The King is Dead

Wednesday, June 21, 2017

Gargoyle Racial Paradigmatic Framework

Honestly, they were just too complicated to adapt as a race rather than a Framework.

 
Today is Midsummer’s Day for 2017. The best part of Midsummer’s Day is, of course, Midsummer’s Night – and the best part of Midsummer’s Night is William Shakespeare’s A Midsummer’s Night’s Dream.
 

 
And the best part of William Shakespeare’s A Midsummer’s Night’s Dream is showrunner Greg Weisman's Gargoyles, the 1994 Buena Vista (not, officially, Disney) syndicated animated series about medieval Scottish living gargoyles transplanted to modern-day Manhattan where they fight supervillains and indulge in a lot of Shakespeare references.
 
"One thousand years ago, superstition and the sword ruled. It was a time of darkness. It was a world of fear. It was the age of gargoyles. Stone by day, warriors by night, we were betrayed by the humans we had sworn to protect, frozen in stone by a magic spell for a thousand years. Now, here in Manhattan, the spell is broken, and we live again! We are defenders of the night. We are Gargoyles!"
 
Gargoyle Abilities and Bonuses
 
It was the age of gargoyles: Over one thousand years ago, gargoyles were common throughout Earth. During this time, clans often developed adaptations to their environments. In addition to the abilities below, the player may choose an additional two points of positive racial abilities from the following options in The Tomorrow Legion Player’s Guide:
  • Semi-Aquatic
  • Armor (scaly hide or spikes)
  • Attribute Increase
  • Flight (bird-like wings)
  • Keen Sense (muzzle instead of humanoid mouth)
  • Leaper
  • Natural Weaponry
  • Pace (four-footed running)
  • Parry (responsive tail)
  • Reach
  • Size
  • Toughness

Stone by Day: Magic infuses gargoyle physiology, giving them supernatural abilities unexplainable by science. Chief amongst these is “stone sleep,” a process in which the bodies of gargoyles calcify, effectively turning to stone. The transformation is triggered by the dawn of whatever time zone or world the gargoyle is upon – regardless of whether the gargoyle is shielded from direct sunlight or not – and reverses at sunset.

While in stone sleep, gargoyles may make a natural healing at +2 roll to regenerate from wounds. Given their hardy constitutions, this usually means that all but the most deadly of wounds heal after a single night. 

Gargoyles are completely immobile in stone form, dreaming but effectively inanimate. They are immune to drowning, the elements, toxins, and suffocation and count as Objects with Toughness 12. Any damage suffered while in stone sleep is not regenerated, and the race was nearly hunted to extinction by humans smashing them during the day.

Another drawback to stone sleep is that gargoyles use it to absorb and store solar energy, and suffer the withdrawal symptoms of the Dependency negative racial trait if they go more than one day without sunlight.

Warriors by Night: Physically more powerful than humans with exceptional night vision and the ability to glide, Gargoyles are supremely adapted to lives as nocturnal hunters and warriors. 

With longer muscle fibers than humans (but just as many motor neurons), even small gargoyles are stronger and faster than un-augmented humans. All gargoyles begin with Agility, Strength, and Vigor at d10 and can advance to d12+3 without taking additional Edges. Their stout hides give them Toughness +1. Their powerful claws allow them to do Str+d6 (AP 2) damage and they never count as unarmed defenders; they also gain a +2 bonus to Climbing when scaling surfaces they can embed their claws in.

All gargoyles possess Low Light Vision.

While they cannot truly fly, gargoyles can glide exceptionally long distances after leaping from even relatively short heights. They can effectively fly at their normal Pace with a Climb of 0 if they leap from at least one story high.
 
Gargoyle Complications 

Betrayed by the humans we were sworn to protect: Even during the age when (some) gargoyles lived in peace with humans, humans feared and distrusted gargoyles. Cultural and physical differences between the two races have often made cooperation between humans and gargoyles impossible. All gargoyles suffer from the Distinctive D-Bee (-2) and Non-Standard Physiology negative racial abilities as well as the Outsider Hindrance. Cultural differences give gargoyles the Clueless Hindrance when dealing with most races (the exception possibly being the Children of Oberon).

