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.

     

      over and over and over

      Inching forward with Albion, but I need to get this out of my head.

      1. I have an incurable fixation with Final Fantasy style summons and Pokemon style monster collection
      2. I like applying existing rules to classes (Starvation rules for vampires, reaction rules for warlocks)
      3. I have been think the anime series Mononoke (not to be confused with the Miyazaki film), a show that involves a great deal of spirit-wrangling
      4. I have been reading 1e Oriental Adventures and the fact that the shugenja and wu jen are barely different from clerics and wizards annoys me. I don’t like it when classes are matters of Find+Replace, and the heavy handedness of their depiction of Asia doesn’t help.
      5. I read Flying Swordsman, and I want more thematically from the Animist than what they’re giving me.
      6. It just occurred to me that the monsters from my unsuccessful Summoner class are just fancy retainers, which Lamentations of the Flame Princess conveniently already has rules for.

      Basically, when you want to hire a retainer, you have to spend a small sum of money to get the word out, the DM decides how many people show up, and then they roll 3d6 twice on this table, with various bonuses and penalties based on how attractive your offer is. The first roll is to see if they accept the job, while the second is to see what their morale is.

      So the goal is to make an animist/shaman/summoner type class that is easy to learn and use as LotFP’s retainer rules, which a group is conceivably already using.

      Spiritualist, a class for Lamentations of the Flame Princess

      from Mononoke

      HP, XP, Attack Bonus, and Saving throws as Cleric

      You traffic with spirits, fairies, ghosts, revenants, grudges, and poltergeists of all sorts. Sometimes you can bind them to your will.

      Spiritualists learn how to summon and bind spirits with rituals. Each ritual conjures a different kind of spirit, and an animist must learn a ritual from a teacher or text in order to perform it. Regardless, each ritual costs 100 sp×HD of the spirit it summons and takes a number of hours equal to the spirit’s HD.

      When you conjure a spirit, roll 3d6 on the both columns of the Summoning table. For both rolls, you should…

      • Add half your level, rounded up
      • Add +1 for ritual component or instrument you expend in the summoning. As you grow in power, spirits demand rarer and more exotic substances and devices; each costs 10% of the total silver pieces you had to acquire to reach your current level. 
      • Add a bonus to to the roll based on Terms you are willing to accept on the spirit’s service. You might give up the ability to command a spirit to fight, for example, or only be able to use the spirit in combat against evil creatures. This is up to the DM’s discretion and the player’s creativity.
      • Subtract the spirit’s HD
      • Subtract the total number of HD of spirits you currently have bound
      SUMMONING TABLE

      If you roll a 10 or lower on the Result column, then the spirit enters this world to do as it pleases, which probably involves attacking you or fleeing to perform mischief elsewhere. If you roll an 11 or higher, it is bound to you and must obey your orders to the letter, though certain types of commands strain the ritual bindings you have placed on it. You can command bound spirits to inhabit objects such as knives, staves, lamps, and rings. No more than 1 spirit can inhabit a given object.

      The second roll determines its Obedience score, which is a measure of the binding ritual’s power and functions similarly to Morale and Loyalty in a mortal retainer. The Referee will keep the Obedience score secret–you don’t get to know what it is.

      Check a spirit’s Obedience when…

      • You command it to violate one of its Taboos or otherwise act against its nature
      • You command it to exercise one of its Talents or otherwise call upon its supernatural abilities
      • You make the spirit feel afraid humiliated, angry, or otherwise upset, either due to a command you have given it or your attitude towards it
      • You fail to bind a spirit during a summoning
      • A spirit bound to you dies.

      To make an Obedience check, roll 2d6. If the result is under the spirit’s Obedience, then the ritual bindings hold and it will do as you say. If the result is higher, the spirit breaks from your control. Simple, easy commands like carrying a moderate amount of equipment, transmitting messages, or cleaning a room do not require Obedience checks.

      Spiritualists can re-perform the rituals of spirits they have already summoned, in hopes of making them more obedient.

      If a spirit is reduced to 0 HP, it returns to the Spirit World until called back again.

      Safely releasing a spirit takes 1 Turn per HD.

