laughing through a mouthful of blood

OSE Advanced Genre Rules Illusionist spells are great, but the class itself leaves me a little cold; while I can conceptually wrap my head around the difference between a crunchy Cleric and a Druid, there’s not a lot of daylight between a tricksy MU and an Illusionist–what’s the in-setting difference between what they’re learning and doing?

I also often try to work in classes that are explicitly about dealing with other NPCs, so this was another opportunity; having patrons and followers from the start is a good way to ground players in the setting and drive them into fun situations.

I started reading The Hidden World of Foxes and have been thinking about the animal a lot. They scream and laugh unnervingly like humans, they thrive in environments where we have destroyed most other living things, they can develop almost doglike relationships with people (though I really don’t like the idea of taming wild animals). Reynard’s Maleperduis is an ideal megadungeon: a fox’s castle-labyrinth in which he hides from the consequences of his actions; the Teumessian fox is an divinely uncapturable monster. Most also have associated rival-victims; Renard has Ysengrim (along with a bunch of other characters including Hirsent the she-wolf), the fox Kuma Lisa has Kumcho Volcho, Laelaps the hound hunts the Teumessian fox. There is of course the kitsune and Tamamo-no-Mae, but I am much less famiilar.

So, foxes are: scream-laughing in the dark; offering you a cursed spear of holly if you kill the noble hunting them for sport; sitting in a ring around a bloodslicked meadow with something you’d rather not see in the center; batting at your window begging for help because the Wolf is coming for them; disguising themselves as a reclusive noble family to eat up whatever traveler takes up their hospitality; telling a joke that will knock history off its axis; Lord Renarte laughing from the highest tower of his hidden castle; Vulpecula in the sky singing lies to the stars; helping and hurting and hunting and begging forever and ever.

Fox Royalty

Requirements: None, but being Lawful may put you at odds with your familiars
XP to level 1: 2,500 (as MU overall)
Prime Requisite: We don’t really do that here. Charisma if you gotta
Hit Dice: 1d4
Saves: as MU
Armor: None, no shields
Weapons: any one-handed melee
Language: Alignment, Common, the Nameless Language of Foxes

“Yum!” by Peter Trimming, available here and distributed under CC BY 2.0

Court of Foxes

Once in a great while, a human is born beloved, for whatever reason, to foxes–not just the beasts in the woods, but their gods and ghosts and demons. With this dubious blessing and certain burden, they are often cut loose by superstitious families and neighbors, left to their own (capacious) devices.

Phantom Fox Familiar

As Fox Royalty grow in power and precedence, they are attended by increasingly powerful fox Familiars. These Familiars are venerated criminals, divine tricksters, and related demons. They spend most of their time lurking invisibly or at least insubstantially about the person of the Fox Royalty they are pledged to, unless commanded.

At level 1, and every odd level thereafter until level 11, Fox Royalty gain an additional Familiar. The Familiar’s Rank is equal to ½ the Fox Royalty’s level (rounded up) at the time they acquire it; the first Familiar a member of Fox Royalty acquires is always Rank 1, no matter how many character levels they gain. For example, Fox Royalty at level 3 have a single Rank 1 Familiar and a single Rank 2 Familiar.

from Shin Megami Tensei IV

Spellcasting

Fox Royalty can draw on their Familiars’ power to cast Illusionist spells. A Fox Familiar can be used to cast any Illusionist spell known it its Royalty and equal to or less than its rank once per day. Thus, level 5 Fox Royalty can cast three Illusionist spells per day–one at Level 1, one at Level 2 or lower, and one at Level 3 or lower.

Fox Royalty start knowing three Level 1 Illusionist spells. Every time they level up, they learn one spell of each level of their choice from all Illusionist spells they can cast.

Optional Rule: If a Familiar eats a druid, their Royalty can add spells they had prepared or cast for that day to their spell list.

Familiars in Combat

Fox Royalty can also implore their Familiars to manifest and fight for them. This can be done at the top of the round using phased initiative, and requires an Applicant Reaction check and negotiation / payment every time it is done–foxes, even loyal familiars, are lazy and fickle. If they refuse an offer, they cannot be entreated to manifest for the rest of the day, and if the Reaction table turns up “ill will”, they run off to make mischief for the rest of the day and cannot be used to cast spells. If Fox Royalty has a standing debt to a particular Familiar, it will not appear for their Royalty or allow them to cast its spells.

Summoned Familiars

Fox familiars have stats according to their rank, listed below. They typically serve their Royalty for a number of Turns equal to the Royalty’s level. A manifested Familiar can cast Illusionist spells of their Rank or lower, but this counts against their Fox Royalty’s spells per day. A Familiar that is reduced to 0 HP vanishes for a time, and cannot communicate or give the Royalty spells until the day has passed.

Class LevelRank/Max Spell LevelStatistics
11HD 2 AC 13 MV 150’ (50’) SV +2 ML 7 AL C
32HD 4 AC 14 MV 150’ (50’) SV +4 ML 6 AL C
53HD 6 AC 14 MV 150’ (50’) SV +6 ML 5 AL C
74HD 8 AC 15 MV 150’ (50’) SV +8 ML 4 AL C
95HD 10 AC 16 MV 150’ (50’) SV +10 ML 3 AL C
116HD 12 AC 18 MV 150’ (50’) SV +12 ML 2 AL C
I ues d20+HD >= 16 for saving throws, but you can just use their HD and the Monster Save chart in the system of your choice to figure out their saves.

Special Cases

If Fox Royalty want to summon their Familiars en masse or set them to a long-term or complex task pertaining to espionage, mischief, or nature, they may do so, but this is treated as “Other Magical Research” in terms of time and cost.

Dealing With Familiars

Familiars appear increasingly impressive or frightening with Rank. 

  • A Rank 1 Familiar might appear as a scrawny juvenile fox.
  • A Rank 3 Familiar might appear as a wolf-sized fox barded in gold and silk
  • A Rank 6 Familiar might appear as a seething apparition of shadow and red-gold fire.

While unmanifested, foxes might possess their Royalty’s shadow to speak or appear as clots of foxfire.

All fox familiars are arrogant, cruel, and mischievous, with a soft spot for underdogs and fellow tricksters. Low rank familiars are younger, cruder in their malice, and more beholden to their animal temperament. Higher ranked familiars are older, more circumspect and patient, but also more creative in their cruelty and elaborate in their plots. The highest ranked familiars are demigods in their own right.

Fox familiars obey orders to the letter and spirit that don’t offend their sensibilities, even if they have low Morale/Loyalty. They don’t make Morale checks out of fear–they are  unbothered by danger, but require checks when subject to indignity, disrespect, or significant pain, or when asked to pass up  the opportunity to do something cruel, funny, or both. In terms of payment, they don’t care for treasure or gold, but do enjoy shrines being constructed in their name, incense, offerings of live chickens (and larger, bloodier animals).

“Fox with meat, again…” by Tambako the Jaguar, available here and distributed by CC BY-ND 2.0

Restrictions and Diplomacy

Foxes and foxlike beings are at worst Talkative with Fox Royalty, though they may not be so well disposed towards their traveling companions. Fox Royalty must never directly harm a fox (fortunately, foxes will never willingly harm them, unless it’s very funny), lest their familiars abandon them until they perform some task of great mischief to make it up to foxdom. Tricking a fox, even to the point of harm, is a whole other story, though–all cruelties are allowable to a fox if they’re amusing enough.

Strongholds

At level 11, Fox Royalty are demidivinities in  their own right and may raise a bower or construct wilderness shrine. They will attract 2d4 Clerics of levels 1-3 and can bestow Illusionist spells on them, and all foxes in the region will accord them great, if grudging, respect.

Fox Familiar Statistics Formula

HD: Rank x 2
AC: 12 + Rank
MV: 150’ (50’)
SV: +HD (or as HD)
ML: 8 – Rank
AL: Chaotic

from Chainsaw Man, by Tatsuki Fujimoto

an ill-kept orchard on the side of the road

Once while traveling through the deep valley south of here, I saw a man sitting on the edge of an overgrown orchard, slicing one of its pomegranates with great delicacy and concentration. There were mounds of pomegranates all around him, all cut perfectly in two, all untasted but for the flies buzzing noisomely around them in great numbers. The arils, scattered in pulpy mounds across the dirt, gleamed in a way that reminded me of both rubies and fresh wounds.

“Friend,” I said, “Whatever are you doing?”

Up close, I could see that he had a curious technique. He removed neither the crown nor the bottom (as any seasoned eater of pomegranates would) but made a single, shallow cut all the way around the rind before gently prising the fruit open like an oyster.

“Searching.” said the man. He was young, but worry and weather had worked silver into his black hair and seamed his face with fine lines. He did not look up at me.

We waited in silence for some time, I in the dust of the road and he in the flyblown edge of the orchard. I was in no hurry to reach my destination and feeling terribly nosy. Finally, he threw his latest pomegranate aside and wiped its juices off on the hem of his shirt. 