We are defenders of the night: Gargoyles are painfully trusting with powerful instincts toward territoriality. All gargoyles possess the Loyal Hindrance and their need to protect their nests and clans (and non-gargoyles they regard as their clan) acts as a Vow [Major].

Note that gargoyles suffer no restrictions on cybernetics or learning Arcane Backgrounds.


I mean, one of these gargoyles is a wizard and another was a cyborg (in a Puck-induced dream sequence).

Monday, June 19, 2017

Ghastly Affair Antagonists V: Usurer, Warlocks/Witches, and Wrecker

In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).

Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.


Usurer
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Notice d8, Persuasion d6, Shooting d4, Stealth d6, Streetwise d8, Taunt d6
Charisma: +0; Pace: 6; Parry: 4; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; swindles others with high-interest loans]
Edges: Rich or Filthy Rich
Gear: hidden dagger or flintlock pistol, flamboyant formal clothing
 
Warlock/Witch, good
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Healing d4, Knowledge (Occult) d8, Notice d8, Persuasion d6, Spellcasting d8, Stealth d6, Survival d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 4; Sanity: 6; Toughness: 5
Hindrances: Outsider [Minor; unpopular with the neighbors], Vow [Minor; honor or serve some master or sprit]
Edges: Arcane Background (Magic)
Gear: ritual dagger, broom or other flying implement, poppet, psychoactive herbs and mushrooms, normal clothing
Special Abilities
  • Power Points: 10
  • Powers: banish entity,* healing, summon spirit*


Warlock/Witch, unjustly-accused
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Healing d8, Knowledge (Occult) d4, Notice d8, Persuasion d6, Stealth d4, Survival d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 4; Sanity: 6; Toughness: 5
Hindrances: Outsider [Minor; unpopular with the neighbors]
Edges: Healer
Gear: dagger, medicinal herbs, normal clothing
 
Warlock/Witch, wicked
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Healing d4, Knowledge (Occult) d8, Notice d8, Persuasion d6, Spellcasting d8, Stealth d6, Survival d4, Taunt d6
Charisma: -4; Corruption: 1+ (power, Trait increase)*; Pace: 6; Parry: 4; Sanity: 6; Toughness: 5
Hindrances: Outsider [Minor; unpopular with the neighbors], Ugly [Minor; strange physical blemish]
Edges: Arcane Background (Magic)
Gear: ritual dagger, broom or other flying implement, poppet, psychoactive herbs and mushrooms, normal clothing
Special Abilities
  • Power Points: 10
  • Powers: bind entity, fly, summon demon* or summon spirit*


Wrecker
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Boating d6, Climbing d6, Fighting d6, Gambling d6, Notice d6, Shooting d6, Stealth d8, Streetwise d6
Charisma: -2; Pace: 6; Parry: 6; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; wrecks boats and murders crews for money], Outsider [Minor; shunned even by other criminals]
Edges: Assassin
Gear: dagger, flintlock pistol, lamp, normal clothing



*see Savage Worlds Horror Companion

Ghastly Affair Antagonists IV: Soldier through Thief-taker

https://engineoforacles.wordpress.com/2015/02/11/ghastly-affair-the-gothic-game-of-romantic-horror/
In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).

Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.


Soldier, enlisted infantry
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d6, Notice d6, Shooting d6, Stealth d4, Survival d4
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Vow [Major; desertion is punishable by death]
Edges: Combat Reflexes
Gear: flintlock rifle and bayonet, dagger, haversack, uniform


Soldier, infantry NCO
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d8, Knowledge (Battle) d6, Notice d6, Shooting d6, Stealth d4, Taunt d6, Survival d4
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Vow [Major; desertion is punishable by death]
Edges: Combat Reflexes, Command
Gear: flintlock rifle and bayonet, flintlock pistol, dagger, haversack, uniform


