Demo Kit I for The
Everlasting
Within
this demo kit you will find brief setting details, some basic guidelines,
sample protagonists, and a starter adventure – everything you need to dive into
The Everlasting: A modern day fantasy roleplaying experience.
The Secret World Setting
The Everlasting is about modern day fantasy roleplaying. There are many
elements involved, such as action & adventure, conspiracy, epic romance,
exploration of the mysterious, gothic horror, gothic romance, hardcore realism,
high fantasy, historical flashbacks, magick, the occult, splatter horror,
surrealism, and even science-fiction.
In The Everlasting
you take on the roles of various supernatural creatures, called eldritch. The eldritch are the various supernatural
races, unique beings, and mysterious forces which inhabit the Secret World on
the fringes of our own; the eldritch are the werewolves, faerie, sorcerers,
vampires, ghosts, dragons, and unicorns of legend. They are creatures of our
imagination, non-existent within our Real World, but extremely real within the
Secret World. So real that they can intrude upon our Real World when we look for them and when they please to show
themselves.
Among the eldritch are certain races that possess
immortality in a variety of forms. These races are set apart as being possibly
the wisest and most ancient of the eldritch; they are the everlasting.
While the eldritch, including all the everlasting, can see
into the Secret World and are closely tied to it, they too still exist
primarily within the Real World. Most of them walk, talk, eat, breath, work,
play, and live among us mere mortals. Only a few mortals can perceive the
eldritch for what they truly are, and most of those mortals are wise enough to
leave them alone. The eldritch are everywhere, though their number compared to
the mortal population is small.
The eldritch once played an open and active role in mortal
society. While mortal societies invented their own myths, many of the myths
were inspired, or given credence, by the eldritch who displayed their
supernatural powers in front of mortals. The tales of ancient gods often show
them as being all too human in their thoughts, deeds and motivations; certainly
the eldritch are all too human themselves and perfect models for these myths.
Down through the ages, the eldritch took advantage of
mortals by playing gods and manipulating mortal leaders. For the most part,
however, the eldritch have not had a great impact upon mortal history. For
instance, while many claim certain immortals perpetuated the idea of a “Master
Race” and Lebensraum (“breathing
room”) that served as the basis for Nazi terror and aggression, others claim
certain evil members of the eldritch merely took advantage of the situation. As
a general rule, it has been mortal society that has influenced the eldritch
more than the opposite.
The Reverie: A Shadow of Reality
There is more to reality than what we see . . . far more.
Haunted houses, bumps in the night, shadows racing through the woods, strange
lights, peculiar feelings, and glimpses of figures out of the corners of your
eyes. Psychologists call the belief in these things magical thinking and fantasy
proneness. But so what if these things do exist only in our imagination?
What is our imagination? What if imagination is simply another sense of
perception? And what are the voices that schizophrenics hear? Could they be
spirits? Are things we just take for granted as real actually part of
everyone’s reality, or are they real only within our own individual minds?
Think of how no two people perceive or recall things the exact same way –
reality is colored by personal perception. Hallucinations, delusions, insanity,
and imaginings may all be altered senses, but they are just as real to the
person experiencing them as anything you have ever experienced. We cannot
define a sense out of context; so there can be other senses, or perception
ranges, beyond our own.
The Reverie is the extension of human senses into what lies Beyond. It is the portion of
reality that exists outside the mundane conception of what we call the Real World. It is part of our
three-dimensional everyday world, but we just never notice it. The Reverie is a
realm that co-exists beside, within, and beyond our mundane reality. The
Reverie is all around us at all times, but only a rare few of us have the power
to feel its presence, and even fewer of us can do more than glimpse, through
dreams and fantasies, the wonder of the Secret World just a sidestep away.
Imagination is the key that unlocks the gateway into this magickal view of our
world. The supernatural is all around
us; we simply do not see it. Rationalization is a survival instinct that we
hone through daily use. Skeptics can even make perceiving the Reverie more
difficult by convincing experiencers that their perceptions are merely mental
aberrations. Science, education, work, and dreary mundane life have dulled our
senses of magick, and put blinders on us that allow us to see reality as a set
of parameters, not as limitless possibilities. Yet magick lies before us; there
are things science cannot explain – wondrous, magickal, dangerous, mysterious,
and exciting things.
The Reverie varies with an individual’s disposition,
nature, imagination, and sensitivity. It is not an unchanging, definable thing.
A vampire disposed toward seeing the world in a gloomy way will see signs of
doom, death, and decay in the Reverie, and will be more apt to notice a ghost
than a manticore. On the other hand, a quester disposed toward seeing the world
in a bright, romantic way might focus on seeing benevolent faerie, brighter
colors, and beauty. Both eldritch may see the same things, but each one focuses
more on certain features of fringe-reality. Thus, the Reverie is indefinable,
but it might be said to exist in layers of “depth.” The deeper one peers into
it, the more one loses touch with (and interest in) the Real World, and the more one becomes an actual part of the Secret World. The deeper one goes into the Reverie, the more unusual the world
becomes – objects, walls, colors, and even beings begin appearing and
disappearing. The true depth of the Reverie may be unfathomable, but at certain
depths it is possible to see into and even enter into strange, unearthly
realms. The world becomes magickal and unlimited, but it remains unhealthy for
one to turn away from real life and lose one’s self in the imagination.
It is easier to access the Reverie in certain places,
specifically places along leylines and other locations where supernatural
activity has occurred. It is easier to work magick and use preternaturae in
these places, since the Reverie is composed of magick. Some mystical locations
serve as permanent gateways to particular realms. Most eldritch tend to make
their sanctums in places where the Reverie is especially strong, since it
sometimes makes it easier for them to apply the magick of the Secret World for
their own benefit.
Fantasts are rare mortals who have active imaginations, open minds,
and powerful wills; they can see into the Reverie, identify the use of magick,
recognize the eldritch, and sense the use of supernatural powers anywhere near
them. Some of the original creators of fantasy roleplaying games along with
many gamers are also secretly fantasts. In fact, there is a real guild of them,
and guild members gather together as “dungeon parties” and go on actual
adventures. Children find it the easiest to peer into the Reverie, but not all
children can do so, as they lose their magick sense extremely quickly. Like Alice in Wonderland, some children
actually do visit faraway magickal kingdoms. Hallucinogens can also break down
the walls of reality. However, they do so with a sledgehammer and most people who take these drugs are not prepared
for what they experience. Insanity is another means of piercing the shadowy
wall that separates the two worlds. Delusions are often features of the Reverie
that a person considers part of the Real World.
Many fantasts begin to suffer what psychologists believe
are delusions, when in fact they actually lose the ability to distinguish between
what is real to everyone and what is real only to those who can sense the
Reverie. Some poor fantasts become so lost in the Secret World that they can no
longer function in the world everyone else lives in. Most are forced into
therapy and some are even sent away to mental hospitals for treatment. Such are
the costs of dealing with what is beyond the realm of human comprehension.
Realms of Magick
On the Otherside, just beyond the Reverie, there are other
worlds, forever joined with the earth. Few people know of gateways for
physically entering into these other realms, but they do exist . . . somewhere
within us. The two realms most easily accessed, and most frequently explored,
by both mortals and the everlasting, are the Astra and Dreamworlds.
The Astra is a collection of realms entered through meditative out-of-body
experiences where thought has substance and ideas have form. The Dreamworlds are realms entered while
dreaming where the subconscious rules and dreams define reality.
Several sub-realms compose the Astra including: the Collective (the human collective
unconscious composed of universal thoughts and representing the largest of the
realms); the Menagerie (the
collective for the animal kingdom); the Verdant
Lands (the collective for the plant kingdom); the Inner Sanctums (each individual’s personal astral realm); and the Netherworlds (unholy places where demons
reside.)
The Dreamworlds are in many ways wild reflections of the
astral realms composed of unconscious thought, chaos, and some sort of vague
omniscience that laces the substance of dream. The same realms described for
the Astra exist in warped form within the Dreamworlds, but there is also Phantasia, a land of dream empires
controlled by numerous dreamlords (most of whom are mortal dreamers.)
Another realm that is closely tied to earth, but more
difficult to enter (except to children and those lost in their imaginations),
is Faeryland. It is also known as Avalon, the Summerlands, and the Faery
Kingdoms. Composed of forgotten and stolen pieces of our world and others,
it is a strange and wondrous place and home to all manner of faerie creatures,
including some that were once mortal.
Lastly, the most enigmatic of the known realms is the Underworld. Little is known about it by
the living other than it is home to dead souls and other bizarre entities.
Extradimensional Rifts
Within the last twenty or so years, strange things have
been occurring to the barriers between the realms within the Secret World. For
some unknown reason, temporary vortices
form, allowing individuals to wander from one realm into another. These rifts
in time and space have allowed many strange things from other worlds to find
their way onto Earth.
These vortices open and close in various places without any
pattern or warning. Sometimes they are accompanied by actual spatial or
temporal distortions, but they usually occur without notice. Only after someone
wanders from one world into the next does she notice it. A victim might be
walking down a city street in modern day only to turn the corner and find
herself in Camelot over 1,400 years
ago.
Often people and objects are transported through vortices
find their way back to their original places and times. A few victims, however,
do not survive to return, but those who do come back usually return as
fantasts. Still, a few try to rationalize their odd experiences as dreams,
hallucinations, nervous breakdowns, or even episodes of total insanity, while
others simply repress them as forgotten memories.
There are some eldritch who hunt these vortices for a
variety of reasons: to explore new worlds, to find their way back to their home
realms, or even to destroy them, thus preventing things which pose threats from
accidentally wandering through the vortices.
Cities are not only the centers of mortal civilization they
are also the centers of eldritch civilization for many gentes. A single city is
often home to a large number of eldritch, including many angels, daevas,
demons, gargoyles, ghuls, manitou, osirians, possessed, questers, reanimates,
revenants, vampires, wer, and even a dragon or two. A single city may contain a
patchwork of dominions that are so sought after that there is always fighting
and contention among individuals and factions.
The cities of the eldritch are our own cities, we just do
not notice they are living and moving freely among us. They are subtle in their
warfare and skillful in their manipulations. Cities throughout the world have
been called the Aceldama – places of
true death and atrocity. The cities of the New World have become the prizes and
the battlegrounds of the everlasting over the last thirty years. Many immortals
are being instinctively drawn to North America by some force of destiny, and
the resulting population increase among the everlasting in the New World has
become known as the Convergence.
Guideline Basics
Guideline Lexicon
Action: Whenever the character does anything, it is considered an
action. Within the guideline system, combat cycles are broken down into turns.
Most actions take place within the span of one turn.
Actual Difficulty: The base difficulty modified by the character’s ability
score (which acts as a difficulty modifier) and any roleplaying or tactical
difficulty modifiers.
Aptitudes: A general ability that encompasses many specific
abilities associated with it. A character’s score in an aptitude serves as the
character’s default score for all skills that fall within that aptitude.
Aspects: Innate physical, mental and spiritual traits that may be
used to define a character. Nine aspects are used in The Everlasting. Aspect scores also represent the number of cards
drawn or dice rolled when a character takes any action.
Base Difficulty: A number representing how hard it would be to accomplish
a particular action in a particular situation, regardless of who is attempting
the action. The higher the number, the more difficult the action.
Combat Cycle: A period of time in the story representing a segment of a
battle or other dramatic event (or struggle) anywhere from ten seconds to one
minute in length, depending upon how dramatic and lengthy the Guide wishes the
battle to be. The combat cycle is divided into 10 turns.
Debilitating
Damage: Damage done in an attack that in
some way permanently injures the victim, such as dismemberment, burn damage, or
disease. Debilitating damage can only be healed by eldritch, through
regeneration, some other power, or at one-tenth a character’s normal healing
rate.
Difficulty
Modifier: A number that modifies the base
difficulty to determine the actual difficulty. A character’s abilities are
considered difficulty modifiers.
Insidious Damage: Damage that cannot be resisted by a character’s Spirit,
Resilience, or any other aspect. Poison, acid, radiation, noxious fumes, and sonic
attacks are examples of insidious damage.
Skills: An ability that falls under an aptitude. There are seven
skills listed for each aptitude.
Standard
Difficulty: The number 9 is considered the
standard difficulty for all average actions.
Success: A card draw (or dice roll) in which the actual difficulty
number, or a higher number, is drawn (or rolled.) A success usually means that
the character succeeds in accomplishing whatever action she was attempting.
However, in some cases, more than one success is required for the character to
completely succeed in performing the action.
Turn: A time period within a combat cycle during which a
character may take a single action. There are ten turns within a combat cycle.
Using Cards or Dice
In life there are very few absolutes; most events are based
upon probability. Two ways of handling probability in legendmaking are through
the use of cards and dice. In The
Everlasting, playing cards, tarot cards, 12-sided dice, or other types of
dice may be used to mirror luck and the unknown factors of chance involved.
Each participant chooses the system she wishes to use, such as the card system
or the dice system.
Cards provide several advantages over dice. First and
foremost, they are easier to keep up with, manipulate, and see. Second, tarot
cards provide a magical feel to the mythic experience, creating a sense of
ritualism and arcane atmosphere. Third, cards make cheating more difficult. It
is harder to redraw the right card than it is to either lie about a die roll or
simply flip a die over to another number. Fourth, while the King in the deck
increases the possibility of failure, there are only four aces in a deck, which
limits the chance of having to take off successes and the chance of disaster.