“My grandmother lived in the village that stood here long ago,” he said. “She said that once a season, a single, miraculous pomegranate grew in this orchard. She said that it contained an unformed child, curled up in the rind like an infant in the womb. Most died, mangled by a careless knife. A terrible omen. But some…”

The man rubbed each of his swollen knuckles. “Wealthy donors sometimes take in children left to the church on the other side of the valley.” His palms were calloused and stained deep red. “We are not wealthy.”

He rose and walked into the orchard proper, crushing fruit underfoot. “You’ll want to be past here before dark,” he said. “The old village is not safe at night.”

Some years later, when passing through the town that overlooked that valley, I gave a half loaf of bread to a young beggar with the most striking eyes—the color of pomegranates in their season.

abrakadabra

Had this marinating in drafts for forever and finally had the energy to finish it. I’ve been thinking about mechanics that are grounded as much as possible in the consensus and intuition of the play group and encoded as little as possible in the written rules themselves (related the FKR principles that have been bouncing around lately). These are magic rules for a game in the vein of Runequest or Earthsea I’ve been thinking about running lately.

They really only work in a pretty technologically limited setting (the game is Bronze Age-ish), since they’re keyed off of “things within human capacity” which gets really thorny when you have much past that.

Sorcery

Sorcery is an art that provides supernatural means to mundane ends–with their magic, a sorcerer can perform any feat within human capacity, but nothing more. Raising  the dead, inspiring true love, lifting castles into the sky, and other ancient acts of magic are entirely beyond latter-day sorcerers. Within this limitation, however, sorcerers can still achieve much–forging a blade without a hammer or fire, transporting themselves great distances without a cart or mount, persuading people without speaking a word, performing dangerous labor from great distances, auguring long-lost secrets without cracking open a book.

Sorcerers are not equally learned in all forms of sorcery, however. The practice is divided into Lores, each a domain of sorcery that focuses on a single field of human endeavor. The Lore of Stone allows a sorcerer to cleave and shape rock like a mason; the Lore of the Forge allows them to stoke small flames into roaring fires and shape raw metal into smithed goods like a blacksmith. Lores are still constrained by the limits of sorcery; a Stone-sorcerer could raise a tower from living rock, but not create one from thin air; a Forge-sorcerer could turn iron ingots into a sword but could not magic up a blade from nothing.

Although sorcery can wholly replace the time, equipment, and labor necessary to achieve something, the more a sorcerer leans on their own power, the more difficult and dangerous the magic is. To safely, effectively, and reliably cast a spell, a sorcerer needs occult equipment, components, and time roughly equal to what would be needed to perform the act though mundane means. A dearth of resources can be overcome with talent and experience, but always brings some level of risk.

Lores

  • Stone: magic of masons. Cleave rocks, raise stone structures, etc.
  • Yoke: magic of animal husbandry. Train, soothe, command, care for animals, etc.
  • Path: magic of travelers. Travel great distances, move at great speeds, scale walls and mountains, etc
  • Bough: magic of hunters. Camouflage, track, kill at a distance, etc.
  • Forge: magic of blacksmiths. Stoke flames, shape metal, smith objects, etc
  • Bone: magic of doctors. Augur diagnoses, clean and treat wounds, etc.

Examples:

  • A Stone-sorcerer destroying a boulder might bring a staff to shape their magic the way that someone else might use a sledgehammer to direct their strength. In a pinch, they could try to crush the boulder with no gear, but this could exhaust them, injure them, or end in a botched or incomplete job.
  • A Yoke-sorcerer ensorcelling a dog to obey their commands might prepare a series of ritually treated meals for the dog to take the place of the food someone else would use to reward it during training. They could try to fall back on their own power and will, but this could sicken or injure them or the dog, or lead to the dog becoming aggressive and feral instead.
  • A Path-sorcerer could construct a ritual palanquin to carry them to a neighboring town the way someone else would use a cart. Carrying themselves with their own sorcery could injure them or lead them to the wrong place.

Procedure:

  1. The player declares what they are trying to achieve with the spell and how it is going to happen. It must be within human capacity and it must pertain to their Lore.
  2. If their PC has the time and resources equivalent to what the task would take normally, it just works.
  3. If they do not have or are not willing to dedicate the time and resources, the Referee tells them how many dice to roll. If they are well-equipped, they roll 3d6. If they are moderately prepared, they roll 2d6. If they are unprepared, they roll 1d6. Sorcerers who go through brutal training, bathe in moonlight on auspicious nights, complete pilgrimages to locations of great power, wield relics of great power, etc, roll an extra regardless of level of preparation.
  4. If the player’s highest die is 5+, the spell works. If the highest die is 3-4, the spell simply fails. If the highest die is 1-2, the spell fails and there is some backlash: the sorcerer is exhausted or injured, the spell causes an undesirable effect, etc.

Taboo Sorcery

Wisdom of the Beasts

Greedy sorcerers may reach for powers beyond what has been allotted to humans by consuming the lifeblood of an animal. This is a grave taboo–to be one thing and not another is the lot of all mortal life, and the mingling of kinds recalls the dark and formless Chaos that preceded the world as it is known today. A sorcerer who has attained the Wisdom of a beast may achieve anything that it could, just as a Lore affords the powers of human effort. A beast, more than anything, is capable of being itself, and so Wisdom-stealing sorcerers may also assume the form of animals they have consumed.

  • The Wisdom of the Bear allows a sorcerer to exert immense force, tear apart obstacles and enemies, and scale trees and walls.
  • The Wisdom of the Crow allows a sorcerer to fly, to stand on slender tree branches, and communicate with flocks of other crows.
  • The Wisdom of the Eel allows a sorcerer to breathe underwater and swim at great speed.
  • The Wisdom of the Asp allows a sorcerer to inflict venomous wounds and travel through the narrowest of spaces.

The most terrible heights a sorcerer may ascend are by consuming the lifeblood of a divine beast: dragons, sea-serpents, great-wolves, corpse-eagles. 

Forbidden Knowledge

There are Lores that are persecuted at every opportunity by right-thinking people: The Lore of the Rack, perfected by torturers, the Lore of Belladonna, devised by poisoners, and the Lore of the Throne, invented by tyrants. The books that contain them have been burned, the people who learned them have been ground into dust and buried in secret places. The smallest hint that someone has recovered even a part of these Lores will bring down terrible reprisal from regular people, town governments, empires.

There are also Lores that are treated with suspicion or banned in some jurisdictions, but do not necessarily carry a universal taboo. Anything that impinges on the mind of another, allows secrets of others to be augured, or inflicts grievous injury causes too much trouble to be trusted, even if they can only induce a person to do something within the boundaries of their nature and morals. 

  • Heart: magic of courtesans. Persuade, mislead, and seduce.
  • Jaw: magic of gossips. Divine rumors, start whisper campaigns, stir up mobs.
  • Tome: magic of scholars. Augur any information that has been written or remembered.
  • Scale: magic of merchants. Augur the value of objects, divine what people want, reveal the composition of coins, ingots, and other things.
  • Blade: magic of warriors, Cut, gouge, crush, pierce, but also ward off blows.
  • Knucklebone: magic of gamblers. Weigh dice, augur card hands, discern true feelings.

fate/stay home

In March, I ran a brief Player vs Player play-by-post game on Discord based on Fate and inspired my Patrick’s play by mail game (I’m Ysbryda Holyworm and didn’t actually do very much). It’s not a bad socially distant way to have low-impact but steady social interaction.

Aside – Fate is a part of a sprawling intellectual property that includes visual novels, several anime series, multiple video games, a small empire of backstory wikis, and more fan fiction any single mind can comprehend. Fate itself is about people teaming up with the ghosts of historical figures in an extremely dangerous competition to win a powerful and morally ambiguous MacGuffin. Think Pokemon by way of League of Extraordinary Gentlemen played out in White Wolf Mage: the Ascension with high budget animation and Alexander the Great is trying to cut Gilles de Rais in half and everyone has soap opera tangled backstories and some guy got his hands on the Platonic Ideal of Swords and half the cast is trying to punch a hole through reality to talk to and/or replace God.

from the exceedingly titled Fate/stay night

Anyway, it was a PbP PvP battle royale where everyone was a Level 0 B/X character with a medium-loyalty level 10 retainer and they got dropped into a big city with a general idea of what they needed to do. It went well! There were murder attempts, hypnotized detectives, faked deaths, and tenuous alliances. It fell apart because out out-of-game stuff, but I found myself wanting to revisit the concept.

The main issue is that B/X has a lot of dungeon crawling cruft. I only picked it because I was lazy and thought it would be funny. This is a vastly simplified set of rules designed to cut down on the sort of back-and-forth that’s onerous in a PbP game and elevate the Rube Goldberg hijinks.