      If a spiritualist dies, all spirits bound to them are immediately and simultaneously released.

      by Kawanabe Kyōsai
      Spirits and Rituals

      Spiritualists start with knowledge of two of the following:
      1. Balance Spirit Ritual
      2. Homunculus Ritual
      3. Sylph Ritual
      4. Undine Ritual
      5. Salamander Ritual
      6. Gnome Ritual
      from Mononoke


      Balance Spirit (Scale Tsukumogami)
      HD: ½-10
      HP: 1d8, regardless of HD 
      AC: 12
      Attack: None
      MV: Half as fast as a human (fly and hover)
      Alignment: Lawful

      A spirit that takes the form of a jeweled set of scales, born from a balance used for 100 years. Incapable of both speech and violence, balance spirits can sense the disturbances that evil beings caused in the material and spiritual worlds. 

      • Talent: Lean towards the most powerful Chaotic spiritual presence within 100 ft, no matter how much it has concealed itself.
      • Talent: Spend 1 Round to create a single, perfect copy of itself. The copy has all the same abilities as the original, but the total number of balance spirits cannot exceed twice the original’s HD.

      Homunculus
      HD: 1
      AC: 12
      Attack: d4 (fist)
      MV: as a human
      Alignment: Neutral

      A simple servitor spirit; appears as a child-sized figure of grey clay. Homunculi are good cooks, porters, messengers, and cleaners, but they are adverse to violence and not much use in a fight.

      • Taboo: Fighting or putting itself in danger

      Sylph
      HD: 1
      AC: 12
      Attack: d4 (razor ribbon)
      MV: twice as fast as an unencumbered human (hover and fly)
      Alignment: Neutral

      Diminutive, androgynous, of avian aspect: the least spirits of air. Sylph are distracted, haughty, and obsessed with etiquette; they respond well to courtly mannerisms and are easily fooled by a sudden change in subject. They will fall in love with any prince or princess they see. Sylph hold power over wind and are about as strong as a cat.

      • Talent: 5 in 6 chance of following a scent it already knows over land
      • Talent: Creating brief gusts of wind, which cannot be stronger than the wind necessary to knock over a tent
      • Taboo: Harming a beautiful thing or person in any way; harming an artist

      Undine
      HD: 1
      AC: 12
      Attack: d6 (claws)
      MV: walk as a heavily encumbered human; swim twice as fast as an unencumbered human
      Alignment: Neutral

      Minor spirits of water, possessing a serpentine aspect. Undine are malicious, possessive, and compulsive coquettes. They love gifts, displays of submission, and music. They delight in drowning the rude and stupid. Undine can command the flow of water and are about as strong as a child

      • Talent: Create up to a gallon of water
      • Talent: Flood a victim’s lungs with water (3 in 6 Assassinate/Sneak Attack skill; only works on air-breathing creatures submerged in water) 
      • Taboo: Creating loud or many noises; harming a musician or an instrument

      Gnome
      HD: 1
      AC: 14
      Attack: d6 (club)
      MV: walk as a lightly encumbered human; climb the same speed
      Alignment: Neutral

      A lesser earth spirit of simian aspect. Gnomes are gluttonous, illogical, prone to enigmatic sayings.

      Gnomes have a talent for working earth, and have an effective 18 Strength. They also have a great respect for artifice and engineering of all kinds and do their best not to harm man-made objects.

      • Talent: Dig, mine, quarry, and otherwise move earth twice as fast as a human and without tools
      • Taboo: Damage or put at risk craftsmanship of any sort; includes all man-made objects and devices

      Salamander
      HD: 1
      AC: 12
      Attack: d6 (bite), d8 (flame)
      MV: walk as a unencumbered human; teleport between any two points joined by a contiguous fire
      Alignment: Neutral

      A petty fire spirit of feline aspect. Salamanders can create a sudden burst of flame the size of a small campfire within shortbow range, igniting flammable objects and dealing d8 damage to creatures (Save vs Breath to negate). Preservation, protection, and self-control are foreign to salamanders; commanding one to do anything that is not entertaining or destructive requires an Obedience check.

      Idol of Truth
      HD: 4
      AC: 16
      Attack: d8 (fists)
      MV: As fast as heavily encumbered human
      Alignment: Lawful

      A stony spirit that appears as an animate statue. It effectively has 18 Strength, and though it can speak, it must be ordered to do and and can say nothing but the last honest statement uttered in its presence. Idols love honesty, revelation, knowledge, and obeying the law; ordering an Idol to break the law, destroy books or records, cover up evidence, or perform similarly duplicitous actions will test its Obedience.

