Shadow Wars This is the text version of the Shadows1 shareware. It consists of rules, settings and scenarios for playing an Eternal Champion or Call of Cthulhu (tm and copyright CHAOSIUM) magic returns campaign set on modern era Earth. To start and introduce the characters to the players use the following introductory scenarios: Dtagga.002, Partha.002, Alfar.002. Then, use the following for the intial campaign series: Masks of Nyarlathotep 1--New York (update to 1990) alt. (setting exploration scenario) Masks of Nyarlathotep 2--London (update to mixed 1889/1990) McCallahan's Bar (Las Vegas) Nyarlathotep 3--Cairo (time/space warp to 1920s) Questworld 1 (via mis-cued teleport home) Questworld 2 Questworld 3 Nyarlathotep 4--Kenya alt. (Alfar.003) Nyarlathotep 5--Shanghai rest (shopping expedition, marriages, etc.) Nyarlathotep 6--final steps alt (mis-cued teleport to ) clue into next, Fungi from Yuggoth identified in dream silly romp/rest stop Partha.003 Recast characters, (most campaigns will need to re-cast and re-align the characters at this point) Fungi from Yuggoth 1 Dreamlands 1--To Sleep, Perchance to Dream Fungi from Yuggoth 2 Dreamlands 4--Lemon Sails Fungi from Yuggoth 3 Dreamlands 5--The Land of Lost Dreams Fungi from Yuggoth 4 and final alt (mis-cued teleport to Stormbringer Young Kingdoms) 1 2 3 Partha.004 Recast characters, rest (shopping expedition, marriages, etc.) This should take the campaign through one school year's worth of play. RULES 1 -- CHARACTER GENERATION Introduction These are my "house" rules for an Eternal Championn compat- ible (property of Chaosium) based campaign set in the modern era. Background The campaign is structured with the characters supported by powerful sponsors (whose attention is mostly elsewhere) as a force in a world filled with change. In Shadows, the world of magic returned in connection with a change in the magical field that isolated this frame from shaping chaos. The world has now returned to its even balance between forces and has seen a return of both chaos and magic. Everything has gained a magic cast to it -- including people -- and many magical creatures have returned. This change came after a severe winter and "frost summer" (such as the extremely cold summers of the 1820s when the frosts never really ended) filled with troubling dreams. In a sudden wave at the end of summer, several weeks disappeared and the world changed. The time of change is known as "the lost weeks of summer." During the change 5% of the people were unaffected, about 50% had strange dreams and magic memories from the lives of 2d3 other beings, 40% gained a slight gloss (1 skill 65%, d3+1 skills at 10%, 2d6 skills at 5%), 4% were touched (-25% to all current skills + 50% of a magical persona) and 1% became magical. Magic is now a strong presence in the world in both Tychis- tic and Transmogrific forms. Following the "lost weeks of summer" those people infused with a half-world persona became a merger of their magical per- sona and their original persona, with immediate character traits and needs retained. E.g. John Doe lawyer may have woken up to find his computer suddenly advanced and his ears pointed, but he remained a lawyer with the same cases and in the same law firm. Generating Player-Characters Your characters begin play about two months following the time of the "lost weeks of summer." You will have two charac- ters. One is an avatar of yourself suddenly touched by the dislocations and warps that occurred in time and space as chaos returned. The other will be provided by the GM. Character creation by the numbers This is how to generate yourself as a player-character. First Create an avatar player-character based on your best self in the past 10 years using the following table. AVATAR TABLE SIZ = weight / 12; 180 pound person would be size 15. STR = Bench press (or Nautilus back curl)/ 10; If a player bench presses 160 pounds the character has a strength of 16. (Note, strengths are linear in this system. A strength of 30 in this system is actually weaker than a D&D strength of 18.96 and a strength of 60 is about equal to a CHAMPIONS strength of 20.) CON = 1/2 of STR + 7; If a player's strength is 12, then his or her constitution is 13. Give female characters +2 to CON. Give non-smokers +2 to CON. Modern people are healthy and women are healthier. (A nonsmoking woman would get a total of +4). CHA = 1/2 of POW + 6. So POW 12 = Charisma of 12. APP = 20 or CHA (whichever is higher). "relative APP" (for the characters' social group after "the lost weeks) is 13 or compara- tive; the average of your group should be 13 or 14. Characters will thus be at the higher APP when dealing with outsiders (and those of lower social groups). Use the compara- tive APP when dealing with each other or those of equal or higher social groups. This reflects the advantages of wealth, magic, good basic health and surgery on APP. DEX = (<%test score * 1.5>/10) + 4; if the player's percentile rank from taking the test at your state's employment center is 50% then the character's dexterity is 11.5. (Such tests are available for free as a part of unemployment aid and job suit- ability testing). Otherwise, if you don't want to take two hours on a Saturday to take the tests, assume the average in your group is 12 and rate each person as better or worse than average. INT = (GRE or SAT <Math/100 + 2*Verbal/100> + 