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.

     

      Odd Hack Character Creation

      Rules as written in Delving Deeper, except as follows:
      HIT POINTS: BLOOD AND GUTS
      Use rationalized hit dice progression. Also, characters have two different pools of HP.

      • All characters start out with just Blood. If a character has a Constitution score of 14+, they gain an additional point of Blood every level. If their score is 18, they gain 2 points every level.
      • Once a character reaches 6 points of Blood, their HD rolls for maximum HP go towards Guts. 

      Characters usually take damage to Guts first. If they are reduced to less than 0 Blood, they die. Blood heals at a rate of 1 point per day of rest. Guts heals at a rate of d6 points per 10 minutes of rest. Critical hits and sneak attacks deal damage to Blood, and monsters have Blood and Guts for HP as well. Largely based on this.

      RACES
      You can only start as a human, chosen from one of the following tribes. You can gain access to new tribes and species if you form a neutral or better relationship with one of their settlements or towns.

      • Goth: you have a +2 bonus to your Magic saving throw
      • Norge: you are untroubled by natural cold and take half damage from magical cold
      • Saracen: You know an extra language and can pick from the expanded language list, regardless of your Intelligence score.
      • Tatar: you have a 3 in 6 chance of being able to repair or sabotage machinery, robots, or golems. If you are a Thief, your chances of success increase with your other skills.

      LANGUAGES
      If your Intelligence is 10-, you speak two of the following. If it is 12-, you speak 3. If it is 14+, you speak 4.

      • Gothic
      • Norsk
      • Saraceni
      • Tatar

      Anyone with 15+ Intelligence can pick from the following list as well:

      • Elegaic, the language of the undead
      • Twill, the language of elves and birds
      • Numen, the language of gods and spirits
      • Cipher, the language of golems and robots
      ENCUMBRANCE
      We are using this system, but you can carry an extra container if your Strength is 14+ and two extra containers if your Strength is 18.  

      CLERICS

      Clerics must choose a religion. Clerics can learn a number of Cleric miracles equal to their level. They can cast each miracle as much as they want, but when they do so, they must make a reaction roll (roll 2d6) to determine if the Heavenly/Nether forces upon which they are calling approve of their intervention. Low rolls might require favors or sacrifices. To learn a miracle, a Cleric must memorize a particular sutra, scripture, sermon, or liturgy, which they recite upon casting. Clerics start with one random miracle; if they roll a reversible miracle, they must pick one. Lawful Clerics still Turn Undead, while Chaotic Clerics Command Undead.

      1. Liturgy of Kingly Protection/The House of Four Demons: lets you cast Protection From Evil/Good
      2. Heaven’s Feast Sutra/The Famine Gift Sutra: lets you cast Purify/Putrefy Food and Drink
      3. The First Words/The Litany of Night: lets you cast Light/Darkness
      4. Rite of the Scales of Justice: lets you cast Detect Magic at will
      5. The Parable of the Shore/The Way of All Flesh: lets you cast Cure/Cause Light Wounds
      6. The Miracle of Tongues: lets you cast Speak with Beasts

      FIGHTERS
      Fighters work as written in Delving Deeper.

      MAGIC USERS
      Magicians can learn any number of Magic-user spells. They can cast each of them once, and can regain expended spells by getting a full night’s sleep. All spells require a particular object to cast; more powerful spells require rarer and more cumbersome components. Magicians start with 2 random spells and their components. When you learn a spell, such as from a scroll or a book, you find out what it requires as a component.