Card Values and Dice Equivalents
Cards function within the mythic experience in the same
manner as dice within roleplaying games in that their face values represent
certain numbers used in determining degrees of success or failure. The
following chart provides details:
Cards Die Roll
Ace = One (Counts toward a Disaster)(described in later section)
Two
thru Ten = Same
Jack = Eleven
Queen = Twelve
King = Variable (If no Destiny points spent = failure. If a
Destiny point is spent before making the draw, the card counts as a 13. See the
guidelines for achieving a mystical “13.”)
All cards drawn may be reshuffled into the deck before
making another draw.
Number of Cards or Dice: Aspect scores represent the number of cards drawn or dice
rolled in any action involving that aspect. So, if a character has a Spirit of
7 and she is attempting some action involving her Spirit, the participant draws
seven cards or rolls seven dice.
Difficulty
A Guide will tell a participant the “base difficulty” for
the card draw or dice roll. The base difficulty is determined by the situation;
easier actions have a lower base difficulty, while complex actions have a
higher base difficulty. If the Guide does not wish to come up with a base
difficulty, then the “standard difficulty” may be used as the “base
difficulty.” The standard difficulty is 9.
The base difficulty may be modified in a number of ways to
determine the “actual difficulty.” Modifiers, such as abilities, reduce the
base difficulty, making the actual difficulty a lower number. Each number that
comes up equal to, or greater than, the actual difficulty represents one
success. The number of successes determines the character’s degree of success.
One success usually means the character barely succeeded, while five successes
means it was a piece of cake.
Base Difficulty Degree of Difficulty
Six Very
Easy
Eight Routine
Ten Challenging
Twelve Extremely
Difficult
Fourteen Strenuous
Sixteen Insurmountable
The base difficulty can range as low as 5 and go as high as
the Guide wishes, though 18 is the standard limit. The base difficulty is the same for all characters in that
particular situation. Fortunately, both the participant’s ingenuity and a
character’s skill can modify that difficulty. The standard difficulty is 9.
Degree of Success: 1 success = minimal, 2 successes = adequate, 3 successes =
good, 4 successes = excellent, 5 successes = exceptional, 6 successes =
incredible, 7 successes = astounding
Disasters: On all card draws, deduct one success for each ace drawn or one rolled,
starting with the highest success number drawn and going downward. Should a
participant draw more aces or roll more 1’s than successes, her protagonist
suffers a disaster – meaning the protagonist fails and something bad happens to
her; the more “ones” left after deducting all the successes drawn, the greater
the disaster.
Types of Actions
Standard Actions: Whenever a character attempts some action involving the
utilization of a skill but the action is not a long-term one and does not pit
the character directly against another character, then it is called a standard action. The basic card draws
and dice rolls are made versus the difficulty determined by the Guide to
determine success. All cards drawn are played face up.
Contested Actions: Whenever a character pits her own aspects and abilities
against those of another character, both characters must make “contested” card
draws or dice rolls. The character that achieves the greatest number of
successes wins the contest by however many more successes she achieved over her
opponent’s number of successes.
Extended Actions: There are occasions when one success is not enough to
accurately represent a laborious action that requires a lot of time and effort.
In these cases, draws or rolls must be constantly made at a rate determined by
the Guide (usually once per turn) until enough cumulative successes are
achieved to represent the completion of the task. If at any time during the
extended action a disaster occurs, all successes accumulated up until that
point are lost.
Special Options
Mystical Thirteen: If a participant is roleplaying an eldritch protagonist,
before making a card draw, she can spend one (and only one) Destiny point to
add one point to the highest number she achieves on her card draw or dice roll.
This might turn a failure into a success. Even better, if she draws a king or
rolls a 12, by adding one point to it she achieves a 13, which provides a
stunning success. (The 13 counts as 6 successes on the current draw.)
Double or Nothing: If the participant achieves a success with a queen or 12,
she has the option of drawing a single card or rolling a single die in an
attempt to double the number of successes she achieved on the first draw or
roll. A success on a draw or roll of 1 card (9 diff.) doubles the initial
successes. A failure takes away all initial successes. A disaster indicates a
grievous mishap. “Double or nothing” can only be used in combat for attack
draws or rolls.
Protagonist Details
Animus: Animus
is lifeforce. Powers cost animus to use, and all eldritch lose 3 animus each
day automatically.
Sustenance: Sustenance is food, water, sleep, or (for some eldritch)
more unusual forms of replenishing animus.
Torments: Each
race of eldritch has its own type of fatal flaw and weakness (such as ennui, furor,
doom, damnation, degeneration, etc.). Torments can come into play at any
appropriate time, serving as an aspect (#cards drawn) on draws relating to
behavior. Resisting a torment requires a contest between Spirit and the Torment
(difficulty 8 for each.)
Destiny Points: Destiny points (DPs) represent a link to some greater
purpose and allow a participant to take on greater control over events and the
outcome of stories. Destiny is not represented by a permanent score, but rather
by a pool of points that may be earned and spent. Destiny points may be spent
in any of the following ways:
·
One DP may be spent for one
automatic success on any one card draw or dice roll. Up to three Destiny points
may be spent this way on one draw or roll.
·
Two DPs may be spent to alter
some minor setting detail or to cause some minor coincidence to occur.
·
Three DPs may be spent to
alter some major setting detail or to cause some incredible coincidence to
occur.
·
Four DPs may be spent to
slightly alter some minor event, making it more in the favor of the
protagonist. While events cannot be recalled which have already happened,
things can occur which can drastically change the current direction of events.
A Guide may grant Destiny points to participants who do
things such as improve an adventure, provide great roleplaying fun, provide
food, perform services like running off character sheets, or keep logs of each
session. Participants who sit back and take little interest in roleplaying do
not earn Destiny points. Whenever an eldritch is killed, the victim’s DPs go to
the killers.
Backlash Points: Backlash points (BPs) are “anti-Destiny points” or “bad
karma.” Representing a “you reap what you sow” law for the Secret World. A
protagonist’s Backlash points may be spent by the Guide or other participants
(in certain cases), but not by the participant roleplaying the protagonist.
Backlash points turn the protagonist’s successes into failures, turning one
success into a failure for each BP spent. The Guide may also spend the Backlash
points to cause the protagonist some temporary (or possibly permanent) bad luck
or curse.
Backlash is gained through evil deeds, such as
intentionally harming someone who does not deserve punishment. The greater the
harm to an innocent, the greater the backlash. The degree of innocence of the
victim can also help determine the exact number of Backlash points. Causing an
innocent child to break a leg might generate 2 Backlash points, while killing a
murderer might generate no Backlash points.
Abilities (Aptitudes and Skills)
There are two basic types of abilities – Aptitudes and Skills. Aptitudes are like “macro-abilities” in that they encompass
several skills. While skills are more like “micro-abilities.” There are 9
aptitudes common among both mortals and eldritch and a 10th aptitude
available only to the eldritch (and certain rare humans.) Most skills can be
fit into at least one of the ten aptitudes. Under each aptitude are seven of
its skills that are most commonly used within The Everlasting.
The protagonist’s score in an aptitude is her base score
for all skills it encompasses. So, if she had a score of 4 in Melee, all the
skills listed under Melee are automatically at least 4 in score. In addition, a
protagonist may have a higher score in an individual skill than she has in her
overall aptitude.
For card draws, if a protagonist does not have a score in a
particular skill, then the skill defaults to the protagonist’s score in the
related aptitude.
List of Aptitudes and their Skills
Athletics:
Accuracy, Acrobatics, Climb, Dance, Focus, Run, Swim
Criminal:
Espionage, Firearms, Legerdemain, Murder, Security, Stealth, Streetwise
Humanities:
Antiquities, Artistry, History, Language, Music, Religion, Research
Influence:
Deception, Eloquence, Empathy, Intimidate, Persuasion, Question, Romance
Martial Arts: Blind Fighting, Block, Evasion, Grapple, Kick, Punch,
Takedown
Melee:
Axes, Clubs, Knives, Flails, Polearms, Staves, Swords
Modern Life: Alertness, Area Knowledge, Computers, Driving, Management, Profession
(choose one), Social Awareness
Naturalism:
Animals, Equestrian, Herbalism, Hunt, Orienteer, Survival, Track
Sciences:
Engineering, Life Science, Mathematics, Medicine, Physical Science, Psychology,
Rationalize
Supernatural (Not Available to Normal
Humans*): Arcana, Astral, Dream, Eldritch,
Empower, Illumination, Intuition
Definitions for Unusual Skills
The following skills may seem unusual.
Accuracy:
Throwing things and hitting a target; not used for bows and guns.
Alertness:
Observation ability and watchfulness.
Animals:
Identifying animals by their footprints, sounds, habits, and appearance; plus
animal empathy and the ability to train animals.
Arcana: Occult
knowledge such as Kabbalah, Hermetic lore, Gnosticism, numerology, alchemy, and
astrology. It does not grant any ability to use magick.
Area Knowledge: Knowledge of a particular geographical area. The smaller
the area, the greater the character’s depth of knowledge for the area.
Astral: Astral
projection along with traveling within and controlling the astral realms.
Dream: Choosing
your dreams along with traveling within and controlling the Dreamworlds.
Eldritch: Knowledge
of the eldritch (the supernatural races) and identifying eldritch on sight.
Empower:
Instilling supernatural power into objects and mortal creatures.
Focus: Channeling
internal energies (chi or ki) and controlling own bodily
functions.
Hunt:
Stalking and killing wild game, cleaning the prey, and bowmanship.
Illumination: Perceiving the Reverie
(the supernatural portion of reality) and sensing supernatural events.
Intuition: A natural talent for strong feelings, hunches, and guessing ability that
is often correct.
Legerdemain: Sleight of hand, pick pocketing, and card tricks.
Life Sciences: Knowledge of the sciences concerning living things, such as
biology, botany, eugenics, entomology, ornithology, and zoology.
Medicine: The
healing arts, including diagnosing and treating various human injuries and
illnesses. A character must have a
minimum score of four and educational degrees in order to be a practicing
physician of any sort.
Murder: Planning,
executing, and investigating murders.
Orienteer: Determining direction and distance, plus plotting courses from place to
place.
Physical Science: Knowledge of the physical sciences such as astronomy,
chemistry, geology, and physics.
Profession: Must pick any one job, craft or form of skilled labor.
Psychology: Understanding and predicting human motives and behavior.
Question: Ranges
from torture to shrewd questions.
Rationalize: The ability of an individual to convince others and her
that the supernatural does not exist.
Romance:
Flirting, seduction, charm, romantic and wit.
Social Awareness: Knowledge of current events, politics, environmental
issues, pop culture, subcultures, fashion, music, entertainment, social trends,
and slang.
Combat Guidelines
Combat may be divided into two basic categories:
hand-to-hand and ranged. Combat follows a set structure, keeping the
legendmaking running smoothly and maintaining fairness and consistency. The Guide
has full artistic license in describing battles. The only limitation is that
nothing can be done to unfairly hinder or improve any character’s role in
combat.
Speed: All characters have a special quality called Speed listed
on their character profile sheet. A character’s Speed score is equal to the
number of actions the character may take in a turn of combat. For instance, if
a character had a Speed of 4, she could take four actions in a combat cycle.
Combat Cycles: Combat cycles are commonly 12 seconds to one minute long
and are broken down into 10 “turns,” with each turn commonly lasting a little
over one second to 5 seconds in duration. A character’s Speed score determines
the number of turns in which she may act and on what turns she may act. The faster
the character, the sooner she gets to act. Each turn is almost like a
“mini-combat cycle.” Turns may seem awkward at first, but, when dealing with
extremely quick supernatural creatures, it is the easiest way to keep up with
their actions.
Actions
The following chart provides you with the estimated turns
required for performing various actions within a combat cycle.
Action Taken Turns
Required
Blocking 0
(may be used as defense)
Diving
for Cover 0
(may be used as defense)
Dodging 0
(may be used as defense)
Drawing
a Weapon 1
Leaping variable
(1 to 3 based on distance)
Martial
Arts Attack variable
(1 or 2)
Regeneration 0
(can begin on turn the damage is taken)
Reloading
or unjamming a Gun 2
Using a
Supernatural Power variable
(1 to 2 usually)
Weapon
Attack 1
* Initiative Attacks: There is one exception to the way turns are handled based
on Speed; all characters have the opportunity to attack first, thus instigating
a battle. Treat this as if their attacks were coming in the in the last turn of
a combat cycle. Thus, all characters instigating the combat may act first,
regardless of their Speed scores. When the other party is expecting a fight, an
Instincts (10 – Empathy) draw is made using the character with the highest
Instincts score on each side in a contested draw. If the character on the
instigators’ side gets more successes, his side has the initiative. If the character on the attacked side
gets more successes, the initiative is canceled out and it becomes turn one of
a combat cycle and actions may proceed normally.
1) Combat Declaration: Actions are declared in order of lowest to highest
Instincts score. In cases where two characters have the same Instincts score,
actions are declared in order of lowest to highest Dexterity. If still equal,
then actions are declared in order of lowest to highest Character Level. Once
all actions are declared, they cannot be changed.
Combat Resolution: After combat declarations have been made, all participants
make their card draws and dice rolls. The results are called out in whatever
order the Guide finds the easiest to keep up with.