Soldier, light cavalry (Cossack, dragoon, hussar)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d6, Notice d8, Riding d8, Shooting d6, Stealth d6, Survival d4
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Vow [Major; desertion is punishable by death]
Edges: Combat Reflexes, Steady Hands
Gear: flintlock carbine (as rifle), pair of flintlock pistols (if lucky), dagger, lance, saber (as short sword), haversack, champagne bottle, riding horse, uniform


Soldier, heavy cavalry (cuirassier, Polish hussar)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Gambling d6, Intimidation d6, Notice d6, Riding d8, Shooting d6, Stealth d4, Survival d4
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 8 (3)
Hindrances: Vow [Major; desertion is punishable by death]
Edges: Combat Reflexes, Steady Hands
Gear: cuirass (as plate corselet), saber (as short sword), dagger, lance, pair of flintlock pistols, haversack, war horse, uniform


Soldier, officer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d8, Knowledge (Battle) d8+, Notice d6, Riding d8, Shooting d6, Stealth d4, Survival d4
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Vow [Major; desertion is punishable by death]
Edges: Combat Reflexes, Command, Rich, other Leadership Edges as appropriate
Gear: rapier, dagger, pair of flintlock pistols, maps, spyglass, haversack, riding horse, uniform


Speculator
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Notice d8, Persuasion d8, Stealth d6, Taunt d6
Charisma: +2; Pace: 6; Parry: 4; Sanity: 5; Toughness: 5
Hindrances: Arrogant, Greedy [Major; fast-talks others into buying chancy investments for own profit]
Edges: Charismatic, Rich or Filthy Rich (sometimes)
Gear: bad wig, ill-fitting formal clothing


Tax Collector
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Intimidation d10, Investigation d8, Notice d8, Persuasion d6, Stealth d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 4; Sanity: 5; Toughness: 5
Hindrances: Mean, Greedy [Minor], Stubborn
Edges: Strong Willed
Gear: accounting book, money chest, normal clothing


Thief-taker
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Gambling d6, Intimidation d6, Investigation d8, Notice d8, Persuasion d6, Shooting d6, Stealth d4, Streetwise d8, Taunt d6
Charisma: +0; Pace: 6; Parry: 6; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major or Minor depending on whether also engaging in criminal activities
Edges: Investigator, Strong Willed
Gear: club, flintlock pistol (as back-up), disguises, manacles, normal clothing

Ghastly Affair Antagonists III: Pickpocket through Secret Agent

https://engineoforacles.wordpress.com/2015/02/11/ghastly-affair-the-gothic-game-of-romantic-horror/

In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).

Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.


Pickpocket
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d4, Notice d8, Persuasion d6, Stealth d8, Taunt d6
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; risks imprisonment to steal]
Edges: Quick
Gear: club or dagger (for self-defense only), normal or ragged clothing
Special Abilities

  • Sticky Fingers: Pickpockets gain a +2 bonus on Stealth rolls to blend into crowds, move unseen, and pick pockets.


Pirate
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Boating d6, Fighting d8, Gambling d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6, Taunt d6
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 6
Hindrances: Greedy [Major; risks execution to steal on the high seas], Wanted [Major]
Edges: Ace, Liquid Courage
Gear: club or dagger, cutlass (as short sword), flintlock pistol, ragged (yet flamboyant) clothing


Police
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Knowledge (Law) d4, Intimidation d8, Notice d8, Persuasion d6, Stealth d4, Streetwise d6, Taunt d6
Charisma: +0; Pace: 6; Parry: 5 (6 w/staff); Sanity: 5; Toughness: 6
Hindrances: Greedy [Major; if corrupt] or Vow [Major; if honest]
Edges: Connections (police force)
Gear: club, staff, manacles, uniform or normal clothing (depending on how organized the local constabulary may be)


