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.











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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

For the Creation of Decadent Noble Clans

My Secret Santicore submission, now automated for your convenience.

House
  1. Adelphus
  2. Cavendish
  3. Cromlech
  4. Crowley
  5. Gladstone
  6. Herpetou
  7. Lascelle
  8. Prestor
  9. Salazar
  10. Savile
Secret
  1. Bound to a demon by pacts most ancient and foul
  2. Caper and cavort in wicked midnight bacchanals
  3. Prophesied to bring about terrible catastrophe
  4. Ruled by a cabal of vampires
  5. Plan to overturn the rightful ruler of the land
  6. Participating in a conspiracy of centennial length and ecumenical proportions
  7. Desire to resurrect their inhuman clan progenitor
  8. Bloodline bears a terrible disease
  9. Dream every night of mighty conflagration and unending flood
  10. Patriarch is actually a woman
Source of Power
  1. Ties to Church
  2. Sheer privilege
  3. Scholarly talent
  4. Organized crime
  5. Ties to government
  6. Military might
  7. Sorcery
  8. Popular support
  9. Banking
  10. Business
Leader
  1. Ruled by grotesque appetites and uncanny predilections
  2. Cheerfully inbred moron
  3. Avuncular, seasoned statesman; loves them some prostitutes
  4. Oscillates between mostly kindly pragmatism and frothing psychopathy
  5. Megalomaniacal genius with childlike sensibilities
  6. Child kept on short leash by manipulative handlers
  7. Seized by Byronic melancholy; addicted to opium; writes terrible poetry
  8. A sorcerer of prodigious talent and boundless ambition
  9. Saintly sense of morals with sinister bearing; is squeaky clean despite everyone’s suspicions
  10. Innumerable, public affairs make for endless rumor-mill grist; loathed by spouse
Relationship
  1. Longtime allies of…
  2. Leader in love with head of…
  3. Ancient rivals of…
  4. Shadow war with…
  5. Secret treaty with…
  6. Wants a political marriage with…
  7. Seeks to utterly destroy…
  8. Attempting hostile takeover of…
  9. Owes a big favor to…
  10. Petty grudge against…
Stronghold
  1. Gilt palace riddled with chapels
  2. Decrepit manor surrounded by toiling peasants
  3. Frigid northern castle
  4. Contemporary urban estate
  5. Dour converted abbey
  6. Imposing mountain fortress
  7. Gothic monstrosity out in the forest
  8. Abominably gauche rococo estate
  9. Classical lakeside villa
  10. Sepulcral subterranean complex
Wealth
  1. Valuable but illiquid holdings
  2. Wealthy, but not for long
  3. Massive reserves, little income
  4. Steady cash flow
  5. Middling wealth, lots of embezzlement
  6. Razor thin margins
  7. Impoverished
  8. Nobody’s sure, exactly
  9. Incalculably wealthy
  10. Make a lot, spend a lot
Dubious Allies
  1. Elite mercenaries wearing crow’s head helmets
  2. The Beldame, a virtuoso assassin with a thing for needles
  3. The Magus Bashool, a necromancer of questionable loyalties and troubling ethics
  4. Pack of half-starved, semi-trained, and uncannily sapient wolves
  5. Red Madama, an insane butterfly demon
  6. King of Knots, gallows-spirit and malign ghost of a long dead monarch
  7. Rompa, shark-toothed sea giant who has power over ice
  8. Trugulore and Choss, Attorneys-At-Brawl
  9. No-Face Man, can crawl through mirrors and dreams
  10. Unnamed rogue angel; once held power over mercy, now seriously reconsidering

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

A Pernicious Shortcut


Agrace, The Not-World, God’s Garden, the Vestibulum, The Third Kingdom

The shortest route between any two points is through Agrace. Some say it was once the Garden of Eden, abandoned by God since the Fall. Some say it is the Raven King’s third domain (after England and Faerie), leased from Lucifer until the Apocalypse.  Still others think it is simply a cosmic midden, where the refuse of Creation molders once it has served its purpose. Regardless, it is a perfectly interstitial space; it shares topologies with all worlds. All nations share a border with it; all rivers eventually drain into its ocean; all roads lead to its causeways. Enterprising magicians have found a way to use this to their advantage.
There are no teleportation spells in Pernicious Albion. Instead, magicians in a hurry must pry open a door into Agrace. This, naturally is extremely dangerous.
Agrace is silent and almost completely empty; its plains are a dark red, its seas a bitter green; its forests twisted and tired and grey. The sky in Agrace is always a pale gold.  There are neither rain nor clouds in The Third Kingdom.
Weirding Gate
Magic-User 3
Duration: 5 minutes, or until dismissed by the caster.
Creates a doorway between Albion and Agrace. Anything can pass through the gate as long as it fits, and remains in Agrace until it can find an exit. Distance works differently in The Third Kingdom, and so every mile travelled in Agrace translates to two miles travelled in Albion. 
By Zazisław Beksińki; a gnostic titan

