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 in the Secret World

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

 

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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)

 

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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)

 

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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)

 

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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.

Levitation: This power allows the gargoyle to rise into the air and float about as if she is weightless. No card draw is required to levitate. The use of this power costs 1 animus and levitation may be used for the remainder of the scene at no additional animus cost. The gargoyle may use her wings to propel herself through the air at speeds up to thirty miles per hour.

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)

 

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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.