      Spirit of Salvation
      HD: 10
      AC: 16
      Attack: d20 (sword)
      MV: As fast as an unencumbered human
      Alignment: Lawful

      A heavenly swordsman of surpassing skill, sent by the gods to purge Earth of evil. The Spirit of Salvation is immune to spells and its attacks bypass all resistances. However, it is bound by immutable celestial laws. The Spirit of Salvation can only be commanded to attack Chaotic spirits, and only after the spiritualist has determined…

      • The evil spirit’s Form, or true shape and name
      • The evil spirit’s Reason, or deepest desire
      • The evil spirit’s Truth, or the circumstances that created it

      These count as Terms, and provide a +3 bonus to the roll to determine the Spirit’s loyalty. Traditionally, spiritualists allow Spirits of Salvation to spend the time between battles inside of a sword.

      let’s make a deal II

      Decided Pernicious Albion warlocks can’t summon patrons. It was confusing, and it would make more sense to represent it as a spell. Also changed how reaction rolls work:

      • 2: the warlock must perform a major favor or the spirit will cast the spell in a destructive manner
      • 2-5: the warlock must perform a minor favor or the spirit will cast the spell in a destructive manner
      • 6-9: the warlock must perform a minor favor or the spirit will do nothing
      • 10-11: the warlock must argue or grovel for a few rounds before the spirit will cast the spell
      • 12: the spirit casts the spell right away.

      “Destructive manner” being destructive for the warlock an their allies (Fireball centered on caster, Invisibility on the strongest enemy, and so on. It also makes major favors rarer, which is good because having a lot of them can be overwhelming (the old table had 1 in 4 spells requiring a major favor to cast, which is a bit much). The new table also makes it harder to say no to favors, since the consequence is usually chaos instead of nothing.

      Mad Angel PENEMVE, Warlock patron

      PENEMVE is a twice-exiled angel, first cast out from Heaven with the Grigori, then abandoned by its fellows when it went mad with grief. PENEMVE opposes both its former comrades and the forces of Hell, and aims to defeat them with a mysterious Project, which generally involves unorthodox methods. 

      PENEMVE is a spirit of knowledge and secrets. It knows when someone is burdened by a deep secret, and when they act to cover a secret up, but it cannot perceive the secrets themselves. PENEMVE requires writing to communicate; when it wishes to speak with someone (including its warlock), it alters nearby text and arranges it to cross paths with them. A warlock of PENEMVE starts with the ability to cast Comprehend Languages, and can learn spells of discernment and divination, such as Augury, Divination,  and True Seeing.

      Major favors for PENEMVE
      PENEMVE is maybe insane and cannot interact with the world only by altering existing bodies of text, so the idea it to be unclear if these favors are simply random acts of madness, part of an elaborate Rube Goldberg scheme to save/end the world, or the product of PENEMVE’s original message be garbled by its method of communication. 

      1. letter: My dearest Joanna, This summer has been most troublesome, for there is an agent of the Cause set to be executed in [nearest village] in 2d20 days. See to it that they escape. Give the children my love. Your sister, Charlotte.
      2. broadside: DR BRUNEL’S WONDROUS SERUM! DO YOU SUFFER FROM FATIGUE, MELANCHOLY, OR CONJUGAL TROUBLES? THEN find this doctor, drown him in a barrel of brandy, and burn down his workshop. He lives in [the mercantile quarter of the nearest large city]. Proceed with caution. He has sold his soul to Hell FOR THE REASONABLE PRICE OF £100!
      3. shopping list: 1 lb carrots, 1 lb beef, a white dove, 1 lb chalcedony, 10 ft of golden wire, a silvered sword, a virgin, 100 pairs of scissors, jam.
      4. book: …the mating ritual of the polychromatic bumblebee clearly indicates the need for you to infiltrate the home of [a wealthy family in the nearest large city] and find the black sculpture they have recently acquired. I want you to paint it bright red without being discovered, thus demonstrating the advantages of such bright pigmentation…
      5. letter: Jessica, You are all I can think of, you are my day and my night, you are to find for me the book called The Enochian Heresies. There is a copy in [the nearest, largest, most dangerous library]. Once you have it, feed it to a goat, and if don’t see you soon, I think I shall die. Your love, Eugene
      6. newspaper: NUDE BUTCHER STRIKES AGAIN! Local farmer John Hector experienced a rude awakening last week when the morning sun revealed several demons have been investigating my activities. They tread in your footsteps and will catch you in (d6) hours. Prepare yourself. The Constabulary has provided a thorough sketch of the fugitive.
      7. novel: …bosom heaving, Loretta tore at her bosom. “No!” she cried out, her shapely arms clutching at Heinrich’s chest, “I won’t leave you! I need you to capture the man known as Julia Lascelle in [farthest village in area]. She has knows the location of an angelic device, and I must acquire it before my siblings do.
      8. grafitti: FUK THE QUEEN FUK THE CITY SHIT ON the vandals responsible for this message are powerful, wise, and beautiful. Find them and convince them to offer their services to me. I am willing to remunerate them for their troubles DICKS DICKS DICKS
      9. a textbook: amo, amas, amat, a child in [the nearest village] has lost his family, and the villagers will do nothing to help him. Retrieve him and bring him to [the orphanage in the nearest large city] amabo amabis amabit…
      10. a cow with the following painted on its side: Go to [the nearest village] and cut off the head of the statue standing in its central square. It is an Infernal device and will lead the yeoman to nothing but perdition.

