Shadow Wars
BACKGROUND 1 -THE PRECURSOR RACES
The precursor races are a group of plane faring (pf) and
space faring (sf) races that preceded humanity and are now
thought to be extinct. They left a number of ruins, shades,
gates, artifacts and toxic waste dumps. Their leavings are a
soure of surprise and mystery in the world.
I. MAJOR PRECURSOR RACES
The major precursor races and their allies dominated prior
to the collapse. They consisted of natural and unnatural races
(explained later).
A. Shannella (pf/natural)
humanoid (varient humans)
tychistic/magic oriented
The Shannellan shapers varied in size from 60 to 400 pounds
and from 4' to 7.' Most common were those in the 5' to 6' and
the 120 to 200 pound range.
There were two major racial groups. The first had silver
hair and golden skins. The silver ranged in light grey to almost
black and the golden from light tan to deep mahogany. These were
arrayed in septs named after the various natural forces. Shaper
masters would go by a metal and a sept name (e.g. Golden Storm).
The second major racial group had golden hair and silver
skins. The golden ranged from dark brown to pale blond and the
silver from blue black to almost albino. These were arrayed in
three to four generation family groups named after geophysical
attributes and had personal names reflecting aspirations or
feelings (e.g. Bright-Glory Marsh or Victorious Mountain).
In modern racial terminology both groups would be caucasian-
oriental crosses.
B. Builders a/k/a Tc'cha (sf/natural)
humanoid (varient humans)
scientific/technical/bio-engineers
The Tc'cha and their successors were mostly green-brown in
color and large in size. Servent races were bio-engineered to be
smaller and different in color. Servent races were of two human-
oid types. The "true" or "natural" (the two words are the same
in Tc'cha) servent races were fertile and had full civil rights.
The bio-tool races were not fertile and were considered
property. While such races were initially not sentient and
derived from animal stocks, in the late Tc'cha eras almost all
were sentient and derived from human stock.
The Tc'cha were similar to negroid stock.
Note: lios alfar, derrows, modern humans and a number of related
semi-interfertile species are all decended from the Shannella and
the Tc'cha (including servant races).
C. Chela (sf/pf/unnatural)
copper blooded lobster squids
deep oceanic dwellers, magic oriented
These deep ocean dwellers used spacecraft and also dimension
travelled. Their spacefaring was magically based and toxic.
Chela spacecraft left poisons wherever they traveled. The Chela
magics were generally manipulated using their venomous ink or
their blood.
The Chela hunted their own young and feasted on each other
whenever possible. The bred prolifically and the young had
fragments of their parents knowledge magically transmuted to
them. A new-born Chela had a deranged composit of its parents'
personalities and about 25% of their capabilities.
If it survived long enough to integrate its personality
traits and establish its own self-hood it qualified for member-
ship in Chela society and was free from unprovoked attack. Until
it integrated it had a dull coloration, integration changed the
external shell into brighter colors.
D. Tienna (sf/unnatural)
mycogenic shapechangers
low pressure/vacuum dwelling technocratic
The Tienna had a non-ecluidian technology that was based on
probability and applied topology. They often dwelt on frozen
worlds (e.g. they coveted Pluto) but could withstand heat and
pressure up to and including earth norms.
Tienna were present everywhere in small numbers. In times
of great peril they could disintegrate into spores, the first of
which to reach second stage growth would incorporate the original
personality and shift to fourth stage, the rest being left virtu-
ally mindless. These could be raised to adult Tienna through
normal child-rearing, but were most often used as slaves and
creatures of burden.
Most Tienna did not understand that the third stage Tienna
were the child form of the race and were woefully ignorant of
their own biology.
E. Shllthaa (sf/natural)
proto-mammal humanoids. SO4 blood, oceanic
technical oriented, racial hatred of Chela
scaled, gilled.
The Shllthaa race is still part reptile. They are proto-
mammals, gilled and long and thin. The Shllthaa are dark in
color, humanoid in shape, and convoluted in culture having de-
grees of honor and commitment.
The Shllthaa race sponsors embody in type of proto-squid
that can house the spirits of the dead when properly evoked.
Shllthaa can achieve a limited form of immortality by passing on
into squid forms and bodies, finding new ones as the old ones age
and fail.
The Shllthaa often dwealt in the oceans of their allies,
trading the surfaces of their own worlds for ocean depths else-
where. They were valuable allies.
F. Korlinth (sf/pf)
magical light spiders
high atmosphere/space dwelling
The Korlinth were a truly magical race that did not have
completely physical bodies. They were creatures of magic and
light who dwelt in the upper atmospheres of planets -- often
without the surface dwellers ever being aware of their presence.
Many escaped into the mythic or dream realms.
Korlinth are capable of cross-species transfers. Such
pairings result in Korlinth with the shape of the alternate
species and the substance of the Korlinth. Such shapes are added
to the genetic heritage and groups of similar shapes will breed
true. Thus Korlinth can be found in groups of almost any shape.
The alternate shape Korlinth are slowly returning now that
the magic has returned. They can deal with raw Leynd forces and
filter them for the use of others.
G. Eavett (sf/unliving or unformed)(unnatural)
weasel serpents
scientific and magic using
These compete for the same biorealms as humanity. Their
average mass is 40 to 60 pounds (size 3 to 5).
SIZ: d3+2
CON: 2d6+6
STR: d6+3
INT: 2d6+6
POW: 2d6+6
Treat them like warped and chaos filled weasel serpents.
They and ferrets have similar biologic constraints.
H. Saa Targ (sf/natural)
multiform reptiles
technically oriented, extremely hot biospheres
These compete for biorealms similar to Venus. They are very
reptilian.
There are four branches of the Saa Targ. The first is an
organized society with sharp genetic differences between castes
(imagine our society if monkeys and apes were sentient and had
civil rights). The second is a warrior society, also orgainized,
with members that have d3 similar forms available to them (imag-
ine a human society where members could change into d3 types of
monkeys or apes).
The third branch is a primativist grouping that by magic cut
itself off from technology and gained in return extended lifespan
and regenerative powers. The fourth branch is similar to the
Builders in outlook and actions, engaging in geneforming and
expansionism.
All four branches are very reptillian in outlook and ac-
tions.
I. Spawn (very unnatural)
parasitial larvae of the unformed and unliving
There are numerous and numberless types and differentiations
of spawn. They comprise a number of races of sub-types of all of
the above and of animals in their biospheres.
II. MINOR PRECURSOR RACES
A. Oraanth (sf)
bioengineered, original geneform lost
major groups are marsupials and arboreal apes
Oraanth were a very mercenary race completely given over to
their own perceived benefit. No species loyalty. Often hired as
mercenaries.
The two major groups had been geneformed to look like mar-
supials and like arboreal apes. They generally took opposit
sides in conflicts and despised other Oraanth shapes.
B. Pathan (sf/pf)
multiple biosphere squid
low tech, low magic
The Pathan were a weak race that dwelt at sufferance in many
biospheres as inexpensive labor.
They looked like squids with thin shells covering their
mantles and 10 long, thin arms, 2 shorter and stronger ones.
They manipulated with the thin arms and handled strenghth tasks
with the short ones.
Pathan can be generated using d6+3 for all requisites.
C. Ktthjj (pf/unformed)(unnatural)
leprous unfomred, powerful pf
few sites
These leprous unformed were powerful magical focuses. Often
thought of as individuals, they were a race whose hatred of life
included itself.
Many Ktthjj leached into the Leynd lines in the long failure
that followed the Teynd binding and the counterstroke. The
slaying of the Ktthjj leaching the Earth's leynd line resulted in
an outpouring of magical energy following the lost weeks of
summer.
Generally, if magical force is greatly reduced in a solar
system or on a planet, a Ktthjj cluster is vamprously leaching
the leynd energies from the reduced area.
Note that many of the resurgent Builder worlds are magic-
dead due to Ktthjj and that the Builders see the Ktthjj as a
shield against the Shannellan Shapers.
D. Dtagga
spider dragons. Allies of the Shannella.
The Dtagga were powerful shapechangers and chaos shapers.
Skilled diplomats, assassins and spies, they bred prolifically
with other races, though slowly within their own race.
They were extremely loyal and very pragmatic. "Need drives"
is a favorite saying.
E. Partha
pards. Allies of the T'chha, enemies of the Dtagga.
The Partha were very cat-like in nature and attitudes.
The Partha and the Dtagga were racial enemies. The Partha's
biological by-products (breath, urine, feces) were poisonous to
the Dtagga. This led to natural conflicts.
Certain magically enhanced Dtagga organs were the main
ingredient in Partha magics that granted long life and increased
fertillity. Dtagga shadows were also important substitutes in
major Partha racial sacrificial rituals.
The net result is a justifiable racial hatred of the Partha
by the Dtagga and a certain disregard for Dtagga rights by the
Partha. Because of the societal pressures created by the Partha
use of Dtagga victems, the Partha were incapable of honoring or
living in peace when Dtagga were available to hunt.
The T'chha used the Partha as shock troops, envoys and to
hunt the Dtagga for thier own benefit and to distress the Shan-
nallin. The two pairs of races were natural competitors and
enemies with the Partha a constant source of trouble.
F. Lqocca
hive creatures. The Lqocca possessed hive minds that
used a variety of hosts. The most prevelant host was
a chitenous flying insect about 1" in length with a
non-posionous lubricated stinger.
The Lqocca were natural despite persistent rumors. They
disgusted all that dealt with them or who came in contact with
them.
G. Crthxx
hive creatures and racial enemies of the Lqocca.
The most prevelant host was a type of humming bird.
The Crthxx were tainted with unnatural elements, but were
not racially disgusting and offensive in contrast to the Lqocca.
Both were victims of racial drives, the Lqocca to disgust (an
ancient defense mechanism), the Crthxx to serve (an ancient
symbiosis response).
In spite of being fully sentient, the Crthxx were thus often
used and mis-used as familars and hosts. The Lqocca were often
mistreated and shunned when they did not deserve the mistreat-
ment.
H. Krxx
crystal jovians
One of the few jovian races whose evolution had led them to
communicate with the races of the cusp. They thought rather
quickly, but with limited resources. Think of a person with
limited intelligence who is very patient, thinks quickly and is
"bright."
Krxx were often hired to serve as portions of intelligent
matrix computers or sentient starship hulls.
III. NATURAL AND UNNATURAL RACES
The Precursors consisted of natural and unnatural races.
The natural races belong in this reality and are natural to it.
The unnatural races are foriegn to this reality. They consist of
the unNamed (outsiders), the unFormed (chaos) and the unLiving
(antilife).
The unNamed are not naturally a part of this cosmos and have
come in from outside. They are predatory and unbalanced with
nonEuclidian patterns.
The unFormed are chaos spawn from the spaces between the
planes. Our ordered existance is hostile to them. The running
sores, decaying bodies and deliquescing flesh of some creatures
is mute testimony to their origins and unfitness for this space.
The unLiving are antilife creatures antithetical to our
existance. Those who merge the unLife with life are the unDead.
Most who appear to merge are actually husks with the life eaten
out of them and shadow memories leased to the antilife forces
within.
IV. PRECURSOR TIMELINE
A. CUSP
This was the time of the flowering of the multiplaner pre-
cursor civilization. It appears to have covered a sphere at
least 60 light years across at the widest point and to have had
hundreds (and maybe thousands) of intelligent species and sub-
species.
The Cusp was reached without any overgovernment being formed
and was a time of almost unlimited expansion. The major known
precursor races lacked central governments and did not practice
war as we know it at this time.