  • There are plenty of rough edges, but I want to get things going and fix things as we go.
  • It is affectedly unbalanced–a common theme in the source material and also sets up players for clever play and surprising reversals.
  • A lot of abilities are basically nascent doomsday scenarios, which is also common in Fate and also allows for interesting all-or-nothing plays
  • It’s pretty open to interpretation. There’s too much stuff going on to make a system to adjudicate the way everything is going to interact, so I tried to write enough to communicate the players the kinds of things they can do and then trust myself and them to figure out what happens when things get weird.
  • I tried to pick a lot of medium-obscurity figures from history and mythology and solicited my players for ones they really wanted to see. I have a to-add list including Lu Bu, Marco Polo, Semiramis, Olympe de Gouges, Simon de Bolivar, Bendigeidfran, Branwen, Leda, Daedalus, Atalanta, Orlando (as in Woolf), Orlando (as in Furioso), Arianrhod, Prosperina, Ptolemy, Hypatia, Atlantes, Melisse, Oberon, Titania, Tam Lin
  • Written with the help of Alex of To Distant Lands

Rules

Book-keeping and Admin

There’s a central Discord channel where I let everyone know when the next round is happening and provide in-setting news reports about what’s going on that is publicly known. All of the players have a channel that’s just them and me where we adjudicate their turns. If they come into conflict or communicate with another player, we adjudicate it through group DMs. (Communication between players isn’t as important but it’s useful for me to be able to see or look up what’s happening across the board).

Everyone has 1 turn per 24 hour period, and I resolve all turns by 9 pm.

Resolution

When a PC or a spirit attempts something difficult or high stakes, the Referee tells them how many d6s to roll based on the difficulty. If they are opposed by another player, they succeed if they get higher than their opponent’s roll. If they are opposed by the environment or an NPC, they succeed if they get 6 or higher.

The number of d6s depends on how well-suited they are for the task, factoring in their talents, traits, the situation, and the effectiveness of their tactics.

  • Excellent: 3d6
  • Risky: 2d6
  • Poor: 1d6

Combat

In combat, characters deal damage equal to their ATK and reduce all incoming damage by their DEF. To determine turn order, make a check to see which side goes first. PCs and spirits on a side can go in any order, but a spirit attacking an enemy PC is always reported to the other side and pushes you to the end of initiative. When you attack someone, you each roll, and whoever loses takes damage according to their attributes.

All PCs and Spirits have a pool of Stamina and a pool of Health. Stamina represents dodging, reducing direct blows to glancing ones, blocking attacks. Health represents suffering direct blows, wounds, etc. When a character suffers Harm, they reduce their Stamina by an equal amount; if they don’t have any Stamina left, they begin deducting from their Health. Stamina is much easier to recover than Health.

Turns / Rounds / Doing Stuff

You can make 1 action per day. An action might be:

  • Investigating or tracking the competition (You can always ask: Was a competitor active in a [named district] within the last turn?
  • Buying or stealing something useful
  • Resting, which restores all powers and spells, as well as 1 Health OR all Stamina. You can’t recover Stamina unless you are at full Health.
  • Anything else that is generally time-consuming and advantageous

Asking for clarifications about what your PC knows, sending communications to other PCs, and talking to your hero does not take a turn.

Actions count as resolved simultaneously. If you come into conflict with another player’s team, the conflict will be resolved after all other players have gone that round.

Things to Remember

This game is way more fun when you are bold, ambitious, decisive, and make decisions based on role-playing as much as strategy. If you’re timid or slow, you will probably lose and may end up bored. If you don’t feel like your team is suited for combat, try surveillance, sabotage, bribing local authorities, making alliances with other players–stir the pot. Running away and regrouping is usually an option.

You are in a city full of dangerous and eccentric people trying to kill you. Many spirits have the ability to restrain, grievously injure, or even kill unprepared enemies. Doing things that draw public attention, such as law enforcement or news broadcasts, could very well get you killed if you don’t do it thoughtfully. Every conflict could lead to you dying.

Your spirit is not necessarily loyal to you, and may find ways to sideline you without killing you and banishing themselves.

The Setting

Modern setting. Sator is an island nation. Its capital, New Madruga, is big enough to have at least one of everything and almost certainly more. It’s threaded through with canals and bridges, famous for its jacaranda trees and beaches, has a significant amount of organized crime

  • Quatresain Cathedral, an ancient hilltop cathedral where the Philosopher’s Stone allegedly appeared 1000 years ago.
  • Gran Burguesa, best burger joint in town
  • Plaza del Mar, lined with restaurants and cafes, the Times Square of Sator City
  • City Hall
  • Byzantium Hospital
  • The Royal Palace
  • The King’s Park, a huge wooded, walled park, that winds through the city.
  • The Business District

Character Creation

Player Characters

PCs are regular people drawn into the Grand Alkahest Royale by cosmic whim and the dictates of fate. They are the only characters players have direct control over–they work closely with PC’s spirits, but they don’t have complete say over what they do. To generate your PC

  • Give your PC one trait: strong, tough, quick, clever, perceptive, rich, or charismatic
  • Give your PC a career, like cashier or office worker or security guard
  • Write down that they have 4 Stamina and 4 Health

Also, answer these leading questions for your character

  • What will you wish for if you win?
  • What’s one thing you admire and one thing you resent about your spirit?
  • What do you stand to lose in this contest other than your life?

Spirits

Spirits are figures drawn from myth and legend by the rules of the Grand Alkahest Royale. Participants never choose the spirit they fight with–it’s always random. To generate your PC

  • Write down that they have 8 Stamina and 6 Health
  • Roll randomly on the table of spirits below
  • Record their attributes, talents, abilities, and weaknesses

Spirits come in one of four classes: Banner, Crown, Mantle, and Scepter, each of which have different advantages and disadvantages. Remember to capitalize them when you formulate your plan.

Spirit List 

  1. Bonnie and Clyde
  2. Ching Shih
  3. Don Quixote
  4. Echo
  5. El Cid
  6. Ferdiad
  7. Hammurabi
  8. Ishtar
  9. Joshua
  10. Judah Macabee
  11. King Midas
  12. Kublai Khan
  13. La Voisin
  14. Lilith
  15. Lord Ruthven
  16. Lucifer
  17. Morgan le Fay
  18. Napoleon
  19. Paracelsus
  20. Queen Medb

Spirit Classes

All classes know when they are within a one-block radius of another spirit unless there’s something concealing them.

Mantle class spirits are legendary tricksters, thieves, and tempters. They are powerful, if frail combatants, and tend to have deceitful or confusing abilities. A Mantle class hero is much stronger  than a regular person–if an Olympic athlete can do it, so can a Mantle class hero without much trouble.

Crown-class spirits are monarchs and generals of legend. They are resistant to physical harm and  the effects of magic, and their abilities tend to revolve around charisma and resources. A Crown class hero is much stronger  than a regular person–if an Olympic athlete can do it, so can a Crown class hero without much trouble.

Banner-class spirits are warriors and heroes exceptionally suited to combat and feats of strength. They are supernaturally coordinated and athletic–they can do things outside of normal human physical ability (like jumping from rooftop to rooftop or lifting a four door sedan) without a check.

Scepter-class spirits are talented magicians of legend, but generally unsuited for combat or physical feats. They aren’t much different from a normal person–around the range of a dedicated hobbyist athlete. 

Spirit Attributes and Statistics

If you’re playing in my game, don’t read below this line.

Bonnie and Clyde

Mantle-class, a twinned spirit of love and transgression

  • Attributes: ATK 4, DEF 1
  • Talents: Driving, Shooting, Larceny, Speed
  • Weapon: Revolver and Shotgun
  • Weakness: Requires Loyalty checks to not help or rescue their partner when they are in pain or danger

Only Lovers Left Alive: Bonnie cannot be reduced below 1 HP while Clyde is still alive, and Clyde cannot be reduced below 1 HP while Bonnie is alive. They can only be killed simultaneously. They each have 8 Stamina, but only 3 Health.

Bullet Model Getaway: If they are together, Bonnie and Clyde can conjure a spacious, tough, and high-speed getaway car.

Ching Shih

Mantle-class, a tyrannical spirit of theft and subversion

  • Attributes: ATK 4, DEF 1
  • Talents: Combat, Command, Larceny, Speed
  • Weapon: Cutlass and pistol

Law of the Sea: Just as she did in life, Ching Shih can subvert legitimate authority with her own. Any law enforcement official or politician she encounters treats her as a superior and will accept her instructions as long as they would follow similar ones from their actual superior. Once she gives an order, she must rest before she can use this ability again.

Legion of the Lady: Ching Shih can spend a turn to raise her massive personal ship from any body of water large enough to contain it (lakes, rivers, seas, maybe a very large pond if you don’t need it to move around too much). It’s fast, as tough as modern construction, and can make four ATK 4 cannon attacks on a turn, and is crewed by the spirits of her most loyal and competent pirates.

Don Quixote

Mantle-class, an ephemeral spirit of delusion and invention

  • Attributes: ATK 4, DEF 1
  • Talents: None
  • Weapon: Sword and shield

Chivalric Adventure: Don Quixote is exceeded by everything and defeated by nothing. He makes risky rolls regardless of the situation–never excellent and never poor.

