yer a wizard, henry

Henry Flagler was most famously a Florida industrialist, but he had other, more esoteric interests, pursued in ritual garb on the manicured lawns of his estate or chased down in a naked frenzy among the swamp and cypress. Henry Flagler was a dedicated occultist, and used a considerable portion of his wealth to establish Black Cypress College, a private institution with a mission to plumb the breadth and depth of the magical sciences.

actually Flagler College

You are a magician, possessed of a wonderful and secret power. As such, you have been accepted to Black Cypress College to further your craft and the advancement of magical knowledge. What you find there might be corrupt, venal, sclerotic, and frequently disturbing, but right now, it’s all you have.

Character Creation

Factors and Factions

Virgo Invictus
Something like the John Birch Society by way of the Hermetic Order of the Golden Dawn, a far right secret society dedicated to the propagation, destruction, imprisonment, resurrection, or study (possible all of the above) of an ancient spiritual entity known as Virgo, Victor, or sometimes just V.

The Grecians
A mystic order of alcoholics who hold bacchanals in the cypress swamps. They claim to learn magical secrets during the ecstasies from Dionysus Krocodilia, an etymologically suspect and distinctly Floridian aspect of the Greek deity himself. Several Grecians have gone missing lately, perhaps drowned in the swamp, perhaps devoured by their fellows in a fit, perhaps feuding with the local Santeria community.

The Deans
The quasi-immortal administrators of the College. Nearly a century of access to the generous (and free) faculty dining hall  has rendered them immensely fat, alcoholic, hematomatic, wracked with gout, yellowed with jaundice, and nearly identical in their grotesqueness. There are thirteen of them, each ruder than the last, and they hate each other more with every passing year. Rumor has it they have hatched a scheme to restore their youthful vigor

The ██████
Everyone knows that the College has a ██████, which is odd since nobody can bring themselves to talk about him. Or her. Or it, really, since the ██████ gone unseen since the founding of the school, and the door to their office is always and unpickably locked. Students and faculty have looked into the College’s reclusive ██████ over the years, and it has always ended in tears, murder, or mysterious disappearances resolved by sudden showers of gore during Commencement.

Golconda, by Renee Magritte

Postal Service of Carcosa

In the beginning, when the Primordial Ones constructed their first cities, there was Mail. They sent missives and read them, and thus they prospered.
When the Primordial Ones and their works fell to monstrosity, the Great People took to the business of civilization, and so there was Mail. They sent missives and read them, and thus they prospered.
When the Great People and their works diminished into nothingness, the Serpent People bent their sorceries to the task of civilization, and so there was Mail. They sent missives and read them, and thus they prospered.
The Serpent People and their works are gone now. The world is gone dark and strange, and monsters revel in the wilderness. We are small and few and harried, but so long as we live, there is Mail. We send missives and read them, and thus will we prosper.

 Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed rounds.

by diamond-mind, distributed under Creative Commons

When the Thirteen Peoples of Carcosa murder, devour, and enslave each other, when sorcerers build their power on mountains of sacrifices, when horrors beyond the comprehension of the People slither through the desecrated ruins of civilization, you keep the faith. You remember the Charter. You deliver the Mail.

Create characters as normal for Carcosa.

  • Sorcerers can’t learn nasty Carcosa rituals, but they can cast spells from Silent Legions (if they manage to find any). 
  • You may also choose Specialist as a class.

Players start out in the castle in Hex 1512, ruled by the Lawful Purple Sorcerer known as the Postmaster General. Their first mission is to travel to Carcosa and swear their oath of service upon the steps of the First Office.

eat your heart out

Queen Agorath is an incomprehensible  goddess-behemoth that resides in the hadopelagic void beneath Creation. Nobody remembers how or when she became Queen of Albion, but inquirers into that particular subject have died in sufficiently discomfiting numbers that more or less everyone has stopped trying to figure it out. By all mortal measures, the Queen is quite insane, but despite a few fits of psychotic pique every few centuries, she does a rather passable job of keeping the country running, and her mortal Council can be counted on to attend to the details that might slip her royal mind.

Queen Agorath is the goddess of black magic and bodily transformation. Her Royal Clerics can only cast the reversed versions of reversible spells. They cannot Turn Undead, but can transform into creatures. 