B. WARS PF TJE CIS[
Eventually the system of private vendetta, extended citizen-
ship, family and militaristic trade practices that was the Cusp
substitute for war failed to keep the peace. The major problem
was that expansion away from trouble was no longer as easy or as
preferable as it had once been.
Additionally, a number of precursor civilizations began to
tolerate or encourage unFormed, unLiving and unNamed in their
midst. Finally, the platform technologies group began a pattern
of commercial conquest that went beyond contract and trade meth-
ods and laws. Underlieing all of the major conflicts was the
matter of Shannallan-Dtagga vs Builder-Partha.
Organized pan-cultural military conflicts with undefined
goals began to become common. True wars and military alignments
occured.
C. THE TEYND BINDING/COUNTERBLOW
The Teynd binding was a magical ritual of the unFormed and
the unNamed which caught up chaos shaping powers into the hands
of unLiving technosorceror-priests. Interestingly enough, the
faction that created the Teynd binding was outside of the Dtagga-
Partha conflict.
The Teynd gave magical power to the unLiving by opening up a
pathway outside which also disordered and/or suspended (depending
on type and form) all other magic in the twelve dimensional space
of the Cusp.
The Teynd binding had a speed of dispersion of L3 and an
intensity that was attenuated by d3/d2 and that doubled in
strength every 22 days (the period of rotation of the moon the
magic was bound to). The Teynd binding was held in abeyance by
powerful magics that built pressure like an overfilled dam.
The abeyance was an enchantment formed by enemies of the
unNatural who had detected the Teynd prior to its completion.
With the abeyance they fought the magical power and binding of
the Teynd and kept it focused on its site of origin (a planet
between Mars and Jupiter). The abeyance forced an alliance
between the Shannalla and the Builders.
In addition to supporting the abeyance, the Shannalla/Build-
er alliance formed the counterblow, a combination of technical
and magical counter-strokes bound to solar magics, which distort-
ed and altered the shape of space (at the same intensity,
strength and speed of dispersion as the Teynd) to make nature
inherently hostile to the unNamed, unLiving and unFormed, pre-
venting them from any renewal while in the reaches of the twelve
dimensional spaces.
The counterblow spread like fire, consuming and altering the
unnatural in its path. The destruction of myriads of unLiving
sorcerer-priests actually increased the power of the Teynd and
the pressure it placed against the abeyance as the priests who
perished had been restraining and leaching the power of the Teynd
to avoid disaster from the pressures that were building.
D. THE COLLAPSE
The abeyance failed as the pressure built. The Teynd spewed
forth at its intensity and rate of propigation as if there had
never been an abeyance. The distortions in space destroyed the
planet upon which the Teynd had been centered. They also dis-
solved all structures created by sorcery and shaping within the
solar system where the Teynd was centered.
The release of the Teynd led to a collapse of magic, shaping
and binding as well as destroying the ability of the precursors
to travel faster than light by the technological, magical or
probabilistic methods known to them.
Many of those caught in the destructive forces had time to
prepare and cast their essences into a variety of patterns,
dreams or other spaces. In addition, the Teynd binding itself
created echoes in space of the suppressed or distorted magics it
overwhelmed. Almost everyone had a plan that they expected would
allow them to survive the unleashed forces. They miscalculated.
Echoes, dreams, essences and the like aside, the entire cusp
civilization collapsed some time before 200,000 to 120,000 B.C.
(considerable time and space warping occured during the
collapse). The collapse was total and complete with the sur-
vivors devoid of any usefull skills, tools or memories. All
shapings failed.
All that remained of the Cusp civilization was the echos,
dreams and magical remnants cast into dream and shadow. Both the
counter-blow and the Teynd binding remained, with the Teynd re-
centered between several volatile and fluctuating sites. The
counter-blow became a permanent change in the shape of space.
E. THE RISE OF THE NATHA BUILDERS (nA'TC'CHA)
The Natha were a sub-set of the Tc'cha (or Builders) who
were able to rise from the ashes of Tc'Cha colonies around 50,000
B.C. when they began to herd animals and work copper.
40,000 B.C. discovery of regeneration anagathics
genesplicing begins
10,000 B.C. slower than light ships
gene wars, fast plagues
slow plagues, AIDS virus
5,000 B.C. beginning of the collapse of the Natha Builders
slave wars, stasis fields
1,015 B.C. first probability FasterThanLight drives built
1,000 B.C. return to barbarism, collapse.
F. THE RISE OF THE H'CHA BUILDERS
500 A.D. electricity rediscovered.
1,000 A.D. discovery of bio-slow anagathics
~60,000 population, three cities
1,500 A.D. first probeship makes earth fall
~95,000 poplation, fourteen cities (including colonies)
1,700 A.D. transistor fusion FasterThanLight discovered
1,850 A.D. FTL commercially available
1,900 A.D. surveys begin, AIDS virus introduced to Earth
1,990 A.D. Teynd pact broken, lost weeks,
official first contact
Ktthjj blocking Earth's leynd lines slain.
105,000 population, twenty cities (including colonies)
G. HISTORIC TIME
In 1990 A.D. The Teynd pact was broken. This destroyed the
Teynd binding and the pathway. The impact was dramatic as
dreams, echos, memories and chords impinged. Many were lost into
dieing sighs on empty planets, but wherever there was sentient or
near sentient life, that life was wrapped in the return of power.
The breaking of the Teynd pact was almost by accident. The
binding had been created by a pattern of sacrifice controlled and
maintained for millenia by the pact. The entities that formed
the pact's cardinal points were forfit if they failed to provide
the necessary renewing sacrifices. (cf The Ballad of Tam Lynn).
Through the generations the original entities each made a
final slip and all had been consumed except for the carrion crow
Mgahhra. He/she/it/they had survived and was the last of the
cardinal entities. While others stood in the ritual and filled
the cardinal points of the pact, only Mgahhra's life and essence
connected the Teynd to the pact.
She had mind fogged and bound a person to be the ritual
"willing" sacrifice for the high summer ceremony in the year
1990. The omens were frightful, and he had to consume several of
the others who would have fled their positions on the cardinal
points. Mgahhra knew no fear, long life had leached all emotions
from it. They who were Mgahhra had no choice even if he/she/it/
they had fear.
The choice of sacrafice was a mistake. The man was freed
his brother who was a myth master whose existance was impossible
and whose success was inconceivable. With the sacrafice gaining
freedom, the Teynd forces backfired and the backlash consumed
Mgahhra and, in rending the last of the original cardinal points,
consumed itself, breaking the pact and releasing the binding.
Magic returned (at the C3 rate of dispersion) until equilib-
rium was reached (at about two weeks -- the time it took the
dispersion failure to reach the standing wave limits of the
Teynd).
On the other hand, the counterblow remained as a permanent
change in the shape of space (with a propagation limit equal to
the limits of the twelve dimensional space it was unleashed in.)
There would be no return to some aspects of precursor life.
(which is why many precursor artifacts will not and cannot be
made to work).
At the about the same time a hero slew/disabled the Ktthjj
parasite draining the leynd powers of Earth. The result was that
both magical forces and magical power returned to earth at about
the same time that magic in general gained a nine-fold increase
in power.
BACKGROUND 2 -- NUMBERS
1097.03196347 light years per second at C^2
6.43485600001e15 the diffraction speed
1900800 twenty two days worth of seconds
31536000 a light year's worth of time
(6.4348556*10^15)*1900800/31536000
3.87854310138e14 the standing wave radius in light years.
BACKGROUND 3 -- MORE ON THE PRECURSORS
The Chaos Spawn
The unNamed (outsiders), the unFormed (chaos) and the unLiv-
ing (antilife).
These are the three additional types of antagonists the
characters will face.
The unNamed are not naturally a part of this cosmos and have
come in from outside. They are predatory and unbalanced with
nonEuclidian patterns.
Think of some cthuloid monsters here.
The unFormed are chaos spawn from the spaces between the
planes. Our ordered existance is hostile to them. The running
sores, decaying bodies and deliquescing flesh of some creatures
is mute testimony to their origins and unfitness for this space.
Think of RQ chaos creatures and most cthuloid monsters here.
The unLiving are antilife creatures antithetical to our
existance. Those who merge the unLife with life are the unDead.
Most who appear to merge are actually husks with the life eaten
out of them and shadow memories leased to the antilife forces
within.
Think of undead here
BACKGROUND 4 -- MORE PRECURSOR DATA
Technical details of spacefaring
H'CHA BUILDER SPACE CRAFT
H'Cha spacefaring at faster than light speed is accomplished
by arrays of transitor fusion drive units arrayed like vanes.
The longitudinal axis determines the direction of drive, the mass
of the array determines the power generated, the ratio of length
to height of the vane determines speed vs. adjustability. In
real space the vanes also function as reaction and bent space
drives.
The drive units generate power, create force fields and bend
space. They are a combination powerplant, engine and defensive
system. While most ship systems use a single or double vane for
maximum output from the vanes installed, some use more vanes for
maneuverability or as a later upgrade for more power generation
and military ships often use triple or quadruple vanes. Fuel
consumption doubles per vane installed per unit of result. Thus
a single vane craft accelerating at 4G would use half the fuel of
a double vane craft accelerating at 4G.
Specialized fusion units and the drives are used as plasma
emitting weapons. In addition, ion canons, lasers, particle
beams and intelligent missiles are also used.
H'Cha spacecraft are generally constructed of metals, polym-
ers and plastics. Their construction and sensor technology is as
advanced as our civilian technology of 1987.
The maximum speed available sub-light from bending space is
32 gravities of acceleration per vane array, doubled per addi-
tional array. (It thus ranges as 32/64/128/256 gravities of
acceleration). The base gravity acceleration is determined by
the gravity well were the drive spine is tuned and generally
ranges from .25 to 16 earth normal gravities.
Each vane, when used for bent space acceleration, can buffer
the apparent acceleration by a power of four. (Thus one vane at
32 gravities would appear to be only 8 gravities. Two vanes at
32 gravities could be cut as low as 2 perceived gravities, etc.).
This keeps contents of ships from being smashed flat by bent
space acceleration.
Vanes generate reaction drive at a thrust equal to their
weapon rating. Speed resulting is determined by the mass of the
spacecraft vs the power of the thrust. There is no buffering of
internal acceleration.
The trans-light speed available, once the ship has reached
at least .1 C, is ({Ran 1 . . .3} * 3.7 light years per day *
entry speed)n where n = the number of vanes. Assuming an entry
speed of .5 C and average distribution that is a range of 3.7/
13.7/50.7/187.4 light years per day.
Note that with an entry at .1 C the median "trans-light"
speed is 0.74/0.54/etc.; at .2 C it is 1.5/2.2/etc.; at .3 C it
is 2.2 /4.9/etc. and that the Random factor can make a consider-
able difference.
NATHA BUILDER SPACE CRAFT
The Natha used a probability drive that was internally
mounted. The maximum speed obtained was C3 (the diffraction
speed).
Speed in actual use was generally linked to powerplant
capacity with an average speed of (RAN {1...9} * C2/{2RAN
{1...9}). They powered their craft by mu-meson cold fusion
drives and built them from self-healing transparent long-chain
silicon polymer crystal matrix forms.
The construction strength of the hulls was extremely high
and resulted from a theoretical breakthrough in null-gravity
engineering. For all practical purposes, treat the hulls as
indestructible, though extremely transparent to most electro-
magnetic radiation. The Natha interiors were roughly equivalent
to what our near future construction techniques should reach as
were the rest of their non-biological engineering techniques.