      1. A cloth doll: lets you cast Animate Golem, which functions the same as Invoke Elemental, except that the golem has HD equal to your level.
      2. A sack of crow feathers: Let you cast Fly. Insinuate themselves into your flesh while you are under the effects of the spell.
      3. A human rib, sharpened at one end: lets you cast Magic Missile.
      4. A silver bell, inscribed with a closed eye: lets you cast Sleep.
      5. A stained disc of bronze: lets you cast Darkness, the reversed version of Light.
      6. A book bound in red thread: lets you cast Charm Person.
      7. A giant spider carapace: lets you cast Web.
      8. A large ivory earhorn: lets you cast Sixth Sense.
      9. A cloak of human hair: lets you cast Invisibility.
      10. A giant horse skull, wired through with gold: lets you cast Fear 
      11. A mummified fish with pearls for eyes: kissing the fish lets you cast Water Breathing
      12. A tin breastplate inscribed with a pentacle: lets you cast Shield
      13. A long-stemmed ebony pipe: lets you cast Phantasm
      14. A great brass horn:  lets you cast Dispel Magic
      15. A flute carved from a human thighbone: lets you cast Hold Person
      16. A snake tattoo on the side of forefinger and thumb: lets you cast Read Magic at will
      17. A tattoo of an open eye on your palm: lets you cast Detect Magic at will
      18. An arm-sized iron nail: lets you cast Witch Lock
      19. A giant silver skeleton key: Lets you cast Knock
      20. An dead sapling studded with lead spikes:  lets you cast Plant Growth

      THIEVES
      Thieves can use any magic item or piece of equipment. They have a 3 in 6 chance of succeeding at the following. Their chances increase by to 4 in 6 at level 3 and 5 in 6 at level 6. At level 9, they roll twice and take the higher result whenever they make a skill check.

      • Climb
      • Disarm Traps
      • Hide
      • Listen
      • Pick Lock
      • Search
      • Sleight of Hand

      NEW CLASSES AND MULTICLASSINGYou can gain access to new classes by coming across them in your adventures. By default gain levels in other classes, but in the course of the game, you can find ways to bypass this–werewolves, for example, split their experience between their current class and their Fighter-equivalent wolf shape.

        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.

        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

        Crusaders of the Unknown

        Isle of the Unknown’s clerics, like its magic-users, are okay. But for Isle of the Unknowndead, I want more bloody-minded eccentricity. 

        Clerics have 1d12 levels. Their saves are 12-half level. They know one spell of each spell level they can cast. All clerics hate, in descending order (1) undead (2) non-clerics (3) non-believers. They only hate non-believers enough to work work with them under some circumstances.

        by Edwin Howland Blashfield

        This cleric’s title
         The (A) (B) of (C)
        A
        1. Glorious
        2. Resplendent
        3. Radiant
        4. Miraculous 
        5. Wrathful
        6. Beneficent
        7. Ascendant
        8. Merciful
        9. First
        10. Golden 

        B
        1. Face
        2. Crown
        3. Throne
        4. Hand
        5. Daughter
        6. Son
        7. Sword
        8. Eye
        9.  Tongue
        10. Servant

        C
        1. Heaven
        2. God
        3. the Angels
        4. the Saints
        5. the Gate
        6. the Goddess
        7. the Sun
        8. the Moon
        9. the King
        10. the Queen

        The flavor of their fervor
        Clerics with the same doctrine consider each other to be heretics of the worst sort.
        1. Cleanliness is next to deviltry.
        2. All magic (other than their own miracles) is evil, and witches must be burnt
        3. Fire is the face of God
        4. Dance and song (aside from hymns, of course) are a sign of dangerously loose morals
        5. BLOOOOOOOD
        6. The infidel should be converted, and, failing that, slain.
        7. Vow of silence
        8. Never cut any hair
        9. Clothes are a sign of weak moral character
        10. Burn incense at all times
        11. Believers must never show their face
        12. They are the Chosen One, and God speaks to them personally
        13.  The End is nigh, and must be hastened
        14. Heal the sick and care for the wounded
        15. Lies to non-believers are not sinful
        16. God loves the powerful and hates the weak
        17. Wealth is a barrier to salvation
        18. Those who tolerate evil are evil themselves
        19. The world has already ended.
        20. The Flood is coming.