Friends in Low Places. Don Quixote can summon Rocinante, a knock-kneed and mangy plough-horse and Sancho Panza, his clever but ineffectual squire, at will.

Cide Hamete Benengeli: Don Quixote is a dream within a dream, a legend created by a myth. The true hero summoned is Cide Hamete Benengeli, the un-hero and fictional author of Don Quixote. Cide is completely nondescript and cannot be detected or identified as a hero unless he chooses to reveal himself. If Don Quixote dies, Hamete can spend a turn rewriting Don Quixote’s story so that he implausibly survives. His attributes are ATK 1 DEF 1 and his talents are Stealth, Disguise, and Persuasion. Rewriting Don Quixote’s story is a powerful magical act that can be perceived by any fellow spirit.

Echo

Banner-class, a divine spirit of mountain and stone

  • Attributes: ATK 4, DEF 2
  • Talents: Combat, Athletics, Lore
  • Weapon: Martial arts

Oread, Princess of the Mount: Echo can manipulate concrete, stone, and earth to take whichever shape she wishes within shouting distance. This allows her to make ranged attacks with piercing spires or crushing pillars of earth, propel herself on waves of stone, or damage or destabilize buildings.

Weakness: Requires a risky loyalty check to harm a man she thinks is pretty. She can only repeat the last sentence that was said in her presence, though she is not compelled to speak.

El Cid

Banner-class, a fearsome warrior spirit of steel and fire

  • Attributes: ATK 4, DEF 2
  • Talents: Combat, Athletics, Riding, Command
  • Weapon: Sword

La Tizona: El Cid’s fiery sword. El Cid can raise great waves of flames when he swings it, allowing him to start fires and make ranged attacks. He can also quench all nearby fires by sheathing it. El Cid can only fight with one of his swords drawn at a time.

La Colada: El Cid’s fearsome sword. When he draws it for the first time in combat, he has an excellent chance of paralyzing all humans in line of sight for as long as he remains in their presence and a poor chance of paralyzing fellow heroic spirits for a turn. He can remove this effects by sheathing La Colada sword. El Cid can only fight with one of his swords drawn at a time.

Weakness: Requires a risky loyalty check to retreat or pursue a retreating enemy.

Ferdiad

Banner-class, an tragic spirit of warfare and friendship betrayed

  • Attributes: ATK 4, DEF 2
  • Talents: Combat, Athletics, Command
  • Weapon: Spear

Flesh of Horn: Ferdiad cannot suffer harm from an attack he sees coming. He can still be restrained, drowned, dropped from a high place, struck by a surprise attack, etc.

Broken Bonds of Brotherhood: Ferdiad enjoys a +1d6 bonus to rolls when operating alone.

Weakness: Requires a loyalty check to break a promise or allow his summoner to break a promise.

Hammurabi

Crown-class, a kingly spirit of law and justice

  • Attributes: ATK 4, DEF 1
  • Talents: Command, Persuasion, Resisting Magic
  • Weapon: Mace

Tupsimati, the Whole of the Law: Normal humans obey Hammurabi’s commands, as long as they are legal and non-suicidal. He has a risky chance of making non-monarch fellow spirits obey his commands, though they can only be one word. If he fails the roll to use this ability on a fellow spirit, they are immune to it permanently.

Eye for an Eye: When someone harms Hammurabi, they suffer 1 harm, unreduced by DEF.

Weakness: Requires a risky loyalty check to flagrantly violate the law in a way that does not pertain to the Royale (robbing a bank, jaywalking).

Ishtar

Crown-class, a divine spirit of love and violence

  • Attributes: ATK 4, DEF 1
  • Talents: Seduction, Command, Combat, Resisting Magic
  • Weapon: Projectile (eight-pointed star)

The Bull of Heaven: Spend a turn to summon a colossal winged bull with 4 ATK, 4 DEF, 10 Stamina and 10 HP, and recovers 1 Health or Stamina per turn. Gugulanna cannot be dismissed and cannot be summoned again if it dies.

Love and War: If Ishtar spends more than a few minutes speaking with someone, she has an excellent chance of making them infatuated with her. She deals +1 damage against those infatuated with her.

Weakness: Requires a risky loyalty check to work with or not exact revenge upon someone who has wronged her in any way.

Joshua

Banner-class, a holy spirit of war and piety

  • Attributes: ATK 4, DEF 2
  • Talents: Command, Combat, Athletics
  • Weapon: Spear

Jericho’s Tribulation: By blowing on his horn, Joshua can attack all creatures in a 50’ cone in front of him. This deals +1 damage to unholy creatures and causes catastrophic structural damage if he so chooses.

Weakness: Requires a risky loyalty check to perform impious or dishonorable acts

Judah Macabee

Banner-class, a divine spirit of rebellion and purity

  • Attributes: ATK 4, DEF 2
  • Talents: Command, Combat, Athletics
  • Weapon: Spear

Iconoclast: Judah rolls an extra die when making opposed rolls against pagan or unholy gods and spirits, and deals +1 damage when attacking them.

Divine Revolt: When Judah takes damage, he can make a risky roll to instantly retreat with his summoner to a location within a 1 block radius. He must rest before he can use this ability again.

Weakness: Requires a risky loyalty check to perform impious acts

King Midas

Crown-class, a wicked spirit of wealth and ruin

  • Attributes: ATK 3, DEF 2
  • Talents: Wealth, Combat, Athletics, Resisting magic
  • Weapon: Touch

Resplendent Kingdom of Desolation: King Midas can turn anything he touches into gold. This ability transfers through objects and surfaces he has transformed, so if he turns the floor into gold, he can also transform the people standing on it. Transformation of living things count as attacks (so transformation is partial, recoverable, and cosmetic before it reduces a creature to 0 Health). King Midas has an 6-clock called Golden Ruin. It counts down a tick every time he uses his ability and counts up a tick every turn. If it counts all the way down, he turns into a lifeless statue of gold that uses this ability until everything in the world is gold or the statue is destroyed.

Weakness: Requires a risky loyalty check to not act on his immense greed and ambition.

Khublai Khan

Crown-class, a kingly spirit of luxury and power

  • Attributes: ATK 3, DEF 2
  • Talents: Wealth, Combat, Athletics, Resisting Magic
  • Weapon: Scimitar

Khan’s Holy Ground: Kublai Khan has a 12-clock called Xanadu. He can transform the interior of any building he is inside into the interior of his Xanadu palace, which confers him +1 ATK, +1 DEF, and access to his weak but limitless troops. Each turn spent in Xanadu costs 1 tick. Once it counts down, he can’t use this ability until it counts up again. Resting restores 2 ticks of the clock.

La Voisin

Mantle-class, an unholy spirit of poison and deceit

  • Attributes: ATK 4, DEF 1
  • Talents: Stealth, Larceny
  • Weapon: Knife

L’affaire des poisons. La Voisin can poison any food or drink she has seen, regardless of distance, as long as it has not already been consumed. The poison deals 10 damage on consumption, though a check can be made to halve it. Regular humans have a poor chance, while the check is only risky for fellow spirits.

La mauvais voisin. La Voisin can possess any regular human whose face and name she knows. They do not remember what they do while under her control. She cannot be identified or sensed as a heroic spirit while doing so.

Weakness: Divine beings have an excellent chance of withstanding any of La Voisin’s magic or poisons, and can identify her poison as being supernatural.

Lilith

Scepter-class, an unholy spirit of disease and monstrosity

  • Attributes: ATK 3, DEF 0
  • Talents: Sorcery, Lore
  • Weapon: Beastly familiars

First Mother of the Garden. Lilith can cast any spell from the Vivimancy list five times. When she rests, she recovers all uses of her spells.

Abyssal Parade of Unsightly Beasts. With a cumulative three turns of effort, Lilith can conjure forth her innumerable monstrous children from the forgotten places of the world. They do not harm Lilith or her summoner, and are individually of little danger to a heroic spirit, but otherwise rampage indiscriminately in ever-growing numbers until the gate from which they issue is destroyed.

Weakness: When she makes a roll opposed by a child or someone whose mother she knows, her odds are always poor.

Lord Ruthven

Scepter-class, an unholy spirit of death and darkness

  • Attributes: ATK 3, DEF 0
  • Talents: Sorcery, Stealth, Lore
  • Weapon: claws and spears of darkness

Lord of the Dead. Lord Ruthven can cast any spell from the Necromancy list five times. When he rests, he recovers all uses of his spells. Anyone who makes a promise to Lord Ruthven cannot break the word of it, though they may violate its intent.

Immortal. While attacks can reduce Lord Ruthven’s Stamina normally, only attacks from divine beings, stakes through the heart, or attacks while he is in direct sunlight can reduce his Health.

Weakness: Lord Ruthven must follow the word of every promise he makes. He cannot tread on holy ground or enter holy buildings.