Procurer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d8, Notice d6, Persuasion d8, Stealth d4
Charisma: +2; Pace: 6; Parry: 5; Sanity: 6; Toughness: 5
Hindrances: Greedy [Major; lures the innocent into prostitution]
Edges: Charismatic, Connections (accomplices and stable), Strong Willed; some are Rich.
Gear: dagger, intoxicants to lure the unwary, perfume, formal clothing


Raging Lunatic
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6, Stealth d4, Throwing d6
Charisma: +2; Pace: 6; Parry: 5; Sanity: 4; Toughness: 7
Hindrances: Delusional [Major], Touched*
Edges: Berserk, Visions
Gear: ragged clothing (possibly including broken restraints or undone straitjacket)
Special

  • Easily Enraged: a Raging Lunatic may go berserk from Shaken results from Tests of Will or from seeing harm done to an object of affection
Ruffian

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d8, Notice d6, Stealth d4, Throwing d4
Charisma: -2; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; risks imprisonment for monetary gain], Mean
Edges: Connections (criminal gang)
Gear: club or dagger, brickbat


Secret Agent
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d6, Gambling d8, Intimidation d6, Lockpicking d6, Notice d8, Persuasion d8, Shooting d6, Stealth d8, Taunt d6
Charisma: +2; Pace: 6; Parry: 5; Sanity: 6; Toughness: 6
Hindrances: Vow [Major; to employing government], Wanted [Major; spying is a hanging offense]
Edges: Assassin, Attractive or Charismatic, Thief
Gear: hidden dagger, hidden flintlock pistol, formal clothing

Thursday, June 15, 2017

Ghastly Affair Antagonists II: Duelist through Mob

https://engineoforacles.wordpress.com/2015/02/11/ghastly-affair-the-gothic-game-of-romantic-horror/

In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).

Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.

 

Duelist
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Gambling d6, Intimidation d8, Notice d6, Persuasion d6, Riding d6, Shooting d8, Stealth d4, Taunt d8
Charisma: -4; Pace: 6; Parry: 7 (8 w/rapier); Sanity: 5; Toughness: 6
Hindrances: Arrogant, Bloodthirsty
Edges: First Strike, Counterattack
Gear: rapier, matched pair of flintlock dueling pistols, formal clothing

Fairy Doctor
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Knowledge (Occult) d10, Healing d8, Intimidation d6, Notice d8, Persuasion d6, Spellcasting d8, Stealth d4, Taunt d6
Charisma: +0; Pace: 6; Parry: 4; Sanity: 6; Toughness: 5
Hindrances: Greedy [Major; stickler for the bargains they make], Vow [Major; must uphold their fairy ban or lose their powers]
Edges: Arcane Background (Magic), Healer
Gear: herbs and medicines, formal or normal clothing
Special Abilities

  • Power Points: 10
  • Powers: greater healing, healing, slumber


Feral Child
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d8, Fighting d6, Notice d8, Stealth d8, Survival d8
Charisma: -2; Pace: 6; Parry: 5; Sanity: 5; Toughness: 6
Hindrances: Clueless, Outsider, Yellow, Young
Edges: Alertness, Berserk, Danger Sense
Gear: ragged clothing (at best)


Financier
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d8, Knowledge (Finance) d8, Intimidation d6, Notice d6, Persuasion d8, Stealth d4, Taunt d6
Charisma: +0; Pace: 6; Parry: 4; Sanity: 5; Toughness: 5
Hindrances: Greedy [Minor], Overconfident [Major; believes their wealth protects them from reprisal]
Edges: Connections (high society or secret society), Filthy Rich
Gear: gems and jewelry, formal clothing


Footpad
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d8, Notice d6, Shooting d6, Stealth d8
Charisma: +0; Pace: 8; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; risks imprisonment to steal]
Edges: Fleet-Footed
Gear: club or dagger, flintlock pistol, mask, normal clothing


Gambler
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d10, Intimidation d6, Notice d8, Persuasion d8, Stealth d6, Taunt d8
Charisma: +2; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; risks social ostracism and imprisonment to steal]
Edges: Charismatic, Strong Willed
Gear: cards and dice or other gaming equipment, enough cash to flash, formal clothing