6.43485600001e15 miles per second (the speed of light cubed)
is the diffraction speed. In practice it works out to near
instantaneous jumps over a fairly large distance or approximately
20,4047,945.206 light years per second.
In spite of this theoretical speed, due to power plant
limits the actual speed of Natha craft was (1d9/1d9)*1097.032
light years per second which is relatively instantaneous over
short distances.
POWER PLANT NOTES
While the H'cha plasma fusion drives are powered by unfil-
tered sea water (they are robust and handle their own
intake/diffraction, etc.), the Natha mu-meson cold fusion drives
required extremely balanced and pure deuterium/tritium blends.
Refueling one would be difficult.
The Natha did not have the H'Cha plasma technology for
weapons and relied more on brute force weapons (e.g. nuclear
warheads) and complex sensor and evasion schemes. Many Natha
spacecraft were unarmed and relied purely on stealth methods for
protection.
LIFE SUPPORT NOTES
Both the H'Cha and the Natha Builders are/were not averse to
brute force life support engineering using large stores of food
and water and liberal application of energy.
BACKGROUND 5 -- MORE PRECURSOR NOTES
PRECURSOR GROUPS
There were five major groupings of Precursor Civilizations
at the time of the Cusp. They were the Shannallin/Shaper Group,
the Builder Group, the Platform Technologies Group, the Swarm
Group and the Kjjhti group.
The Shannallin/Shaper Group was a society of high magic that
focused on chaos shapings. They used paper and silk as their
basic form materials and built extensively with chaos shapings
bound to paper and/or silk patterns. When chaos fled all that
remained was paper and silk.
The Shannallin/Shaper Group contained relatively few racial
groups as major players and had no central government, law or
legislative bodies. It was moderated somewhat by the existence
of magical entities who were intimately entwined with Shannallin
society and by extended family chains. Shannallin family chains
often co-operated with individual Builder enclaves in joint
projects.
While many individuals and most magical entities were hos-
tile to the anti-pattern, no institutionalized response existed.
As a result, the Shannallin resisted the unPatterned stoutly in
individual clashes but rarely moved against them as a society.
The Builder Group was a technological and geneform oriented
society that focused on space bending and bioengineering. They
built extensively with bent space masked by natural structures.
Where a Shannallin/Shaper city would be a riot of color, forms
and towers, a Builder city would generally be concealed within
bent space and would appear to be merely the original natural
mountain stone formation that attracted a city planner. When the
rules changed, most of the Builder bent spaces collapsed.
The Builders spawned a number of races as well as including
many in their original alliances and gene pools. They were
generally guided by councils of planners and formed city states
and leagues of city states.
The Builders had no individual antipathy to chaos or the
unPatterned. Sophisticated racial and individual efforts allowed
a significant penetration by unPatterned into the Builder
leagues. In the long run, the planners found the unPatterned a
hostile force and Builder societies began purges that cumulated
in moving against the unPatterned as a societal response.
The Platform technologies combined computers, magic and
mechanical engineering. They were united by a system of merchan-
tile trade courts, an anti-corruption paramilitary police force,
and semi-legislative trade councils. They had five major human
racial groups (the three we have and two lost to our gene pool)
and members from every Shaper and Builder Group.
The Platform technologies built in "real" materials in a
culturally diverse manner. They had an aggressive merchantilism
pattern that they routinely imposed on those they dealt with
(much as the USA imposes its civil rights agenda on those it
deals with). To deal with the Platform was to be "corrupted" by
its systems and drawn into the group.
The Platform had great difficulties with the unPatterned,
continually attempting to force them to act as groups in accord
with Platform rules. Towards the end, 95% of Platform police
actions targeted the unPatterned.
The Swarm Group was a collection of insect and slime derived
races. It also had some reptile septs. The swarm covered a
large variety of terraformable worlds, built its structures of
biological products and was extremely rapacious. Its threat to
outside groups was greatly ameliorated by its rapaciousness
within.
Most Swarm group members were governed in biologically
imposed patterns that fitted the individual races well but that
did not transfer to other members of the Swarm. The Swarm mem-
bers dealt with each other in treaty, alliance and piracy in a
manner familiar to anyone who has ever played the parlor games
Diplomacy or Risk.
The Swarm Group had unPatterned members who were difficult
to distinguish from the "normal" insects, reptile septs, "slimes"
(viral group intelligences, forest and ocean slime-derived intel-
ligences and bacteriaologic intelligences) and related races that
developed intelligence from forms low on the evolutionary scale.
The unPatterned did not alter the Swarm Group societies they
corrupted and the group had no response to the unPatterned that
differed from its response to the universe at large.
The Kjjhti group. This was an unPatterned Group of corrupt-
ed races and societies. It was a dog-eat-dog, survival of the
fittest society ruled over by powerful unDead sorcerers and
unLiving shaman. It was named after the race that tended to rule
the major power centers.
The Kjjhti group was similar to the Swarm Group, but without
biological imperatives to the patterns of government for most
groupings. The Partha-related spawn and the Chela both had
organized racial societies as did many smaller groups. However,
conquest and/or warfare was common and often distorted or de-
stroyed such groups.
Kjjhti clusters often attempted to master clusters of worlds
outside of the Kjjhti group sphere. The actions of the clusters
often led to extreme responses by such groups against all unPat-
terned in general and Kjjhti held worlds in particular. In
addition, the Kjjhti were able to leach the leynd power flow and
many devolved into powerful parasites with no other reason for
existance.
The Kjjhti had to deal with the disintergration caused by
the influx of the unPatterned and had their most difficulties
where the success of the unPattern was the least restrained. The
only countervailing force was their own self-hatred and the
balance that they were able to achieve from time to time.
BACKGROUND 6 -- EVEN MORE PRECURSOR DATA
THE PRECURSOR RACES
The precursor races are the group of plane faring (pf) and
space faring (sf) races that preceded humanity and whose of
ruins, shades, gates, artifacts and toxic waste are a source of
surprise and mystery in the world.
Some of these races still exist. The statistics for repre-
sentative individuals follow.
I. MAJOR PRECURSOR RACES
A. Shannella (Shannallin Shapers)//humanoid lios alfar
SIZ 6+2d6- (8-18)
STR 3d6- (3-18)
CON 7+2d6- (9-19)
CHA 3+3d6- (6-21)
APP 3d6+6- (9-24)
DEX 6+2d6- (8-18)
INT 12+2d6- (14-24)
POW 12+2d6- (14-24)
SAN {(POW + INT)/3}*5%
WIL 2d6 (2-12)
LUC 1d6* (1-6)
PTS 2d3 (2-6)
B. Builders a/k/a Tc'cha (sf/natural)
humanoid (varient humans)
scientific/technical/bio-engineers
SIZ 8+2d6- (10-20)
STR 9+2d6- (11-21)
CON 7+2d6- (9-19)
CHA 3d6- (3-18)
APP 3d6-2- (1-16)
DEX 5+2d6- (7-19)
INT 8+2d6- (10-20)
POW 6+2d6- (8-18)
SAN {(POW + INT)/4}*5%
WIL 6+2d6 (8-18)
LUC 3d3* (3-9)
PTS 1d3 (1-3)
Servent race
SIZ 3+2d6- (5-15)
STR 4+2d6- (6-16)
CON 7+2d6- (9-19)
CHA 6+2d6- (3-18)
APP 6+2d6- (6-18)
DEX 6+2d6- (8-18)
INT 6+2d6- (6-18)
POW 4+2d6- (6-16)
SAN {(POW + INT)/3}*5%
WIL 2d3 (2-6)
LUC 1d3* (1-3)
PTS 2d3 (2-6)
C. Chela (sf/pf/unnatural)
copper blooded lobster squids
deep oceanic dwellers, magic oriented
SIZ 7+2d6- (9-19)
STR 8+2d6- (10-20)
CON 9+2d6- (11-21)
CHA 2d6- (2-12)
APP 2d6- (2-12)
DEX 7+2d6- (9-19)
INT 6+2d6- (8-18)
POW 6+2d6- (8-18)
SAN {(POW + INT)}*3%
WIL 3d6 (3-18)
LUC 2d6* (2-12)
PTS 1d3 (1-3)
D. Tienna (sf/unnatural)
mycogenic shapechangers
low pressure/vacuum dwelling technocratic
SIZ 3+2d6- (5-15)
STR 3+2d6- (5-15)
CON 10+2d6- (12-22)
CHA 3d6- (3-18)
APP 3d6- (3-18)
DEX 2d6- (2-12)
INT 10+2d6- (12-22)
POW 6+2d6- (8-18)
SAN {(POW + INT)/2}*5%
WIL 3d3 (3-9)
LUC 1d3* (1-3)
PTS 2d3 (2-6)
E. Shllthaa (sf/natural)
proto-mammal humanoids. SO4 blood, oceanic
technical oriented, racial hatred of Chela
scaled, gilled.
SIZ 10+2d6- (12-22)
STR 12+2d6- (14-24)
CON 10+2d6- (12-22)
CHA 3d6- (3-18)
APP 3d6- (3-18)
DEX 6+2d6- (8-18)
INT 5+2d6- (7-17)
POW 5+2d6- (7-17)
SAN {(POW + INT)/3}*5%
WIL 2d3 (2-6)
LUC 2d6* (2-12)
PTS 2d3 (2-6)
F. Korlinth (sf/pf)
magical light spiders
high atmosphere/space dwelling
SIZ 3+2d3- (5-15)
STR 3+2d3- (5-15)
CON 2d3- (2-6)
CHA 6+3d6- (9-24)
APP 6+3d6- (9-24)
DEX 12+2d6- (14-24)
INT 6+2d6- (6-18)
POW 18+2d6- (20-30)
SAN {(POW + INT)}*5%
WIL 3d6 (3-18)
LUC 1d2* (1-2)
PTS 1d2 (1-2)
G. Eavett (sf/unliving or unformed)(unnatural)
weasel serpents
scientific and magic using
These compete for the same biorealms as humanity. Their
average mass is 40 to 60 pounds (size 3 to 5).