Making a Hand-to-Hand Attack:
Attacker’s
Dexterity (Base difficulty as determined by attack type or weapon type – character’s skill)
Versus
Defender’s
Dexterity (Base difficulty as determined by weapon type + Defensive Modifier – character’s skill)
Making a Ranged Attack:
Attacker’s
Dexterity (Base difficulty as determined by weapon type – character’s skill +
Range modifier)
Versus
Defender’s Cover
or movement (Base difficulty as determined by form of cover or movement)
2) Determining Damage: Damage occurs only if more attack successes were achieved
than defense successes. Each weapon has a Damage score. Add the damage number
to the number of attack successes, provided any attack successes were achieved,
to determine the number of damage points inflicted.
3) Resistance Draws: To resist a physical attack, a participant draws or rolls
the protagonist’s Resilience versus a difficulty of 7. Insidious attacks cannot
be defended against. Each success on the resistance draw reduces the damage
inflicted by one point. Mental and spiritual attacks are usually resisted by
Spirit instead of Resilience. Wound modifiers do not affect Resistance draws.
4) Trauma: Whenever a character takes damage her Life score to half its normal
score or less, her participant must make a trauma draw, which is usually
Resilience (7), achieving at least one success, else the character becomes
unconscious. A Trauma draw cannot have a Disaster, merely treat the draw as a
complete failure. Wound modifiers do
not affect Trauma draws. If a character goes unconscious she will awake at the
end of the current scene or the beginning of the next scene, as determined by
the Guide.
5) Repeat the Process: After the resolution for that particular turn, the next
turn begins. It is handled in the same manner as described above.
Ranged Combat Options
Cover in a Gunfight
Cover, defensive positions, and movement within the
gunfight represent the defense card draws. Disasters on cover draws inflict one
additional point of damage per ace or one. A participant who does not want to
keep making card draws can declare that she is making one draw for cover that
will be applied to all shots for the turn that come from a particular
direction. The successes drawn are
applied to each individual shot by attackers. Durability of the cover can come
into play, but for the most part, this can be handled “fast and loose.” Card Draws (at 7 difficulty): 0% cover
= 0 cards, 25% cover = 2 cards, 50% cover = 4 cards, 75% cover = 6 cards, 90%
cover = 8 cards
“Unloading” on a Target: Whenever
a character trades away her next action or pays one Destiny point
(participant’s choice), the character can fire as many shots during her current
action as she normally could over the entire combat cycle. The shots are
considered normal attacks. Obviously, a weapon cannot fire more shots than its
current ammunition will allow.
Physical Healing Guidelines
First Aid: A character with at least one point in the Medicine skill can perform any of the basic forms of first aid.
First aid prevents the loss of further Life points, allows a subject to heal
any temporary damage, and allows the subject to recover from Trauma.
Medical Treatment: Medical treatment allows a patient to make one Resilience
(11) draw each day to recover Life points from debilitating damage and one
Resilience (8) draw each day to recover Life points from normal damage.
Normal Healing: Healing from normal damage without medical treatment
requires a simple Resilience (8) draw once per day. While healing does not
require any sort of special treatment, herbalism and medicines can reduce the
healing difficulty.
Regeneration: Many eldritch possess the power to regenerate lost body parts
and heal at a rate vastly superior to normal humans.
·
Regeneration (1) = recover
from normal damage at a rate of 1 Life points per combat cycle and from
debilitating damage at a rate of 1 Life point per 3 minutes.
·
Regeneration (2) = recover
from normal damage at a rate of 2 Life points per combat cycle and from
debilitating damage at a rate of 1 Life point per 2 minutes.
·
Regeneration (3) = recover
from normal damage at a rate of 3 Life points per combat cycle and from
debilitating damage at a rate of 1 Life point per minute.
Healing occurs at the end of the tenth turn of the combat
cycle, and costs 1 animus per five points of damage healed to use Regeneration
(round up.) If the character runs out of animus, she cannot heal through
regeneration and falls unconscious. A character cannot choose not to use
Regeneration, it occurs automatically. Each wound is healed separately and all
wounds are healed simultaneously. So, a character with three wounds for 5, 7,
and 3 points of damage and Regeneration (3) could regenerate the wounds down to
2, 4, and 0 respectively by the end of the first combat cycle of regeneration,
and at a cost of 2 animus since 9 points of damage are regenerated.
The Blacksword Fellowship
The six current members of this
fellowship may serve as protagonists for this adventure. Deandro, the osirian
sought after in this adventure, was once a member of the fellowship. If you
have a copy of The Everlasting, you
may create your own character.
Name: Vistalis, Current Alias: Derrick Invernus
Gentes: Aghni Draconis
(Fire Dragon)
Apparent Age: 36, Actual Age: 426
Mortal Profession:
Vulcanologist
Sanctum: Underground
labyrinth with mansion above it
Aspects Abilities
(Aptitudes & Related Skills)
Instincts
3 Athletics 2 (Accuracy
4)
Intellect
5 Criminal 0 (Firearms
2, Security 1, Stealth 1)
Perception
7 Humanities 3 (Antiquities
5, Artistry 5, Research 5)
Dexterity
4 Influence 0 (Eloquence
2, Intimidate 4, Persuasion 1, Question 2)
Resilience
6 Martial Arts 0 (Evasion
2, Punch 3)
Strength
6 Melee 0 (Axes 5)
Inspiration
2 Modern Life 1 (Computers
2, Profession: scholar 2)
Presence
4 Naturalism 2
Spirit
3 Science 5
Supernatural
2 (Illumination 3)
Torment:
Furor 3 (He can go berserk around dragonslayers and defilers of nature. Some
dragons have destroyed entire cities in their rage.)
Distinctions: Biography +2, Eldritch Ties -1, Psyche -2, Resources +5,
Servitors +3, Temporal Ties +2
Inheritances (Powers):
Adaptation (3): Immune to the fiery climate of lava pits and
infernos.
Ancestral Memory: Dragons can
recall the memories of their ancestors. The further back the generation, the
harder it is for them to recall the memory.
Body Armor (2): The dragon suffers two less points of damage from all
physical attacks, except Insidious Attacks, after the normal Resistance draw is
made for each attack.
Damaging Blood (1): The dragon’s blood is an acidic venom that causes
damage to those who in contact with it, though other dragons are immune.
Whenever the dragon’s blood spurts out, the closest person suffers two points
of debilitating damage that may be resisted normally.
Dracomorphics: Dragons can shapeshift into partial and full dragon form.
Spending 10 Destiny points allows for transformation into true dragon form. In
dragon form, he gains +3 to Perception, Resilience, Strength, and Presence. He
gains +15 Life points, takes an additional one less point of damage from all
attacks, and can breathe fire. Enhanced
Memory: The dragon has an incredible memory that is even more detailed and
accurate than an eidetic memory.
Enhanced Senses (4): The dragon is at -4 on all her difficulties for card
draws involving any of her senses.
Rapid Healing (1): The dragon heals at twice the normal healing rate.
The dragon makes a normal healing draw once every 12 hours instead of once per
day.
Special
Communication: The Eldest Tongue: Dragons can comprehend all languages, save for
the manitou’s symbol language and the ghul’s gibberish language. All mortals
and eldritch can comprehend the dragon language. No card draw is required and
it costs no animus to use this power.
Special
Resistance(3): The Dragon is totally
immune to toxins, acids, diseases, intense pressure, and drowning.
Vision Powers (3): The dragon has ultravision, thermal vision, and
telescopic vision. It costs one animus to use any one of these vision powers,
but the effects may last for the remainder of the scene.
Speed 3,
Act on Turns: 4, 7, 10
Life 15,
Animus 9, Destiny 11, Backlash 17
Sustenance: 1. Food and Water (regain 1
animus per day, regardless of the number of meals), 2. Sleep: 1 animus per 4 hours of sleep, 3. Treasure: 1 animus per Horde point consumed.
Horde Points: 30 (regained only by gaining large amounts of treasures)
Ht: 5’7” Wt: 170 Eyes: Steel gray, Hair: Dark red, short hair with beard
Appearance: “Derrick Invernus” looks like a 36-year old, athletic,
well-tanned male with a scholarly, well-groomed look. He is very warm to the
touch, as his body temperature is consistently 103 degrees. He prefers casual
but expensive clothing and dresses in earthtones primarily, though he
occasionally sports black or grays. He wears designer glasses with clear
lenses, but only to further his scholarly appearance, as his senses are
exceptionally sharp.
In his rare draconic form, he is terrifying to behold, and
even the most sturdy of eldritch warriors will tremble before him. He stands
around 30 to 50 feet in height at the shoulders, with a neck around 20 feet in
length, and a tail that is 35 feet in length. His body is bulky and lumbering,
with short and stout forelegs, and huge and powerful hindlegs. He looks like a
red dragon from a fantasy novel, with red scales, golden horns, black and
orange eyes, and puffs of smoke that pour from his nostrils when he exhales.
His voice in draconic form is like a crackling inferno trying to speak.
Personality: “Derrick” is like many of his kind in that at times he can
be prideful, arrogant, and condescending to humans (including human eldritch.)
His furor (rage) is minimal for one of his race, as he has overcome much of his
racial prejudices over the course of the centuries. In fact, he is even
believed to actually like and trust the human eldritch of his fellowship. He
has a strong love of science and learning, as he hopes to recapture the secrets
of his ancestors lost after the World Flood. He is one of the world’s leading
vulcanologist primarily because of his love for fire and volcanoes, but also
because he is especially good at performing dangerous research that would kill
mere mortals and even most eldritch. He is also a lover of antiquities,
particularly items crafted before the prehistoric Cataclysm (the fall of the
dragons).
Story Hook: He is on this adventure to recover some prehistoric dragon-crafted
artifacts said to be within the wizard’s tower.
Weapon:
9mm Pistol, Base Attack: 4 (8 diff.) draw, Dam: Atk. Successes +2, Shots per action: 2, Clip: 12
Weapon:
Empowered Axe, Base Attack: 4 (5 diff.) draw, Dam: Atk. Successes +4 (does
debilitating damage)
Attack:
Punch, Base Attack: 4 (6 diff.) draw, Dam:
Atk. Successes (stun damage, lasts until end of scene unless healed)
Attack:
Claw and/or Bite (in dragon form), Base
Attack: 4 (6 diff.) draw, Dam: Atk. Successes + 5 (does
debilitating damage)
Attack:
Fiery Breath (in dragon form), Base Attack: 4 (6 diff.) draw, Dam: Atk. Successes + 9 (does
debilitating damage) The damage affects all creatures who are within a 20-foot
radius of the dragon’s breath. Animus
Cost: 2 per use
=================================================================
Name: Sir Equilarias Devon,
Current Alias: Vincent Monroe
Gentes: Quester
(Knight of the Grail)
Apparent Age: 36, Actual Age: 1,211
Mortal Profession:
Emergency room doctor
Sanctum: Mobile most
of the time, currently a small city apartment
Aspects Abilities
(Aptitudes & Related Skills)
Instincts
4 Athletics 1 (Accuracy
2, Acrobatics 3)
Intellect
4 Criminal 1 (Firearms
4, Security 2, Stealth 3, Streetwise 2)
Perception
3 Humanities 1 (History 3,
Language 2, Religion 3)
Dexterity
7 Influence 1 (Romance
3)
Resilience
5 Martial Arts 3 (Evasion
5)
Strength
4 Melee 3 (Swords 5)
Inspiration
5 Modern Life 1 (Driving
2)
Presence
3 Naturalism 1 (Equestrian
2, Hunt 2, Orienteer 2, Survival 2)
Spirit
6 Science 1 (Life
Science 4, Medicine 5, Psychology 3)
Supernatural
2
Torment:
Doubt 3 (When presented with situations that cause him to question his faith in
a higher power and his dedication to the quest, he must make a Doubt draw.
Increased Doubt can cause him to age, to lose powers, and to become inactive
and depressed.)
Distinctions: Biography +4, Eldritch Ties +2, Physique +1, Psyche +1,
Resources +2, Spirituality +2, Supernature -3
Benisons (Powers):
Body Armor (1): The quester takes 1 less point of damage from all
physical attacks, except insidious attacks, after making the normal Resistance
draw. (This does not add to the Body Armor versus demonic attacks.)
Body Armor vs.
Demons (3): Same as above, but the quester
suffers 3 less points of damage from attacks by demons and other infernal
creatures. It grants absolutely no protection from attacks by any other
eldritch or mortals, not even the most evil ones.
Invoke Miracles: Whenever the quester is in a disastrous situation she
cannot get herself out of, the Guide may allow a Spirit (9) versus her Doubt
(6) draw. If the quester’s Spirit gets the most successes, the Guide may allow
a miracle to occur. The Guide decides the nature and scope of the miracle. It
costs no animus to use this benison, but it may cost Destiny points; the Guide
decides how many.
Rapid Healing (2): The quester heals at four times her normal human
healing rate against all forms of damage, including insidious and debilitating
damage. The quester makes one healing draw every 6 hours instead of once per
day.
Speed 5,
Act on Turns: 2, 4, 6, 8, 10
Life 15,
Animus 14, Destiny 9, Backlash 3
Sustenance: 1. Food and water: Regain 1
animus per meal (up to 3 meals per day), 2. Sleep:
Regain 1 animus per four hours of sleep, 3. Spiritual
devotion: Regain 1 animus for each success on an Inspiration (12 -
Illumination) draw, make one draw per hour of ecstatic meditation. The quester
achieves some sort of divine mystical union that replenishes her faith in the
quest.