        Their miracle
        1. They need neither sleep nor sustenance
        2. Fire cannot harm them
        3. None may lie in their presence
        4. Their voice sounds like a heavenly choir
        5. They cannot drown
        6. Though they never seem to walk faster than a stately amble, their overland travel speed is four times as fast as an unencumbered person walking on a road, regardless of terrain
        7. They can hurl bolts of lightning
        8. Trees, bushes, and crops yield their fruit instantly at the cleric’s will
        9. The can create golems using the language of God
        10. They can command animals

        The vestments they wear
        1. A shining suit of golden plate
        2. A flowing robe, embroidered with images of dying martyrs
        3. Leaves and drying mud, plastered onto their body
        4. A stinking cilice
        5. A towering miter, adorned with jewels
        6.  A simple, stained cassock
        7. A  tabard over a coat of chain
        8. Most of a bear
        9. Bull horn headdress
        10. the death-mask of a saint
        11. a clerical collar
        12. A halo, strapped to the back of their head
        13. A ragged cloak
        14. Filthy remains of the extravagant clothes they were wearing the moment they heard God
        15. A wimple and habit
        16. a woolen loincloth
        17. a number of diaphanous veils, obscuring their face
        18. flowing white robes and a golden sash
        19. Angels tattooed all over their body
        20. ritual scarification

        The weapons they bear
        1. A bladed crosier
        2. An actual shepherd’s crook
        3. A longsword with the image of an eye set into the hilt
        4.  A deep black (1-spear; 2-sword; 3-mace; 4-dagger) seized from a slain demon
        5. A revolver, inscribed with passages from holy writ
        6. a dagger, carved from a saint’s thighbone
        7. A massive, weighted aspergilium
        8. A coal-powered contraption that sprays gouts of super-heated holy water
        9. A spear forged from metal fallen from heaven
        10. A shining silver bow, stolen from a pagan goddess
        11. A bow and 7 heavenly arrows, (allegedly) fletched with feathers donated by an angel
        12. Frothing fury; they deal d12 damage with their teeth and bare hands
        13. The axe that executed an infamous heretic
        14. An red-bladed sword forged in the flames burning books and quenched in the blood of the faithless
        15. Nothing; they are an avowed pacifist and seek only to evangelize 
        16. A small cannon on a cart
        17. 2d10 grenados, confiscated from an alchemist
        18. a scourge, once used for self-mortification
        19. A war-fan flabellum
        20. A thurible ball-and-chain

        Necromancers of the Unknown

        EDIT: Super awesome automagic generator here

        Isle of the Unknown’s magic-users are okay I guess but I like Logan Knight’s idea of making a crazy undead Island of the It’s Unknown Why Anyone Would Come Here so here are some necromancer tables.

        Necromancers are all Magic-Users with 2d8 HD. Their saves are 12 minus half level. They have 1 random spell per available spell level. Like the Isle’s vampires, they might have use for adventurers, so roll on a reaction table  if you have one.

        From Viewtiful Joe
        by Harry Clarke

        This necromancer’s source of power is
        1. A wheezing wheeled calliope. Its disturbing music must reach the dead for it to raise them.
        2. A room-sized mechanism of cedar and black metal. Their magic only works within a 10 mile radius. 
        3. A kiln. Reanimate earthly remains by placing them in its cool black flame.
        4. A book bound in gold. Must read directly from its pages to work their magic.
        5. A silver-gilt hookah. Breathing its smoke into the faces of the weak-willed transforms them into shambling servants
        6. Red candles. If placed on a grave or tombstone and burned, it reanimates all those buried below.
        7. Tarnished silver coins. If placed in the mouth of someone recently deceased, it creates a powerful form of undead, but there are only twelve, numbered with Roman numerals.
        8. A wand twined with asphodel. Stolen from the King of the Dead; can raise the dead with memory intact.
        9. An ebony and silver pocketwatch. Raises all dead in sight, but permanently returns them to a peaceful afterlife after 12 hours.
        10. A crude bronze knife. Anyone killed with this knife will rise again as a loyal zombie servitor
        11. Parasitic orchids. Infest skeletons and the recently deceased; animation is sustained with sunlight
        12. A bone signet ring. Any remains affixed with a wax seal bearing its symbol rise again, but fall if the seal is destroyed or removed.