When a Royal Cleric eats a beast’s heart and succeeds a saving throw, she gains the ability to transform into that creature once per day for 10×level minutes (a number of Turns equal to her level), gaining all its powers and abilities for that time. The cleric receives a +1 bonus to her saving throw for every ritually significant step she takes while eating the heart; the Queen’s ritual sensibilities tend towards the perversely elegant and darkly sumptuous.

from tale of tales

Examples:

  • Eating the heart off of a plate of precious metal
  • Eating the heart while dressed in an luxurious gown
  • Incorporating the heart into exquisite confectionary
  • Being fed the heart by silent and finely-dressed servants

Eating the heart of a creature with more hit dice than the cleric has levels does nothing. Furthermore, a cleric’s flesh can only remember so many shapes; a Royal Cleric can only learn a number of forms equal to half her level rounded up. Successfully consuming a heart while at this limit requires that she forget one of her existing forms.

from bloodborne

Valuables in Albion

I’m going to be using quite a bit of Dyson’s Delves soon, so I want to alter the treasure schema some, so there is weirder stuff than the traditional pieces of electrum and golden necklaces.

When adventurers in New Londinium stumble on a cache of commodities, roll a d6 to determine its size and quality. The d6 can explode (reroll on a 6) a number of times equal to the party’s average level, the floor of the dungeon it is on, or the level of the monster guarding it, whichever you think is most appropriate. Certain buyers will pay more than the default value, but players have to track them down.

What’s It Worth?

  1. 250 sp 
  2. 500 sp 
  3. 750 sp 
  4. 1,000 sp 
  5. 1,500 sp 
  6. 2,000 sp 

Once you have determined quality, a d6 twice to find out what is actually in the cache.
1. Metallurgy: precious substances used by the smiths and artisans of Albion

  1. Hardened Flame 
  2. Clarified Water 
  3. Rare Earth 
  4. Reified Aether 
  5. Sublimated Darkness 
  6. Immortal Blood 

2. Cosmetics: coveted by the fops and fine ladies of New Londinium

  1. Cream of Shoggoth 
  2. Spawn of Shub-Niggurath ichor 
  3. Spawn of Shub-Niggurath sap 
  4. Imp fat 
  5. Deep One bile 
  6. Refined Protoplasm 

3. Medicaments and Prophylactics: treasured by hypochondriacs and the credulous

  1. Mummia 
  2. Brain mummia 
  3. Transylvanian decoction 
  4. tincture of Dis 
  5. angel tears 
  6. Murderer’s Last Breath 

4. Delicacies and Confections: sought by only by gourmands with jaded palates and strong stomachs

  1. Lotus nectar (black) 
  2. dinosaur steak 
  3. Spawn of Shub-Niggurath fruit 
  4. deactivated pudding (dolm) 
  5. demon flesh 
  6. Deep One liver 

5. Textiles and Adornments: beloved by the tailors of New Londinium’ Silken Avenue 

  1. Jungle Ant Carapace 
  2. Dinosaur Leather 
  3. Angel Feathers 
  4. Lotus Pigment 
  5. Fairy-silk 
  6. Demon Ivory 

6. Liquor and Drugs: proprietors of New Londinium’s salons and opium dens would quite literally kill for a supply of these

  1. Soulwine (damned) 
  2. Angel Sweat 
  3. Lotus Liqueur 
  4. Powdered Shoggoth 
  5. Ichor of Gloriana 
  6. Houndsblood

    Pernicious Albion 2.0 Character Creation

    You are in Albion, where the Romans never left, the pagans never died, and the aristocracy keeps their sterling silver sacrificial daggers in the cupboard next to the fine china. The city of New Londinium, the oldest, grandest, and most horrible city in the world reaches over the horizon far to the west, but you are in Greyshire, a provincial little town known only for the quality of its cheese, the restlessness of its dead, and the large number of barrows, ruins, dungeons, and oubliettes that fill the countryside around it. 

    Dame Aggorath, Chief of the Knights Squamous, has contacted you with a job offer. A recent washout has exposed tunnels beneath Rope Crown Hill, a site of ill repute several miles from town, and several scholars have vanished exploring them. Bring back a report on what is happening there (along with compelling evidence), and you will be generously remunerated.