Guard
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Gambling d6, Intimidation d6, Notice d6, Shooting d6, Stealth d4
Charisma: +0; Pace: 6; Parry: 6; Sanity: 5; Toughness: 6
Hindrances: Greedy [Minor] or Vow [Minor]
Edges: Combat Reflexes (if mercenary or watchman) or Fleet-Footed (if a household footman)
Gear: club or dagger, flintlock pistol, saber, and normal clothing (if mercenary or watchman) or staff and formal clothing (if a household footman)


“Gypsy,” animal tamer or drover
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Gambling d8, Knowledge (Animal Husbandry) d8, Intimidation d8, Notice d8, Persuasion d6, Stealth d6, Taunt d6
Charisma: +0 (see below); Pace: 6; Parry: 5; Sanity: 6; Toughness: 6
Hindrances: Outsider, Wanted [Minor]
Edges: Beast Master, Charismatic, Martial Artist
Gear: animal (caged wolf, dancing bear, fast horse, mule), cards and dice or other gaming equipment, normal (if flamboyant) clothing


“Gypsy,” dancer or musician
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d8, Knowledge (Performance) d8, Intimidation d6, Notice d8, Persuasion d8, Stealth d8, Taunt d8
Charisma: +0 (see below); Pace: 6; Parry: 5; Sanity: 6; Toughness: 5
Hindrances: Outsider, Wanted [Minor]
Edges: Attractive or Charismatic (possibly Very Attractive), Martial Artist
Gear: cards and dice or other gaming equipment, musical instrument or props (sabers, scarves), normal (if flamboyant) clothing


“Gypsy,” elder
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d8, Knowledge (Occult) d10, Intimidation d8, Notice d8, Persuasion d8, Spellcasting d8, Stealth d6, Taunt d8
Charisma: +0 (see below); Pace: 6; Parry: 5; Sanity: 6; Toughness: 5
Hindrances: Elderly, Outsider, Wanted [Minor]
Edges: Arcane Background (Magic), Charismatic (possibly Very Attractive), Strong Willed, Visions
Gear: cards and dice or other gaming equipment, occult instruments, normal (if flamboyant) clothing
Special Abilities

  • Power Points: 10
  • Powers: boost/lower trait, grave speak,* suppress lycanthropy* (which they can reverse to bestow lycanthropy)



Highwayman
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Gambling d6, Intimidation d8, Notice d6, Persuasion d6, Riding d8, Shooting d6, Stealth d8, Taunt d8
Charisma: +0; Pace: 6; Parry: 6 (7 w/rapier); Sanity: 5; Toughness: 6
Hindrances: Arrogant or Code of Honor, Greedy [Major; risks imprisonment to steal]
Edges: Beast Bond, Steady Hands
Gear: pair of flintlock pistols or blunderbuss, cavalry saber or rapier, mask, riding horse and tack, formal or normal clothing


Immortal Wanderer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d10
Skills: Faith d8, Fighting d8, Gambling d4, Knowledge (Occult) d12, Intimidation d10, Notice d8, Persuasion d6, Shooting d4, Stealth d8, Taunt d8
Charisma: +0; Pace: 6; Parry: 6; Sanity: 5; Toughness: 6
Hindrances: Angst,* Cursed,* Touched*
Edges: Arcane Background (Magic), Jack-of-All-Trades, Strong Willed
Gear: normal or ragged clothing
Special Abilities

  • Power Points: 20
  • Powers: banish entity,* consecrate ground,* light
  • Prohibition: Immortal Wanderers are cursed by a deity or spirit they once defied, doomed to try to win forgiveness or redemption. If they sleep in the same place twice in a row, they are teleported in their sleep to adismal spot 100 miles away.
  • Slow Regeneration: effective even if the Immortal Wanderer is “killed”