SIZ d3+2- (3-5)
STR 3+2d6- (5-15)
CON: 6+2d6- (8-18)
CHA 3d6- (3-18)
APP 3d6+2- (5-20)
DEX 6+2d6- (8-18)
INT: 2d6+6- (8-18)
POW: 2d6+6- (8-18)
SAN {(POW + INT)/2}*5%
WIL 2d6 (2-12)
LUC 1d6* (1-6)
PTS 2d6 (2-12)
H. Saa Targ (sf/natural)
multiform reptiles
technically oriented, extremely hot biospheres
SIZ 7+2d6- (8-18)
STR 9+2d6- (3-18)
CON 9+2d6- (9-19)
CHA 3d6- (3-18)
APP 3d6- (5-20)
DEX 6+2d6- (8-18)
INT 7+2d6- (14-24)
POW 6+2d6- (14-24)
SAN {(POW + INT)/4}*5%
WIL 2d6 (2-12)
LUC 1d6* (1-6)
PTS 2d3 (2-6)
I. Spawn (very unnatural)
parasitial larvae of the unformed and unliving
Generic Spawn
SIZ 4d6-3- (1-21)
STR 4d6-3- (1-21)
CON 4d6-3- (1-21)
CHA 3d6-3- (0-15)
APP 3d6-3- (0-15)
DEX 4d6-3- (1-21)
INT 5d6-6- (-1-24)
POW 5d6-6- (-1-24)
SAN {(POW + INT)}*5%
WIL 3d6-3 (0-15)
LUC 2d6-3* (-1-9)
PTS 2d6-3 (-1-9)
II. MINOR PRECURSOR RACES
A. Oraanth (sf)
bioengineered, original geneform lost
major groups are marsupials and arboreal apes
Marsupial
SIZ 5+2d6-
STR 6+2d6-
CON 5+2d6-
CHA 3d6-
APP 3d6-
DEX 9+2d6-
INT 9+2d6-
POW 9+2d6-
SAN {(POW + INT)/2}*5%
WIL 6+2d6
LUC 3+1d3*
PTS 2+2d3
Ape
SIZ 8+2d6-
STR 8+2d6-
CON 7+2d6-
CHA 3d6-
APP 3d6-
DEX 6+2d6-
INT 6+2d6-
POW 6+2d6-
SAN {(POW + INT)/3}*5%
WIL 3+2d6
LUC 2d6*
PTS 2d3
B. Pathan (sf/pf)
multiple biosphere squid
low tech, low magic
SIZ 3+1d6-
STR 3+1d6-
CON 3+1d6-
CHA 3+1d6-
APP 3+1d6-
DEX 3+2d6-
INT 3+1d6-
POW 3+1d6-
SAN {(POW + INT)/2}*5%
WIL 3+1d6
LUC 3+1d6*
PTS 3+1d6
C. Ktthjj (pf/unformed)(unnatural)
leprous unfomred, powerful pf
few sites
SIZ 10+2d6-
STR 10+2d6-
CON 10+2d6-
CHA 2d6-
APP 2d6-
DEX 6+2d6-
INT 10+2d6-
POW 18+2d6-
SAN {(POW + INT)/4}*3%
WIL 1d3
LUC 1d3*
PTS 1d3
D. Dtagga
spider dragons. Allies of the Shannella.
SIZ 8+2d6-
STR 12+2d6-
CON 12+2d6-
CHA 6+3d6-
APP 3d6-
DEX 8+2d6-
INT 8+2d6-
POW 12+2d6-
SAN {(POW + INT)/2}*5%
WIL 1d6
LUC 1d6*
PTS 1d3
E. Partha
pards. Allies of the T'chha, enemies of the Dtagga.
The Partha were very cat-like in nature and attitudes.
SIZ 10+2d6-
STR 10+2d6-
CON 9+2d6-
CHA 3d6-
APP 6+3d6-
DEX 6+2d6-
INT 6+2d6-
POW 6+2d6-
SAN {(POW + INT)/4}*5%
WIL 2d6
LUC 9+d6*
PTS 1d3
F. Lqocca
hive creatures. The Lqocca possessed hive minds that
used a variety of hosts. The most prevelant host was
a chitenous flying insect about 1" in length with a
non-posionous lubricated stinger.
SIZ 3+3d3-
STR 2d3-
CON 6+2d3-
CHA 1d3-
APP 1d3-
DEX 12+2d6-
INT 6+2d6-
POW 12+2d6-
SAN {(POW + INT)/2}*6%
WIL 2d6
LUC 2d6*
PTS 2d6
G. Crthxx
hive creatures and racial enemies of the Lqocca.
The most prevelant host was a type of humming bird.
SIZ 6+3d3-
STR 2+2d3-
CON 6+2d6-
CHA 4d6-
APP 6+4d6-
DEX 6+2d6-
INT 5+2d6-
POW 5+2d6-
SAN {(POW + INT)/4}*4%
WIL 2d3
LUC 2d3*
PTS 2d3
H. Krxx
crystal jovians
All Requisites at 3+2d6
SIZ 5-15
STR
CON
CHA
APP
DEX
INT
POW
SAN {(POW + INT)/2}*4%
WIL
LUC
PTS
SECRETS 1 -- ERRATA FOR SHADOW WARS II
THE FACELESS
The Faceless is actually two beings who have undergone an
avatistic merger as a side effect of the conflicts and ripples
that occured during the lost days of summer. Anamon of the Ice,
a ruling tychistic entity, was the cold hegamon of swords. Mikal
of the Winds, a major daemon/angel, was lord of the order of
swords.
Those who serve the Faceless will find themselves drawn to
one of the two archtypes or entities that comprise the faceless.
If they do not fight the geas that binds them to slay with the
sword/weapon before sheathing same, they will be drawn to Anamon.
Anamon will (as the campaign progresses) touch them with chaos
and the character will develop a demon power (as chosen by the
player or randomly rolled from the tables). (that is roughly 10
to 20 player points worth of power).
Those who fight the slaying geas (by refusing to sheath the
weapon, by not induldging in blood lust, etc.) will be drawn to
Mikal. The weapon will become their familiar (in addition to any
they might have) and the geas will cease.
THE NINE
In 273 B.C. the Emperor Asoka of India was born. In his
progression to Apothosis he founded the society of the nine
unknown men or the secret masters.
It is a secret society, with its own secret language (in-
doeuropean root tongue), that seeks mastery of wisdom and scienc-
es. Through diversion and service they seek to overcome the
world.
The nine unknown men were originally the wisest men that
Asoka could find. As time passed, they trained or located suc-
cessors and recruited help.
Slowly, they managed to recruit nine of the immortals wan-
dering the world -- Atma Monkey, Anaximander of Mycenae, Weland
the Smith, two of the taoist masters, the wandering Jew, one of
the Three Nephites, John and Fox.
These are the nine.
Those who chose them and who act morally will eventually
learn their language. The language is a language of power and
can be used to work the equivilent of sorcery and spirit magic
without focuses or requirements of free intelligence to have the
spells available in memory (though player points of will must be
spent to have the spell like effect available).
The character will also gain resistance vs. aging.
SECRETS 2 -- THE NORNS
The Sa-Norns are a class of magical beings who function in
the worlds at the mechanical level. They are charged with insur-
ing that the mechanical matters of the transistion from shadow to
real to dream to final stage all occur as they should.
The Sa-Norns with which most people are concerned are the
Allethae, commonly just called Norns, and work in groups of 5 or
7. They are assigned to planetary systems and are commonly seen
as the power of fate.
The Allethae Norns are always female. They can concieve at
any time, but cannot bear children unless ritually and formally
married. Norns generally consort with transitional male Nomens,
though they may ally with other male Powers. Relationships
involving Norns are never casual and generally are permanent.
Each group of 5 or 7 Norns has a relationship with a group
of 5 or 7 male Powers. The Norns will have creative or genera-
tive archtypes (e.g. "the weaver") and the Powers magical or
elemental ones (e.g. darkness). The Norns and Powers form into a
unit of function centered like a star, with each Norn and her
Leman forming a point. In this relationship they order the
transition from shadow and the local development and structure of
space. It is merely co-incidental that the Norns tend to operate
from stellar masses and can tap into local ones for raw power as
needed.
Each Norn will concieve children in this relationship, with
the children being both the female Norns and male pre-generative
Powers. While they are conceived at this point, the children do
not gain physical bodies.
Instead, the children's shadow selves will fully manifest
and they are raised and trained while in a bodiless state, func-
tioning as children, aids and friends to the conceiving pair.
This not-yet-born but fully present state gives the children
amazing flexibility and access into the realms of shadow and the
means to bypass almost all sorcerous wards.
When each Norn's responsibilities finish (generally over a
period measured by the lifespan(s) of the planet(s) for which the
Norn is responsible), the Norn and the Leman consumate their
relationship by marriage. The children embody (are born) imme-
diately upon the marriage being finalized and then take up their
parent's place or places in the metaphysical structure.
While awaiting birth the children will have already estab-
lished relationships and will have been trained for their duties
and immediately after birth the children form up stars with the
partners of their choices, taking over the sheparding of yet
another planetary system and its shadows.
The Norns are not the forces of fate. There is no "fate" as
that word is understood by mortals. The Norns serve no fate,
they create no future. In spite of this seeming lack of con-
straint upon free will, the shape of the shadow world and the way
it is born into the natural world can create exteme pressures
that are often worse to defy.
The technical difference between fate and the pressure of
formed shadow is that fate forces things towards an end while
shadow merely provides pressure. The entire matter is active
rather than rigidly passive.
BACKGROUND 7 -- DREAM WORLDS
The level of reality between the material and spiritual
worlds is commonly referred to as the Dream world. It has many
levels. The major ones are:
A) The threshold, a mutable or grey level;
B) The mirror, a reflective or parallel level;
C) The ancient, a semi-independent dream world;
D) The sunken, the dark side of the semi-independent dream
world;
E) The outland, the boundry with Spirit, having two parts,
1) paradise, a resting place,
2) realm of the banished, a holding place.
The Threshold
This is the level of inchoate dreams. The dead from the
material world first pass to here as do normal dreamers when they
sleep.
The threshold is always incomplete, never finished, never
stable. It is a place of shades, ghosts, lost feelings, mis-
placed memories and never realized expectations.
The predominate color of the threshold is grey, followed by
muted black and white. Physical laws as we think of them are
very loosely applied in the threshold.
The Mirror
This is a reflective or parallel level, reflecting, with
shades of past dreams and future glories, the present world.
Many fled here during the time of the Teynd and their in-
fluence still remains. The mirror is littered with the reflec-
tions of things that might have been and the hidden souls of men,
colored and altered with the overlays of magic, science and dream
selves of those who fled here a thousand or so centuries ago.
For rules governing various physical locations, use the
following rules:
Japan:.........Land of Ninja, Superworld <emphasis on blue al-
iens, large monsters and mechanically aided superheros>;
China:.........RQII Dragon Empire of the Sun, Stone age Parinoia
<yes, that is not a Chaosium game, but it has the right feel>;
USSRs:.........RQII Red (Lunar) Empire, RQIII Byzantium, After
the Holocaust (RQ Post Nuclear War);
Moslem:........Arabian Nights, Mercenaries, Spies and Private
Eyes <emphasis on paramilitary operations>;
Turkey:........Futureworld, Hawkmoon;
S.Europe:......Stormbringer (Melnibone centered at Greece, adjust
the rest), RQIII Iron Legions (Rome);
Africa:........Hawkmoon, RQII Redlands, RQIII (mirror cultures);
Egypt to
Lebanon:.......RQIII Holy Country;
Scandinavia:...ElfQuest, RQIII Vikings;
N.Europe:......TrollPak, Elf Pack, Hawkmoon;
New England/
New York:......RQIII, Hawkmoon, Call of Cthulu;
Appalachia:....Wicca, Who fears the Devil;
WashD.C./
Virginia/Deep South:....Dreamlands, Cthulu Now;
Louisiana/Florida:.......Call of Cthulu, Miami Vice;
MidWesternStates (Illinois, Michigan, Wisconsin, et. al.)/
E. Canada:.....Stormbringer;
W. Canada:.....Hawkmoon, Superworld;
W. Coast:......SuperWorld;
Seattle/B.C./
Alaska:........MagicWorld, Last Frontier//Western, SuperWorld;
Texas/Sunbelt:.......RingWorld;
L.America:.....RQIII Aztecs, Call of Cthulu (remnants);
S.America:.....Future World, ElfQuest;
Pacifica:......ElfQuest/Sea, Call of Cthulu;New Zeland:....RQIII
Hunter-Gatherer or Australia;
Australia:.....Wild West, Call of Cthulu;
Other:.........RQIII mirror culture.
This level is covered with anomalous outcroppings.