Ht: 6’2” Wt: 190 Eyes: Brown, Hair: Medium
brown, wavy, medium length
Appearance: “Vincent Monroe” usually looks to be in his mid 30s, but he is well
over a millennium old. His apparent age has fluctuated over the centuries as
his a faith in a higher power and belief in his mission has waxed and waned;
his immortality is tied to the strength of his beliefs. Vincent is in top
physical condition and is a very handsome man. He has a charismatic grin. He
prefers athletic and outdoor styles of clothing, but his clothes are always
expensive, clean, neat, and new. He wears a gold ring bearing his original
green and blue coat of arms. He carries a cane containing a rapier most of the
time, but when adventuring prefers a long sword carried under a brown duster.
Personality: He is a healer and helper of the weak. Vincent became a
doctor over 150 years ago and has continued to work as a medical doctor ever
since. In the past he never had a practice because his quest led him around the
world. For the last 7 years he has remained in the city and now works as an
emergency room doctor. He is dedicated, emotional, sensitive to suffering, and
kind-hearted. Among his friends and fellowship, however, he is a joker and a
clown, and among his enemies he is a ruthless terror without mercy. He hates
with a passion demons, revenants, and vampires (save for “Jeffery Rosen” of his
fellowship, who saved his life once.) He is good at hiding his real emotions
even from his friends.
Story Hook: Vincent Monroe hates demons and suspects that the creature now
controlling the wizard’s tower may be a demon. If it proves true, he intends to
find the creature and send it back to wherever it came from.
Weapon:
.357 revolver, Base Attack: 7 (6 diff.) draw, Dam: Atk. Successes +3, Shots per action: 1, Rounds: 6 (He has two revolvers and may
fire two at once, but his difficulty with each goes up by +3.)
Weapon:
Longsword, Base Attack: 7 (6 diff.) draw, Dam:
Atk. Successes +3
Attack:
Punch, Base Attack: 7 (6 diff.) draw, Dam:
Atk. Successes -1 (stun damage, lasts until end of scene unless healed)
=================================================================
Name: Nicole Robinson,
Current Alias: None
Gentes: Daeva (Godling
of the Icy Wasteland)
Daevan Household:
Aesir
Apparent Age: 20, Actual Age: 74
Mortal Profession: Law
enforcement consultant
Sanctum: Large
downtown apartment
Aspects Abilities
(Aptitudes & Related Skills)
Instincts
5 Athletics 0 (Accuracy
2)
Intellect
4 Criminal 4 (Firearms
5, Murder 5)
Perception
4 Humanities 1 (Religion 4,
Research 3)
Dexterity
6 Influence 2 (Deception
4, Empathy 4, Question 4)
Resilience
6 Martial Arts 1 (Evasion
4, Kick 2, Punch 3)
Strength
5 Melee 0 (Swords 4)
Inspiration
3 Modern Life 3 (Alertness
4)
Presence
5 Naturalism 0 (Equestrian
4)
Spirit
4 Science 2
(Medicine 3)
Supernatural
2 (Arcana 5, Eldritch 4, Illumination 3, Intuition 4)
Torment:
Doom 3 (She sometimes has glimpses of the future, including her own possible
demise. When bad things come true that she foresaw, or when her actions have no
effect on changing the outcome of foreseen events, a Doom draw may be made and
her Doom may increase, causing her depression, listlessness, and stress.)
Distinctions: Biography 0, Eldritch Ties +3, Physique +2, Psyche -2,
Resources +3, Supernature -2, Temporal Ties +5
Apothei (Powers):
Enhanced Senses (2): The daeva’s five senses are superior to human senses.
She is at -2 on all her difficulties for card draws involving her senses.
Normal Perception card draws are required.
Frost Bolt: As a daeva “of the icy wasteland”, Nicole can project a
bolt of ice and frost from her hand. A Dexterity (9 diff.) is required to hit
the target. The damage caused is 3 points, plus 2 points per success. It costs
2 animus to use this power. This damage may be resisted normally.
Prescience (3): The daeva has the power to glimpse the future,
consciously peering into particular times and examining possible events in the
future. She can even see connections between various people’s actions and the
potential futures based on those actions.
The future can still change, since it is based on many
actions that occur at random, plus some decisions are made blindly or without
forethought. Often the daeva sees two or three versions of the future, possibly
even more, but she will know which future is the most likely to occur.
Sometimes images of the future appear to the daeva without her desire to see
them. Most often these images involve the daeva personally and serve as grave
omens.
For each success the daeva achieves, she sees the image
with greater clarity and understanding. The daeva can ponder how certain
actions will affect the future, but there are always variables she cannot take
into account, so this form of prediction is flawed. An Inspiration (11) draw is
required to consciously activate this power. It costs three animus for
intentional use, but costs nothing for unintended visions.
Revealing what she learns in her visions to others can
cause the daeva backlash points, usually 1 to 5 depending upon how much of the
future she reveals and whether it is foretold in a cryptic manner or a
straightforward manner.
Regeneration (2): The daeva has the power to regenerate lost body parts
and heal at a rate vastly superior to normal humans. See the guideline section
for details.
Speed 4,
Act on Turns: 3, 5, 8, 10
Life 15,
Animus 12, Destiny 12, Backlash 2
Sustenance: 1. Food and water: Regain 1
animus per meal (up to 3 animus per day, regardless of the number of meals), 2.
Sleep: Regain 1 animus per four hours
of sleep, 3. Prescient meditation:
Regain 1 animus for each success on an Inspiration (12 – Intuition) draw, make
one draw per hour of meditation. The daeva witnesses precognitive visions while
in this state.
Ht: 5’6” Wt: 115 Eyes: Ice blue, Hair: Pale
blond, straight and very long
Appearance: Nicole Robinson appears to be a young, attractive woman with an
athletic body. She usually dresses in jeans and a collared shirt, but sometimes
wears pantsuits for work. She carries two pistols most of the time.
Personality: At times, she can be very caring or seductive, yet most of
the time she comes across as very tough and stubborn. She is a true “hard-boiled”
detective and has worked for years in thwarting occult and cult-related
activities as a special consultant for various law enforcement agencies. She
has a deep-rooted hatred of cult-leading manipulators who take advantage of
innocents. She also hates werwulfs, orcs, demons, and many of the un-dead.
Ironically, despite being supernatural herself, she is somewhat afraid of
ghosts because she is haunted by two young men she killed over 50 years ago. In
her free time she enjoys horseback riding. Her most unique feature is that she
is raising Avery, her own mortal son, on her own, since her mortal husband was
killed in a robbery two years ago. Since Avery is age 14, many people believe
Nicole is actually his older sister.
Story Hook: Nicole is involved in the adventure because her household wants her to
bring back an amulet that once belonged to a member of the Aesir. The amulet is
said to contain certain magickal knowledge that could be very useful to the
household.
Weapon:
9mm Pistol, Base Attack: 6 (5 diff.) draw, Dam: Atk. Successes +2, Shots per action: 2, Clip: 12 (She has two pistols and may
fire two at once, but her difficulty with each goes up by +3 with each.)
Weapon:
Longsword, Base Attack: 6 (7 diff.) draw, Dam:
Atk. Successes +4
Attack:
Punch, Base Attack: 7 (6 diff.) draw, Dam:
Atk. Successes -1 (stun damage, lasts until end of scene unless healed)
=================================================================
Name: Richard Pallen, Current Alias: None
Manitou Name (translated): Shadowstalker
Gentes: Manitou
(Panther)
Manitou Clan: Tiawath
(protectors of nature)
Apparent Age: 31, Actual Age: 31 (Totem is millennia old)
Mortal Profession:
Helicopter pilot and environmental activist
Sanctum: Mountainside
two-story log home
Aspects Abilities
(Aptitudes & Related Skills)
Instincts
7 Athletics 1
(Acrobatics 3, Climb 3, Run 3)
Intellect
4 Criminal 0 (Firearms
2, Stealth 4)
Perception
4 Humanities 1
Dexterity
5 Influence 0
(Intimidate 3, Persuasion 2)
Resilience
4 Martial Arts 5
Strength
4 Melee 2 (Knives 3,
Staves 3)
Inspiration
4 Modern Life 1
(Profession: Pilot 5)
Presence
4 Naturalism 3 (Animals 4,
Hunt 5, Survival 5)
Spirit
5 Science 0
(Engineering 1, Mathematics 1, Physical Science 1)
Supernatural
3 (Illumination 4)
Torment:
Animalism 3
Distinctions: Biography +2, Eldritch Ties +2, Physique +1, Resources +3,
Supernature -2, Temporal Ties +3
Embodiments (Powers):
Enhanced Senses (2): The manitou is at -2 on all her difficulties for card
draws involving her senses.
Rapid Healing (1): The manitou heals at twice the normal human healing
rate against all forms of damage, including insidious and debilitating damage.
The manitou makes a normal healing draw once every 12 hours instead of once per
day.
Shapeshifting: The manitou may take on a panther-like form. The
manitou’s clothing and carried items will disappear while shifted. The manitou
must make a 3 (8 diff.) draw to shapeshift. For each success, the manitou will
be a little more panther-like. For each success, the manitou gains +1 Inst, +1
Per, +1 Dex, +1 Str, and +1 Life. For every 2 successes (rounded up) he gains
+1 Speed (meaning +1 attack per combat cycle.) (While manitou can shift for
only 1 success into full panther form, for simplicity, this has been omitted
here.) It costs 3 animus to make the transformation, but none to change back
into human form.
Sixth Sense: (Worldsight)
This sense allows the manitou to see all spirits present, even if they are much
deeper than the manitou within the Reverie. It costs no animus and no draw is
required to use this preternaturae.
Special
Communication: (Totemic Speech) Manitou can communicate magickally with all animals
and wakanda (nature spirits). They also know their own secret hieroglyphic
language. It costs no animus and no draw is required to use this embodiment.
Totemic Memory: While totems grant their current hosts their own personal
memories and the memories of their former hosts, manitou also have a special
mnemonic power, the ability to mentally access the racial memories of their
totem animals. Through this ability, they can remember the evolution of their
totem race, and well as particular memories from individual animals. However,
these memories are very cloudy and recalling particular details is very
difficult. Whenever a manitou searches her racial memory for a particular
memory, make an Intellect (difficulty from 5 to 12, based on the age and
obscurity of the memory) draw.
Speed 4,
Act on Turns: 3, 5, 8, 10
Life 12,
Animus 13, Destiny 12, Backlash 2
Sustenance: 1. Sleep: Regain 1 animus per
four hours of sleep, 2. Totem diet:
Regain 1 animus per meal (up to 3 meals per day). He must eat what a panther
would eat (raw meat, rodents, insects, leaves, or anything else appropriate.),
3. Communion with Nature: Regain 1
animus for each success on an Inspiration (12 - Naturalism) draw, make one draw
per hour of meditation. Feel an intense union with the essence of Nature while
in this state.
Ht: 6’0” Wt: 180 Eyes: Light brown, Hair: Light
brown, short
Appearance: Richard Pallen is in excellent physical condition. He plays the part of
the black panther even in human form, preferring black clothing above all else.
His tastes have changed drastically from the rustic, comfortable clothing he
once wore to the stylish black leather he wears, especially while adventuring.
He has black hair and golden eyes.
Personality: Richard Pallen was a helicopter pilot for the Navy, but
retired after eight years, becoming an environmental activist and a commercial
helicopter pilot. He is somewhat nocturnal and prefers sleeping in the late
afternoon and in the early morning. He loves the outdoors and participates in
adventure races throughout the world; he even did so before becoming a manitou.
He hates werwulfs and barely tolerates undead. Because he has the panther totem
within him, he possesses the memories of all the previous hosts for the panther
totem and the totem’s interests. As a member of the Tiawath clan, he is a
protector of nature who works in preserving and restoring the ecosystem.
Story Hook: Richard Pallen is interested in going on the adventure because Nicole
Robinson is a friend of his and she asked for his assistance. Also, he believes
there are werwulfs in the area near the tower and plans to find out their
number and their activities.
Weapon:
9mm Pistol, Base Attack: 5 (8 diff.) draw, Dam: Atk. Successes +2, Shots per action: 2, Clip: 12
Weapon:
Empowered Hunting Knife, Base Attack: 5 (6 diff.) draw, Dam: Atk. Successes (does debilitating
damage)
Attack:
Punch, Base Attack: 5 (4 diff.) draw, Dam:
Atk. Successes -2 (stun damage, lasts until end of scene unless healed)
Attack:
Claw and/or Bite (in panther form), Base
Attack: Dexterity (4 diff.) draw, Dam: Atk. Successes + (Str/2) –2 (does
debilitating damage)
=================================================================
Name: Ophilidar Xsarl,
Current Alias: Abraham Goodman
Gentes: Gargoyle (body
of false flesh covering a marble skeleton)
Apparent Age: 50, Actual Age: 2,000 or more
Mortal Profession:
Professional author
Sanctum: Country estate
surrounded by apple tree groves
Aspects Abilities
(Aptitudes & Related Skills)
Instincts
3 Athletics 0
Intellect
6 Criminal 2 (Murder
3)
Perception
4 Humanities 4 (Artistry:
Sculpting 5, Music 5)
Dexterity
5 Influence 1 (Eloquence
2, Intimidate 2)
Resilience
5 Martial Arts 1 (Block 2,
Evasion 3, Punch 4)
Strength
5 Melee 2 (Clubs 3,
Swords 4)
Inspiration
4 Modern Life 2
Presence
5 Naturalism 0
Spirit
4 Science 1
(Psychology 4)
Supernatural
3 (Arcana 4, Astral 5, Eldritch 5, Illumination 5)
Torment:
The Abyss 3 (The Abyss may grow stronger whenever the gargoyle feeds upon
someone who felt pleasure from their sin. An Abyss (7) versus Spirit (7) draw
is made. As the Abyss grows stronger, the gargoyle goes from cold, unfeeling
creature to living, feeling creature, but with feelings come strong compulsions
to do the evil things that caused the Abyss to grow.)
