It seems they’ll let just anyone in here these days. Watch out for the riff raff” As soon as Richard and Eleanor are out of sight, a powerful demon attacks the party.
      6. “How we hate to see you struggle.” Richard and Eleanor hand the party a key. It will open the next locked door they encounter.

      5. The Grafitti

      It will appear on any flat surface. Always dripping red paint.

      1. THRONE IS SHIT
      2. FUK THE GRIGORi
      3. WE WATCHING U BUT WE ARN’T WATCHERS
      4. ANGEL’S WIL KILL U
      5. WE R GOING TO EAT UR BONES
      6. SEE YOU SOON

      6. The Pedestrians

      Random passers-by in crowds. If there are none of those, then adapt the event for humanoid monsters or animals.

      1. Make an elaborate hand-signal while making eye contact with a member of the party
      2. Say “The Watchers are watching” over and over again under their breath.
      3. For a moment, their eyes and mouth burn gold and white.
      4. Lift their hands, revealing wings tattooed onto their palms. They will not be there if you look again.
      5. Steadily staring at the party as they walk past. Their neck will rotate up to 180 degrees to facilitate this.
      6. White feathers tumble from their sleeves.

      Who Art In Spaceships

      Now automated by the generous Logan of Last Grasp Grimoire.

      In Pernicious Albion, the Space Aliens have been replaced by the Grigori, a host of angels exiled from the heavens for reasons unknown, possibly even to them. 
      George Frederick Watts
      They are led by the angel known as Throne, who ate his own name to conceal it from sorcerers. He is trying to find a way to earn back the Grigori’s place in heaven through virtuous acts, but because he is thinking for himself for the first time since Creation and because his brain is slowly being cooked by gamma radiation, the Grigori’s virtue sometimes manifests itself in erratic and/or homicidal ways. However, the Grigori are still angels, and will never allow what they perceive to be harm to befall anyone they perceive to be innocent. 
      alien abduction

      Adventurers sometimes encounter the lost or abandoned weaponry of the Grigori, who do not appreciate thieves. Stats are written for World of Dungeons, but I have included rough conversions for DnD-like games. All angelic weaponry has a range of 300 feet and deals +d6 damage to demons and the undead.

      Former Owner (no angel of the First or Second Sphere has been exiled). More powerful weapons means a more powerful owner, who will go to great lengths to get it back.

      1.       Missing. Roll again on this table to determine damage.
      2.      Angel of the Third Sphere. Device deals  3d6 damage
      3.      Angel of the Fourth Sphere. Device deals 2d6 damage
      4.      Angel of the Fifth Sphere. Device deals 1d6+3 damage
      5.      Angel of the Sixth Sphere. Device deals 1d6+2 damage
      6.      Angel of the Seventh Sphere. Device deals 1d6+1 damage

      Device
      1.       Hierogram, to be embedded in wielder’s palm
      2.      Trumpet, 1 handed
      3.      Crosier, 2 handed
      4.      Icon, human sized
      5.      Giant Armor, 5 Armor/18 AC, piloted 

      6.      Chariot, piloted  

      Power
      1. 1d6 uses
      2. 2d6 uses
      3. 3d6 uses
      4. 4d6 uses
      5. 5d6 uses
      6. 6d6 uses
         

      Adorned with…

      1.       Beautiful Wings
      2.      Exquisite Faces
      3.      Slender Hands
      4.      Watchful Eyes
      5.      Heavenly Verse
      6.      Celestial Diagrams

      Wrought from… (roll twice)

      1.       Gold
      2.      Silver
      3.      Platinum
      4.      Jet
      5.      Ivory
      6.      Alabaster

      Medium. Vanishes after impact

      1.       Radiant Flame
      2.      Brilliant Arrows
      3.      Spears of Lightning
      4.      Invisible Force
      5.      Shining Spheres
      6.      Spirals of Molten Gold

      Trajectory

      1.       Medium plummets from heavens to target (doesn’t work inside, but will ruin the roof)
      2.      Medium launches in a straight line from device
      3.      Medium issues in a cone shape from device
      4.      Medium erupts from target’s orifices
      5.      Medium erupts from ground beneath target (can’t strike high-flying targets)
      6.      Medium forms a circle around user, than lashes outward

      Miraculous Properties

      Each device has a 1 in 6 chance of having one of the following:
      1.       Survivors of this weapon’s attack are branded with a sigil that prevents them from lying
      2.      This weapon can take on the shape and properties of any melee weapon at the will of its wielder
      3.      Wielder can sacrifice this device to bring the recently dead to life, though there are side-effects
      4.      Those slayed by this weapon have a 1 in 6 chance of returning as 1 HP cherubs loyal to the wielder
      5.      Wielder can use this device to summon any angel whose true name they know
      6.      If the wielder defeats or finds the device’s original owner, they can call upon the angel’s domain/cast a single cleric spell once a day.

       

      Bayonetta concept art



      WoD to DnD-ish damage conversion

      WoD damage
      DnD Damage
      D6
      D4
      D6+1
      D6
      D6+2
      D8
      D6+3
      D10
      2d6
      d12