Lucifer, the Morningstar

Mantle-class, an angelic spirit of light and evil

  • Attributes: ATK 4, DEF 1
  • Talents: Combat, Persuasion, Athletics, Command
  • Weapon: Blades and javelins of light

Felix Culpa. Lucifer has a 6-clock called Temptation, which he can count down to grant a wish to anyone other than his summoner. The means are supernatural, but the ends must be within normal human capacity (true love and raising the dead are out, for example). A single tick would be something like a fancy car or getting a coworker to become infatuated, while six ticks would be fabulous wealth for a lifetime or the death of a major world leader. In return, the beneficiary is bound to fulfill a single request from Lucifer to the letter at any time. He can rest to recover 2 ticks. When Temptation counts down to zero, word of Lucifer’s escapades reaches High Heaven and an archangel descends to purify the city.

Divine Provenance. Lucifer counts as both a divine and unholy being when determining the effects of abilities.

Weakness: Requires a loyalty check to take direct commands or orders (rather than suggestions or requests). 

Morgan Le Fey

Scepter-class, a wicked fairy spirit of guile and subjugation

  • Attributes: ATK 3, DEF 0
  • Talents: Sorcery, Seduction, Lore
  • Weapon: Windborne clouds of razor-sharp flower petals

Fairy Queen. Morgan Le Fey can cast any spell from the Psychomancy list five times. When she rests, she recovers all uses of her spells.

Road to Broceliande. When Morgan Le Fey rests, she and any willing or subdued creatures with her may retreat to her hidden grove-world, Broceliande. No one may leave without her permission or powerful magic.

Weakness: If her roll is opposed by someone acting out of kindness, charity, or some other virtue, her odds are poor.

Napoleon

Crown-class, an ingenious spirit of ambition and war

  • Attributes: ATK 3, DEF 2
  • Talents: Combat, Persuasion, Resisting Magic, Command
  • Weapon: Saber and cannons

Vive L’Empereur. Napoleon has an 8-clock called Conquest. She can count it down to call on the help of her army, who manifest as contemporary, fiercely loyal, moderately competent, and extremely French soldiers. The more she counts down the clock, the more followers she can call on. She can clear 2 wedges of the clock by resting. Each wedge calls in more people based on this scale (1-2-5-10-20-50-100-200)

Weakness: Requires a Loyalty check to act on plans that hedge her bets or bide her time in any way.

Paracelsus

Scepter-class, a sagacious spirit of transformation and transcendence

  • Attributes: ATK 3, DEF 0
  • Talents: Sorcery, Lore
  • Weapon: Swarms of conjured elementals

Fairy Queen. Paracelsus can cast any spell from the Elementalism list five times. When he rests, he recovers all uses of his spells.

Hermetic Rite. If Paracelsus spends a turn performing a ritual in four auspicious locations at each of the cardinal directions of the city, he can touch the Pleroma and become immensely powerful (4 ATK, 4 DEF, cast spells at will)

Weakness: Requires a risky loyalty check to take the humble, patient, or simple route. 

Queen Medb

Crown-class, a warrior spirit of excellence and greed

  • Attributes: ATK 3, DEF 2
  • Talents: Combat, Command, Intimidation, Resisting Magic
  • Weapon: Spear and shield

Ostentation of the High Court. Queen Medb has infinite money, can spend a turn to acquire any single good or service up to $100,00 in value or make a batch purchase of up to $1,000,000 that prevents this ability from being used again until the Queen rests.

Weakness: Requires a risky loyalty check to retreat or back down.

home again, home again

Been thinking about starting locations after rereading the excellent Fishtown, particularly ways it could change or grow with time, so here’s a die-drop starting area in the style of Majula or the Firelink Shrine in Dark Souls. I have the itch to mess with rules, so it uses Into the Odd for no particular reason. Been bouncing between that and Troika for my next game.

a ruined town with a bonfire
screenshot from Dark Souls 2

How to Use it

  • Regenerate the starting area periodically to see who’s left and who has returned
  • Regenerate whenever there’s a TPK to represent time passing / things changing
  • Make your own — all it requires is 15-20 NPCs. Each has
    • A name and profession
    • An appearance and (usually portable) shelter
    • A line of dialogue that generally indicates what they want
    • Maybe a secret
a strange man under an awning yelling "I love monsters more than you do!"
screenshot from Breath of the Wild

Die Drop

Roll a d4, a d6, a d8, a d10, and a d12 on a sheet of paper.

  • The die’s size represents the profession of the vendor
  • The die’s value indicates which merchant of the given profession is present
  • The die’s location indicates where the vendor is in camp.

1d4 – Merchant

Sells tools and rations for 1s each

  1. Kikiriki
  2. Cosette
  3. Junero
  4. Rochambeau

1d6 Smith

Sells hand and field weapons for 5s each

  1. Sinfarrier
  2. Godsmith Rosario
  3. Royal Smith Soleil
  4. Gravesmith Sartana
  5. or greater – Nobody

1d8 Doctor

Sells antitoxin, vermifuges, bandages, and antiseptic for 5s each. Their sickrooms costs 5s a day, and allow players to recover from wounds without risk of infection.

  1. Lamplady Yuma
  2. Goodly Doctor Vire
  3. Relict Iuste
  4. Lonely Vedra
  5. or greater – Nobody

1d10 Magician

  1. Hexwright Jupitere
  2. Hidden Lunaire
  3. The Orminger
  4. or greater – Nobody

1d12 Stranger

You have to meet additional strangers out in the world before they start visiting camp.

  1. Beasty Saith
  2. or greater – Nobody

Friends

Beastly Saith

Oh, how this collar itches…they tell of a blade in the woods to the west that could cut off such a thing…I’d give you quite the toothsome reward. Ahahaha!

  • A colossal leopard in a golden chain collar, sprawled out on silk cushions and blankets beneath the shelter of a red pavilion, illuminated by fuming braziers.
  • A stranger. Accompanies clients as a hireling for 10 gp per expedition. +1d6 HP and +1 to STR and DEX for every 10 gp paid. Even if she seems to die, she can be found back in camp as if nothing had happened. Demands utter respect.
    • 5 HP, 14 STR, 12 DEX, 11 WIL, 1 Armor, d8 damage

Cosette

I heard the deacon buried treasure in the old church’s graveyard before the hunters burned everything down. Bet there are some real nice shinies in that dirt.

  • A woman in a black silk coat and a tricorn hat pulled low, slouched against a hound-drawn wagon.
  • Sells gear. also, if players lose something that isn’t actively being sought by somebody else, it will likely end up in Cosette’s inventory in a session or two.

Godsmith Rosario

The fire, the fire, the forge’s flame…nobody remembers anymore…get me one branch of holy cedar, and I’ll smith you something like I did in the old days…hmmhmmhmm.

  • A toweringly tall and beautiful woman working before a forge that burns with with pearly fire. 
  • A smith. Her refined weapons will not break or lose their edge from any mundane force or power.

Junero

Have you seen my husband? He left for the quarry to trap rabbits yesterday, but hasn’t come back.

  • Salt-and-pepper stubble, wears a bandana to keep his hair out of his eyes, drinking something pungent out of a gourd on his belt, sells his wares from a creaking rickshaw.
  • Sells gear. If assured of the party’s good intentions, he will sell charms for 5 gp each. Charms provide a +1 bonus to a stat until the first time a check with that stat is failed. Characters can only carry one charm at a time or none of them work. Possession of a charm is punishable by death by the law of the Carillon.

Goodly Doctor Vire

The denizens of yon belltower brew medicines beyond compare. A recipe, an ingredient, a shred of their flesh…oh, the ills I might cure with just a taste!

  • Blindfolded with linen embroidered in gold with a single eye, wears a doctor’s white coat oddly trimmed with gold damask, works out of a lean-to of pine planks and oilcloth.
  • A doctor. Brews one dose of red oil a week, which can be used to revive a mostly whole corpse to 1 HP and at least 1 in each stat if it has died in the last hour.

Gravesmith Sartana

The temper’s the thing, my friend…the best metal and the hottest flame do nothing without the right quench…would you have some blood?

  • A stooped and wiry man who stares into the sickly flame of his forage with pale eyes, surrounded by barrels sealed shut with paper talismans.
  • A smith. If furnished a fresh corpse, he will forge a weapon that deals damage equal to the damage the creature could deal with an unarmed melee attack.

Hexwright Jupitere

Fetch me the heart of a hunter, still fresh…heehee…I’ll bring those pompous belltenders right down to their knees…

  • Wears black robes trimmed with fur, conceal their face with a fine black veil weighed with silver coins.
  • A magician.
    • Blank and Rotted Tome: read to learn unbecoming
    • Tarnished Silver Grimoire: read to learn darksome song

Hidden Lunaire

Oh, hello there.