The Ancient
This level is a dream world somewhat independent from the
material world. It does not reflect or mirror the material world
but is home to many dreamers. True dreamers who are not tied to
the material world come here.
I use Chaosium's dream world for this level to save work and
because the Chaosium did an incredibly good job with their pro-
duct.
The ancient is the repository for the solid, powerful and
enduring dreams of the ages and the great dreamers.
The Sunken
This is the dark side of the semi-independent dream world.
It covers the tunnels of the ghouls, the chaos plagues, the
depths filled with bones, the Cthuloid mythos creatures lurking
in the depths and the worms chewing at the root of the world.
The sunken is the repository for the sordid, weak and cor-
rupt dreams of the ages and is the septic tank of dreams, forming
an area for the malignant things of dreams to decompose without
harming anything but themselves. Harmless unless one falls into
it. The sunken provides rich new loam for dreaming once it has
broken down and disintegrated the elements that have fallen into
it.
The Outland
This is the dream side of the boundry with Spirit and is
divided into two parts that are in the same space: paradise, a
resting place for those ready to progress, and realm of the
banished, a holding place for those who are twisted.
In many ways these are heaven and hell, except that they are
not permanent, being stopping places, and the division occurs on
the basis of whether one is twisted or not. The outland is a
giant filter where individuals filter themselves.
Only the irrevocably dead enter the outland.
APPENDIX -- SAMPLE CHARACTERS
1. Sh'rra Pndersdautter
Spacer
Public Appearance
The first person you see is Sh'rra Pndersdautter, a small
woman of striking physical beauty. She has fine, pale, blue-gray
skin and long pale gray-blond hair with black eyes. Sh'rra
appears lithe, quick, strong and unblemished with extremely fine,
smooth skin and no softening adipose tissue in spite of a rela-
tively full figure.
Sh'rra is human, with fine features, high cheekbones and
thick hair. She is dressed in what the news reports from Houston
would indicate to be a typical black and gray spacer's jumpsuit.
She carries an elaborate pale white flute the color of fine
china, plastic or bone and a spacer's duffel bag.
Sh'rra does not look like the tall green-brown skinned and
black haired spacers who landed at what is now the Houston space
port during the lost weeks, but is dressed in similar fashion and
has the same smooth glide to her walk. (1)
Private Data
Sh'rra Pndersdautter, is from an earlier culture than the
spacers who have burst on the scene. Within that culture she
would have been remarkable in appearance, both for her physical
beauty and for her coloration and small size.
She is friendly, cheerful and confident. Imagine a very
social person at a good point in their life.
Characteristics
STR 12
CON 17 + 40 (flute)
SIZ 7
INT 13
POW 22
DEX 19
CHA **
APP 27 + 22 (gift)
EDU 27
SAN 94 luck 3 + 6 (no patron at present)
Hit Points 19
Sh'rra is an intelligent genetically created human sub-
species member. In her culture, such persons were commodities
(i.e. slaves) and distinguished by coloration. CON/4 times per
day she may exude pheromes that cause "uncontrollable" sexual
urges (APP + POW vs. INT + CON attack), rage (CON x 2 vs INT),
fear (CON x 2 vs POW) or hunger (CON x 2 vs STR + CON) in all
others within 3-10 meters (depending on the stillness of the
air).
She was genetically engineered by the Natha Builders from
mutated human stock and was found aboard a Builder ram-ship in
slaver stasis by a later civilization of the successor builders.
The ship she was in had been severely damaged by nuclear weapons
and only three passengers survived.
After her rescue she had a series of adventures as the
servant of her Natha builder mistress who had also survived.
Eventually the two parted when the mistress overplayed her hand
one time too many in local politics.
Sh'rra ended up on the side of the airlock with air in it.
The mistress had the experience of attempting to learn to breath
vacuum. In true Natha style, the mistress remained inflexible
and failed.
By training an assassin/spy, Sh'rra has been a spacer for
the last 40+ years, earning a living and escaping her past. Most
of her life has been very hard as many of the H' builders are as
abusive as any known human culture.
As the result of the best luck she has ever had Sh'rra has
an assassin's laser, log-books and a small spaceship. The ship
is made from a silicon matrix crystal that is self-healing and
relatively indestructible. It dates to the time of the Natha
builders and was preserved by providence. Access to the space-
ship is by teleportal which she keeps in her suite on the fifth
floor of Hardeman Hotel.
When not in a social setting, Sh'rra is quiet, reticent and
relatively conservative in dress and action. She is extremely
close about her past, even under drugs or truth probes (under a
truth probe or drugs, roll INT of questioner against her CON +
POW for questions to elicit lucid answers).
Sh'rra has complete control over her instinctive biological
drives and usually leaves them at a zero level (add POW to INT
in resisting seduction, hunger and other rolls. Thus she is POW
+ INT vs CHA when someone attempts a seduction). She abhors loss
of self control, wanton violence, slavery of any kind and raw or
red meats.
The bone flute she carries is a chaos shaping tool. It
allows her to cast illusions with her pheromes (usable whenever
pheromes are used), summon 1d6 100 point chaos spirits (demons of
combat) (for single use commands or combats, once per lunar
month, dark of the moon only) and project offensive sonic/kinetic
energy every third strike rank.
The flute will disintegrate if taken out of her presence for
any significant period of time and will then reform near her.
Sh'rra found the flute in a Shanallin Precursor ruin and
gained complete control of it over a period of forty years. It
is now allied to her. She often plays it for meditation and
consultation.
Demon Flute
STR 20 2d6 attack, 3,000 meter range, line of sight limit.
INT 25 +25 to pherome attacks when played, summon demons
POW 40 during dark of the moon, use flutes pow to bind.
CON 40 Adds 40 to con of owner. may strike for 1d6 in melee.
Also consults and advises with INT 25.
Languages:
Builder N at 95%
Builder H at 85%
English at 65%
Russian at 75%
Shanallin at 65%
Skills:
Flute 105%
Socialize 95%
Musicianship 95%
Perform 95%
ComputerSci 85%
Unarmed Combat 75%
Laser 75%
Debate 70%
Hide 70%
Atheletics 65%
Bargain 56%
Fine Arts 55%
Pilot 45%
Sneak 40%
Navigate 35%
First Aid 20%
Anthropology 10%
Fast Talk 10%
Climb 10%
Possessions:
Barebones live silicon crystal hull spacecraft, (no opera-
tional fuel)(requires purified tritium/deuterium blend fuels),
two teleportal disks (one in ship), spacer's duffel bag, two jump
suits (each 3pt armor), 3 supportive bodysuits, electronic lock-
pick set, personal ring computer (~to a CP/M bank switching 640K
RAM, 1056K ROM, 20Meg HD at 12mhz)(clunky & slow, but very tiny
and runs forever in spite of EMP, power use or anything else).
Her personal computer will serve as an interface to the ship
and uses a direct neural interface. Sh'rra keeps the the ship in
a Trojan orbit around the Earth
In her room Sh'rra has a laser disguised (and usable as) a
flashlight with about 6 uses of power (18d6 per use) and a plas-
tic 25 ca. automatic with three six round clips. Her small
assassin's kit has wire, simple tools, six doses of contact
poison and her log books. Sh'rra removes any of these from her
room only when she has a definite use in mind.
She also has a basic first aid kit, $12,000.00 on her debit
card, a 10 year lease on her Hardeman Hotel fifth floor suite and
enough anagathics to last her another 75 years.
She is very conservative and cautious about her possessions
and cash assets. There is no crisis that she does not expect to
be able to outlive.
Play notes:
Sh'rra could easily anglicize her name to Sharri or Sherry.
With Orobronze, skin lotion and hair coloring she could be any-
where from a light tan to a deep mahogany in skin color and
anywhere from pale blond to black in hair color.
Sh'rra is fresh from her ship and newly arrived at the hotel
along with everyone else. Her knowledge of Earth is limited to
six months of television and radio broadcasts she eavesdropped on
and some database entries concerning the early 20th century.
The player should take it slow and cautiously at first,
feeling free to have the character ask for advice, but not neces-
sarily follow any of it.
2. Golden "John" Storm
Shannallin shaper/npc
PUBLIC APPEARANCE
To Sh'rra's right are John & Ari Storm, a man and a woman
who look very similar. They could be brother and sister. Both
have blue-green eyes, lightly tanned skin, and gray-blond hair.
Medium frames, heavy muscles, medium height.
Ari seems in movement even when still. A hawk sits on a
perch in their corner of the alcove. They wear a mix of tropical
wool, cotton shirts and leather shoes. She is dressed in a blue
chambray shirt and pleated blue tropical wool skirt, he in tan
worsted pants and a blue cotton knit shirt. The only anomaly
about them is that they both wear gloves. Hers reflect the light
with cloth of gold, his are leather.(2) (3)
PRIVATE
John Storm is a modern man infused by the essence of a
Shannallin master shaper. He is a direct blood descendant of the
shaper and the one, of millions of descendants, most likely to
have remained sane after the infusion. He did.
John is a mature, loving and very value oriented man. He
believes strongly in absolute right and wrong, good and evil.
John also believes that most people are children and that they
are not responsible for their actions. He can be surprisingly
gentle and is unflinching and unflagging in his loyalties.
At the same time his emotional responsiveness was increased
by the infusion his control over his emotions was reduced. There
are times when it is hard to tell if emotions or intellect rule
John. His anger is generally near the danger point if he takes
his gloves off -- a powerful virtue of combat is bound into his
flesh and can kill with a touch.
NOTE
John is an NPC. His abilities and powers are at the higher
levels for shaper magic as it is now practiced. He is flexible,
resourceful and has years of experience to draw on.
Generally, John will be part of the National Response Team
(NRT) or serving as an adjunct to the FBI. He has been con-
scripted, though he would probably have served by his own choice.
John attempts to make contact with Ari at least twice a day
via magical means. He is generally not in a position to inter-
vene, but his resources and abilities can be used by the GM as a
supplement or aid in moving the plot or providing rescue or added
strength for the characters in sticky situations.
Interventions by John should be rare and the first the
players should know of the possibility is when there is a situa-
tion where help is needed and John is unable to help.
Shannallin Precursor 100% both selves
Characteristics
STR 17 17 luck 3 + 9
CON 17 (+6) 23 immune to detect spells
SIZ 14 14 tiger eyes, sees in dark
INT 26 26 two fire elementals
POW 36* 55 two earth elementals
DEX 18 18 one air elemental
CHA 20 (+6) 26 special on water elementals (see below)
APP 20 20
EDU 19 19
SAN 140 140 Luck: 3 + 7 (patron: the nine)
(* add 19 from familiar for POW for POW v. POW struggles.)