     +












    Cast the Dice

    When you try something risky or difficult, sum 2d6 and add an attribute based on the action you’re taking. Your success is determined by the total of your dice roll.
    • A 10+ is a complete success.
    • A 7-9 is a partial success and brings about a cost or complication.
    • A 6- is a complete failure. Bad things will happens.
    Step 1: Roll Ability Scores


    Your have six attributes. For each attribute, roll 2d6.
    • On a 6-, the value is 0.
    • On a 7-9, the value is +1.
    • On a 10 or 11, the value is +2.
    •  On a 12, the value is +3.
    1. Strength (Str): Capacity for brute force, physical violence, and melee combat.
    2. Constitution (Con): Ability to withstand pain, discomfort, and physical damage.
    3. Dexterity (Dex): Aptitude for agility, grace, coordination, speed, and dodging blows in combat.
    4. Intelligence (Int): Mental acuity, memory, and ability to learn
    5. Wisdom (Wis): Perception, sanity, foresight, affinity for spirits and gods, and ability to resist the effects of magic.
    6. Charisma (Cha): Attractiveness, force of personality, and ability to be persuasive.
    Step 2: Calculate Hit Dice and HP

    You have HD equal to 1+Con+Half level. When you rest, reroll your HD to determine your maximum HP. If you rest comfortably, set a single HD to 6. If you eat a satisfying meal, set another HD to 6.

    Step 3: Pick a Skills

    Pick one of the following:

    • Burglary: disable locks and traps and pick pockets
    • Bushcraft: hunt, track, identify flora and fauna
    • Linguistics: learn languages
    • Lore: recall esoteric and forbidden knowledge
    • Medicine: revive the fallen and restore the ill
    • Repair: fix and maintain armor, tools, weapons, and devices

    Step 4: Pick a talent

    • Hawkeye: Add your level to ranged weapon damage rolls 
    • English Magic: You start with any 2 1st level spells from the MU or Cleric LotFP lists (though I am only using the general gist of the spell descriptions). You can learn any number of spells, but you must first find them. You can cast any spell you know as much as you like, but magic is dangerous and unpredictable. Rolls generally involve Int.
    • Glamour: You can change your appearance and turn into creatures who height or length is equal to or less than twice your level in feet, but particularly subtle or potent transformations may not succeed. Rolls generally involve Cha.
    • Pact: You have made a deal with one of the great gods, demons, or fairies of Albion. You can call on them to use magic pertaining to one of their domains as much as you like, but the consequences of offending them or failing to control their power is dire. You gain an additional related domain every even level. Rolls generally involve Wis.
    • Prodigy: Every level, you gain an additional skill of your choice.
    • Prowess: Add your level to melee weapon damage rolls.

    Step 5: Pick a bloodline

    • Briton: You are from one of the chieftaincies beyond the grasp of New Londinium’s rulers. Your people made pacts with the spirits of the wild long ago; you can roll Wisdom to speak with animals. 
    • Changeling: You are descended from a true fairy. You cannot lie or break promises directly. Any oaths sworn to you cannot be broken.  
    • Deep One: You are descended from one of the marine monstrosities from far beneath Albion’s seas and lakes. As you are some sort of hybrid between fish and human (the specifics of how this looks is up to you), you can move with equal speed through water and over land, and you can breathe underwater.
    • Nephilim: You are descended from the race of giants born when exiled angels bred with humans. You are 6-8 feet tall. Whenever you roll your Hit Dice, add 6 to the total.
    • New Londoner: Your exposure to the radioactive knowledge-goddess Gloriana has given you a talent for chasing gristly secrets. When you study a fallen enemy, you learn a single fact or secret about their kind. 
    • Roman: The Empire’s rich tradition of poorly conceived sorcerous experiments not only deposited ancient Britain into the middle of Carcosa, but infused all of its citizens with a lingering taint of undeath. You can cast Speak with Dead.
    • Tiefling: You are descended from one of the soldiers that took part in Hell’s semi-successful invasion attempt a century ago. You can create and throw small flames at will. 

    Step 6: Items

    You start with 6 items. You can choose a number of them equal to 1+Cha. The rest are randomly determined. You may do the random rolls before you choose.