        This necromancer wears
        1. A suit of armor made from bones
        2. Nothing but swirling tattoos
        3. Stilts
        4. A peacock-feathered coat
        5.  Black and red ritual vestments
        6. Ceremonial garb carved from jade
        7. clawed prostheses of wood and ivory (1-4 random limbs)
        8. A crow mask
        9. A mask shaped like a rose blossom
        10. a tooth-studded cloak
        11.  A spider head mask
        12. heavy gold jewelry
        13. knives strapped to every part of their body
        14. body piercings everywhere
        15. a swarm of live hummingbirds, attached to their clothes with tiny chains
        16.  long white gloves
        17. a blond wig
        18. an electric green ballroom gown
        19. a little black dress
        20. a domino mask

        This necromancer’s servant(s) is/are
        1. A murder of crows.
        2. A pack of wolves.
        3. Thirteen crude clay idols, human shaped and the size of a child.
        4.  2d6 ex-bandits, each bound to service with a sigil tattooed to their chest
        5.  an elderly butler in traditional garbs
        6. an axe-wielding brute, who always wears a cowl
        7. a swarm of rats.
        8.  Six stone gargoyles.
        9. a man with the head of a wolf. 
        10. an easy to replenish swarm of razor-edged origami spiders
        The servants’ special ability is
        1. The necromancer can see through their eyes and speak through their mouth
        2. They can disguise themselves as an unassuming human
        3. They can disguise themelves as statues
        4. They can spread disease
        5. They are master poisoners/terribly venomous
        6. They can fly through the air wildly, on great gusts of wind
        7.  They can draw on the necromancer’s memorized spells in times of need
        8. They are immune to mundane weapons.

        This necromancer’s magic fails in the presence of/contact with
        1. The sound of iron bells
        2. Sunlight
        3. Moonlight
        4. Rowan wood
        5. A holy relic
        6. a hamsa
        7.  recitation of the Prayer of St. Apollinaire
        8.  holy water
        9.  wolfsbane
        10. a crowing rooster 

        from Twilight Princess

        Vampires of the Unknown

        A little disappointed with Isle of the Unknown. It has bad-wacky monsters and lacks the aesthetic consistency of Carcosa (as icky as it was). However,  I really like vampires, and hexmaps can be easy to repurpose, so here is a table to replace IotU’s polyhedral panda-snakes with undead.

        from Boktai

        An encountered vampire has 3d6 HD. Its saves are 13 minus half HD. They aren’t necessarily hostile, especially to potentially useful adventurers, so roll on a reaction table if you’ve got one.

        This vampire can
        1. Transfix with its stare. Target must Save vs Magic or stare into vampire’s eyes until eye contact is broken.
        2. Murder with its song. Can sing a bloody tune that deals 1d6 damage/round to all others in earshot.
        3. Freeze with its breathe. Range: Melee; target Save vs Paralyze or take -4 to hit as icy blood courses through body. Lasts until dawn.
        4. Bind with its shadow. Shadow is an impassible obstruction. If someone occupies the same space as it because of a change in lightsource, they take d12 damage/round until the shadow is moved.
        5. Rend with its claws. Each successful attack also reduces AC from armor by d4.
        6. Warp with its touch. Can cast Polymorph Other at will on whoever it touches; lasts d6 rounds.
        7. Subjugate with its words. Can cast the cleric Command spell at will.
        8. Avenge with its death. Whoever lands the killing blow on this vampire becomes a vampire.

        This vampire feeds on
        1-90: Blood
        91: Mud
        92: Other vampires
        93: alms, willingly given
        94: hair
        95: fingernails
        96: roses
        97: Gold
        98: Marrow
        99: Dreams
        100: Darkness

        This vampire turns into
        1-30: Baaaats
        31-60: a giant wolf
        61-90: mist
        91: a gentle breeze, holding aloft fragrant flower petals
        92: a monstrous man/bat hybrid
        93: a swarm of scarab beetles
        94: a ghastly blue flame
        95: a black cat
        96: a two-headed serpent (extremely venomous)
        97: a lemur
        98: a mobile patch of grave mold
        99: a twisting length of red silk
        100: two smaller vampires

        This vampire wears (among other things) a(n)
        1. full suit of armor
        2. silk robe
        3. waist-coat
        4. magnificent dress
        5. jackal mask
        6. thigh-high boots
        7. cape
        8. crown
        9. makeup
        10. broken shackles
        12. fur coat
        13. veil
        14. wimple and habit
        15. mohawk
        16. large number of tiny bells
        17. smoked lenses
        18. bunch of empty scabbards
        19. giant steel cestus
        20. antlered headdress

        This vampire’s secret weakness is

        (If a vampire reduced to 0 HP succeeds a Save vs Magic, it will return in d20 days, regardless the state or location of its body, unless its killers take advantage of its secret weakness. These can be determined by tricking vampires into revealing them, or finding a true sage, hierophant, or scholar who can divine the answer.)
          