Distinctions: Biography +5, Eldritch Ties +2, Resources +5, Servitors
-2, Supernature -3, Temporal Ties +1
Sacred Mysteries & Natural Features
(Powers):
Enhanced Senses (1): The gargoyle is at -1 on all her difficulties for
card draws involving sight, hearing, and smell.
Rapid Healing (1): The gargoyle heals at twice the normal human healing
rate against all forms of damage, including insidious and debilitating damage.
The gargoyle makes a normal healing draw once every 12 hours instead of once
per day.
Sixth Sense: (Sense the Sinner)
The gargoyle can easily spot anyone who has committed some sin worthy of
feeding upon. She can estimate the gravity of the sin, but will not know the
nature of it until she feeds on it. No card draw is required and it costs no
animus to use this sense.
Sixth Sense: (Spirit Sight)
The gargoyle can easily spot any spirits (astral, dream, dead soul, etc.) that
are nearby, even within the deep Reverie, and can communicate with them freely.
No card draw is required and it costs no animus to use this sense.
Special
Communication: (Spirit Speech) The gargoyle can communicate with all sentient
astral spirits. She also knows her own “celestine” spirit language. No card
draw is required and it costs no animus to use this sense.
Summon the
Monster: This gargoyle can reach into her
own Abyss and pull out the “darkness within the light” – the monster she is
doomed to become. This may be done by giving in to the Abyss in times of need,
automatically gaining one point in the torment. No card draw is required to use
this power, but an Abyss (9) draw is required to determine the effect. One
success is automatically added to the result of the draw. The use of this power
costs 1 animus and the effects last until the end of the scene.
For each success, the gargoyle gains +1 points in each of
the following persona qualities: Violent, Cruel, and Evil. If success is
achieved, the gargoyle gains claws that deal debilitating damage and Regeneration (1). In addition, for each
success, the gargoyle gains +1 Presence, +1 Life point, and either +1 point in
Resilience or +1 point in Strength (participant's choice.) (However, no score
may be raised above 12.) Any damage done while the gargoyle is in her monstrous
form first comes off the extra life points gained from the monstrous form. This
form looks demonic and very imposing.
Vision Powers (1): The gargoyle has thermal vision, allowing him to
detect the heat patterns of creatures, even in pitch darkness. It costs one
animus to use this power and it can last up to the remainder of the scene.
Speed 4,
Act on Turns: 3, 5, 8, 10
Life 13,
Animus 12, Destiny 15, Backlash 7
Sustenance: 1. Sin-eating: Gargoyles
regain animus primarily through their “sin-eating” and by passing on the Curse of Absolution, which is some sort
of curse or direct punishment inflicted upon the “sinner.” Once a sin has been
fed upon, it cannot be fed upon again. The number of animus gained relates to
the heinousness of the sinner’s deeds. It is up to a Guide to set how many
animus points are gained based on how much remorse the sinner feels, as
different people feel different ways about which “sins” are more severe than
others. The less the remorse, the greater the animus and the more serious the
“penance.” Here are some ideas as to animus rewards: murder (first victim) 10,
murder (per additional victim) 7, self-defense manslaughter 5, rape 6,
inflicting of serious injuries 3, and petty theft 1.
Ht: 5’8” Wt: 270 Eyes: Dark blue, Hair: Black,
short
Appearance: Abraham Goodman is a strikingly handsome and refined man with some
exotic facial features, possibly Greek or Italian. He dresses in nice,
expensive custom-fitted suits and occasionally other semi-formal attire by
well-known designers. He always wears a very expensive Rolex and dark
sunglasses. His body is actually an animate stone skeleton-like frame covered
in high-tech fake flesh, including fake eyeballs, teeth, tongue, nails, and so
on. The hair on his body is real human hair that has been sewn into the fake
flesh. Normally concealed on his back are large wings covered in latex with
built-in internal hinges; he can use these wings for flying when necessary.
Personality: Abraham is a very quiet, reserved, polite and mysterious
individual. He is loyal to his fellowship but is not overly friendly to them,
preferring to deal with them not as friends, but as professional allies. He
will provide personal services and favors to his associates, but usually at
some price (such as a return favor.) He enjoys writing stories set within the
Secret World and often catalogs his own adventures and those of others for his
books. He recently took on his current body after his last one had to be
destroyed due to becoming too corrupted by the sin he had fed upon.
Story Hook: Abraham Goodman is on the adventure in hopes of finding the wizard’s
journals and also in hopes of having his own fellowship’s story to record.
Weapon:
Semi-auto shotgun, Base Attack: 5 (8 diff.) draw, Dam: Atk. Successes +4, Shots per action: 2, Clip: 20 (She has two pistols and may
fire two at once, but her difficulty with each goes up by +3 with each.)
Weapon:
Longsword, Base Attack: 5 (8 diff.) draw, Dam:
Atk. Successes +4
Attack:
Punch, Base Attack: 5 (5 diff.) draw, Dam:
Atk. Successes (stun damage, lasts until end of scene unless healed)
=================================================================
Name: Jerimias Lenaur,
Current Alias: Jeffery Rosen
Gentes: Dhampir
(living vampire)
Consanguinity: Dracul
Apparent Age: 41, Actual Age: 317
Mortal Profession:
Comic book illustrator
Sanctum: Two-story
suburban home
Aspects Abilities
(Aptitudes & Related Skills)
Instincts
4 Athletics 0
Intellect
4 Criminal 2 (Firearms
5, Murder 4, Stealth 4)
Perception
4 Humanities 3 (Artistry:
Comic Illustration 5)
Dexterity
5 Influence 1 (Eloquence
3)
Resilience
5 Martial Arts 3 (Evasion
5, Grapple 5, Punch 4)
Strength
7 Melee 2 (Axes 4,
Knives 3, Swords 4)
Inspiration
4 Modern Life 2 (Computer
4, Profession: Comic illustrator 5)
Presence
3 Naturalism 0 (Hunt 2)
Spirit
4 Science 2
(Mathematics 4)
Supernatural
1 (Arcana 3, Eldritch 3, Illumination 3, Intuition 2)
Torment:
Damnation 3 (Whenever a vampire kills innocents or performs some other
atrocious act, a Damnation (7) versus Spirit (7) draw must be made. Damnation
can cause feelings of anger, gloom, doom, and self-pity.)
Distinctions: Biography +1, Eldritch Ties +2, Physique -2, Resources +4,
Temporal Ties +4
Nekrosia (Powers):
Enhanced Senses (2): The is at –2 on all her difficulties for card draws
involving her senses. Normal Perception card draws are required.
Heightened Grace (2): The vampire moves with a superhuman fluidity and
grace that forces mortals to pay attention to her. The vampire retains perfect
balance even on tightropes, though a Dexterity (8) draw is required.
Regeneration (2): See the guidelines section.
Speed 4,
Act on Turns: 3, 5, 8, 10
Life 16,
Animus 11, Destiny 9, Backlash 1
Sustenance: 1. Living blood: For each 1
animus worth of blood drawn from a mortal victim into a vampire, the victim
suffers the 1 point of insidious damage and loses 1 animus as if it had been
spent. Victims drained of half their animus or more, but left alive, become
drone-like and may be summoned to the vampire simply by the vampire’s own will.
Ht: 5’8” Wt: 240 Eyes: Emerald green, Hair: Dark
brown, medium length, slightly wavy
Appearance: “Jeffery Rosen” dresses in comic-related t-shirts, jeans, and similar
attire for the most part, but he is also a fan of several sports teams and
often wears their t-shirts, ball caps, and jerseys. Jeffery is more than a
little overweight, which is slightly unusual for a vampire. He is average in
the looks department, if not slightly below average, but his charm helps make
up for his faults.
Personality: He is a nice, down-to-earth guy. Despite is old age as an
immortal, he never grew up and still has much of the kid left inside of him. He
loves anime, manga, comics, science fiction and fantasy novels, sci-fi and
horror movies, video games, comic book illustration, roleplaying, and hanging
out with his mortal friends. He even participates in a live-action, modern
gothic horror game. He is far wiser and more intelligent than he lets own,
which makes him often underestimated by his enemies. As a dhampir (a “living
vampire”) his love for food far outweighs his need for blood, but, since he
must feed, he feeds primarily on criminals and animals.
Story Hook: Jeffery has never been one to turn down the chance for adventure. He
has even managed to incorporate some of the fellowship’s adventures into his
comics. He has a love of treasure, magick, and mystery that long predates his
more recent enjoyment of roleplaying games.
Weapon:
9mm Pistol, Base Attack: 5 (5 diff.) draw, Dam: Atk. Successes +2, Shots per action: 2, Clip: 12 (He has two pistols and may
fire two at once, but his difficulty with each goes up by +3 with each.)
Weapon:
Broadsword, Base Attack: 5 (7 diff.) draw, Dam: Atk. Successes +5
Attack:
Punch, Base Attack: 5 (5 diff.) draw, Dam:
Atk. Successes +1 (stun damage, lasts until end of scene unless healed)
Attack:
Claw or bite, Base Attack: 5 (5 diff.) draw, Dam: Atk. Successes +1 (does
debilitating damage)
The Wizard’s Tower
A Demo Adventure for The Everlasting
Things You May Need
Cards:
You can use either ordinary playing cards or Tarot cards.
(and/or) Dice: You can use 12-sided dice instead of cards.
Pencils and Paper: You can use these for note taking, drawing, mapmaking, and
so on.
People:
You need at least one other person, preferably a group of 3 to 5.
Protagonist Profile: Within this demo are sample characters. Pick the protagonist
profile you prefer.
Miniatures: You can use miniatures to represent your protagonists, if you choose.
This may aid in defining combat situations, since they represent where
characters are positioned in combat, making it easier to determine realistic
options for characters.
Guiding (or “Gamemastering”)
A Guide is a
person who provides plots and storylines, directs story events, maintains the
mood, serves as final arbiter of guidelines, and creates Odysseys, which are
overarching stories composed of lesser stories. One person can handle this
collection of tasks alone, but must give up the benefit of roleplaying a
protagonist. The “Guide Roles” (rules, plot, roleplaying npcs, and so on) may
be divided up amongst all the participants, so that no one person has all the
authority. This allows everyone to roleplay a protagonist, and only the person
directing the plot is limited in terms of her protagonist’s freedom of actions.
Warning: If you are the participant who is going to guide the plot,
read on, otherwise do not read any further concerning the adventure. Instead,
read over the protagonists, setting, and guidelines.
Guiding the Adventure
Since you have graciously accepted the duty of guiding the
plot for this short adventure (possibly because it was pushed upon you since no
one else wanted to do it), please take your time in reading over the material,
and feel free to punish the other participants by whacking their characters
early on during the adventure (. . . just kidding.)
Actually, while you are in the position of guiding the
plot, there is no reason you cannot enjoy yourself just as much as your fellow
participants. Roleplay a protagonist – just don’t lead the other participants
around by the nose – and let someone else handle rules decisions. You can even
get someone else to roleplay other characters met on the adventure.
Plot Synopsis
This adventure is a simple one that leads participants and
their protagonists through various magical and exotic locales within the Secret
World, exposing them to many different types of supernatural creatures. The
adventure begins with the protagonists being called before both a meeting of
three daevan households and, later that same day, the Court of Night (ruled by
revenants and vampire.) The protagonists are charged with discovering the
secrets of a wizard’s tower by the daevas, and the Court of Night offers them
half of a map; the other half is owned by someone named Elmarisa, whom they can
find at the location where the map ends.
The protagonist’s are told that their goal is to learn who
now controls the tower, since the last two emissaries sent by the daevas and
the last one sent by the vampires never returned. They suspect some very dark
presence has move into the tower and that Deandro, the archmage, is dead. Since
the wizard was a friend of the protagonists, and an ally to both the Court of
Night and the daevas, everyone wants to know what has happened to him.
The plan is a simple one; they must follow the map until
they meet Elmarisa, who will guide them the remainder of the way. They are to
discover what they need to learn and then they are to report back. What
actually happens is as follows; they must seek out a ghul (pronounced “ghoul”)
who will guide them to the entrance of an orc lair. Once in the underground,
they must navigate through the orcs’ territory to a cave mouth that opens into
a dense forest inhabited by elves. They will find Elmarisa, an elf-sorceress
who will give them the other half of the map. From there they must seek out a
special path that will lead them past an area controlled by werwulfs to a ghost
town and the ruins of a haunted moat and bailey castle that has a large stone
tower standing in the middle of it. They must fight two villains, a powerful
demon and its revenant servant, the two villains slew the wizard that owned the
tower over a year ago. They are currently working at gaining control over the
werwulfs so they can use them to attack the elves in the near future. They have
imprisoned the dead souls of Deandro and his apprentices, and they are using
them to increase their own personal power.