    1. Weapons
    1. Hatchet, 1 hand, d6+1 damage
    2. Spear, 2 hands, d6+1 damage, reach range
    3. Great-axe, 2 hands, d6+2 damage
    4. Shortbow, 2 hands, d6 damage, with 10 arrows
    5. Longbow, 2 hands, d6+1 damage, with 5 arrows
    6. Rifle, 2 hands, d6+2 damage, 4 bullets, very loud
    2. Armor

    Armor weighs you down, and you can wear just 1+STR pieces at once. Each reduces damage taken by 1.

    1. Cuirass
    2. Helmet
    3. Greaves
    4. Shield, 1 hand
    5. Bracers
    6. Heavy cloak
    3. Tools
    1. Grappling hook and 10’ rope
    2. Crowbar
    3. Caltrops
    4. 10 foot pole
    5. Weighted net
    6. 50’ rope
    4. Paraphernalia
    1. 1 pound of salt
    2. A book on a random subject
    3. A horseshoe
    4. A bottled soul
    5. A dowsing rod, 1 hand, d6 damage, can detect magic and water
    6. 10 feet of silver wire
    5. Odds and Ends
    1. 1 pound lard
    2. Bag of marbles
    3. Sack with live beehive
    4. Spyglass
    5. Choice cut of meat
    6. Box of matches
    6. Dubious Goods
    1. 1d6 bombs, 3d6 damage
    2. Vial of virulent poison
    3. Flask of fire oil
    4. A glass cutter
    5. Flask of acid
    6. A collapsible knife, 1 hand, d6 damage

    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

    Squamous and Noisome

    I CAN ONLY TAKE SO MANY SQUAMOUS BLOBS, CARCOSA. MAN CANNOT LIVE ON OOZE ALONE. Also, those rituals are pretty ick. Here’s replacements. I also like having fairly simple rituals because it means players can summon something on accident.


    SCION OF SUNLESS SEAS


    She stands taller than any man, and wears ruined finery. Her hair is black and her eyes are black and her teeth are black and she stands on a black barge, her ivory servants plying oars through depthless waters that were not there until she arrived.


    HD: 15

    AC: 14 (see description)

    Movement: 90” (boat only; she cannot leave it)

    Damage: d12 (touch, Save vs Paralyze or be knocked prone)

    Alignment: Chaotic


    The touch of the Scion crushes limbs and ruptures flesh as if they were exposed to the immense pressure of deep seas. The voice of the Scion is undeniable; she can cast the Cleric spell Command at will. Her barge can comfortably hold 4 additional people, but they are in reach of the Scion as well as her servants. It is not advisable to fall into the Scion’s waters; even her followers fear them.


    TO SUMMON: At sunrise, pour 20 HP worth of blood (not all necessarily from the same source) into a body of water that extends past the horizon. Wait past sunset, and she will arrive.


    TO BIND: If The Scion of Sunless Seas is ever separated from her barge, she must obey a single command of any length and complexity from the person who returns it to her.


    TO BANISH: If a silver nail inscribed with the Fifth Name of Providence is driven into the prow of her barge, the Scion will glide away, unable to return until summoned by a willing mortal.


    LORD HORATIO NELSON


    He’s still dressed in the finery they buried him in, and still wears the chains they tried to use to keep him in the ground. Nobody knows why Lord Nelson keeps on coming back, or why he’s so damn crazy, but everybody hopes he’ll just go away.


    HD: 20

    AC: 16

    Movement: 180”

    Damage: 2d6 (bite, heals amount equal to damage); 2d6 (cannon); +5 damage to French

    Alignment: Chaotic


    Lord Nelson is a vampire. He can move past obstacles and enemies by turning into a swarm of bats. He can cast Animate Dead and Animate Dead Monsters at will, but only on creatures he has killed himself. He can Charm anyone who makes eye contact with him. Lord Nelson is also completely insane. He is just as willing to command his undead servants and Charmed victims to reenact old victories in the middle of heated battle as he is to use them to depopulate entire towns. In a fight, he switches victims seemingly at random, singing bar songs all the while. Lord Nelson refers to his victims with aristocratic versions of their names, even if he has no way of knowing them.


    TO SUMMON: Burn an entire ship of the line* down to ash OR burn a piece of the HMS Victory in a marble bowl, and Lord Nelson will come scrambling as fast as he can.