Mad Scientist
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d4, Knowledge (Occult) d10, Knowledge (Mad Science) d10, Intimidation d8, Investigation d8, Notice d6, Persuasion d6, Repair d6, Shooting d4, Stealth d6, Taunt d6, Weird Science d10
Charisma: -2; Pace: 6; Parry: 6; Sanity: 4; Toughness: 5
Hindrances: Delusional [Major], Mean, Touched,* Wanted [Minor]
Edges: Arcane Background (Weird Science), Connections (academia), New Power, Scholar
Gear: Forbidden Lore,* Frankenstein’s Laboratory,* formal or normal clothing with lab coat
Special Abilities

  • Power Points: 10
  • Powers: some combination of boost/lower trait (elixir), burst (electrical gun), enhance undead* (see Frankenstein’s Laboratory), greater healing (limb and tissue grafting), grave speak* (head in a jar),  growth/shrink (elixir), invisibility (æther bath or elixir), summon ally (nutrient bath in which to grow homunculi), warrior’s gift (elixir that bestows Berserker, which technically isn’t a Combat Edge, but who cares?), and/or zombie (see Frankenstein’s Laboratory)



Mob

see Mob Rules.


*see Savage Worlds Horror Companion

Wednesday, June 14, 2017

Ghastly Affair Antagonists I: Aristocrat through Demagogue

https://engineoforacles.wordpress.com/2015/02/11/ghastly-affair-the-gothic-game-of-romantic-horror/


In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).

Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affairbut equally suitable for The King is Dead and other Gothic settings.


Aristocrat, male
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Intimidation d8, Notice d6, Persuasion d6, Riding d6, Shooting d6, Stealth d4, Taunt d8
Charisma: +2; Pace: 6; Parry: 5 (6 w/rapier); Sanity: 5; Toughness: 5
Hindrances: Arrogant, Code of Honor (though honorable behavior does not mean pleasant behavior)
Edges: Noble
Gear: rapier, matched pair of flintlock dueling pistols, flintlock hunting rifle, riding horse and/or carriage, formal clothing
 
Aristocrat, female
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d6, Intimidation d8, Notice d6, Persuasion d8, Riding d6, Shooting d4, Stealth d6, Taunt d8
Charisma: +4; Pace: 6; Parry: 4; Sanity: 5; Toughness: 5
Hindrances: Arrogant, Outsider (woman in a man's world, prejudices against lower classes)
Edges: Attractive, Noble, Strong Willed
Gear: flintlock hunting rifle, riding horse and/or carriage, formal clothing
 
Assassin
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Gambling d6, Notice d6, Shooting d8, Stealth d8
Charisma: +0; Pace: 6; Parry: 6 (7 w/rapier); Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; kills for money] or Vow [Major; kills for master or order]
Edges: Assassin
Gear: dagger or rapier, flintlock pistol or rifle, normal clothing
 
Burglar
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Gambling d6, Lockpicking d6, Notice d6, Shooting d6, Stealth d8
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Greedy [Major; risks imprisonment to steal]
Edges: Thief
Gear: club or dagger, flintlock pistol, mask, normal clothing
 
Brute
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Gambling d6, Notice d6, Shooting d6, Stealth d4
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 6
Hindrances: Clueless
Edges: Brawny
Gear: club or dagger, flintlock pistol, normal clothing
 
Cannibal
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Shooting d6, Stealth d8
Charisma: -4; Pace: 6; Parry: 5; Sanity: 2; Toughness: 6
Hindrances: Bloodthirsty, Touched [Major]*
Edges: Berserk, First Strike, Quick Draw
Gear: dagger or other concealed weapon, normal or ragged clothing
 
Charlatan
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d8, Notice d8, Persuasion d8, Shooting d6, Stealth d6, Taunt d6
Charisma: +2; Pace: 6; Parry: 5 (6 w/rapier); Sanity: 5; Toughness: 5
Hindrances: Greedy [Minor], Wanted [Minor; under another name for previous schemes]
Edges: Charismatic, Level Headed
Gear: dagger or other concealed weapon (possibly a rapier, depending on the disguise), normal or formal clothing
 