Participants’ Introduction
All of you, including the vampire, are invited to a meeting
of House Milesian, House Aesir, and House Tuatha De Danann to talk about a
former friend of yours named Deandro, an osirian mage. The meeting is held on a
large estate and there are about 50 daevas in attendance. The mansion is
co-owned by all the daevas and is used solely as a meeting place. It is well
guarded by mortal agents, and few eldritch would dare to attack this place. The
house is well decorated in antiquities from all over the world, all donated by
various members of the households. The daevas hold their meeting outdoors, in a
Greek style amphitheater. The three house leaders are: Drafar Telon (House
Milesian), Michael Urid (House Aesir), and Arianna Maris (Tuatha De Danann). Drafar tells of Deandro:
“Deandro is a dear
ally to all our households. He last helped us against the demons who tried to
invade two years ago and before that he aided us many other times, including
during the battle with Rog the Dragon-Eater. Now Deandro cannot be reached.
Both our house and House Aesir sent mortal messengers to Deandro, but neither
one has returned. Worse yet, the roads that lead to the tower have been
shrouded by some spell that makes it hard to reach him by conventional means,
and the woods surrounding his tower are infested with werewolves. We believe
something is very wrong and that we should investigate the situation. That is
why we would like to offer the opportunity to the Blacksword Fellowship, since
Deandro was once a member of their fellowship and a friend to them all. If
something has happened to him, they deserve the chance for revenge. So I ask
your fellowship, will you go and report back to us whatever you find?”
(The participants
should take this as their queue, and they should accept the adventure. If they
do not, then tell them or persuade them that they need to go. )
If they ask how to get there, the daevas tell them that
they suspect the vampires of the city know of a special pathway to Deandro’s
tower.
Typical Daeva
Aspects:
Inst 4, Int 4, Per 4, Dex 6, Res 5, Str 5, Insp 3, Pres 4, Spir 5
Abilities:
Athletics 2, Criminal 1, Humanities 2, Influence 1, Martial Arts 2, Melee 2,
Modern Life 1, Supernatural 2
(Acrobatics 3, Firearms 3, Stealth 3, History
3, Language 3, Persuasion 2, Evasion 4, Punch 4, Swords 5, Alertness 3, Area
Knowledge 2, Astral 3, Intuition 4)
Torment:
Doom 2, Distinctions: Biography +2,
Eldritch Ties +2, Resources +3, Temporal Ties +1
Sustenance: Food, Water, Sleep, Prescient Meditation, Animus: 12
Powers:
Enhanced Senses (-2 diff.), Prescience (3), Regeneration (2)
Speed:
3, Act on Turns: 4, 7, 10, Destiny: 11, Backlash: 2
Weapon:
Sword, Base Attack: 6 (6 diff.) draw, Dam:
Atk. Successes +4
Life:
11, Armor: None, Resistance Draw: 5 (7 diff.) draw
If the protagonists do not seek out the vampires, later
that evening, each member of the fellowship receives a call from James
Westmillard, a vampire who holds title within the Court of Night (the political
leaders among the revenant and vampire subcultures.) They know of the daevan
meeting through their spies and offer the protagonists a portion of a map that
can lead them to the tower. All the Court asks in return is that the fellowship
report its findings to them as well as to the daevas. (If anyone roleplays
“Jeffery Rosen”, tell that participant that Jeffery should want to report the
findings back to the court, fearing the court might work against him in the
future if he does not.) The Court holds its meeting in a dark castle set upon a
hilltop in the suburbs of the city. Because it rests within the Reverie,
outside everyday reality, humans walk past its gates daily and never see it. At
the castle, which is elegantly decorated in a Gothic fashion, the protagonists
meet many vampires and revenants. There is blood-drinking going on, but the
filled glasses are brought from rooms where the protagonists are not allowed to
go. About 1 AM, after a band gets through playing and the dancing comes to a
temporary halt, Westmillard steps onto the floor and makes an announcement:
“Ladies, gentlemen,
and everyone else, let me introduce you to the Blacksword fellowship. Since we
have not heard back from our messenger, I am giving these eldritch a map to the
sanctum of our long time ally and occasional enemy, Deandro the Osirian. Here
is the map, and know that the path it describes will lead you but half way.
Once you reach that point you must find Elmarisa, a sorceress known to some of
us. She will aid you the rest of the way. This path crosses distance in some
strange ways. Go now to the old graveyard by the river and ask for Nathaniel
the ghul. Tell him that Westmillard sent you and to lead you to the orkish
tunnels. He will take you there. You may return through Deandro’s portal, which
should magickally return you to wherever Deandro used to enter the city.
The protagonists may stay for the remainder of the party or
may leave out whenever they desire. You can allow them to meet as many
revenants and vampires as you wish.
Typical Vampire or Revenant
Aspects:
Inst 4, Int 4, Per 4, Dex 6, Res 5, Str 6, Insp 3, Pres 4, Spir 4
Abilities:
Athletics 1, Criminal 2, Humanities 2, Influence 2, Martial Arts 1, Melee 1,
Modern Life 1, Supernatural 2
(Dance
2, Murder 4, Security 3, Stealth 4, Music 3, Religion 3, Deception 4, Romance
3, Evasion 3, Grapple 3, Punch 3, Knives 2, Swords 2, Area Knowledge 3)
Torment:
Damnation (or Detachment) 4, Distinctions:
Biography -1, Eldritch Ties +2, Physique +1, Psyche -3, Resources +3, Servitors
+2, Temporal Ties +1
Sustenance: Blood (or Lifeforce), Animus:
11
Powers:
Enhanced Senses (-2 diff.), Heightened Grace (2), Regeneration (2)
Speed:
2, Act on Turns: 5, 10, Destiny: 0, Backlash: 3
Attack:
Grapple, Base Attack: 6 (6 diff.) draw, Dam:
Immobilize opponent
Attack (vampires only): Bite, Base Attack: 6 (9 diff.) draw, Dam: Attack successes (debilitating
damage) + blood drinking (steal 1 animus point per combat cycle)
Life:
15, Armor: None, Resistance Draw: 5 (7 diff.) draw
Scene 1: The Ghul’s Graveyard
The full moon is barely visible through the thick gray
clouds, but there is still plenty of light and to the supernatural eye the old
graveyard is truly a haunting and dangerous place. As the protagonists near the
graveyard they can hear the sounds of ghulish gibbering, chattering, and
growling. As the graveyard comes into view, they can see that the ghuls have
built a bonfire nearby. The fire is casting strong light and shadow among the
tombs, playing tricks on the eye. There are a dozen ghuls leaping and dancing
around the fire, chanting and singing incomprehensible songs. There are several
ghuls sitting atop various tombs, reading books by the light cast from the
fire. There are three ghuls armed with cleavers loudly dividing up a rotten
corpse laid out upon the slab over a grave. There is one ghul close by sewing a
human skin onto the body of another ghul who is remaining patiently motionless.
In no time the ghul sewn into the skinsuit will resemble the person to whom the
skin belonged.
Typical Ghul
Aspects:
Inst 5, Int 3, Per 4, Dex 6, Res 5, Str 6, Insp 3, Pres 3, Spir 3
Abilities:
Martial Arts 2, Supernatural 2
(Acrobatics
2, Climb 2, Run 2, Stealth 4, Intimidate 3, Evasion 4, Grapple 4, Kick 3, Punch
3, Clubs 3, Knives 3, Alertness 2, Area Knowledge 2)
Torment:
Degeneration 2, Distinctions:
Eldritch Ties +1, Physique -2, Psyche -3
Sustenance: Corpse flesh, Animus: 9
Powers:
Direction Sense (They always know where they are and never get lost.) Enhanced
Senses (-1 diff.), Leaping (They can leap 20 feet in any direction.),
Regeneration (2), Special Communication (They can speak their own ‘gibberish”
language and the language of rats.), Vision Powers (thermal vision)
Speed:
3, Act on Turns: 4, 7, 10, Destiny: 5, Backlash: 4
Attack:
Claw, Base Attack: 6 (7 diff.) draw, Dam:
Atk. Successes (debilitating damage)
Weapon:
Club, Base Attack: 6 (6 diff.) draw, Dam:
Atk. Successes +1
Life:
14, Armor: None, Resistance Draw: 5 (7 diff.) draw
If the protagonists try to sneak around, each protagonist
should make a Dexterity (12 – Stealth) draw versus a 6 card (6 diff.) draw for
the ghuls’ chance of spotting them. (Stealth defaults to Criminal.) If the
ghuls get more successes, the ghuls spot them; for each success one ghul spots
the protagonist. Combat may ensue, but the ghuls would probably just frighten
and confront any prowlers the find. It would be wise to have any combat end
quickly and without too much bloodshed, possibly with the protagonists getting
caught in a net, falling in a pit, or knocked unconscious. Nathaniel the ghul
will come to them if they mention his name.
If the protagonists walk into the graveyard, or if they are
captured, they will be approached by a group of ghuls who will question them as
to what they want and why they are there. Nathaniel may be one of the ghuls
doing the questioning. He will apologize to the protagonists if they tell him
who sent them and why they came to the cemetery.
Nathaniel is a 150-year old ghul. He was once a librarian,
and his personal lair is filled with thousands of dusty old books. He is
somewhat deformed and rotted; he has gray skin, a shriveled nose, and extra
long fingers tipped with yellow claw-like nails. He has some black hair left on
his head and dresses in a moldy black suit that he took off a corpse. He wears
old spectacles and carries a journal around with him. He will agree to take the
protagonists to the orcs’ lair, but warns them that it is very dangerous.
He will first lead them down through a hole in the floor of
a crypt, down some winding hand carved steps along the wall to the ghul burrows
that are at least 150 feet below the ground. He will first lead them through a
secret door in the wall into his own sanctum. He will gather a sack with his
“lunch”, a pistol, and some flashlights for the protagonists, if they did not
bring their own. He then will lead them through winding tunnels to many other
rooms, some filled to the brim with human bones, some with ghuls sitting at
desks and lab tables studying magick, and some empty save for paintings on the
walls. There are even some rooms filled with floor pits and wall cells barred
with heavy iron grates behind which are several mindless ghuls who have
degenerated into frightening monsters. These caged ghuls will make lots of
noise and will reach through the grates as Nathaniel leads the protagonists
through those chambers. Eventually he stops in one of the twisting and turning
bone-filled tunnels, turns toward the wall, and knocks some dirt and bones
aside to reveal a bare earthen tunnel that is only waist high. The tunnel
twists, turns, and intersects other wormhole-like tunnels. The ghul leads the
protagonists down various small tunnels for a mile or so before the small
tunnel opens up into a square carved-stone room. Nathaniel advises the
protagonists to stay on the route their map dictates, as it will lead them
beyond the orkish inhabitants to wherever they are going, he then turns around
and slips back down the tunnel the way he came in.
Scene 2: The Orc Lairs
Orcs are squat humanoids with short, bowed legs, long
ape-like arms, large heads, stooped posture, and tough leathery hides. Their
bodies are broad and muscular. Some orcs have lots of body hair, others have it
in random patches, and others are hairless. Hair color varies from black to
varying shades of brown and gray. Skin color ranges from pale pink, to olive
green, to beige, to ebony. Their faces are non-human and grotesque. They have
heavy brows, wide mouths, narrow eyes, jutting lower jaws, and broad, wide nostrils
which are almost like snouts. Despite these common orkish features, many orcs
differ greatly in appearance, and some are more human-like than others. While
some have hair on their heads, very few have facial hair. Their noses are
large, flat, and slightly upturned. Their eyes range from yellow, to black, to
varying shades of brown and brown-green. Their eyes seem to glow red at night
in the presence of bright light reflected in them, making them seem like
burning coals. Orcs who live underground dress in clothes of their own
manufacture or those taken from former captives, while surface orcs prefer
black leather. Jewelry is commonly worn, most of it stolen, though some pieces
are of orkish manufacture. Most orcs within the lair carry axes and daggers.
Typical Orc
Aspects:
Inst 4, Int 2, Per 3, Dex 3, Res 4, Str 5, Insp 2, Pres 2, Spir 2
Abilities:
Athletics 1, Martial Arts 1, Melee 2
(Stealth
2, Intimidate 2, Evasion 2, Punch 2, Axe 3, Survival 2, Illumination 1)
Torment:
De-evolution 2, Distinctions: None
Sustenance: Food, Water, Sleep, Animus:
6
Powers:
Enhanced Senses (-2 diff.), Rapid Healing (1), Vision Powers (thermal vision)
Speed:
2, Act on Turns: 5, 10, Destiny: 0, Backlash: 3
Weapon:
Axe, Base Attack: 3 (7 diff.) draw, Dam:
Atk. Successes +4
Weapon:
Dagger, Base Attack: 3 (7 diff.) draw, Dam:
Atk. Successes +1
Life:
11, Armor: Studded leather, Resistance Draw: 6 (7 diff.) draw
The protagonists’ map will direct them safely around the
main orc lairs, but they may still encounter individual orcs or small groups of
them moving from tunnel to tunnel. There are also two armed orkish guards near
the cave mouth where the protagonists must leave. If they get curious about the
orcs or wish to raid their treasure room, then combat can ensue, and the adventure
can become a “dungeon-crawl” at this point. You can place as many orcs as you
need in the complex and you can stretch it out in size as much as you wish.