ACTION RANKS
Walk
Run
Fly
19 Hit Points (+6)
Damage Bonus + 1d6
Elan: 6 (Grey Lord, Justice) (compatable with the nine)
SKILLS:
Noble
Property 500,000 LB (in ship, see below)
Credit 95%
Weapon 140% hand (+20% with magical scarf)
Warrior
Weapon 90% scarf (+20% with magical scarf)
Weapon 80% grapple
Weapon 140% dagger
Ride 82%
Property 500 LB
Priest, Grey Lord
Read/Write/Speak Common 144%
R/W/S Patios Shannallin 124%
R/W/S Noble Shannallin 104%
Plant Lore 104%
First Aid 104%
Persuade 70%
Other (5)
Pick Lock 65%
Set/Disarm Trap 65%
Navigate 91%
Music Lore 91%
Evaluate Treasure 91%
Sorcery
Elementals at 94%
Demons at 94%
Virtues at 97%
Summon Elemental Ruler by Rhyme
Beast Lords: (cats), (birds), (fish)
Spells 93% (one spell ready per point of intelligence)
Max of 13 demons
Max of 13 Virtues
DEMONS
1 Demon Armor (usually wears)
Swirling Cloak (invisible)
Int 12 Shapeshifting
Siz 35 Cover up to 34 size points
Pow 3 Resists with pow 3, moves out of the way of demon
weapons that might harm it
Con 77 77 points of protection from mundane perils
20 Special: Invisible
2 Demon Teleporter (usually at ship)
Credit Card
STR 68 Siz points moved
CON 24 24 teleports
INT 7 Basic Int to understand commands
POW 5 Pow for passing barriers
DEX 42 130% chance of safe travel
CHA/SIZ 1
3 Demon Teleporter (saves for emergencies, can summon)
Credit Card
STR 30 Siz points moved
CON 39 34 teleports (special, pacted, only six teleports)
INT 7 Basic Int to understand commands
POW 35 Pow for passing barriers
DEX 35 105% chance of safe travel
CHA/SIZ 1
4 Demon of Knowledge (usually carries)
Credit Card
Int 108 % chance to know
Pow 3 % chance to find out
Con 36 hit points
5 Demon of Transportation (usually leaves at the ship)
Roan Horse
STR 30 600km/hr speed
CON 38 38 hours non-stop
SIZ 30 Carry up to 30 siz points
INT 12 shapeshift
POW 19 Pow
DEX 9
CHA 9
Is allowed to act as a free agent and often travels
for its own enjoyment or amusement.
6 Demon of Transportation (often keeps near him)
Magic Rug
STR 67 1340km/hr speed
CON 40 40 hours non-stop
SIZ 28 carry up to 28 siz points
INT 7 accept verbal instructions
POW 4
DEX 0 CHA 1
7 Demon Weapon (usually keeps in strong box in ship)
brass knuckles // family heirloom
STR 140 d3+1 +14d6
CON 3
SIZ 1 Can be used in conjunction with scarf but not
INT 0 virtue of combat.
POW 3
DEX 0
CHA 0
8 Demon Weapon (usually wears wrapped around arm)
Scarf/lock picks/gloves
STR 40 4d6 damage + shape (can add to blows with hand)
CON 5
SIZ 3
INT 12 shapechanger
POW 7
DEX 80 +20% to hit (+1/4%)
CHA 0
9 Demon Armor (wears when he expects trouble)
Arm Bracers/Shield
Int 12 Shapeshifting
Siz 14 Cover up to 14 size points
Pow 16 Resists with pow 16
Con 71 71 points of protection
20 Special: regenerates
10-11Demons of Desire Old family retainers
These are transmogrified individuals whom Golden Storm was
able to save in the pre-time and who wished to be
transformed. They are exceedingly loyal
Crew of sailboat
STR 18/10
CON 65/60 65/60 hit points in reserve
SIZ 6/06
INT 12 shapechanger
POW 4/17
DEX 2
CHA 20
20 Special: regenerates
12-13Demons of Combat/protection
Crew of sailboat
These are transmogrified retainers.
STR 40/40 Both demons look like pale shadows
CON 20/15 in blue-green. They are diligent
SIZ 8/ 6 sailors.
INT 12/ 7
POW 16/17
DEX 30/30
CHA 1/ 1
20/30 special powers
for 12: speed* & d6 CON drain 10m range
for 13: regeneration & invisible
12: attack with 4d6 at 82% SR *60/30/20/10/*1
13: attack for with 4d6 at 77%
Use sea axes at same %damage for +2d6+2 damage
VIRTUES
1 Virtue of Defense
Bound to summoner in tattoos (no armor focus)
Pow 24 24 points of armor vs demons
limited invulnerability vs normal weapons
(50% chance break normal weapon, 20 points armor)
2 Virtue of Attack
Bound into hand (usually wears glove on that hand)
Pow 24 kills demons and enemies on touch
Int 23 2xPow to con if resist touch
3 Virtue of Knowledge (always near him)
Unembodied. Usually summoned to replace contact lenses
Pow 24
Int 25 125% chance of knowing
Con 65 HUD display of relevant tracking data
4 Virtue of Knowledge
Tutor
Bound into Computer (at sailboat)
5 Virtue of Perfection
Bound into Computer (at sailboat)
6 Virtue of Perfection
Bound into Tiger (at sailboat)
STR 40
CON 24
SIZ 24
INT 6
POW 18/24
DEX 24
CHA 20
hit points 36
see rules for skills/damage
7 Virtue of Perfection
Bound to self
+6 CHA
+6 CON
1 point of regeneration
8. Virtue of Defense
Bound to Child (at sailboat)
POW 16
9. Virtue of Defense
Bound to Child (at sailboat)
POW 16
10. Virtue of Transport
Bound to Sailboat
11. Virtue of Transport (usually carries)
Gate to Sailboat
Main Saloon/credit card
INT 24 up to 24 transportees
12. Virtue of Defense
Bound to Sailboat
POW 21
INT 22
13. Virtue of Defense
Bound to Ari
Limited Invulnerability
POW 18 vs demons/virtues
20 vs normal weapons/50% chance to break
Familiar: Hawk 125 points
STR 30 d6+1 +3d6 attack
CON 24
SIZ 2
INT 7
POW 19 (is cumulative with John's POW for POW v. POW struggles)
DEX 24
CHA 9
10 Special Power: sleep 10m range
$750,000 in trust funds and Red Empire trading firm account
$190,000 per year in tax free income in addition to Precursor
property obtained from Golden Storm's pocket universe.
SAILBOAT <man-made, not a magical entity or creation>
Made of translucent blue-green seaglass crystal
95' Catamaran Sloop (6,500 sq ft internal space).
Has the same abilities as a water elemental.
All powers/functions at x40 an elemental's.
Can travel over or under water.
Speed is 160d3 mph without wind (~480mph with virtue).
The sailboat was Golden Storm's home. John Storm has made
it his home and his children live there, attended by demons and
virtues. John has a great deal of sorcerous power tied up in his
family.
Recap:
Virtue of Knowledge
Tutor
Bound into Computer (at sailboat)
Virtue of Perfection
Bound into Computer (at sailboat)
Virtue of Transport
Bound to Sailboat
Virtue of Transport
Gate to Sailboat
Main Saloon/credit card
INT 24
up to 24 transportees
Virtue of Defense
Bound to Sailboat
POW 21
INT 22
2 Demons of Desire
2 Demons of Combat/protection
Crew of sailboat
Virtue of Perfection
Bound into Tiger (at sailboat)
treat as a pet/guard for children
3. Ari Storm
Shapechanger/dilettante
PUBLIC APPEARANCE
To Sh'rra's right are John & Ari Storm, a man and a woman
who look very similar. They could be brother and sister. Both
have blue-green eyes, lightly tanned skin, and gray-blond hair.
Medium frames, heavy muscles, medium height.
Ari seems in movement even when still. A hawk sits on a
perch in their corner of the alcove. They wear a mix of tropical
wool, cotton shirts and leather shoes. She is dressed in a blue
chambray shirt and pleated blue tropical wool skirt, he in tan
worsted pants and a blue cotton knit shirt. The only anomaly
about them is that they both wear gloves. Hers reflect the light
with cloth of gold, his are leather.
PRIVATE DATA
Ari Storm is married to John Storm. They share physical
characteristics and aura features due to the infusion of similar
powers during the "lost weeks" (see below).
Ari is devoutly loyal and virtuous (treat as major psy-
chological compulsions). Charitable. Will intervene to protect
the innocent, help children, stop slaughter, etc. Pro-life (but
not necessarily anti-abortion). When apart, she and her husband
communicate regularly via virtues and demons of knowledge.
She is extremely dangerous (100%+ chance of killing by touch
anyone whose POW is 14 or less, 46% chance to critical hit) and
hard to predict. Ari will not hesitate to read minds when she is
talking to people to ascertain if they are telling the truth.
She has an extreme faith in her husband. The two of them
share in Shannallin infusion (a manner of passing power from one
generation to the next) from Golden Storm, a Shannallin shape
master, shape shifter, and thus share empathic links, physical
cues (they look related) and emotional responses. They are
deeply devoted to each other and have been married for much
longer than might otherwise appear.
They have two children.
Character: Ari
Origin: Shannallin Werepanther
California
Characteristics
STR 14 ( 8*3)/2 26
CON 17 (20*1)/2 27
SIZ 12 12
INT 18 (18/3)/2 21
POW 22 (15/3)/2 24
DEX 19 (24*1)/2 31
CHA ** ****** **
APP 20 (30*2)/2 50
EDU 16
SAN 120
ENERGY 51 + 31
RECHARGE 5
ACTION RANKS 31/21/11/1
Walk 15m/rnd
Run 36m/rnd Jump +15 meters
Fly 112.5mph
Hit Points 20
Body/Con 27
Defense: 31%
Idea Roll 160%
Luck Roll 175%
Agility Roll 145%
Aura 23
damage bonus +2d6/claws 2d6 luck 2
+ 3 (5 total) Patron: Mikal of Swords
Wereform skills:
Claw attack 190%
Tracking 95%
Normal Skills:
Animal Science: 95%
Horse Breeding: 95%
Cattle Management: 90%
Portuguese: 90%
English: 90%
Shannallin: 85% (noble, speak only)
Socializing: 85%
Art: 80%
Esthetics: 80%
Music Appreciation 75%
Farming: 70%
Handgun: 65%
Drive car: 60%
Fly light plane: 60%
Senses (only 15m range)
Infrared Vision
Magical Vision
Telepathy
Superscent
Patron Gifts/Virtues/Demons/Elementals/etc.
First Order virtue of attack Claw Sheaths (2d6)
(instead of a demon weapon)
POW 24 kills by touch if target fails to resist in POW v POW
POW x2 to damage if target resists POW v POW
INT 26 +26% to hit, +26% to critical, POW x2 to CON on any
critical
Shapechanging (wears as gloves in non-were form)
Treat as a familiar
healing 6,
repair 2 (RQ spirit magics)
2 Air Elementals Bound to Topaz Earrings (left ear)
3 Water Elementals Bound to Sapphire Earrings (left ear)
and
--Virtue of Defense (embodied by husband)
POW 18 (see below for its effects on her)
Werepanther form
STR 26 x2 52
CON 27 x11 41
SIZ 12 x11 18
INT 21 x1 5
POW 24 x1 24
DEX 31 x2 62 AR 62/52/42/32/22/12/2
CHA **
APP 50 x1 12
EDU 16 x0 0
SAN 120 n/a
ENERGY 82 x2 164
RECHARGE 5 x2 10
Claws: 2d6 + 5d6 damage bonus + 2d6 sheath bonus = 9d6
48 m/round walk, 192 m/12 sec running
12 meters vertical jump
26 meters horizontal jump
165 mph flying
hit points: 30
Defense
radiation (net 31)
absorption 8 points
armor 18 points virtue of defense
5 points of resistance electric (net 43)
resistance 20 points
5 points of resistance armor 18 points virtue of de-
fense
kinetic (net 45)
armor 20 points virtue of defense
(break weapons 50% of the time)
wereself 25 points of kinetic armor (halved vs silver &
gold)
Regeneration 6 points
Adaptability 25 points
Notes on Play
Ari is confident in her approach to life and firm in her
values and beliefs. She has been through long dark nights of the
soul, has endured privation, torture, disease and demon night-
mares and has emerged through all of these.