Clergy, crazed preacher
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Faith d6, Fighting d6, Intimidation d10, Notice d6, Persuasion d6, Stealth d4, Taunt d8
Charisma: +2; Pace: 6; Parry: 5; Sanity: 4; Toughness: 5
Hindrances: Delusional [Major; sees signs of apocalypse everywhere], Touched [Major; tormented by own sins]*
Edges: Arcane Background (Miracles), Charismatic, Strong Willed
Gear: holy symbol, improvised weapon, normal or ragged clothing or vestments
Special Abilities
  • Power Points: 10
  • Powers: banish entity,* consecrate ground*


Clergy, inquisitor
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Faith d4, Fighting d6, Knowledge (Occult) d8, Intimidation d10, Notice d6, Persuasion d4, Stealth d4
Charisma: -4; Pace: 6; Parry: 5; Sanity: 3; Toughness: 5
Hindrances: Delusional [Major; sees heresy everywhere], Bloodthirsty [Major], Touched [Major; tormented by own sins]*
Edges: Arcane Background (Miracles), Command, Fanaticism, Strong Willed
Gear: holy symbol, implements of torture, formal or normal vestments
Special Abilities
  • Power Points: 10
  • Powers: banish entity,* spirit shield


Clergy, virtuous
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Faith d8, Fighting d4, Intimidation d6, Notice d6, Persuasion d8, Stealth d4
Charisma: +2; Pace: 6; Parry: 4; Sanity: 6; Toughness: 6
Hindrances: Pacifist [Major], Vow [Major]
Edges: Arcane Background (Miracles), Charismatic, Tower of Will*
Gear: holy symbol, normal clothing or vestments
Special Abilities
  • Power Points: 10
  • Powers: banish entity,* consecrate ground*


Clergy, wicked
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Occult) d10, Intimidation d6, Notice d6, Persuasion d8, Spellcasting d8, Stealth d6, Taunt d6
Charisma: +2; Corruption: 3+ (power, satisfied lust, and/or wealth; per Seducer Demon);* Pace: 6; Parry: 5; Sanity: 4; Toughness: 6
Hindrances: Delusional [Major; delusions of grandeur], Greedy [Major; sold soul for gain], Quirk (seeds speech with hints of own corrupted nature), Touched [Major; tormented by sins and desires]*
Edges: Arcane Background (Magic), Charismatic, Strong Willed
Gear: holy symbol, formal clothing or vestments
Special Abilities
  • Power Points: 10
  • Powers: bind entity,* puppet, summon demon


Cultist
as Typical Cultist*
 
Degenerate
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice d8, Persuasion d8, Stealth d8, Taunt d8
Charisma: -2; Pace: 6; Parry: 5; Sanity: 3; Toughness: 6
Hindrances: Habit [Major; some abominable desire], Touched [Major; tormented by their vice],* Ugly (signs of their vice, such as hairy palms, drooling, and bodily sores)
Edges: Improved Level Headed, Quick
Gear: instrument of their vice (gin bottle, opium pipe, pornography, etc.), formal or ragged clothing
 
Demagogue
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d10, Notice d6, Persuasion d8, Stealth d4, Taunt d8
Charisma: +2; Pace: 6; Parry: 5; Sanity: 4; Toughness: 5
Hindrances: Delusional [Major; sees causes for hate and outrage everywhere], Touched [Major; tormented by own hypocrisy or delusions]*
Edges: Charismatic, Strong Willed
Gear: formal, normal, or ragged clothing
Special Abilities
  • Raise Mob: Demagogues may use their Intimidation skill in place of Persuasion to raise mobs. See Mob Rules.
*see Savage Worlds Horror Companion

Ghastly Affair VENUS Packages III: Mad Scientist, Magician, and True Innocent

https://engineoforacles.wordpress.com/ghastly-affair-the-gothic-game-of-romantic-horror/

Now with original author approval!

In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).