2); 300/300 GRE = Intelligence of 11. Again, INT is linear. Note that Stormbringer characters can have INT in the mid-20s. POW = INT + (d6-3) (use best of three rolls, POW = luck too); INT of 12 probably means a power of 13. SAN = (POW x 5)% + 20% alternate: enlightened; POW of 13 means a sanity of 85%. Sanity in this campaign can be replenished and can exceed 100% - Cthulu Mythos skill (except for characters who serve Great Old Ones). EDU = Will = Years of Education (~one player point per year of school). Luck = 2d3 for starting luck. Extra Starting Player Points = 21 - (Luck + Will) (minimum of 0) ---notes on WILL, LUCK and POINTS Will is used/spent to improve a character. Every point spent allows the character to be improved by 1d6% in a skill or requisite (will is spent for successful training or learning by experience). Characters do not need to keep track of what skills they use in an adventure and do not gain 5% each training epi- sode. They improve only by training/experience and by spending will. This controls character advancement and discourages the "golf bag/weapons cart" procedures common to some campaigns. Luck is used to be lucky. Each point spent (after the fact) averts one bad result that just occurred. Players are awarded player points after each session of play (usually -3 to +3 points with an average of 1 point per session). The player must invest the points in luck or will before the next session. Negative points reduce skills or cancel luck. Some characters will start with player points. Starting player points may be invested in Luck, Will or Requisites (2 player points for each requisite point). (Only starting charac- ters can invest player points in Requisites.) This is to balance, somewhat, the game effects of lack of education by giving those with less education the chance to buy skills and/or requisite points. Using Player Points as a limit not only slows down the speed of character advancement it also contributes to play balance and better play. Second Create a fictional character based on each player's avatar and the rules set of thier favorite fantasy or SF setting. Give the character adventuring/active experience to age 30 (that is, create a starting character with the your requisites and give them about 9 player points worth of advancement a year for ten years) (This assumes that they have 12 successful adventures a year and invest 9 points into will, 3 into luck -- to keep those adventures successful). You can pick any available non-human race that appeals to you or have the player play a human. Next, having generated a fiction based character, create a "real world" character based on your skills and abilities. Reset your age and condition to the best age/condition you've been in over the last 20 years (part of that time-space shift). Merge the two. The merger can be either 75% of both characters plus some special magical gifts (table follows) or 100% of both and no gifts. Note that gaining obscure magical talents or fighting abili- ty may have little impact on the normal lives of most people. I've known a number of martial artists and ex-soldiers (back from Viet Nam) whose skills never affected their lives. Third -- the adventure begins Following the "lost weeks of summer" (the time when the magic returned) your character is approached in a dream by one of two beings. One is faceless and seems carved of swirling ice. The other(s?) are vague, but human seeming. The being seek to recruit you to aid them against their ancient and evil enemies. Decide if your character wishes to serve the Faceless Lord or the Nine Masters. The Faceless is supernormal, the Nine are natural and comfortable in appearance. Choose to pick your two gifts from the table or to be 100% of both characters. Choose before looking at the table. Your character will also receive one "gift set" unique to your patron. The gift set will be disclosed after you chose your patron. GIFT TABLE Randomly roll for which gifts you receive. If you are uncomfortable with random rolls, pick the gifts of your choice and pick the fixed values (i.e. for gift #1, instead of rolling 3d6, take the alternate +12). The benefits are about equal to (or in some cases the same) as those available from a chaos gift spell in RQII. 1) +3d6 to one requisite (alternate, + 12 pts); 2) +2d6 to one requisite, +1d6 to linked requisite (alternate, 8, 4); (i.e. +8 to INT, +4 to POW or +8 to CON, +4 to SIZ, etc.) 3) 20 point Superworld power (alternate, 5d6+3 points); 4) 6 point spirit magic (alternate, d5+3 points); 5) 2 point rune magic (alternate, d3 points); 6) 3 point sorcery (alternate, d3+1 points) + 10% skill; 7) +30% skill (alternate, <d6+1>*5%); 8) 2 Call of Cthulu spells (alternate, d3 spells); 9) 60 point familiar or +30 points to your existing familiar) (alternate 20 + 3d10 points); 10) 2 RQ II magic items (alternate, d3 items); 11) full shapechanger blood; 12) Chaos gift of choice (with chaos taint) (alternate, roll for two, reroll any rolls that call for more rolls); PATRON GIFT SETS THE FACELESS LORD For each that chooses the Faceless Lord, the char- acter/player should be told as follows: You've taken service with a Frozen (and apparently) Tychis- tic Chaos Shaping Entity. Your body temperature drops 16oC in its "normal" state (with noticeable changes -- you function just fine at that temperature, cannot freeze and can function in