        1-30: A stake through the heart
        31-60: Decapitation
        61-90: Exposure to sunlight
        91: recitation of its epitaph (located in a graveyard d10 hexes away in a random direction)
        92. fatal wounding with a silver spear
        93. submersion in a swift-moving river or stream
        94. burial by a cleric in consecrated ground
        95. incineration
        96. repairing and reblessing its vandalized burial place
        97. physically carrying its body into the underworld. The King of the Dead is known to provide generous bounties for this.
        98. vertical, head-first burial
        99. mouth packed with salt
        100. sincere absolution from its most-wronged victim

        It isn’t all glitter

        Pop Tartary is awash with sour psychic static: The Signal, a malign spectrum emitted by America’s most gorgeously horrible nightmares.


        When The Signal manifests…
        1) The Gate Opens
        All nearby screens go to static and _______ begin to swarm out.
           1. Rats
           2. Black snakes
           3. Crows
           4. Hagfish, coiling through air as if it were water
           5. Cockroaches
           6. Flies
        2) Something Wicked This Way Comes 
        The area is suffused with the fatigued yellow glow of a sodium bulb, and everyone present loses 1 point of Strength every round until they make a Save vs Paralyze. Once everyone had made their save, the following creature appears and attacks everyone present:
             Incarnation of Ennui
             Lumbering sickly radiance, immense grasping hands, wet ingénue eyes
             HD: Total number of Strength points lost
             Saves: 18-Strength lost
             Damage: d8
             Special Attack: Target must Save vs Paralyze or go last the following round
        Once the creature dies, everyone recovers their Strength.
        3) All Is Still
        Nothing apparent happens. The party is now being followed The Noise, an irreal creature that wants to help them, but is only able to do so through spectacular acts of violence. The party will leave in their wake a trail of murder and mayhem, most of which tips the balance in their favor. At least until somebody notices.
        4) You Change
           To find out what happens to the ones exposed to the Signal, roll a d6:
           1. Their eyes vanish, and their sockets look into a hissing field of static.
           2. They now look grainy and washed out, like an old photograph.
           3. Their shadow always looms behind them, black and twisted, like that scene from Nosferatu
           4. Their voice comes from nearby speakers when they try to speak, but they are otherwise mute
           5. Their breath smells like metal and cooking meat. Animals and children hate them.
           6. Their face is always blurred, like on the people being arrested on Cops.
        5) Deceit Rules
            Pick a random PC. A Signal entity secretly tells them that an important (preferably seemingly friendly) NPC is secretly evil and must be stopped.
           Pick another random PC. A Signal entity secretly tells them that this NPC will play a vital role in stopping a terrible, possibly apocalyptic plot.
          A Signal entity secretly and separately tells each of the remaining PCs that a malign intelligence has seeded several of their comrades with dangerous delusions.
           Which of these messages is correct is up to you.
         6) Power Gathers
        Those exposed to the Signal gain a random MU spell. They can cast it once before it is gone forever, but the must make Wisdom checks in times of stress in order to not cast it right then and there.

        Noomancer
        HP, XP and Saves as Magic-User

        Noomancers are people who have a device that has Signal and can use it to warp the world around them. Spells are alien transmissions propagated through the Signal. A Noomancer starts play with 1+half level+Intelligence modifier spells, randomly selected from all spell levels of the Magic-User and Cleric lists. When a Noomancer spends 6 hours tuning their device, all remaining spells are replaced with 1+half level+Int mod new spells. They also must make a Save vs Magic or reality weakens. (Table compiled by Patrick Stuart)