  • An immaculate white tent, the brilliant lamp inside projecting its occupant’s silhouette against the side. The tent’s entrance is crudely stitched shut with rawhide. Entering the tent reveals there is nobody inside.
  • A magician.
    • Blue Sticky Lump: consume to learn eye
    • Warm and Knotted Coil: consume to learn hands
    • Twisted Tooth: consume to learn maw
    • Pale Blue Cerata: consume to learn bloom

Kikiriki

Dubious and questionable, the lot of them. Listen to me, and I’ll tell you what’s what. Keeheehee!

  • A wicked little fellow in a crow mask who hawks his wares from beneath a ragged awning.
  • Sells gear, as well as random rumors for 3 gp a piece.

Kikiriki’s Rumors

  1. The priests of the old church buried their treasures in the graveyard before they all burned. Stupid! Stupid! The dead want for nothing!
  2. ‘Ware the hunters of yon belltower. I hear one is stalking prey as we speak. Don’t let them get you! Keeheeheehee!
  3. Some blundering trapper got himself caught by the thing that lurks in the quarry. What fool! There won’t be enough to bury!
  4. They say the light of a new moon reveals the unseen. Doesn’t make any sense to me.
  5. Oh the foundry on the lip of yon quarry, that hateful place, where my w–well, where I lost something I need. They say the metals they smelted there are useful and wicked beyond compare…
  6. There grows a lone tree of holy cedar in the deepest part of the western forest. I once knew a lady of the old court who said a flame stoked with such wood is blessed for as long as it burns.
  7. A noble of the distant Leopardy was exiled here many years ago. He’ll fight at your side for a fee and the chance to spill some blood.
  8. A spring flows to the west, on the top of yon mountain. Deep waters flowing on high…truly auspicious, no? Keeheheehee!
  9. I hear them tell of a goodly doctor who brews spurious concoctions from the flesh of yon belltower’s denizens. Not that I would ever drink such a thing.
  10. A passing magician remarked that a bellhunter’s heart must be filled with spite and ire, unsurpassed kindling for a terrible curse.
  11. In Tarrow Town, right beneath yon belltower, there is a boarded up workshop sealed with the mark of the Carillon…I wonder what misfortunes and curiosities could hide within?
  12. Long ago, before even the fall of the old courts, a cursed king’s cursed crown was cast into the pits to the east. Who would want such a thing, I wonder?

Lamplady Yuma

The night of the new moon…truly a revelatory time…hehehe!

  • Long black hair, pale brown eyes that almost seem tinged with pink or red, wears voluminous vestments and a cassock. Her clinic is a collapsible A-frame tent with smoky braziers burning by the entrance.
  • Provides services as a doctor. Sells up to one bottle of blue oil a week, which restores 1d12 HP.
  • Suffers from a painful and wasting disease, is keeping it in check under the tutelage of Kith BYS, whose crypt lies hidden beneath her clinic. The treatments are slowly transforming her into something sinuous and many-eyed. If the hunters of the Carillon find out they will kill her and everyone in her clinic.

Lonely Vedra

In the shadow of yon belltower lies a town of useful fools, sheep for the dogs of the Carillon. Find the casket that lies in the well of my old workshop there, return it to me unopened, and you shall be richly rewarded.

  • A woman with an enormous quantity of graying hair, stirring a seething cauldron in a cottage with a tarp roof.
  • A doctor. Once a week, sells a Slippery Blue Mass that gives the user +1 Armor when swallowed. The user must make a WIL check every 10 minutes or the effect ends.

The Orminger

Ah…I’ve come so far, but not far enough, I’m afraid…my crown, my old crown, it lies lost in the caverns to the east…I’ve all but forgotten so much, but it still calls to me…please…

  • A beautiful and impassive giant, easily twice as tall as a human, sprawled out on the ground, cheek flat against the dirt, only their face visible, their strange proportions and unfamiliar limbs both concealed and suggested by their voluminous robes.
  • A magician. Reaches out gently with a huge and elegant hand and touches your brow with an elegant forefinger, bestowing a roll on the warlock table.

Relict Iuste

There is a mountaintop spring, past even the western woods, where water from the most profound depths flows…I should like a taste of it, someday.

  • A potbellied old man swathed in tattoos in an unfamiliar script, wearing nothing but an open vest and breeches, smoking a rich-smelling pipe beneath an oversized umbrella.
  • A doctor. Once a week, sells a huge and foul-tasting pill that gives advantage on STR checks and disadvantage on DEX checks. The user must make a WIL check every 10 minutes or the effect ends.

Rochambeau

Customers, on this night of all nights? Take care…I hear a visitor from yon belltower is on the hunt…

  • Wears an oversized canvas coat and drawstring pants, sells her wares out from under a tattered awning illuminated by humming phosphor globes.
  • Sells gear, as well as boxes of myrrh cigarillos for 10 gp each. Smoking a myrrh cigarillo keeps you from aging one day, and monsters hate the taste of a myrrh-smoker’s flesh.

Royal Smith Soleil

Oh, don’t look at me like that, I know already. Fetch me a bottle of the deep waters from the western mountaintop if you’re so bothered.

  • A baboon in a leather apron accompanied by a swarm of macaque assistants with serious faces in a cyclopean stone workshop.
  • A smith. Sells medium and heavy armor.

Sinfarrier

There’s a foundry on the far side of the quarry…bring me the ingots you find there… I’ll make you something you won’t soon forget…hahahaha!

  • A lanky man in a heavy ceramic mask and a thick leather apron hammering on a curious porcelain anvil. Ram horns curl from his head, perhaps part of his headgear?
  • A smith. His vicious weapons, made from black iron and flanged with silvery edges, deal +1 Critical Damage
a giant woman in elaborate clothes emerging from a flower saying "With the power available to me...I should be able to enhance your clothing."
screenshot from Breath of the Wild

heaven’s rotten bastards

Thinking about who the bad guys would be in a game where revulsion of the Weird is at least as horrifying as the Weird itself.


The Carillon is the tallest building you’ve ever seen. You’ve never seen the people who live in it, though, except for the hunters they send down to root out anathema and heresy.

Carillon Snow by Bill Dickinson, distributed under CC BY-NC-ND 2.0

Vespers

The Vespers hunters emerge in the earliest hours of the evening, when the hunt of the Carillon is youngest and most uncertain.

What might mark a Vespers hunter

  • A respectable white collar and a knotted kerchief around their neck
  • A sensible broad-brimmed hat and a long coat to keep off dirt and rain
  • A fearsomely knotted bell rope hanging from their belt
  • A thin black chapelhound on a ribbon leash

You might see them

  • Asking locals if they have seen anything or anyone unusual
  • Peering through a spyglass on a hill crest or rooftop
  • Stooped in the underbrush, examining track and spoor
  • Running faster than a human should with their chapelhound on the chase, bell rope at the ready to thrash their prey

Matins

The Matins hunters emerge in the late hours of the evening, when the hunt grows long and the darkness is at its thickest.

What might mark a Matins hunter

  • A silvered visor that conceals the eyes
  • A breastplate and shoulder cape, respectively filgreed and embroidered with prayers
  • A mirror-bladed rapier, thin enough to fit between ribs or through an eye
  • A tarnished lantern that burns sunset red

You might see them

  • Sitting quietly on a neighbor’s stoop, wiping blood off of their blade
  • Opening the town gates in the dead of night
  • Flit past your window, almost too fast to notice
  • Sitting in a circle of salt with their burning lantern, all shadows drawn in towards them

Lauds

The Lauds hunters emerge in the final hours before morning, when the hunt must be completed above all else.

What might mark a Lauds hunter

  • A heavy helmet with a cagelike grill
  • Half plate embossed with the sign of the Carillon
  • A bell hammer than chimes like a tuning fork with every impact
  • A bandolier of bombs that stink of myrrh

You might see them

  • Sprinting down the street splattered in blood, their bell hammer making all the iron nearby shiver in sympathy
  • Smashing down the door of a church
  • Throwing a bomb through the window of a local business
  • Smashing down a house’s walls with hideous strength

Compline

Compline hunters emerge upon the completion of a hunt, to lay to rest the innocents who died and dispose of those who witnessed what they ought not.

What might mark a Compline hunter

  • A stranger arriving in town the morning after a hunt
  • A rosary wrapped around the palm of the hand
  • A black-bound psalter written in an unfamiliar script
  • A long awl made from chipped bone

You might see them

  • Discreetly attend a funeral
  • Digging a grave where nobody will find it
  • Gently pushing their bone awl through someone’s throat
  • Tending those injured by a hunt

Catalina of the bells

They say there is a saint who lives in a garden terrace high up in the Carillon, impossibly beautiful and kind, who observes everything that happens in the heavens and the earth with her golden telescope. According to the stories, she cries every time she tells the hunters who must die.

i am my next trick

I’ve been reading some Laird Barron (he’s okay), playing some Bloodborne (it’s good), thinking about Lovecraft (ehhhh). It has me chewing over the way the Weird is situated in games — i.e. outside of you and dangerous when it gets in or near. What if the dangerous part of the Weird was about  the way people perceived it? Uh, anyway, here’s something I wrote.