Thankfully, utilizing the Savage Worlds Horror Companion easily allows one to adapt the setting to our favorite game – especially if one uses Ghastly Affair’s character classes as the basis for V.E.N.U.S. (Venturers, Experimenters, Navigators, and the Unusually Skilled) packages. Here – with Hanley's approval – are the last three of nine.  Quotes are taken from Ghastly Affair.

 

Mad Scientist

“A creator of Mad Inventions, and commander of Monstrous Servants.
  • Bonus Attributes: +1 die Smarts.
  • Bonus Skills: +2 dice Weird Science and a Knowledge (Science) of the player’s choice.
  • Bonus Hindrances: Wanted [Minor; the Mad Scientist is feared and suspected by the local townsfolk, who are eager to raise a mob and attack the Mad Scientist if provoked] and the player’s choice of Bloodthirsty, Delusional [Major], Phobia [Major], or Touched [Major].*
  • Bonus Edges: Arcane Background (Weird Science), Connections (academia).
  • Bonus Gear: “1 pistol, 1 set of clothes for laboratory, 1 set of rugged clothes, a book of archaic philosophy, a blank journal, pen & ink, a letter from another scientist that rejects or dismisses the Mad Scientist’s monumental discoveries, letters from angry creditors, diplomas, a locket with a picture of a lost love, a vial with unusual tissue sample preserved in alcohol, a vial of a strange powder with unknown properties, a cane or walking stick, a whip (for Monstrous Servant), a Mad Invention…”
  • Laboratory: The Mad Scientist owns a hidden Frankenstein’s Laboratory.*
  • Monstrous Servant: The Mad Scientist enjoys the loyalty of the player’s choice of a Deformed Minion,* Homonculus,* Man-Dog Hybrid,* or Stock Zombie* (with no special abilities).
*see Savage Worlds Horror Companion
 
Magician
“One who works wonders with strange Incantations, bizarre Ceremonies, enchanted Talismans, and secret Pacts.”
  • Bonus Attributes: +2 dice Smarts and Spirit.
  • Bonus Skills: +2 dice Knowledge (Occult); +3 Spellcasting.
  • Bonus Edges: Arcane Background (Magic) and Talisman Craftsman.*
  • Bonus Gear: “1 dagger, 1 set of ordinary clothes, a haversack, ceremonial clothes, 1 Talisman, 1 Magical Implement (such as a wand, sword, or pentacle), 1 Power Object (such as a ring or parchment inscribed with a diabolical pact), a book of magic spells and theory, a dried root or herb, blank journal, pen & ink, salt, candles, chalk, a skin of wine…”
  • Power Object: Magicians gain their eldritch power through a pact forged with a cult, demon, or spirit – a pact embodied in a special Power Object the Magician possesses. When the Magician does not have their Power Object on their person, any spellcasting attempts are at -2. If the object is destroyed, the Magician is unable to use their powers until it is recreated exactly as it was (something that costs $1,000 per Rank). Some Power Objects – such as diabolical contracts – cannot be recreated. The Power Object may be the same as the Magician’s Magical Implement.  
*see Savage Worlds Horror Companion
 
True Innocent
“A person of inspiring virtue.”
  • Bonus Edges: Attractive, Common Bond, Fanaticism,* Luck, Great Luck, Tower of Will*
  • Bonus Hindrances: Victim [Major]*
  • Bonus Gear: “1 set of modest clothing; a pet; a painted locket (or pocket watch); a tasteful ring or necklace; a holy scripture or book of inspirational poetry; an unsent letter to parents; a family keepsake; a love letter from a wicked Libertine, filled with immoral double entendres.”
  • Fainting: Anytime a True Innocent fails a Fear test, they faint, becoming prone and Shaken. If the Fear test was for Fear/Nausea, the hero must also roll Vigor to resist Fatigue as normal. If the Fear Test was for Terror, the hero only suffers additional effects if their d20 roll is 13 or higher.
  • Redemption: Both the True Innocent and companions (who abstain from wicked deeds during that time period) recover an extra point of Sanity if they make their Smarts rolls when they take a month of rest.* 
*see Savage Worlds Horror Companion


Looks like my kind of player character.