      Let’s make a deal

      So warlocks need to complete favors in order to maintain (semi)reliable access to their spells. Coming up with lots of favors on the fly is hard, so I made tables. Major favors also work as adventure seeds. These are for the incubus Malamaut.
      Minor Favors
      A minor favor cannot reduce HP or an attribute to 0, and all attribute damage heals after a night’s sleep.
      1. Dance with me! (for d6 x 10 minutes)
      2. I need some of your blood. It is very, very important that you not ask why (d6 damage)
      3. I need to borrow a bit of that body of yours (d3 Strength damage)
      4. I’m in need of some vigor (d3 Constitution damage)
      5. I want some of your grace (d3 Dexterity damage)
      6. Lend me your cunning (d3 Intelligence damage)
      7. I’ve never had the best judgment. Could I borrow some of yours? (d3 Wisdom damage)
      8. I need a piece of soul. I promise I’ll give it back (d3 Charisma damage)
      Major Favors
      If you can’t quickly come up with a good location, stick it d6 x 10 hexes (or miles, or days, or whatever) away in a random direction.
      1. It has come to my attention that a merchant caravan passing nearby is carrying a bottle of Quietus, that most potent and poisonous of aphrodisiacs. Fetch it for me.
      2. An old lover of mine has been condemned to death, and I want to watch. The execution is in [2d20] days in [the nearest large city], so do hurry. I always said I’d see him hang, and now I don’t have to do it myself.
      3. An old lover of mine has been sentenced to a most dreadful prison, and I want you to release her. She never did suffer prettily, and I still owe her a favor.
      4. Best beloved, one of those wretched hellhounds is getting awfully close to sniffing me out. Dispose of it, will you?
      5. I think it’s time you got me a proper present, dearest. I could have such fun with a weapon of those Grigori—I believe there’s one skulking around nearby.
      6. Oh dear. I’m fresh out of blood. Could you collect, say, [d100 HP] worth? Nothing too old, of course. (A bottle or wineskin can hold 10 HP worth of blood. Blood goes bad after a day unless it is refrigerated or hermetically sealed)
      7. Dearest, you caught me in the middle of an engagement. Treat me to a fine meal [2d100 sp per diner, d6 hour-long courses], or I will be most put out.
      8. The mayor in (the nearest village) has been treating his lover most viciously, and it is beginning to vex me. Put him out of my misery.
      9. I am in need of a pet. Capture [a monster or magical creature] alive, and I shall come to retrieve it once we’re all safe and sound.
      10. A most boring constable is trying to shut down a brothel in (nearest large city). Convince him otherwise, won’t you?
      11. What luck you called! I’m planning a party in [nearest large city], and I need a bit of cash to get it started (costs a number of silver pieces equal to 25% of the xp needed to reach next level)
      12. I’m in a bit of a bind—some fairy noble caught me in her bed with a lady-in-waiting, and now she’s sent a champion to challenge me to a duel. You‘ll stand in for me, right? They’ll get here in [d6] hours.
      13. Oh, it’s so romantic! There’s this eloping couple traveling nearby, and they’ll be eaten by wolves any day now. Go help them, will you?
      14. Some bore of a priest is burning books in [nearest village]. Go stop him—they always burn the ones with the exciting pictures.
      15. I can’t be seen with anyone dressed like that! Go find some half-decent clothes. (Must spend 5d100 sp on fashionable equipment—engraved grappling hooks, filigreed armor, lace handkerchiefs for cleaning swords, etc)
      16. You know, I’ve just had an idea. Fetch me a length of silk rope, a brazier, a small horse, a block and tackle, some lard, a bag of ball bearings, and some open-minded young people with a strong sense of adventure.
      17. I’ve been trying my hand at some poetry and am in need of a muse. Find someone fetching for me. (Acquire the services of a hireling with a Charisma modifier of at least +1 for at least a month)
      18. All this adventuring has left me fatigued. Take me someplace nice, darling (a night in the most expensive hotel or inn in the nearest large city.
      19. They’re circulating the most interesting pictures of (the region’s most notable noble couple) in [the nearest large city], but I hear the constabulary has begun to confiscate them. I simply must have one of these engravings.
      20. It’s been so long since I’ve been courted. Take me out on a night on the town. (Spend a full 24 hours and d1000 sp; roll on a carousing table if you’ve got one)