 Denizens of Agrace are as dangerous as they are uncommon. There is a 1 in 10 chance of having an encounter per day. I will stat these up over the next few days.
  1. Corpus Inverter
  2. Debased Sorcerer
  3. Gnostic Titan
  4. Microcosmic Sun
  5. Travelling Fairy Lord-roll 1d4 (1-Duke of Sighs; 2-Bone Knight; 3-The Lady Electric; 4-The Lazarus King)
  6. Chaos of ravens
  7. Eternal haruspex
  8. Infernal dignitary-roll 1d4 (1—Alrinach, Whose Domain is Shipwrecks; 2—Agares; 3—Adramelech, the Hypocrite; 4—Ahriman)
  9. Heavenly ambassador-roll 1d4(1–Zephekiel, who rules Mercy; 2–Jophiel, guarding a tree; 3–Remiel, searching for a relic; 3–an angry cherub; 4–one angel and one demon, fighting)
  10. One of the winds-roll 1d4 (1—Boreas the North Wind, 2—Notus the South Wind, 3—Eurus the East Wind, 4—Zephyrus the West Wind
  11. Travelling Vampire Lord
  12. The Wild Hunt
  13. Bewitched Knight
  14. Splinter of Imperium
  15. The Green Knight
  16. Displaced djinn
  17. Servant of Steel
  18. Diminished god
  19. Dragon
  20. Death  

As a note, this is entirely based off of a footnote in Susanna Clarke’s Jonathan Strange & Mr. Norrell

    Treasure

    I like magic items that go away when used. It makes them more valuable and interesting to the players, and I don’t have to worry too much about accidently turning the party into a bunch of superheroes.

      
    FOUR THINGS YOU MIGHT FIND IN A DRUID’S LAIR

    Wrathful Countenance
    A lacquered wooden mask bearing an expression of ineffable rage. Whoever wears it grows to a prodigious size and gains:
    • 1d10 temporary hitpoints. These are tracked separately than normal HP, and damage depletes them first.
    • +2 to attack rolls
    • A strength score of 18
    • A Charisma score of 3
    The mask cannot be removed until all of the temporary HP are depleted, at which point all other bonuses and penalties vanish and the mask cracks in two, falling to the ground.
    Gurning Poppet
    A small straw doll with a terrible grin stitched into its face. If a body part of an intended victim—a hank of hair, a nail clipping, a drop of blood— is pressed into the doll, and the doll is set alight, the victim will burst into flames and takes 3d6 damage.
    Flower Slave
    An large and delicate blue blossom with petals folded into the shape of a face. Once crushed, it releases a fragile but swift warrior, which will obey whoever destroyed the flower. It has the following statistics:
    Armor Class: 18
    HD: 1 (1 HP)
    Move: 120’
    Alignment: Chaotic
    Saves: 13 in each
    Weapon: Deals d4 damage. Roll 1d4 for details: (1-rose whip, entangles on hit; 2-venom spear, target must make Poison Save or take -2 to hit for a turn; 3-willow switch, enrages enemies with low intelligence; 4-filigreed bow, range as longbow
    Somnolent Bell
    When struck, this glass bell produces a stultifying tone, forcing all who can hear it, including the user, to Save vs Paralyze or fall asleep for d10 minutes. This shatters the bell.

    Druids

    I never liked druids because they always seemed like medieval ecologists. This is silly because I am pretty sure that if I lived in medieval Europe I would think more about nature red in tooth and claw than nature as a place where you have talking animals and babbling brooks and wind in the trees. If I were a medieval peasant and I heard an animal talk to me I would get an exorcist.

    I want a druid more in line with the creepy ones Julius Caesar talks about, what with the blood and guts and weird rites in the wilderness. Burning wicker men in the dark.


    Druids are not magical hippies. They do not care about nature. They do not like animals. Druids do not study in wizard school. They do not meditate in temples. They do not memorize spells or petition deities for miracles. Druids track down the numinous and kick the shit out of it until it does what they want.

    From Etrian Odyssey

    HP as Fighter, Saves and XP progression as Cleric  
    Druids summon and bind spirits. Doing so requires sacrifice—they must wound themselves for d4 damage to call forth a spirit with 1 HP, +0 Attack Bonus (AB), 12 AC, and 14 in all saves. Calling up a spirit takes a full round. A spirit under a Druid’s control will obey all of their verbal instructions to the letter.
    Greater wounds attract and snare more powerful spirits—for every additional d4 HP the Druid sacrifices during the summoning, they can do one of the following:
    ·         increase the spirit’s HP by d6
    ·         increase the spirit’s AB by 1
    ·         increase the spirit’s AC by 1
    ·         reduce the spirit’s saves by 1
    Druids can summon as many spirits as they like, and spirits last until dismissed or destroyed, but Druids cannot recover any sacrificed HP if they have any spirits under their control.
    At level 1, Druids can pick one of the following:
    Flame Spirit: you know the Old Word for fire, and can entrap spirits of heat and flame. Spirits you summon shed light like a torch, and can ignite flammable objects at will.
    Grave Spirit: you have a talent for snatching souls from the afterlife. Spirits you summon can reanimate bodies and skeletons, giving them +1 HP for every HD the creature had in life.
    Sight Spirit: you can see through the eyes of spirits you summon at will