Imagine being feared just for knowing the truth. Imagine being hated for what you are and yet more despised for what you might be. Imagine transforming into something grander than anything you could have ever imagined, and your friends and family and neighbors driving themselves further to violence and terror the closer you get.

Imagine the wonderful tragedy of shedding humanity like you shed childhood, even as everyone around you tried to drag you back.

Wouldn’t that be scary? Wouldn’t that be so sad?

What I’m saying is, Cthulhu is GAY.

Things you do in the sissy horror cosmos:

  1. Exist in a world that is not for you.
  2. Be careful.
  3. Hurt things so that they cannot hurt you, and face the consequences of doing that.
  4. Grow stronger, and therefore estranged from your old life.

class / moon orphan

nudibranch by taro taylor, distributed under CC BY 2.0

You know this secret: bodies are not for being, but becoming.

You can feel your hidden self, perfectly impossible, beyond sight or knowledge, revealed fractionally like a showman cracking open the shutter of his magic lantern, burning in your belly, shining out your face, curling like savory smoke on your tongue, refracted transiently but gorgeously through your flesh.

All form is a lie.

All shape is a gift.

Become horrendously beautiful in pursuit of your truest holy body.

what can you do?

Roll once, for now.

  1. Your back slits open lengthwise, right along the spine, revealing the delicate pink and white of your interior, blossoming into a profusion of rilled and fronded wings that let you swim through the air.
  2. Your body unfurls into manifold limbs: for holding close or pushing away or gouging deep or carrying far. You can do anything six or so determined and cooperative people could do while remaining in arms length of each other.
  3. Open your mouth all the way, then wider still, then deeper yet, until the joints of your jaw and body reconfigure like a solved puzzle box into a magnificent maw, an endless throat down into the cosmos. You can swallow any dead or inanimate thing smaller than yourself and it is gone. If it alive you do d10 damage, and swallow it if you reduce it to 0 HP.
  4. Open the rest of our eyes. You can see clearly out in the horizon in daylight, and twice as far as your could before in darkness. If you turn your myriad gazes upon a single creature, they must make a save or flee in fear.

what might you want?

To survive the hunters who come down from the Carillon. To swim forever in the starlit depths and riotous voids of the Cosmos.

the sharpest sword does not exist

Laid low by a hilariously awful sinus infection, but it looks like Gawain and the Green Knight Kickstarter made it. Really appreciate everyone who backed it, and I look forward to getting copies out. There’s a limited number of hard copies available, but there still plenty left if you’re still thinking about it.

I’m still thinking about Arthurian stuff and also have been still reading through Troika so here’s another background.

Swordreeve

As King Arthur rises with centennial slowness from the waters of Avalon, the descendants of his subjects struggle to hide away his dreadful weapons–Rhongomyniad, Carnwennan, Wynebgwrthucher, but most of all Excalibur, the most unwelcome of the Lady’s gifts, sublimated into something stranger and more dangerous than even the most magical of swords by the telling of its tale through the ages. Swordreeves are responsible for this task, faced with both the willful power of the waking King’s weapons and the people who use them despite his return.

Possessions

  • A longsword. Ornamental and bound into its scabbard with red ribbons — might be magic and might be simply fancy, but nothing can seem to unsheathe it. Damage as club.
  • A samite mantle, marking your trade.
  • A spool of strong red silk ribbon.

Advanced Skills

  • 3 Crafting – Bladesmithing
  • 2 Scabbard Fighting
  • 2 Spell – I CUT WITH THE BLADE OF A KING
  • 1 Spell – I BALANCE THE WORLD ON THE EDGE OF MY SWORD
  • 1 History
  • 1 Etiquette

Special

When you sheathe a sword, no one will be able to draw it unless you give them permission. Particularly powerful occult beings may be able to force it open with a Skill check, but they only get one shot — if they fail, it means they cannot draw it under their own power. Analogous actions for other weapons (wrapping a spear, unstringing a bow, removing an axehead from its haft) work the same way.

Spells

What if spells deal damage to the caster like weapons, rather than static Stamina cost.

First Order Spells

Roll1234567+
Damage1112234

Second Order Spells

Roll1234567+
Damage2233579

Third Order Spells

These are disastrous spiritual weapons. Starting characters probably shouldn’t have them — spells are things you find in a lich’s vault, or quarantined in a secret day gouged out of history, or tumbling in the deepest, emptiest spaces among the million spheres.

Every time someone casts a given third order spell, they gain a permanent and cumulative +1 to damage rolls suffered when casting it.

Roll1234567+
Damage681216182436

I CUT WITH THE BLADE OF A KING

First Order Spell

The sharpest sword is made of nothing and cuts everything. Evoke the edge of Excalibur by tracing a line with your finger. Small and precise movements cut or damage as a knife, medium ones cut or damage as a longsword, while broad slashes are destructive and difficult to control, cutting and damaging as a greatsword. Can make up to three cuts each time the spell is cast; the spell ends immediately if the caster stops extending their forefinger.

I BALANCE THE WORLD ON THE EDGE OF MY SWORD

Second Order Spell

Evoke the blade of Excalibur to perform a single act that could be completed with an incredibly sharp and strong longsword on a single object or creature in shouting distance — slice a rope, wound an enemy, hack through a wooden door.

I CLEAVE THEE AS GOD CLEAVED THE LAND FROM THE WATERS AND THE NIGHT FROM THE DAY

Third Order Spell

Manifest Excalibur to sever anything within line of sight — a chain, a bridge, a life, familial bonds, a line of succession. Particularly powerful occult beings, objects, or phenonena can make an opposed skill check to resist being severed, and the Referee should be thoughtful about whether or not it makes sense for this spell to apply if the use is particularly metaphorical, esoteric, or spectacular – you probably couldn’t sever a lake in a meaningful way for example, and cleaving the Moon wouldn’t do more than leave an impressive mark.

gawain

Announcement

Patrick Stuart of False Machine has adapted Gawain and the Green Knight, and is kickstarting a hard copy with illustrations by Daniel Puerta. I did layout for it, and you can back it here. We’ve been working hard to make a nice book for a long time, so if you like chivalric poetry or lovely drawings, please check it out.

Anyway!

Thinking about Gawain has me thinking about broader Arthurian stuff and, naturally, Pernicious Albion. I also just grabbed Troika, so I wanted to try my hand at some backgrounds.

Horned Witch

You’ve learned from the best — the best being Myrddin Wyllt, whispering his secrets through the depleted uranium tombstone binding him forever beneath Brocéliande. Pressing your ear against a monolith deep in the woods to listen to the murmurings of a dead wizard is hardly the best way to study, however, so you’ve mostly picked up  the skills of his wilder youth.

Possessions

  • A loyal wolf of modest size (henchman)
  • Claws
  • Horn crown (+1 to convincing royalty and nobility of the truth and accuracy of prophecies)

Advanced Skills

  • 3 Beast Ken
  • 2 Read Entrails (spell)
  • 2 Keen Senses
  • 1 Claw Fighting
  • 1 Random Spell
  • 1 Random Spell

Special

  • Myrddin Wyllt has seen this all before. You may test your Luck to remember him whispering to you what is going to happen within the next 10 minutes.
  • You know where Myrddin rests in Brocéliande. It’s a long and dangerous trip, but he is an effective tutor.

BEAUTIFUL AMBULANCE DRIVER

YOU DRIVE A BEAUTIFUL AMBULANCE. IT’S STRANGE AND MAGNIFICENT BODY IS YOURS TO COMMAND. YOU FIND THE SICK, YOU RETRIEVE THE INJURED, YOU PROCLAIM YOUR COMING AND GOING WITH THE WAILING OF YOUR BEAUTIFUL AMBULANCE’S SIRENS.

Possessions

  • A BEAUTIFUL AMBULANCE (large beast, only acts when being driven)

Advanced Skills

  • 4 BEAUTIFUL AMBULANCE Driving
  • 2 Teratology (identifying monsters, recalling their behaviors, being a general expert in strange biologies)
  • 2 Healing
  • 1 Awareness
  • 1 Navigating

Special

YOUR BEAUTIFUL BEAUTIFUL AMBULANCE SWELLS AND RIPPLES WITH THE LIKENESS OF EVERY LIVING THING.

  • You may test your Luck to reveal some new capability your BEAUTIFUL AMBULANCE has. It lasts for the rest of the session, and must be identical to the capabilities of a mundane animal (venom, constricting coils, the ability to scale walls, wings, gills). If you fail your test of Luck, you lose 4 Stamina as the BEAUTIFUL AMBULANCE’s harsh metabolic processes spill into the cab.
  • Neither player nor Referee can ever directly describe the BEAUTIFUL AMBULANCE, only talk about what it does with it’s miraculous and capacious body.

SPACE WAVE BOSSA NOVA

Ziggy, by Alex Chalk

Played a session of Lancer playtest a while back, after getting really into the idea of building mecha and fighting in space and so on and so on. It was cool, but not quite to my taste. My group and I still wanted to play a mecha game though, so over a couple sessions of kludged-together S&W Whitebox and a bossa nova / acid jazz soundtrack, and a Very Anime session of Microscope, we ended up with these rules.