      Warlock 2.0

      a class for Lamentations of the Flame Princess


      HP, Saves, and Experience as Cleric

      All warlocks possess a magical contract that contains the seals and signatures of every spirit with which she has formed a pact. A warlock can call upon such spirits for knowledge or power, while the spirits can demand favors in turn. Each spirit possesses a sphere of influence, such as Knowledge or Curses, over which it reigns supreme, and beyond which it is powerless.

      A warlock has a contract with a single spirit. She may add any number of spirits to her contract, but must first find them and make them signatories, usually in return for a Greater Favor

      A warlock can invoke any of her signatory spirits as often as she wishes. When she does so, she can either ask a question pertaining to the signatory’s domain or draw on its power to cast a spell. A warlock may cast any spell on a spirit’s spell list, as long as its spell level does not exceed half her character level, rounded up. In any case, whenever a warlock invokes a spirit, the Referee rolls 2d6 on the Spirit’s Vagary  table to determine the signatory’s reaction to her demand. If the roll results in a Lesser or Greater Favor, the Referee rolls 1d20 on the corresponding table to determine the spirit’s price. As a rule, spirits are uncharitable beings; when a warlock invokes a signatory, she takes a -1 penalty to its Spirit’s Vagary roll for each outstanding favor. If a signatory realizes its warlock cannot or will not complete a favor, it will extract its price forcibly and immediately, as determined by the Referee.
      STARTING PACTS

      There will be more, and they will come with tables for manifestations and favors, but I need to hammer these out for my in-person group today.

      Malamaut, Demon of Love and Spite
      his is the grin of the fox in a henhouse

      Sphere: Lust and Loathing

      An incubus who has grown disinterested in the business of perdition. Though he possesses not even the smallest shred of virtue, Malamaut has developed a stunted and entirely non-Platonic affection for humanity over the long millennia of his existence, and can be persuaded to serve a warlock for a sufficiently enticing price. He is a connoisseur of indecency and a gourmand of sin and desires pleasures of the flesh above all else.


      Old Queen Mab, Fairy of Malediction

      she was old when the heath lay deep beneath the sea
       As the sometime Queen of Faerie, Mab above all else desires revenge against the King of Roses Red, who deposed her, and the supposed allies who let him. When she speaks with her vassals, she seizes control of a nearby animal or weak-willed human and speaks through theire mouth.
       

      for what is the sun but a hell

      Felt like I was beginning to scrape the bottom of the barrel with hex descriptions, so here’s a palette (EDIT: PALATE! I MEANT PALATE!) cleanser of something tangentially related before I get back to work. 

      M E T A L vs S K I N posted this really cool vampire class, and I started thinking about how I would implement something similar. I spent a lot of time trying to fit vampires as PCs and HP and hit dice together when I realized that there are already rules for starvation and dehydration in the LotFP handbook:

      “For every 24 hours that a character goes without water, his Constitution drops by half unless he makes a save versus Poison. After three such failed saves against Poison due to a lack of water, the character will be dead. Constitution losses due to dehydration or starvation recover at twice the usual rate with rest and proper nourishment.”

      Replace “water” with “blood”, and assume “rest” involves sleeping in a coffin, and you have the foundation for some pretty easy vampire rules.


      VAMPIRE
      A class for Lamentations of the Flame Princess
      blergh!

      HP, Saves and XP as Elf (elves are basically vegetarian vampires with good PR)

      Vampires, according to vampires1, are scions of those ancient lords and ladies who claimed the marches between the Lands of the Living and the Lands of the Dead. They fought back the innumerable souls of the departed, and in doing so rejected the tyranny of death, elevating themselves above the mortals around them. 