Where other characters may endure with a belief that they
can outlive, Ari expects to be able to triumph. She has good
reason. Test run her character in melee against a STORMBRINGER
dragon or against a great old one in CALL OF CTHULHU.
At 9d6 per hit, +48 points of damage (to those who resist
death in a 24 v POW struggle), +48 to con on any critical hit,
+26% to critical, 190% chance to hit, 35% chance to critical, she
kills what she hits. (average damage is 79.5 points, 127.5 on a
critical hit).
Treat her as a mature adult fulfilling the responsibility of
power in an uncertain world. Because she has other obligations
(children, husband, etc.) Ari is not always available to partici-
pate in moves or party activities. She is also weak in many non-
combat situations.
7. Drgg Rockeater
Amphibian contrary warrior
Public Description
Next is Drgg Rockeater, who seems to blend into the shadows
in spite of his size. He is without doubt a non-human. He is 7'
tall, skeletal in build with muscle wrapped like rocks over a
narrow frame. He carries a black skin drum and a satchel but
wears no clothing aside from a loin cloth made of coral bead-work
and a "small" utility dagger made of grey metal and black volca-
nic glass.
His eyes seem to have no irises in their green-black depths
and his skin is a scaly black-green. He may have gill slits.
Definitely male. (7)
Private Description
Drgg is a member of a non-human race that lived on earth in
hiding back before the "lost weeks of summer." The Shllthaa are
sea dwelling proto-mammals. They are semi-cold blooded, bear
their young live, and grow steadily throughout their life-spans.
They are precursor remnants without any ancient records and
unaware of their precursor status. They believe they evolved in
the depths of Earth's seas.
Drgg bears a demon drum
Characteristics (unenhanced)
STR 26 (typical is 2d8+12)
CON 36 (typical is 2d8+12)
SIZ 23 (typical is d6+18)
INT 11 (typical is d6+6)
POW 20 (typical is 3d6)
DEX 12 (typical is 3d6)
CHA 18 (typical is 3d6)
APP 7 (typical is 3d6)
EDU 11 (typical is 2d6)
Age 93 (typical is 2d100+20)
luck 3 + 3 (no patron at present)
Scales: 5 pt kinetic armor
10 pt electric armor
10 pt electric resistance
5 pt radiation armor
5 pt radiation absorption (to magic points)
Loin cloth:
Beadwork. Stores 20 magic points.
Knife:
Will cut immaterial and spirit creatures
Travels with him to mythic realms
Demon Drum
Allied Weapon/Familiar Equivalent
STR 50 5d6 attack for 13 meter range
CON 36 36 hit points, +18 to Drgg's hit points.
SIZ 2 very heavy, (6" x 6" and 12 pounds)
INT 11 can follow and remember verbal instructions
POW 26 has a range of 13 meters.
Attacks at skill at 3meters, -5% per meter to 10m.
He has the following skills:
Climb 120%
Deep Squid (gestures) 60%
Depth sense 100%
Drum 115%
Electronics 105%
English (read) 50%
English (spoken) 97%
English (write) 97%
Fishing (net) 106%
Grapple 65%
Knife (ritual) 100%
Russian 65%
Shllthaa (courtesan) 105%
Shllthaa (customs) 110%
Shllthaa (ideographs) 103%
Shllthaa (spoken) 129%
Sonar (underwater) 100%
Swim 135%
Video technician 79%
Walk (on land) 44%
Player Notes
Drgg has $100,000.00 worth of Ringworld equipment and
$50,000.00 worth of Futureworld equipment in his sack. The
player should be allowed to select and decide what equipment Drgg
has. Drgg will not be able to renew his equipment or recharge
unless repair and/or recharge equipment is taken.
He gets 240%tiles of experience in fields that the player
chooses. (The player should be allowed to customize Drgg's
abilities and skills with technical and other abilities). He
also has his investments ( 4.3 million dollars in gemstone
futures from his patron) and his secrets.
You may wish to have him buy an extra loin cloth (non-magi-
cal) or a cloak. Any other possessions must fit within his
satchel.
He worships the "Lord of Cold Currents" in the guise of the
sudden death from below (a cult that worships the deep squids'
ancient [and probably non-sentient] progenitors who dwell beneath
them. It is a generally fatalistic cult stressing the inevitable
triumph of [bad] luck and fate over all sentient activity and
semi-magical efforts to "fool" both luck and fate by contrary
activities. (His last name is a cult affectation of this type).
Members of his cult seek to tap the flow of fate and luck to
strengthen them and to direct ill toward their enemies. (It is a
sort of grim version of the Cheyenne Contraries). They have
strong rituals with magical and clerical overtones that stir the
chaos and leynd currents.
The race bears extreme ill-will and hatred for Cthulhu
mythos creatures. They have fought them for ages and Deep Ones
dwell in the ruins believed to be the Shllthaa racehome and have
deprived the Shllthaa of their histories and heritage.
Deep Ones and spawn Xxaggaah are also responsible for driv-
ing the deep squid ancestors into the trenches and beyond the
reach of their worshipers. Deep squid ancestors can be used by
Shllthaa as a bridge to the powers of fate and shadow.
Play Notes
Drgg is intended to be a difficult character to play. He is
also a character with some surprising abilities and venues. The
player should not tip off the other characters to Drgg's true
origin nor his complete abilities. Drgg is loyal to his race and
family sept and can give only secondary loyalty to others.
Tertiary loyalty he reserves for governments, contracts and misc.
personal dealings. He has no relationships involving lesser
degrees of loyalty.
8. April Smith
College professor/artist
Public Description
Sitting quietly next to Drgg is April Smith, a middle aged
woman, between 30 and 50 years of age, dressed in tropical cotton
safari gear. She has a back-pack, climbing gear and a 30.06
rifle with scope on the floor next to her and an artist's sketch
book in her hands. April appears to be almost finished with a
charcoal sketch of Drgg.
Her eyes are green and her hair is a reddish auburn with the
slightest hints of gray. April's clothing reveals only that she
is of either light or medium build and average height. A gray
cat sleeps at her feet. (8)
Private Description
April is a professor of art on sabbatical from Minnesota
State University. She is 36 years of age, non-political and
intense about art from an historical and cultural perspective.
She believes in values rather than morals, and has morals rather
than values.
April is a white witch of Appalachian (non-wicca) tradition.
Give her RQ spirit magics at % chance to cast as skills (use half
the RQ magic points to cast and use up magic points only if she
succeeds in casting spells). She is half Appalachian, quarter
Irish and a quarter Creole.
She will have climbing equipment, normal copper jacketed and
serrated iron jacketed silver hollow-point bullets (with rowan
fillers in the hollow-points), binoculars, chicken livers (fresh,
for her cat), a change of clothes, a compact tent & bed roll and
other camping gear in her back pack. Her rifle is a custom
Herters stock and scope. She is at +25% to hit and to cast
multimissile using this rifle.
Appalachian culture individuals have a 50% chance of recog-
nizing her as a witch-finder or "spook-slayer." She has the
characteristic look and aura.
She is wise, witty and cat-like. Too filled with sharpness
to be playful, but possessed of a sense of dark humor and quick
wit. Slightly condescending. She is the only character to carry
a readily identifiable weapon to the table.
Characteristics
STR 14
CON 17
SIZ 10
INT 16
POW 22 x2 vs chaos or witchcraft
DEX 21
CHA 17
APP 21/17 (17 without enhancement)
EDU 26 Luck 3 + 9 (patron, the nine, fox)
She has a Tjajh Cat were form
(yes, she is a were-creature)
STR x1 (14)
CON x11 (26) Small weres may change shape at will with
SIZ x1 (02) no cost in energy and without regard for
INT x1 (08) phases of the moon. Small weres do not
POW x1 (22) suffer from uncontrolled change or from
DEX x21 (51) blood lust.
CHA **
APP x11 (32) Silver does 11 x normal damage
EDU x1 (13)
SAN n/a
claw 1d6 or bite 1d6
20 points of kinetic armor (except vs silver & gold)
10 points of resistance vs electric and radiation
Small weres are skillful and clever creatures, useful as
scouts and in non-combat roles.
Familiar
Gray housecat
The telepathic bond between April and her cat extends to 30m
per point of active POW (add April's POW to familiar's POW,
subtract any magic points used recently -- i.e. the range of the
telepathy is controlled by magic points available to both.
Within range they can transfer magic points between each other
and resist all magic with the sum of both of their POW scores or
52).
STR 13
CON 30 April can talk to cats (*as much as cats can
SIZ 2 talk*), is immune to detect spells and has
INT 16 no allergies.
POW 32
DEX 27 She has 4 air elementals bound in her hair pins
APP 21
The familiar can cast glamour (RQ spirit magic) and protec-
tion 6 spells. The familiar has powers of silent movement and
+40% to defense which it can use both for itself and for April.
(both can receive the benefits at the same time).
Skills:
Art (sketch) 135%
Art (teach) 125%
Art (western) 120%
Art (egyptian) 110%-
Art (greek) 105%-
Art (classical)100%-
Philosophy (art) 95%
English (r/w/s) 90%
Philosophy 90%
Climbing (equip)90%
Climbing (bare) 85%
Rifle (30.06) 85%
Pistol (colt 45)80%
Piano 75%
Oratory 75%
Tjajh Cat (speak)75%
Detect magic 75%
Detect undead 68%
Bull whip 67%
Dance 67%
Enchant (ritual) 67%*
Fire (magic lang) 65%
Fireblade (spell) 65%
Extension (ritual) 55%
Enhance (ritual) 50%
Multimissile 4 45%
Glue (spell) 45%
+186% worth of magic related skills and spells (per below).
-reads at 25% of skill greek,
egyptian and romance writings
*Enchant allows April to bind a spell into an object. The spell
may then be cast (once) from the object at a later time.
186% available for custom use & player decision on spells.
PLAY NOTES
April is much more a cat than a human, with cat-like morals,
sexual tastes, eating habits and perspectives. April should be
played very much like a liberal college professor who is slowly
becoming emeshed and reformed into the mind-set of a cat.
In addition, April has a cultural heritage of witchcraft,
magic and specific roles for magic-use and magic-users. She grew
up in an Irish/Creole household in the southern Appalachan moun-
tains and was educated in New Orleans. She did her graduate work
at Wesley and then taught as an instructor at the University of
Minnisota and as an assistant professor at the University of
Wisconsin (Madison).
She received tenure and a lifetime endowment last year as a
gift from one of the Nine (Fox). He is her patron.
9. Mark Gold
Noble (of Charle's "France"),
Companion, champion & paladin
Public Information
First to the table was Mark Gold, an athletic man in his
early forties. He wears subdued but fashionable business cloth-
ing in a traditional style with a silk pin dot tie, pin point
cotton shirt and fashionable semi-boots. A briefcase sits on the
floor next to him.--
He has a strong build. His tailored suit fits him perfect-
ly. Mark was the first in the alcove. He is so calm it is easy
to miss seeing him or to forget that he is present.
Mark has facial tattoos in "non-color" color that identify
him as one of the forty companions by their rainbow shimmer
seemingly above the skin and cheek of his left eye.
During the "lost weeks" about 30% of the people in the world
had dreams or nightmares concerning the exploits of the compan-
ions. They are now featured Saturday morning with the cartoons.
A character similar to Mark has appeared several times and has
the same brown hair, short beard and green eyes.