environments up to 16oC hotter than a normal human). You receive three points of luck, d3+1 air, d3+1 water elementals and a magical weapon (a Stormbringer Demon of Combat, requisite points = 125 points). The weapon will serve (without binding) as long as you serve the Faceless. It may, for the 20 point chaos feature cost, have 10 points invested in SUPERWORLD or RQIII abilities, skills or spells. The Faceless is allied with the Nine against the unNamed. He is cold, seemingly dual or discordant in nature and somewhat random. Those characteristics of his will protect your sanity (half all SAN losses suffered). You may learn more of him as you serve. The weapon he provides will attempt to kill after it is drawn and will resist being sheathed (or holstered or otherwise "put away") until it kills after drawing. It may also be bound following normal Stormbringer rules (but will thereafter be allowed to challenge the binding and is no longer compelled to obey other than by the normal magics). You also receive 2d3 million dollars in sorted gemstones (raw value) which you are advised to sell or invest. The gem- stones are in the form of futures on the Chicago Gemstone Ex- change. THE NINE Each player/character that chose the Nine should be told as follows: You've taken service with the Hidden Ideals. You become invisible to detection spells and devices and your eyes alter in a manner which allows you to see in the dark. You gain nine points of luck that may be used only to return from the dead. (similar to a cat's nine lives). You gain one earth and one fire elemental and a familiar (created by using points = 125 requisite points to design an animal familiar of your choice that will be the general equival- ent of a Stormbringer Demon of Combat). The animal becomes your familiar and your friend regardless of how you act. It may, for the 20 point chaos gift cost, have 10 points of RQIII or SUPERWORLD powers, skills or spells. As long as you have your familiar you lose all allergies to any plant or animal. Animals of similar type now like you. Note that while you will not bring equipment back from death with you using the luck given by the nine, the familiar and elementals will always accompany you on those returns. The nine are hidden but natural. They oppose a force that is unnatural and immoral. They neither expect nor can accept worship from you. The familiar they have given you will remain loyal regardless of your actions and intents and you will remain loyal to it. You also receive $750,000 in trust funds and an interest in a Red Empire trading firm that will produce $190,000 per year in tax free income. Your income is available to you through your Red Empire Debit Card and Account at Strassburg Merchantile House, Luxembourg, P.A. Fourth, preparing for your first move in the game . . . You've received financial documents, had your debit cards initiated, taken some time off work, tied up loose ends and had the chance to do a little shopping. In your last Federal Express package, along with financial statements and projections, there were tickets for a flight to St. John's on Shadraiel Airlines (a relatively new charter outfit) reserved for you in your patron's name. You've two weeks to pack and prepare. RULES 2 -- ERRATA FOR SHADOW WARS II Matters that can be discovered by consulting seers, oracles, demons of knowledge and others. THE FACELESS The Faceless is actually two beings who have undergone an avatistic merger as a side effect of the conflicts and ripples that occurred 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. Those who fight the slaying geas (by refusing to sheath the weapon, by not indulging in blood lust, etc.) will be drawn to Mikal. THE NINE In 273 B.C. the Emperor Asoka of India was born. In his progression to Apotheoses he founded the society of the nine unknown men or the secret masters. It is a secret society, with its own secret language (Indo- European root tongue), that seeks mastery of wisdom and sciences. 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 the loved and Fox. These are the nine. SHAPECHANGER rules for Shadow Wars II One of the gifts available from the chart is SHAPECHANGER. This is the seid blood. The following information concerns what you would know or could easily find out about the more common shapechanger abilities and populations. Small Weres (Falcons, Tjaj Cats, Dogs, etc.) STR x1 CON x11 Small weres may change shape at will with SIZ x1 no cost in energy and without regard for INT x1 phases of the moon. Small weres do not POW x1 suffer from uncontrolled change or from DEX x21 blood lust. CHA ** APP x11 Silver does 11 x normal damage EDU x1 SAN n/a ENERGY x11 (energy = CON + POW) RECHARGE x11 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 intended to be skillful and clever creatures, useful as scouts and in non-combat roles. Medium Weres (Panthers, Wolves, Laminae) STR x2 CON x11 Medium weres may change shape at will. SIZ x11 Unless the moon is in the sky, the recharge INT x1 rate is only x1 and it costs 1 point per POW x1 AR used to maintain wereform. While there DEX x2 are no uncontrolled changes, under the full CHA ** moon a medium were suffers from pangs ofAPP x1 blood lust and a desire to change. EDU x0 SAN n/a Silver does x2 damage ENERGY x2 RECHARGE x2 Claws 2d6 or Bite 2d6 or Trample 2d6 (plus siz/str bonuses) 25 points of kinetic armor (halved