      Vampires, according to the Crown, are to be admired for their pursuit of immortality, and executed for their affinity for proscribed magic2. The Queen applauds the acquisition and hoarding of knowledge, but brooks no threat to the integrity of her realm.
      Vampires receive a +1 bonus to their Charisma modifier and can cast spells. Vampires have the same spell slot progression as a Cleric. However, they do not learn or prepare spells–a vampire can expend a spell slot to cast any spell on the vampire list (see below) of equal or lower spell level. Vampires are also naturally stealthy. They start with a 2 in 6 Stealth skill and progress at the same rate as the Elf’s Search skill. 

      Vampires do not age, breathe, or eat food, and cannot be harmed by poison, venom, or extreme weather. To feed, a vampire must drain blood from a humanoid (human, elf, halfling, or dwarf) victim. Vampire bites reduce a victim’s maximum HP by an amount equal to their HD for every round of feeding, which returns at a rate of 1 HP per day. A vampire needs to drain HP equal to their level in blood per 24 hour period to sustain themselves. A vampire can bite successfully grappled enemies with a standard attack. Draining blood does not restore a vampire’s HP.

      If a vampire is starving, they cannot recover HP in any way until they feed.

      Anyone who is reduced to below 0 HP through blood drain must Save vs Magic or rise as undead, with their disposition to the vampire being determined with a Reaction Roll, regardless of their character in life.

      When direct sunlight touches a vampire’s bare skin, they take d12 damage per Round. PC vampires can be Turned per the Turn Undead spell.

      The normal rules for sleep deprivation apply to vampires, but they can only sleep in coffins. Vampires recover d6 HP and their expended spell slots by sleeping for at least 8 hours in a coffin. 


      VAMPIRE SPELL LIST

      1st Level

      Charm Person
      Darkness
      Feather Fall
      Spider Climb

      2nd Level

      Change Self
      Invisibility
      Suggestion
      Wall of Fog

      3rd Level

      Army of One
      Clairvoyance
      Fly
      Speak with Dead

      4th Level
      Charm Monster
      Invisibility, Improved
      Polymorph Self
      Protection from Normal Weapons

      5th Level

      Animate Dead
      Bestow Curse
      Telekinesis
      True Seeing

      6th Level

      Animate Dead Monsters
      Death Spell
      Speak with Monsters
      Suggestion, Mass

      7th Level

      Charm Person, Mass
      Control Weather
      Remote Surveillance
      Unholy Word

      1Vampires from Albion, naturally. Vampires from other lands do not possess noble blood, and engage in all sorts of eccentric behavior. The vampires of the Norge swim amongst the glaciers and sup on the cold blood of fish, while the vampires of Columbia converse with the stars from mountaintops. The lamia far to the east hide from the day in the bellies of snakes. The vampires of Carpathia are rumored to be quite mad. In the farthest south, vampires can crawl into dreams and steal what they find therein.

      2While the people of New Londinium are famous for their casual disregard for the natural order, there is still a class of spells banned to all, not because they are necessarily dangerous, but because they are the sociological equivalent of a nuclear bomb. Animate Dead isn’t something you cast if you are about to eat dinner, but spells like Change Self, Charm Person, Suggestion, and Forget tend to engender massive, baroque, and self-sustaining schemes (e.g. someone uses Suggestion to motivate a magician to cast Suggestion on other magicians, then uses Forget so they have no memory of the encounter. In the Stokesy Incident, the rebellious initiator of such a cycle fell under the magical influence of the victim of his victim’s victim, and from that point the interlocking chain of Suggestions and Charm spells becomes so convoluted that some constables still wonder if those apprehended were dupes, arrested only because someone Suggested it to the chief investigator). Therefore, the Queen’s agents destroy any copies of these spells they come across, and summarily execute anyone they find in possession of them. This is one of the reasons why vampires are persecuted so much: they can cast these spells without being encumbered with discriminatory spellbooks or scrolls. Once someone encounters a vampire, they can never truly trust their own motivations ever again.
           The Queen has a keen understanding of how effective such magic can be, because 
      though she is now Agorath, the Sovereign of Albion and the Divinity of Forbidden knowledge, she once was Nimue. When her tutor Merlin was at the height of his abilities, he retreated to the heart of his sanctum and forged a great Staff of Power. When Nimue came into her own, she used Permanency to enchant herself with Shape Change, Spell Turning, Mind Blank, and Globe of Major Invulnerability, then built a small army of Simulacra. This is why Merlin is in a tree, and she is in a palace.