Feel free to add more threats, such as traps, pits, and supernatural creatures
kept as pets by the orcs. You can award the protagonists with whatever you wish
in terms of treasure. The orkish treasure trove contains about $850,000 worth
of gold and silver coins, jewelry, and other antiques. There is even an
empowered longsword +1 among the treasure. (The sword does debilitating damage,
the wielder’s sword skill with it is at +1, and damage is at +1.) The treasure
weighs about 1,200 pounds and fills two large chests. A magickally mutated
half-frog, half-orc creature with a venomous bite guards the treasure.
Orkish-Frog Guardian
Aspects:
Inst 6, Int 2, Per 5, Dex 7, Res 7, Str 7, Insp 2, Pres 3, Spir 3
Abilities:
Athletics 1, Martial Arts 3, Melee 2
(Stealth
4, Intimidate 5, Evasion 3, Grapple 5, Punch 5, Axe 6, Survival 2, Illumination
3)
Torment:
De-evolution 8, Distinctions: None
Sustenance: Food, Water, Sleep, Animus:
8
Powers:
Body Armor (-1 damage after resistance draw), Enhanced Senses (-2 diff.),
Regeneration (1), Vision Powers (thermal vision)
Speed:
5, Act on Turns: 2, 4, 6, 8, 10, Destiny: 8, Backlash: 4
Weapon:
Axe, Base Attack: 3 (3 diff.) draw, Dam:
Atk. Successes +5
Weapon:
Dagger, Base Attack: 3 (7 diff.) draw, Dam:
Atk. Successes +1
Attack:
Venomous Bite, Base Attack: 7 (4 diff.) draw, Dam: Atk. Successes +1 (if the
protagonist takes 1 or more damage, then an additional 5 insidious debilitating
damage is done)
Life:
17, Armor: Studded leather, Resistance Draw: 9 (7 diff.) draw
Scene 3: The Elven Stronghold
Once the protagonists make it out of the orcs’ lair, they
find themselves standing in the midst of a large, beautiful, and dense forest.
There are several deer trails, but no true walking paths leading from the cave
entrance. The protagonists may get an Inspiration (10 – Illumination) draw to
perceive the Reverie of the forest. In the Reverie, the forest is even more
lush, vibrant, and enchanting. The flowers are brighter in color, the greens
are much more vivid, and the streams seem to flow with singing, crystal clear
water. Occasionally a sprite might even be seen flitting about in the distance,
or some other faerie will be noticed but never found. Also, an owl, rabbit, or
other animal may warn the protagonists that they are on Lethquesti land or
point them in the right or wrong direction.
The protagonists should spend some time in the woods before
hearing the sound of three hunting horns in the distance. The protagonists can
follow the horns by making a Perception (12 difficulty) draw. The difficulty
may be modified by any Enhanced Senses
bonus. A cumulative total of 15 successes must be achieved by one protagonist
to lead the protagonists to the location from which the sounds came. If they
achieve enough successes within 7 draws, they find an elven hunting party. If
they do not reach the location within 7 draws, the party has moved on. They
can, however, smell them, if they have enhanced senses by making a Perception
(12 diff.) draw. The difficulty may be modified by any Enhanced Senses bonus. For one success they can smell horses, for
three successes they also smell what seems to be a lion, and for six or more
successes they also smell what seems to be an eagle. If the group tries to
track by smell, then repeat the previous Perception (12 diff.) draw for 15
cumulative successes in 7 draws until the protagonists find the elven hunting
party. You can also allow for a Perception (13 – Track) draw, with at least 10
successes being required. (Track defaults to Naturalism.)
If the protagonists come across the hunting party, they
find seven Lethquesti (one of the elven nations) elves on beautiful, large
horses trying to capture a griffon. The elves will turn from the griffon, which
will escape into the woods. They will question the protagonists as to who they
are, how they got into the forest, where they came from, and what they are
doing. If Elmarisa is mentioned, they will be very weary, but they will escort
the protagonists to their village. They will even offer their horses to those
who wish to ride. They lead the protagonists down paths that were not visible
to them before they joined up with the elves.
Lethquesti are the tallest of the
elven people. They almost all have either green eyes, ranging from forest, to
emerald, to turquoise, or blue eyes, ranging from sapphire, to bright glowing
blue, to midnight blue. They almost all have blonde hair of varying shades,
though a few have brown hair. Their skin is of a medium shade and their ears
are slightly larger than other elves’ ears. Lethquesti wear both colorful and
earth tone clothes. Most dress in modern styles, but prefer elven-tailored
clothing of the finest materials.
The elves tell the protagonists:
“We were hunting a wounded griffon. Its wings are damaged
due to an unfortunate attack by our basilisk. The creature got away from our
healers forcing us to give chase. We cannot let it get away, and we especially
cannot let it be captured by those damned werwulfs. They’ll just put the poor
creature into one of their blood pits for a gladiator fight. We’ve been trying
to avoid trouble with them, but in the last year or so they have been encroaching
upon our forest. Fortunately, our enchantments keep the forest a labyrinth they
cannot solve.”
Typical Elf
Aspects:
Inst 4, Int 5, Per 5, Dex 7, Res 4, Str 3, Insp 5, Pres 5, Spir 4
Abilities:
Athletics 3, Humanities 3, Influence 1, Martial Arts 3, Melee 3, Naturalism 3,
Supernatural 2
(Security
2, Stealth 3, Eloquence 4, Swords 4, Alertness 4, Area Knowledge 5, Hunt 5,
Orienteer 4)
Torment:
The Yearning 4, Distinctions:
Eldritch Ties +1, Physique +3, Resources +3
Sustenance: Food, Water, Sleep, Animus:
14
Powers:
Enhanced Senses (-1 diff.), Heightened Grace, Rapid Healing (2), Vision Powers
(ultravision)
Speed:
4, Act on Turns: 3, 5, 8, 10, Destiny: 7, Backlash: 2
Weapon:
Sword, Base Attack: 7 (7 diff.) draw, Dam:
Atk. Successes +2
Weapon:
Bow, Base Attack: 7 (5 diff.) draw, Dam:
Atk. Successes +3
Life:
11, Armor: None, Resistance Draw: 4 (7 diff.) draw
Griffon
Aspects:
Inst 7, Int 2, Per 4, Dex 7, Res 4, Str 7, Insp 2, Pres 4, Spir 3
Abilities:
None
(Fly 4,
Run 5, Stealth 2, Intimidate 3, Block 3, Evasion 2, Grapple 5, Punch (claw) 4,
Alertness 3, Area Knowledge 2, Hunt 5, Orienteer 5, Survival 5, Track 2,
Illumination 4)
Sustenance: Food, Water, Sleep, Animus:
9
Powers:
Enhanced Senses (-2 diff.), Rapid Healing (1), Vision Powers (thermal vision),
Winged Flight
Speed:
4, Act on Turns: 3, 5, 8, 10, Destiny: 5, Backlash: 0
Attack:
Claw, Base Attack: 7 (6 diff.) draw, Dam:
Atk. Successes +1
Attack:
Bite, Base Attack: 7 (7 diff.) draw, Dam:
Atk. Successes +1 (debilitating)
Life:
11, Armor: Tough hide, Resistance Draw: 6 (7 diff.) draw
If the protagonists avoid the horns and continue traveling
on their own, you can have them make Perception (15-Orienteer) draws, but they
will most likely not get any closer to the village, since the paths keep
changing on them. However, you can have them realize that the paths are
changing on them. You may then have the horns sound again, but much closer by,
allowing the protagonists to find their way to the elven hunting party.
The Lethquesti stronghold is a town-like hamlet of elven
homes where the elves live quiet lives. Their homes and perimeter are all
guarded by both modern and magickal security and defense systems. Some
legendary creatures live on the Lethquesti stronghold, many of which are even
“spirit-bonded” to individual elves. Beautiful gardens decorate the spaces
between buildings and even a sacred grove of ancient oaks is located close by.
There is also a massive aviary containing exotic birds from all over the world,
including some species which are believed extinct and a rare breed of the
finest hawks bred by the Lethquesti. Their stables hold many shollari (elven
horses) and they also keep wolves as friends. Their homes are very beautiful,
filled with elven art and elven architectural features. They are very much like
their fantasy counterparts, but they have all the modern amenities (e.g.
running water, indoor plumbing, electricity, refrigerators, and so on.)
The elven hunting party will escort the protagonists to the
open inner courtyard of a large building. They will offer them seats in the
inner garden, where a spring flows from a fountain. Soon Elmarisa and several
elders come to the protagonists. Elmarisa is dressed in an elegant, blue and
gold elven gown. The attractive elven woman has long golden hair and emerald
green eyes. Perched upon her wrist is a hawk. She introduces the elders and
talks with the protagonists:
“These are our
elders – Lord Adrisavil, Lady Zaldrina, and Lord Valadris. I am the one you
seek. I am Elmarisa. You must have come from the city. I have seen some of you
there before. (She looks at Nicole Robinson if she is being roleplayed.) You
are friends of my friend, Deandro. I thought someone might come to see what we
knew of the wizard. I can only offer you this half of a map, and this hawk
named Elrydian as your guide. Follow him and he will lead you out of our forest
labyrinth to the edge of the wer-infested lands. From there you must follow the
map to the tower of Deandro. If you stray from Elrydian’s path or from that of
the map, we cannot help you. Good luck and safe journey.”
They will offer healing to all protagonists who need it
and, if asked, will provide silvered weapons, including small amounts of
ammunition (since wer take debilitating wounds from silver.)
Scene 4: The Werwulf Woods
Elrydian will fly overhead and will lead the protagonists
down wide paths to the edge of the elven forest. He croaks out a message for
them to be careful and flies back into the safety of the forest. The
protagonists may make an Inspiration (10 – Illumination) draw to look at the
type of woodland they are moving into. The woods are very dark, gloomy, and
frightening. There are virtually no sounds, save for wind rustling through the
trees. The protagonists will feel as if they are being watched. The more
successes they achieved, the stronger the feeling. Every once in a while,
anyone who got at least two successes on their Inspiration draw will hear a
wolf howl or (if they have an enhanced sense of smell) will catch the scent of
both wolf and human in the breeze.
The protagonists will at some point spot a deer go by with
its side ripped open. Soon a group of unarmed men rush by accompanied by a
werwulf. (The werwulfs should number the same as protagonists.) The
protagonists notice that one of the normal looking men begins taking off his
clothing as he also begins changing forms into a werwulf. Soon all the men will
follow his lead in transforming into werwulfs as the deer falls to the ground.
The wer dive onto the deer and begin ripping it apart. The protagonists can
either fight the wer or try to remain hidden. If the protagonists try to remain
hidden, each protagonist should make an Instincts (11 – Stealth) draw versus a
5 card (9 diff.) draw for the werwulfs’ chance of spotting them. (Stealth defaults
to Criminal.)
Werwulf (wer form)
Aspects: Inst 6, Int
2, Per 5, Dex 7, Res 6, Str 7, Insp 2, Pres 5, Spir 4
Abilities: Martial Arts 4
(Climb
3, Stealth 4, Intimidate 4, Punch (claw) 5, Alertness 3, Area Knowledge 4,
Animals 3, Hunt 5, Orienteer 4, Survival 4, Track 5, Illumination 3)
Torment:
Lycanthropy 5, Distinctions: Psyche
-2
Sustenance: Sleep, Fresh raw meat, Animus:
10
Powers:
Adrenal Surge (1) (Requires a Spirit (9) draw and costs 2 animus to use. Gain
+1 Str or +1 Res per success until end of fight. One use per fight.), Enhanced
Senses (-3 diff.), Regeneration (1), Sixth Sense (Ghost sight)
Speed:
4, Act on Turns: 3, 5, 8, 10, Destiny: 6, Backlash: 3
Attack:
Claw, Base Attack: 7 (4 diff.) draw, Dam:
Atk. Successes +3
Attack:
Bite, Base Attack: 7 (5 diff.) draw, Dam:
Atk. Successes +3 (debilitating damage)
Life:
16, Armor: None, Resistance Draw: 6 (7 diff.) draw
If the wer get more successes, they spot the protagonists;
for each success over the protagonist, one wer spots the protagonist. If the
protagonists try to run from them, then a Dexterity (13 – Run) draw is
required, versus the same draw for the werwulfs. One wer will follow each of
the protagonists. A wer must get a cumulative total of 15 successes over a
protagonist’s successes in order to catch that protagonist. Each protagonist
and the werwulfs that chase them should make seven draws. If a protagonist
chooses to turn and fire a gun, then the protagonist is considered to have
gotten zero successes on her Run attempt, but may take a couple of shots at the
werwulf. If a werwulf catches a protagonist, combat will occur until the
werwulf kills the protagonist or the wer takes over half its Life score in
damage. Any werwulf that runs away will flee back to the commune howling all
along the way that there are intruders.
If the protagonists are not caught or killed by the wer,
the wer soon wander off. Not much later, the protagonists will find themselves
nearing a small wer commune filled with rustic-looking homes and lots of large
fields. There are no livestock or even pets running around. An Inspiration (12
– Illumination) draw is required. Any protagonist that gets one success senses
something wrong. For two or more successes, the protagonist will notice that
the wheat in the fields changes shape as it blows in the wind (as a result of
the same “changing virus” that affects the werwulfs.) A terrible stench comes
from one area which features a 20-foot deep pit drenched in blood and guts, as
well as a huge stone dolmen covered in blood, magickal symbols, and countless
human and animal bones.