    TO BIND: Lord Nelson must obey any legitimately issued royal order or decree read aloud in his presence, even if it was not written with him in mind. He has thus far avoided bondage by murdering anyone he sees with paper.


    TO BANISH: Smoke from any gunpowder recovered from the HMS Victory forces Lord Nelson to flee until the next sunrise. It also makes him very angry.
    *Is this right, Richard G?

    Pernicious Albion Character Creation

    Character creation is exactly the same as Lamentation of the Flame Princess, except that you pick a bloodline and choose from the following classes. You can assign attribute scores as you wish, but you can’t reroll attributes if the modifiers are negative.


    BLOODLINES
    All Pernicious PCs are approximately human, but there are several variations on that theme.
    1. New Londoner: You are from the city of New Londinium. Your cosmopolitan upbringing (and proximity to a slightly radioactive knowledge-goddess) has given you a talent for languages; you have +2 to your Languages skill
    2. Briton: You are from one of the chieftaincies beyond the grasp of New Londinium’s rulers. Your people made pacts with the spirits of the wild long ago; you can use your Bushcraft as Languages when attempting to communicate with animals.
    3. Roman: The Empire had a rich tradition of poorly conceived sorcerous experiments. It is this fact that deposited Albion into the middle of Carcosa, and it is this fact that infused the blood of all Romans with a lingering taint of undeath. You can cast Speak With Dead 1/day.
    4. Deep One: You are descended from one of the marine monstrosities from far beneath Albion’s seas and lakes. As you are some sort of hybrid between fish and human (the specifics of how this looks is up to you), you can move with equal speed through water and over land, and you can breathe underwater. 
    5. Tiefling: You are descended from one of the soldiers that took part in Hell’s semisuccessful invasion attempt a century ago. You can ignite a fist-sized flame in the palm of your hand at will. You can throw it or thrust it at your enemies to deal d4 damage. It lasts for 1 turn after it leaves your hand, sheds flickering light, and otherwise acts like a regular flame. 
    6. Changeling: You are descended from a bona fide fairy. You cannot utter a lie. Any promise made to you cannot be broken, and you cannot violate any oath you swear.
    7. Nephilim: You are descended from the race of giants born when exiled angels bred with humans. You are 6 to 8 feet tall and have a +1 to your Strength modifier. 
    8. Human: you and your ancestors are (rather improbably) unwarped by the magics, radiations, and influences of Carcosa, which makes you sensitive to malign presences. You can Detect Evil at will.
    CLASSES

    Cleric of The Grigori

    1. Cleric or Druid: as Lamentations of the Flame Princess Cleric. You are a priest, druid, or prophet for one of the gods or goddesses of Albion. You have access to 3 miracles (which depend on your deity), and you can cast them without preparing.
      1. Her Majesty Gloriana: Queen of Albion, Supreme Governor of New Londinium, Sovereign Goddess of Forbidden Knowledge and Black Magicks
        father dagon. by roryrory, distributed under creative commons
      2. Father Dagon: Patron of Deep Seas and the Beasts Therein
      3. Cernunnos: Horned God of Hunt and Wild
      4. The Morrigan: Black-winged Goddess of Crows and War
      5. Desdemona: Princess-Diabolic of the Iron City of Dis and General of the Infernal Expeditionary Army
      6. The Grigori: The Watchers, The Angels-In-Exile, The Banished Council, Fathers of Giants and Artifice
    2. Magician: as Lamentations of the Flame Princess Magic-User. You start with 4 random spells in your spellbook.
      a gentleman magician
    3. Fairy-Knight: as Lamentations of the Flame Princess Elf. You have sworn yourself into service for one of the great fairies of Albion. You are skilled at both magic and combat; you start with knowledge of 2 spells (which depend on your liege) and can cast any spell you know.
      fairy-knight of rose
      1. King of Roses Red: Fair Monarch of that Land Known as Earth and All Denizens of its Surface and Interior, Liege to the Knights of Rose and Knights of the Thorn
      2. The Regent of Midnight and Noon: Seneschal of All Hours, Steward of the House of Death, Lord of the Tower at the End of the World, Liege of the Knights Chronic
      3. Morgaine: Sorceress Supreme, Mother of All Witches, Sister of All Spiders, Keeper of the Last Breath of the True King, Founder of the Dark Knights
        Morgaine
      4. Gogma, the Last and Most Splendid of the Sea Giants, Mistress of the Castle Glaces, Benefactress of the Knights Undulant
    4. Fighter: as Lamentations of the Flame Princess Fighter. 
       