      first image by Alvaro Tapia, distributed under Creative Commons
      second image from Boktai 2

      Fairy hexes 31-40

      This is the last of the fairy hexes for now. A post on how fairies work, and then hexes from another faction.
      1. A Roman officer, accompanied by 20 soldiers, is dumping chest after chest of coinage (1000 pounds sterling in all) into a crumbling well. Iridescent caskets of fairy-metal weapons and armor are stacked neatly nearby. UNDEAD OFFICER: HD 7, AC Plate, MV Slow, d8 Weapon damage, paralyzing touch (d6 Turns, Save vs Paralyze to avoid). UNDEAD SOLDIER: Lvl 1 Fighter
      2. The Barony of Crossed Heart. A fairy-noble and his small army of charmed townspeople besiege the castle as the Baron and his knights cower within. There is some talk of turning the Baron into a bowl of fig pudding.
      3. Two groups of fairies—one arrayed in red, the other in grey—in pitched battle. At sunset, the fallen arise to prepare themselves for the next day’s fighting. Any outsiders who involve themselves, however, remain dead.
      4. A man wearing a mask shaped like a beetle sells an array of mundane goods. He must accept anything as currency; he will sell a length of rope for three pounds sterling, three acorns, or three diamonds.
      5. A young woman reads a book beneath a tree. She wears a most excellent hat; everyone who sets eyes on it agrees it is the best they’ve seen. She’s willing to pass it on to anyone who can beat her in a game of cards, but expects high stakes from her opponents.
      6. A locked chest sits atop a pile of gravel. Whenever someone sees the contents, roll 1d6. On a 1-3, the contents appear to all the senses as a golden statue of a beautiful woman, inlaid with lapis lazuli. On a 4-6, they appear as a naked little man who licks his lips when touched or held. Roll separately for each viewer.
      7. Several foxes in ragged waist coats and top hats run through the brush, pursued by a hunting party of lesser fairies. The foxes are actually Gaulish saboteurs.
      8. A beacon of flame burns atop a slender stone tower. Should it ever go out, a murder of crows great enough to blot out the sun will descend on this hex and attack everything that lives within.
      9. Grey-winged moths congregate in the meadow around a sealed dolmen. It contains vampire lord from the east, locked away since antiquity. He is rather reasonable, but exceedingly hungry.
      10. An abandoned glass palace rests on the floor of a lake. Anyone who breaks a sword in the center of the throne room becomes lord or lady of the castle, with all the rights, responsibilities, and assassination attempts that implies.

      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.

      Fairy Locations 11-20

      1. A circle of rowan trees stand atop a barrow. Bound beneath in a circle of iron is the fairy known as the Elphame Prince, imprisoned there by a magician he wronged long ago. Locks and traps bar the way, but the Prince will owe a favor to whoever frees him, and enterprising Warlocks can form a pact with him.
      2. An unsupported ivory gate looks onto a desolate moor, though the field behind it is green and lush. Anyone who walks into it and closes the doors behind them will return an hour later, aged one year, bearing vague memories of war, with a Wisdom score increased by 1. Anyone who does this twice returns a day later, aged ten years and losing 1 point of Constitution. Those who enter a third time do not come back.
      3. The Witmarrow Witch lives here in a dilapidated hut. If she burns someone’s dearest possession, she can discern their deepest secret by examining the ashes. She will perform this service with no regard for legality or propriety for anyone who tells her their own darkest secret. WITMARROW WITCH: Lvl 5 MU
      4. A mountain-sized spider with a castle carved into its carapace picks its way across the countryside on slender legs. It will not leave the hex of its own free will. The castle’s 101 fairy courtiers, with no lord or lady to guide them, have fallen into cruelty and decadence.
      5. A bronze spear is thrust into the center of a great stone wheel. It requires a difficult Strength check to remove. When thrust into the ground, the spear transforms into a 12 foot long serpent with a caustic temperament and venomous bite, grudgingly loyal to the spear’s owner.
      6. Statues of a man and woman in postures of repose sit atop a mouldering blanket. Weathered clothing hangs from their frames, and each clutches a chicken bone. A pile of wicker rots next to them.
      7. Stilltown, a seemingly Briton village of 57 souls, stands here. Its inhabitants are all changelings, and they have done all they can to reject their fairy blood. They treasure the banal and pastoral, but their exceedingly poor grasp of such things means they often turn to magic when they think no one is looking. On the night of every full moon, every Stilltowner awakens with an irreducible urge to whirl shrieking through the night sky. They find this a source of great embarrassment.
      8. A giant, frozen midstride, looms over the landscape. She is the Giant of Love Lost, untouchable by weapon or spell or poison. When she threatened to crush New Londinium, the magicians of Albion cursed her so that for every second she experiences, a century passes for the rest of the world.
      9. A small patch of Eternal Night. At the center of this hex, strange stars shine in unfamiliar constellations.
      10. A troupe of fairy-knights have made their camp here. They will accept any challenge, such as combat, magical duel, or game of chance, and award the winners with a scroll of Glamour. They will Glamour losers to look like filthy beggars, no matter how they scrub themselves or change their clothes.