Mark's corner is decorated by a score of sculptures of
hummingbirds that look alive from their perches on the wall. He
has a businessman's briefcase on the floor next to him. (9)
Private Information
Mark Goldberg a/k/a Mark Gold
Origin: Charle's France (+1 to all req, +1d3 to Cha)
Noble
Scholar
Mark should be played like a paladin from Charlemagne's
world. He believes in his own sense of duty, nobility and right.
While he does not watch the cartoon stories about him, he lives
them. Imagine a scholarly cartoon hero with noblesse oblige and
you have Mark.
Characteristics
STR 16 29 (gift one)
CON 16 30 (gift two)
SIZ 13 14
INT 17 17
POW 20 20
DEX 16 19
CHA 20 **** 25 **
APP 20 (REL)+4
EDU 14
SAN 160 Luck 12, Patron: Charle
ENERGY 31
RECHARGE 3
ACTION RANKS 19/9/-1
Hit Points 14
Body/Con 28
Property/estate
500,000s property (If you want details, build a five acre Chateau
estate worth $1,500,000) (i.e. a small house, a barn and a
several rustic outbuildings).
[Mark's cost to build has a base of $35/ft2 with extra costs
for the various items and amenities over the base.]
Mark's estate is located in the middle of the state of
Oregon, in the saddle between the mountain ranges (Medford is
just to the south of the estate). During the "lost weeks" a fair
amount of real estate distilled into the mundane world. The
Earth appears to have about 10% additional land surface area,
much of it due to wrinkles (both physical --i.e. steeper moun-
tains, and space-time warps that result in more surface in the
same area) or encroachments on the sea, but some of it due to an
overall increase in size.
Mark's protectorate as the Duke D'Or (Duke of the Sunset
Mountains) is the Oregon, Washington, British Columbia and North-
ern California Mountains. Charle, an earth power, created the
companions to befriend him, attend Charle's court and do equity
in their realms. The companions remained active in the mythic
realms and in the dream time during the time that magic was not
present in the world.
Mark has about 900 acres of ranch land, 40 acres of hardwood
forest (including 40 dryads), 200 acres of softwoods (mostly
pine), 180 acres of land in wheat and oats and about 36 acres of
intensively gardened land. He has 6 acres in greenhouses.
Mark has 34 retainers (servants, etc. at estate) (that is 34
followers who will serve without pay. Mark has a butler, two
cooks, a blacksmith, a weapons master, four men-at-arms, three
maids {including one walktipi maid}, three gardeners, eight
ranch-hands, two minotaurs, a groom, three farmers, one loom
mistress and three squires. He also has an esquire.).
All "outside" retainers have 14s in all requisites (for
minotaurs double strength and halve intelligence). All inside
retainers have 12s in all requisites except dexterity, charisma
and intelligence in which they have 17s (for the walktipi, halve
strength and double dexterity).
He also has 50,000 silver talens in cash (one ounce each or
about $250,000 worth), and his personal effects, such as clothes,
tools, farm implements, armor and weapons for all retainers, and
some special items including:
A trademark gold and black colored war jaguar*, three suits
of gold and black kevlar graphite laminate armor (looks vaguely
like a japanese/starwars cross and provides protection of 12 pts
of kinetic, 36 vs electric & radiation) in electric gold color,
and a mutant group mind familiar** Int 18, Pow 24, build familiar
on 145 points. All of these are described in greater detail
below.
Skills:
10mm autopistol- (32 rounds per clip) 90%
Rapier (1d6+1) 85%/parry 85%/impale 85%
Credit 85%
Dagger (1d4+2) 85%
Lance 85%
French 80%
German 80%
Savate 75%
Greco-Roman 75%
A style of wrestling--not a language
Common 75%
English 75%
Memorize 75%
Hunting Rifle 70%
Uses a 30.30 with 4x scope
Ancient Lore 65%
Dance 65% for each of 6 dances
Ride 65% (x2 on jaguar)
Command 60% (add CHA x 2% for any in his immediate presence)
Compound Bow 55%
Chemical Lore 50%
Machine Lore 40%
Typing 35%
Personal Effects descriptions:
-10mm selectfire pistol. Takes 7 round clips, 32 round clips and
continuous feed belts. Selects between single fire, triple fire
and autofire. Rounds available include silver dum dums, plastic
encapsulated expended uranium and typical steel jacketed teflon
coated armor piercing rounds. Usually wears in shoulder harness
with 7 round clip in place, 32 round clip in harness and two 7
round clips in harness. Switches off immediately to the long
clip at the first pause and uses 7 round clips for reloading.
*war jaguar is about 1600 lbs of large cat. It generally lives
on the estate. Is well trained (INT 6) and empathically linked
to Mark Gold. It can pass through the veil to the mythic and
dream levels of reality. It lives on both magic and biologic
energy, sleeps a great deal and eats about a full steer's worth
of meat every month as well as some cereals. It hunts in both
dream and shadow realms.
**familiar is a magical construct remnant of a precursor race of
group mind avians. each individual element infuses a bird. A
bird so infused has 2 hit points and 3 pts of armor, 6 vs elec-
tric and 12 vs radiation. When infused, the birds resemble
porcelain figurines. Each point of INT requires one infused bird
to operate. The group mind can disperse over 300m per point of
pow (or 7200m for this group mind). Mark keeps an aviary of
specially bred hummingbirds for his familiar.
--The aluminum briefcase has space for pistol rounds, armor and
the familiar. For pistol ammunition, Mark will usually have two
boxes of silver, one of expended uranium (they are heavy and very
expensive) and ten boxes of teflon armor piercing rounds.
Mark has 800 head of beef cattle, 40 dairy cattle and a
large aviary (including some semi-flightless birds).
PLAY NOTES
Mark is a hero. Play him like one. Feel free to develope
any concerns, neurosis or other foibles that you feel a hero
should have. If you do not want any weaknesses, feel free to
have Mark be free of same. Let him be the hero you think of when
you hear the word "hero."
Be aware that Mark has probably killed in excess of 500
opponents and can be prey to heroic pragmatism (always kill your
enemies/always finish them off today) and/or heroic faith (always
spare your enemies/always trust that they will change).
War Jaguar
STR 160 This creature can carry Mark into both
CON 30 shadow and the dream realms with it. The
SIZ 130 total carrying capacity is limited by CON
INT 6 + POW / 1.5 (in this case 35 size points).
POW 22
DEX 16
CHA 14 It usually lurks just beyond the fringe of
APP 18 the material world waiting for Mark's call
EDU 0 or is out executing Charle's justice upon those
SAN who have shed innocent blood where it fell
ENERGY 90 upon the earth within the zone of Mark's
RECHARGE 10 protectorate. A number of badly torn and
ACTION RANKS 22/12/2 mauled bodies have recently
Hit Points 80 been found in the Pacific Northwest.
Body/Con 80
(remember, statistics are linear)
Pounce: 90% for 14d6+3 (double % when striking by surprise)
(may pounce from shadow or dream)
Bite: 80% for 7d6+3
Paw Swat: 75% for 3d6+6
10. James Kay
Attorney, IRS Agent, D'ttga SpiderDragon
PUBLIC
James Kay walks in just after you sit. He is a scholarly
looking man in a brown herringbone tweed jacket and tan twill
pants. He has the look of an accountant or tax attorney. He
stands 5'10" tall and speaks in a firm voice, apologizing for
being late. The light catches him in such a way as he comes
toward you that you can't see his shadow.
James looks familiar, quiet and competent. His voice is a
smooth baritone that carries well even in the softest tones. He
walks lightly with a slight limp. (10)
PRIVATE
Meet James Kay, IRS agent, dragon. James is a thoughtful
and methodical man of mature years. While he looks to be a
healthy 25 in appearance and carries himself like a graceful 40,
James is actually several hundred years old.
James is unique in that random genetic factors have caused
him to inherit almost 95% pure Dtagga gene patterns with the
resulting Dtagga form immortality (more below).
Characteristics
STR 36
CON 27
SIZ 13
INT 29
POW 32
DEX 16
CHA 20
APP 14
EDU 18 Luck: 16, Patron, the Saffron
ACTION RANKS 16/6
Hit Points 37
James Kay contains what is left of the entity who was the
cross-racial Dtagga shapechanger/chaos master Splintered Storms.
He may well be the only surviving Dtagga in the human occupied
sphere. He lurked as a mystical heritage until the chaos was
unleashed and his life force merged with a far descendent of his
(the Dtagga ambassadorial staff had many children as the result
of local liaisons. Ten percent of all humans have some Dtagga
heritage).
The Dtagga were extremely exo-fertile, their formchanging
and shapechanging heritage extending to the genetic coding level
and being transfered as a genetic recessive until it reached a
level in excess of 90%.
At 90% a Dtagga cross-breed could (but not necessarily
would) bear pure Dtagga children. At 95%, Dtagga form immortali-
ty became possible (though not necessary). There is no state
between 95% and 100% pure Dtagga, the last five % being purged
from the genetic history rather than being transmitted as either
recessives or dominant features.
As to the mystical heritage, the length of the Teynd binding
(hundreds of thousands of years instead of the decades expected)
leached all of the will and vitality from Splintered Storms and
left only the form and power. As a result, James Kay, the de-
scendent who had the life force of Splintered Storms fall upon
him, survived the merger and assimilated Splintered Storms memo-
ries and abilities, rebinding his demons rather than being con-
sumed by Splintered Storms mind and will.
James is unique in that he has lived multiple lives over the
past five hundred years. He was unaware of any, save the his
current life, until his Dtagga heritage surfaced. Prior to that
he would be born, live, age and die and then his essential ele-
ments would be reborn anew through the power of his shapeshifting
blood. This is the so-called form immortality of the Dtagga
which renews them and makes them able to overcome death unless
slain and burned.
Dtagga form immortality is known to others only by the rumor
of fragmented half-twisted memories of legends.
James now will take his memories through death and re-birth
and can enhance his re-birth and re-growth time to a matter of
3d6 months from "death" to full size reformation.
He has the following chaos shapings that serve him. (cf
STORMBRINGER for the demon rules).
Demon of Combat/Armor
STR 1
CON 50 50 points of armor (50 kinetic, 0 radiation, 0 elec-
tric)
SIZ 13 Cover a siz 13 person
INT 1 Unintelligent
POW 4 Resist penetration/damage to self with POW 4
DEX 1
CHA 31
This demon appears as an aura of holy fire suffusing from
Kay whenever he is attacked. The fire is shot through with
leaven bolts with brillance equal to the force of the attacks.
The armor is unintelligent and can only be bound to protect one
person. It has no weight for encumbrance or lifting purposes.
Only James could remove it and then only by the use of special-
ized magical rituals. James thinks of it as part of himself and
is not currently aware that it can be removed.
Demon of Transport/Wings
STR 13 Move up to 65 mph
CON 20 Travel up to 20 hours without stopping
SIZ 13 Carry up to 13 size points
INT 1
POW 13 Resists with POW 13
DEX 1
CHA 25
These are James Kay's wings in dragon form, and form a
butterfly wing tracery when they manifest. They are otherwise
immaterial and inchoate.
Demon of Knowledge/Rolex Watch
STR 1
CON 32
SIZ 3
INT 55 55% chance to know answers about STORMBRINGER subjects.
POW 8 Overcomes warded knowledge with POW 8
DEX 1
CHA 61
This demon appears as a 12 carat black diamond set into a
Rolex President Watch. It has a 55% chance of knowing demon
related information, 27.5% chance of knowing virtue related
i