      fighter veteran

    5. Paladin: XP as Magic User, HP, Saves, and Spell Progression as Cleric; Attack Bonus as Fighter. You are a warrior who has taken holy vows to fight for one of Albion’s deities.
      1. Pick a deity from the Cleric list
    6. Specialist: as LotFP Specialist
      there are so many knives in that hat
    7. Wildling: HP as Dwarf. Skills, XP, and Saves as Halfling. You have learned to survive in the strange wilderness outside the walls of New Londinium. You can withstand more punishment than any other class.
      a wildling who is totally about to save vs death

    Post-Anglican Nightmare

    I want to run a World of Dungeons city crawl. I like WoD because it is so simple; statting up and running monsters is more about thinking over how they act and what they do instead of figuring out a bunch of attributes.

    THE DISTRICT OF PARADISE
    New Londinium is the oldest, grandest, and most horrible city in the world. Its districts and wards are innumerable and ancient, and some are more wild than the gently irradiated wasteland outside its walls.
     
    Hector Lascelle is a tinpot demiurge, and he has claimed the District of Paradise as his own. Nobody lives there anymore, save for Hector and his creations, attempts at recreating the spirits and divinities of Albion from before it went sour. Some say he is building a deity deep in his workshop; others claim he is constructing an artificial Hell to match his shoddy Heaven. Regardless, the most visible fruits of Hector’s labor are the strange, squalid angels he uses to police Paradise’s border, as well as steal supplies from neighboring districts.

    Chimaerical Servitor: child-sized angel simulacrum with the body of preserved dog and the dirty grey wings of a taxidermied pigeon. Wears a cracked porcelain mask depicting a fat baby face. Carries a rhinestone-studded bow and fire gangrenous arrows made of anything it can get its little wire hands on.
    HP: 6
    Armor: None
    Damage: d6-1
    Ability: Can shriek, fly quickly if clumsily, loves to steal 

    Leaden Perdition: their enormous faces are cast masks of terrible suffering, and their giant simian hands promise terrible violence. In the chest of every Leaden Perdition is a slowly spinning wax cylinder, playing a song that un-makes, un-knits, and generally un-happens everything in earshot. Nails shiver out of boards, cloth begins to fray, and flesh slowly unwinds off of bone. This also affects the Perdition itself, though if the cylinder stops spinning or is destroyed, the construct ceases to function.

    HP: 15
    Armor: 3
    Damage: d6+2
    Ability: 10 foot tall leaden monstrosity; deals 1 damage/round to everything in earshot, armor does not defend against it; slowly damages all inanimate objects nearby 

    Brazen Herald: stooped and lanky and made of brass and leather. Wears an apparatus of ropes and hooks and springs that it uses to yank itself across the district. It possesses a thunderous voice, which it uses to report the location of interlopers to all that can hear. 

    HP: 6
    Armor: 1
    Damage: d6+1 melee/d6 ranged
    Ability: Can launch a harpoon or grappling hook at will, towards a wall, ledge, or enemy. Can try to pull struck enemies towards it, but may find itself pulled by strong or heavy targets. 

    Argent Diluvium: serpentine figure of silver wire and filigree. Generally lives in the canals and sewers of Paradise, but when it winds its way onto land, can summon a temporary flood of seawater.

    HP: 10
    Armor: 2
    Damage: d6+1
    Ability: Submerse the immediate area in 10 feet of seawater, even when it should immediately drain away. The barrier between flooded area and dry land is a gradually thickening mist of brine. 

    Golden Rapture: human skeletons wrapped with golden wire; fly overhead on peacock wings. Can create Chimaerical Servitors from nearby refuse, as well as incapacitate with false visions of Providence.

    HP: 8
    Armor: 2
    Damage: d6 (beams of golden light)
    Ability: summon Chimaerical Servitors (1 at a time); stun for 1 round target that fails Wisdom check