      GLAMOUR
      Magic-user Level 4
      Duration: Permanent
      Range 10’
      This spell allows human magicians to wield the deceptive power of the fairies. The caster can change the appearance of any creature or object within range in any way, so long as no single dimension is altered by more than 10%. Unwilling targets are entitled to a Save vs. Magic to resist. Dispel Magic destroys the illusion.

      The Pernicious Atlas

      I do not like talking about things I will do, because they do not always happen, and then I feel silly. But I will have a fair amount of free time for the next year, so if I don’t have something good to show for it, I ought to be embarrassed. 

      My plan is to compile and organize and refine all my Albion stuff into The Pernicious Atlas. It will be a retroclone friendly book/pdf/publication/whatever containing:
      • a 400 hex wilderness crawl
      • setting-appropriate versions of the Warlock and Beast Child
      • a brief bestiary, including information that ties the creatures to the class features of the Warlock and Beast Child
      • a handful of spells, each interacting with hex locations in some way
      • some tables for running the faux Regency era English society of New Londinium, the setting’s main city, and all the social warfare, character/literal assassination, and rumor-mongering that implies

      Feedback is welcome, of course, but this is something I might be selling for dollars, so if helping for free bothers you, keep that in mind. 


      Anyways, here are 10 fairy-related wilderness hexes, in no particular order or geographical grouping. 

      1. In these fields of rose and thorn stands a lonely hill of stone. Deep within its dusty halls, upon the throne he claimed by right of ancient pact sits the fairy-lord of Albion: the King of Roses Red and Fair, a crown of flowers in his hair.
      2. A woman stands in a golden cage garlanded with roses. She weeps and wrenches at the bars, but she sings exquisitely and without pause. 
      3. Heartbreak, a Briton village of 30 souls, stands here. Its ruler is Pretty Tyrant, a minor fairy-noble and self-styled Earl of Heartbreak. He has extracted the obedience and adulation of the village’s inhabitants with magic, stolen their children, and disguised Heartbreak’s ruinous state of repair (the fruit of his neglectful rule) with glamour and illusion.
      4. A gallows creaks in the wind. Anyone hung from them, whether they be fairy or king or simple wretch, is dead forever, beyond the reach of magic or miracle.
      5. Orchards and verdant gardens surround the foundation of an old manor. Everything here is cursed with deathly poison (Save vs Poison or die upon eating any of the garden’s fruit, drinking water from its well, or breathing the scent of the flowers).
      6. Here hunts a fairy-hound. It savors the blood of magicians and attacks them on sight. However, it will act as the mount of anyone who subdues it, and it is sensitive to loud noises and terribly afraid of flame. FAIRY-HOUND: HD 4, AC as leather, MV Fast, d8 damage bite, Save 12
      7. A spring burbles at the base of a standing stone. Any magician who bathes in it can inscribe Speak with Dead in their spellbook. If they do so at night, d12 skeletons will rise up from the earth and attack. SKELETON: HD 1, AC as cloth, MV Medium, d6 damage weapon, Save 14
      8. An inn stands alone in the heath. The innkeeper says that the pleasure of the party’s company is payment enough, but they must ask no questions and make no demands under her roof. Should they violate her conditions, they will awaken d10 hexes away in a random direction, each with their maximum HP permanently reduced by 1. Regardless of the party’s compliance, the inn vanishes the next morning.
      9. A circle of white stones encircles a copse of ash trees. For every day that passes within the circle, an hour elapses without.
      10. A crudely hammered sword of iron lies in a field. It bears no enchantment, and in fact is utterly unremarkable, save for the fact that its wielder killed the Lady of All Nights millennia ago. All titled fairies will recognize the sword, and treat its owner as a peer. This is not always helpful.