There are two werwulf guards on the property; one near the
“bloodpit” and one near the houses. They are in human form and are armed with
double-barrel shotguns. If any werwulf from the woods warns the commune about
the intruders, however, then there will be about a dozen or more werwulfs
prowling the commune in human forms with weapons. The protagonists would be
best advised to get beyond the werwulf-controlled lands as quick as possible.
Wer (human form)
Aspects: Inst 4, Int
3, Per 3, Dex 5, Res 4, Str 5, Insp 2, Pres 3, Spir 4
Abilities: Athletics 1, Criminal 1, Martial Arts 4, Melee 2, Modern
Life 1
(Firearms
2, Murder 2, Stealth 2, Intimidate 2, Axes 3, Clubs 3, Knives 3, Alertness 2,
Area Knowledge 4, Animals 1, Herbalism 2, Hunt 4, Orienteer 4, Survival 4,
Track 3, Eldritch 2, Illumination 3)
Torment:
Lycanthropy 5, Distinctions: Psyche
-2, Resources +2
Sustenance: Sleep, Fresh raw meat, Animus:
8
Powers:
Adrenal Surge (1) (Requires a Spirit (9) draw and costs 2 animus to use. Gain
+1 Str or +1 Res per success until end of fight. One use per fight.), Enhanced
Senses (-1 diff.), Regeneration (1), Sixth Sense (Ghost sight)
Speed:
3, Act on Turns: 4, 7, 10, Destiny: 6, Backlash: 3
Weapon:
Double-barrel shotgun, Base Attack: 5 (8 diff.) draw, Dam: Atk. Successes +4 (It can be used
for two attacks at once. The attack successes for the second shot are the same
as for the first, but the damage from the two attacks may be resisted
separately.)
Life:
12, Armor: None, Resistance Draw: 4 (7 diff.) draw
Feel free to threaten the protagonists with werwulfs
chasing them, but you need only increase their paranoia and the intensity of
the scene without resorting to violence, unless necessary to make them believe
the threat is a real one.
Scene 5: The Ghost Town
The protagonists eventually wander from the werwulf woods
into an abandoned small town that looks like something right out of the 1930s.
There are a few small stores and a dozen or more homes along one brick street.
The street intersects with another street with houses along it as well. About
400 yards behind the houses along the intersected street is a moat and bailey
castle sitting atop a grassy mound with two lines of Magnolia trees in front of
it. Within the walls of the castle stands a tower that is about 50 feet in
diameter and 130 feet in height. This place does not appear on any maps and is
not exactly “real” in that mundane humans cannot find there way here . . .
unless they are brought here by the residents.
Another Inspiration (10 – Illumination) draw may be made at
this point for looking into the Reverie. Those who achieve any successes will
notice that they are deeply out of touch with the “real world.” Those who
achieve two successes will catch glimpses of human-like figures watching them
out of the corner of their eye. Those who achieve three successes will catch
glimpses of ghostly figures from the 1930s, but the figures will not talk to
them and will disappear if confronted. Mostly they just peek out at the
protagonists from the windows of their homes. Those who achieve four successes
will wander away from the group and will encounter an old man sitting on a
bench outside one of the houses. The kindly old man will be polite and will
greet those who see him. He is just a ghost. But he seems real and solid to
those who see him. (If treated poorly, he will simply disappear.) If approached
in a civil manner he will provide the following information:
“I guess you’re a
headed toward that big building back behind my house (as he is pointing back
toward the castle.) You bedder be careful, ‘cause I’m tellin’ you, evil’s afoot
over there, evil’s afoot. A dead man killed the man who owned the place and
brought in somebody even nastier than himself. It stinks of Ol’ Nick, you know
– the devil’emself – I tell ya. And them wolfmen too. They’re a comin’ by here
every day now. Can you imagine what this’s done to my property value? Come
inside and I’ll fix you some tea.”
If the protagonists go inside, the old man goes into the
kitchen and disappears. If they do not, he goes on inside without them.
The protagonists may encounter one other ghost along the
way. As they are walking toward the castle, all protagonists who got at least
one success on their last Inspiration draw see a young boy hiding in a small
hollow behind the branches of a Magnolia tree. (You may allow for another draw
for those who failed their first draw.) The boy may be recognized as Deandro’s
servant, Rupert. The poor boy is now a ghost who is so afraid of the castle
that he will not go in it. The participants have seen Rupert before with
Deandro and know he is the wizard’s servant. If Rupert sees them, he will
nervously go to meet them and tell them:
“My master has been
killed by one of the un-dead; a revenant called Lord Ardis. The creature has
not only taken up residence in my master’s tower, he forced all of Deandro’s
apprentice’s to summon a demon. The creature and its demon master killed all
the apprentices while they were weak from the summoning. I haven’t been back
inside, since they have taken to destroying even the ghosts that used to always
walk the halls of the castle. They are filling it with their own servants. But
if you are going in, I’ll lead you to the chambers of the two monsters. And if
you slay them, I’ll see to it that you are rewarded.”
Rupert will lead the protagonists to the castle.
Scene 6: The Tower of Death
The castle looks like something straight out of the pages
of history. However, the interior of the castle is far different from its
exterior. The interior is almost like an English manor house in it décor and
level of comfort. The castle contains all the amenities of modern day living,
including phones and televisions, but none of the electronic or electrical
devices within the house are working properly, save for the lights and the
intercom system, which is playing classical music. The castle is very spooky
and contains many secret passages in the walls, and underground levels that are
still medieval in appearance.
Rupert will lead the protagonists through many secret
passages. The rooms they pass by include bedrooms, bathrooms, a dining hall, a
study, and so on. At one point the secret passage the protagonists are in will
open up into a large dark room in which they will encounter a strange djinn
spirit that quickly takes on physical form in this Reverie world. The creature
stands about 8 feet tall and is very hefty. It is hideous looking; with dark
green skin covered in bumps, a long mane of silver hair, yellow glowing eyes, and
tusks. The creature is very muscular and fearsome. It wears black and silver
plates for armor and carries a lightning scimitar as a weapon.
Djinn Spirit
Aspects:
Inst 5, Int 4, Per 6, Dex 5, Res 6, Str 9, Insp 3, Pres 5, Spir 4
Abilities:
Athletics 3, Humanities 2, Influence 3, Martial Arts 5, Melee 3, Supernatural 2
(Stealth
3, Antiquities 3, Evasion 6, Swords 6, Alertness 4, Astral 4, Illumination 4)
Torment:
Hubris 5, Distinctions: Biography
+2, Psyche +3, Resources +4
Sustenance: Food, Water, Sleep, Animus:
12
Powers:
Enhanced Senses (-2 diff.), Flight, Heightened Grace, Regeneration (1), Vision
Powers (thermal vision, ultravision)
Speed:
4, Act on Turns: 3, 5, 8, 10, Destiny: 12, Backlash: 3
Weapon:
Scimitar of Lightning +2, Base Attack: 5 (3 diff.) draw, Dam: Atk. Successes +7
Life:
20, Armor: Plate, Resistance Draw: 11 (7 diff.) draw
Should the protagonists make it past the guardian, they can
slip through the inner courtyard, which has two corpses lying within it,
including Rupert’s. Rupert will hurriedly lead them into the tower through a
secret entrance. The tower itself is still very medieval on the interior as
well as the exterior. The tower is used primarily for magick study and rituals,
so most every room has magickal symbols on the walls, floors and ceilings. The
furnishings are spare, since many of the chambers are laboratories for the
study of alchemy, featuring both modern and ancient equipment. Some of the
rooms have 10-foot ceilings, while others have 40-foot ceilings.
The demon and the revenant may be found in a room where the
spirits of ten humans have been encased in stone sarcophagi with glass lids. A
single spirit in somewhat physical and humanoid form writhes around inside each
sarcophagus, screaming in agony, while a red glow within the sarcophagus
creates a hellish glow. In addition, there are six open, unfilled sarcophagi in
the room. There are copper tubes leading from the sarcophagi to a large stone
circle that is standing up like a portal. There are red glowing magickal symbols
on the stone circle and a humming noise coming from it fills the room. The two
villains turn from their discussion at a desk near the end of the room to face
the protagonists.
The revenant is a pale-skinned man who looks to be in his
mid-thirties. However, he has no lower body. Instead, the upper half of his
body is mounted at the waist to a brass floating disk by clamps that are
magickally unbreakable. He has long black hair and wears a gray shirt. The
creature is armed with a wand that projects lightning bolts. He will float
around within the room, blasting his opponents. The demon is a beautiful woman
dressed in a black leather outfit, with huge black wings. She can arm herself
with a sword she can generate out of fire.
Lord Ardis (Revenant Villain)
Aspects:
Inst 6, Int 7, Per 6, Dex 8, Res 7, Str 7, Insp 5, Pres 5, Spir 6
Abilities:
Criminal 5, Humanities 4, Influence 2, Martial Arts 2, Melee 4, Modern Life 1,
Sciences 2, Supernatural 5
(Accuracy
6, Stealth 6, Language 7, Research 5, Deception 6, Intimidate 4, Blind Fighting
4, Evasion 7, Grapple 4, Alertness 3, Mathematics 4, Medicine 3, Arcana 7,
Illumination 6)
Torment:
Detachment 8, Distinctions:
Biography -3, Eldritch Ties +4, Physique -5, Psyche -3, Resources +4, Servitors
+3
Sustenance: Lifeforce, Animus: 46
Powers:
Enhanced Senses (-2 diff.), Heightened Grace, Regeneration (2), Sixth Sense
(“second sight” – see ghosts)
Speed:
5, Act on Turns: 2, 4, 6, 8, 10, Destiny: 24, Backlash: 17
Weapon:
Lightning Wand, Base Attack: 8 (5 diff.) draw, Dam: Atk. Successes +4
(Lightning
Wand, Dex (10 – Firearms) draw for attack, Damage: +4, costs 2 animus per shot)
Attack:
Claw, Base Attack: 8 (7 diff.) draw, Dam:
Atk. Successes +2 (debilitating damage)
Life:
50, Armor: None, Resistance Draw: 7 (7 diff.) draw
(Lady Murella) Demon Villain
Aspects:
Inst 7, Int 7, Per 5, Dex 6, Res 10, Str 5, Insp 7, Pres 7, Spir 7
Abilities:
Athletics 5, Criminal 4, Humanities 5, Influence 5, Martial Arts 4, Melee 6,
Modern Life 3, Supernatural 6
(Murder
7, Stealth 7, History 6, Music 7, Religion 7, Deception 7, Romance 7, Evasion
6)
Torment:
Repentant 2, Distinctions: Biography
-4, Eldritch Ties +4, Physique +5, Resources +5, Temporal Ties +3
Sustenance: Fear, Hatred, Suffering, Animus:
6
Powers:
Enhanced Senses (-2 diff.), Regeneration (3), Vision Powers (thermal vision)
Speed:
2, Act on Turns: 5, 10, Destiny: 0, Backlash: 3
Weapon:
Hellfire Sword, Base Attack: 6 (5 diff.) draw, Dam: Atk. Successes +6 (debilitating
damage) (the sword will dissipate upon her destruction)
Life:
52, Armor: Leather, Resistance Draw: 11 (7 diff.) draw
The revenant
speaks: “We knew someone would eventually
come, but we had hoped for some eldritch who would prove more . . .
challenging.”
Demon: “And more beneficial in providing us energy.”
Revenant: “But you will do. We will place you into the coffins and
drain your dead souls of energy to increase our own powers even more.”
The battle begins. If the protagonists win, the lids on all
the sarcophagi explode, releasing the spirits contained within. If during the
battle a protagonist breaks or removes the glass lid on a sarcophagus
containing a spirit (simply by using an attack to do so), the spirit is
released and both the demon and the revenant each take 3 points of permanent
damage that may not be healed by any means (and no Resistance draw is made to
prevent or reduce this loss.) In addition, the revenant and the demon also
permanently lose 3 points of animus that may not be regained.
If the revenant is destroyed, a grim reaper appears from
the shadows in a corner of the room in its well-known form (black cloak,
skeleton, and scythe.) The reaper will laugh as it pulls the translucent soul
of the revenant from its body and drags it down a set of stairs within a black
portal that temporarily opens on the floor. The demon’s mangled body will
simply turn to black, bubbling oil that dissipates.
In addition, one of the spirits released from the
sarcophagi appears at the end of the battle, if the protagonists win. It is
Deandro, and he tells the protagonists:
“Thank you for your
rescue. Fear not for me. I am an Osirian, so I will be born into a new life
soon. My apprentices may now pass on into the Afterlife, free of the revenant’s
curse. Take whatever you wish from this place and leave, as the spell that held
it together will unravel within one hour, trapping you here forever. You may
use the stone portal to return to your home. (He points at the standing ring
and some woods beside a road appear within it.) Good bye and thank you.”
You can allow the protagonists to take whatever you want
them to have, such as the wand used by the revenant, an ancient dragon-crafted
artifact, a magick amulet once owned by the Aesir, a magickal sword (like the
one in the orc’s lair), lots of gold. Let them have whatever you feel they
deserve.
The protagonists return back home and may report their
findings back to the daevan households and the Court of Night.
Copyright 1998 by Steven C. Brown and
Visionary Entertainment Studio, Inc.. All rights reserved.