Major thanks to Alex, Jackson, and Andrew for the ideas and playtesting.

A quick overview of the setting:

  • The Twelve Noble Houses, led by their Space Generals, have rallied around the Galactic Empress in the wake of her defeating the APOCRYPHAL ENTITY that hounded humanity for so many centuries–despite the loss of the heir of House Bontemps and the Leaguelong Moonblade.
  • Cha Cha Feruz, duplicitous captain of the Judascariot, has been stirring up trouble as she looks for work for her motley mercenary gang (i.e. the players).
  • The miners of ultravaluable mineral Azoth rebel against their corporate overlords on the Remote Planet Hinterkrist, drawing in the vicious mercenary group Blackwood Corps.
  • MASTABA HOUSE, Habitation of the Dead, a moon-sized mechanism of unknown provenance, has appeared, along with a spacial and temporal anomaly, in orbit around the Gladiatorial Planet Einzkreiger.
  • PROTOZOAN ENTITIES: GEPETTO STRAIN, HILDEGAARD STRAIN, and ISAMBARD STRAIN pursue evolutionary agendas, deploy phagocytic weapons, coil and pulse in the darkness of space and the hidden ruins of the dead Golden Empire
  • Oriel, the ancient inventor-automaton, has begun unsealing their vaults to retrieve anti-FRAME weaponry in violation of a millennia-old treaty.
  • The esoteric melodies of MOON ORPHAN, mythic weapon and hated child of the Golden Empire, have been heard in the crackle of cosmic radiation, in the fluctuations of gravity wells of auspicious planets, in the static of the radio waves and the singing of children at their games.

Checks

When you attempt something difficult or risky that is not an attack, roll a  die and try to get a 4 or higher. The base die size is d4.

  • For every unique and compelling reason to succeed, increase your die size by one, up to d20.
  • For every unique and compelling reason to fail, decrease your die size by 1. If your cumulative die size is less than d4, roll an additional d4, and take the lower result.

Tags

A tag is an easy way to describe a creature, object or situation. A relevant tag counts as a reason to succeed or a reason to fail. For example, a FRAME with the [tricky] tag can count it as a reason to succeed when hacking an enemy, while a pilot with the [shaken] tag would have to count it as a reason to fail when trying to steady their aim and make a difficult shot.

While any tag can be used as a reason to succeed or fail as long as there’s a strong case for it, some are going to have a largely negative effect on the person or object they belong to. These tags are called conditions and are indicated with a minus sign (e.g. [-on fire], [-broken limb])

Not all tags are equally important. Minor tags and conditions can only be used as a reason to succeed once per scene, and are indicated by lower case letters, like [-rattled] or [-bruised]. Major tags and conditions can be used any number of times per scene and are indicated by capital letters, such as [-TERRIFIED] or [INVISIBLE].

Some tags are ambiguous, and can be used as both a reason to succeed and a reason to fail. A FRAME with the [berserk] tag might use it as a reason to succeed feats of violence and strength, while face it as a reason to fail when shielding allies or searching rubble for survivors.

Reasons to succeed and reasons to fail still count even if they are not described by a tag — tags are a shorthand, but they’re not necessarily a perfect description of all fictionally and mechanically significant factors in a situation. A player or Referee can make use of any relevant tag — a player could use an enemy’s [haywire] tag as a reason to succeed when attacking them, or a field’s [misty] tag as a reason to succeed when hiding.

Combat Rolls

When you attack something or someone else, roll 1d20 plus your weapon’s attack bonus. If you have more reasons to succeed than to fail, you have advantage. If you have more reasons to fail than to succeed, you have disadvantage.

  • 1: Enemy makes a move
  • 2-9: No effect
  • 10-15: deal 1 Harm
  • 16-18: deal 1 Harm, inflict a [-minor condition]
  • 19-20: deal 1 Harm, inflict a [-MAJOR CONDITION]

Major thanks to Brendan S of Necropraxis for this mechanic.

Critical Conditions

Legs for Days, by Alex Chalk

Whenever a FRAME takes Harm, it takes a special critical condition, representing its ability to function. If all critical conditions have been taken, and a FRAME suffers Harm, it is destroyed..

  • [-SCRATCHED UP]
  • [-DAMAGED]
  • [-DISABLED]

If a FRAME has Armor, it can absorb Harm, point-for-point, before taking critical conditions. Armor is restored at the beginning of each scene; conditions only go away by action taken by the player or changing circumstances — critical conditions require time and attention from a mechanic.

Character Creation

Pick a starting FRAME 

Each FRAME starts with a beneficial major tag, as well as some gear already built in, which does not encumber.

FRAME ClassSpecialtyBuilt-in Gear
Jackal-class[FAST]3 System Cores
Bastion-class[STRONG]3 enc of weapons
Strega-class[TRICKY]1 GRIMOIRE
Seraph-class[TOUGH]PLATE Field

Also pick a size: [SMALL], medium, or [LARGE]

Starting Gear

Pick 5 enc of gear. You can keep in storage, where it won’t encumber you and it’s safe, or in your loadout, where it encumbers you, but you can use it.

Melee Weapons

Weapon TypeENC.Attack Roll Bonus
Misericorde1+2
Gladius2+3
Brutale3+4
DOZER2+4, requires a running start

Ranged Weapons

Weapon Type ENC. Attack Roll Bonus
Procne1+1
Apollonian2+2
Balor3+3
DAEDALUS2+3, inflicts [-locked on] instead of Harm

Armor

Armor Type ENC.Protection
HIDE Field11 Harm
CHAIN Field22 Harm
PLATE Field33 Harm

System Cores

All Cores are 1 enc.

SystemEffect
Drive Core[swift] movement and acceleration
Impulse Core [precise] handling
Cloak Core[stealthy] maneuvers and effective concealment
AI Core[technical] boost to hacking and comms
Sensor Core[perceptive] scanning for hidden and distant targets
Force Core[powerful] feats of strength and violence

Drones

All drones require a 2 enc port / receiver on their FRAME.

  • GALATEA AutoDoll: a [fast] drone with built-in Sensors and a +1 ranged weapon. Can be damaged before it is destroyed.
  • ARIEL AutoDoll: a [tricky] drone with built-in Comms and a +1 ranged weapon. Can be damaged before it is destroyed.
  • CALIBAN AutoDoll: a [strong] drone with a built-in Drive and a +2 melee weapon. Can be grazed and damaged before it is destroyed.

GRIMOIREs

Esoteric mechanisms. A GRIMOIRE can be invoked as a reason to succeed at a relevant task within the FRAME’s normal capabilities any number of times per scene. Once per scene, a FRAME can use a GRIMOIRE to attempt a remarkable feat outside of its normal capabilities. All GRIMOIRES are 3 enc.

GRIMOIRE Domain
Plutogravity
Jupiterelectromagnetism
Lunalight and darkness
Oranosspace
Venusbiological matter
Psychethe mind, perception

Encumbrance

ENC. Effect
1-3no penalty
4-6[-BURDENED]
7-9[-BURDENED] and [-BULKY]
10+ [-BURDENED], [-BULKY], [-UNBALANCED]

FRAME Name

A mecha by Alex Chalk

It should be something cool. Past names include

  • Legs For Days
  • Les Fleurs du Mal
  • Chevalier Groovy
  • Master of Puppets
  • Struggle Theory
  • Amuse Bouche
  • Beast of Burden
  • Glory Be
  • Messiah Complex
  • Traje de Luces

Pilot

This one is a bit experimental, but people get out of their FRAMEs sometimes. For your pilot, pick

  • a one-word major tag that describes your pilot’s physical or intellectual aptitudes, like [CLEVER], [STRONG], [HOT], or [DEVIOUS].
  • a one-word major tag that describes your pilot’s personality, like [TEMPER], [PATIENT], or [EERIE]
  • a one-word minor condition that describes a flaw your pilot has, like [-forgetful], [-slovenly], or [-rude].

Why Are You Doing This

The idea is players can kit out their machines and pilots and be distinct and cool while fitting everything on some scratch paper, getting blown up is in the cards without needing to sit out a bunch of time and do character calculus, fights are tense but short, and you don’t need to know complicated rules to make your mecha concept work (pick the FAST mecha if you want to be fast — you don’t need to compare how many centimeters of grid one thruster moves you versus another).

Also, FRAMEs are short on built-in bonuses. The idea is that they’re chasing advantages in their situation, environment, relationships. This isn’t really a game about the fantasy of power — it’s about having means of survival and the ability to negotiate a place in a hostile world, rather than gouging one out with overwhelming force.

Things I want from a mecha game:

  • being able to kit out cool robots from session one
  • room for a lot of space opera drama
  • rules that support the fraught situations and hijinks of old school games.
  • being able to have people who aren’t neck deep in The Genre already jump in and have a good time