vs silver & gold) 5 points of resistance vs electric and radiation Medium weres are intended to be useful in combat and in those roles that an animal would be useful in (note the edu x 0 when in were form). For skills, use small weres. For full scale combat, use large weres. Large Weres (Bears, Lions, Dires, Horses) STR x21 CON x11 Large weres may change shape only when the sun SIZ x31 is not shining on them. Keeping a shapechange INT x1 in sunlight costs 1 point per AR (used or not) POW x1 and in sunlight recharge is halved. Large weres DEX x1 will either suffer from uncontrolled changes CHA ** under the full moon, blood lust, or reduced APP x1 kinetic armor (e.g. Horses have only 20 points). EDU x1 SAN n/a Silver does x3 damage (multiply damaged rolled ENERGY x2 and then apply it vs the halved kinetic armor) RECHARGE x2 Claws 3d6 or Bite 3d6 or Trample 3d6 (plus siz/str bonuses) 30 points of kinetic armor (halved vs silver & gold) 0 resistance Large weres are combat oriented creatures, no questions asked, no quarter given. Undead --true shapeshifters STR x21 CON x21 Undead are a mystery with the following pattern SIZ x11 (use Superworld rules for costs & powers) INT x11 a) .1 into regeneration POW x11 b) .1 into strength DEX x11 c) .2 into tap (con/pow) CHA ** d) .3 into shapechange APP x11 e) .1 into discretionary use EDU x1 f) .2 lost (character loses 20% of points) SAN n/a Silver & Gold do x2 damage (multiply damage ENERGY x2 rolled and then apply it vs the 1kinetic armor) RECHARGE x0 All recharge comes from tap vs con All magic point regeneration comes from tap v pow Tap 1d6 + claw/bite 1d6 ( + damage bonus), no cost to shapechange Extreme bloodlust 35 points of kinetic armor (halved vs silver & gold) -10 resistance vs electrical and radiation-10 resistance vs natural/clerical/rune forces of any kind Virtues These are for any player who would be unhappy playing a character with a demon weapon as a patron gift and for truly virtuous or lawful characters. (note that the familiars are animals--not demons). Use a base or zero level virtue instead. For players who just dislike the word "demon," give them a virtue of combat in the form of their favorite weapon. Roll POW on 4d6, Int on 3d6. All other requisites are irrelevant for these orders of virtues and can be treated as equal to POW + INT for special circumstanc- es. The weapon will not break and if it wins a POW v. POW strug- gle with any target it hits and causes any damage to, the weapon will do points equal to POW directly to the constitution of the target in addition to any damage it does. For truly virtuous players (the kind that volunteer for the soup kitchen, serve without pay for the local church, visit the sick and afflicted, etc.), give them a first order virtue of combat. It will have POW of 18+d6 and INT of 18 + 2d6. It acts as a normal virtue of combat (POW v. POW struggle if it hits the flesh of man or demon, if it wins, the man or demon dies, if it loses, do POW points of additional damage), and it has its INT added to %chance to hit. A first order virtue may shapechange to a limited extent. I.e. cestus could also be gloves or power armor guantlets. A broadsword could also be a saber, an epee or a longsword. For other additional virtues, see Rules.003 SETTING 0 -- THE ADVENTURE BEGINS The adventure begins as your flight touches down on a long white runway and you are gently jostled from a light nap. On the left is the ocean, on the right trees leading up to a ridge. The other passengers deplane and the valets take their luggage. With a stretch, you follow toward a five story building set into the hillside. Once you arrive your luggage is taken to your room on the fourth floor of the seaside face of the hotel. Below you see the restaurant and other facilities stretching out toward the beach. Your dinner reservations are waiting and the porter informs you that your on-plane order will be ready in about 45 minutes. You are invited to the lounge while your table is prepared. Four stories of hotel////////////////////////// Fifth story suites/// // and some //spice emporium////////////// downstairs rooms// 1 2 MR /------ ------- -------------------\ |desk | entrance |3 | common area | |-------\ |4 | bar | | \--------- -------------------------/ restaurant 6 5 WR veranda/promenade flowers garden moorings moorings moorings 1-6 above are conference areas/private dining alcoves. Your reservations place you in number three. Upon being seated, you find yourself at a large alder and oak inlaid table set off into a vaulted alcove that overlooks the beach and sea. You look about and see the following at the table including yourself: 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) To her 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) 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) Sitting quietly next to Drgg is April Smith, a middle aged woman, between 30 and 50 years of age, dressed in tan colored cotton safari gear. She has a back-pack, climbing gear and a 30.06 bolt action rifle 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 Drrg. 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) 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. 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 of his left cheek and left eyebrow. 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. Unlike Mark, the character is accompanied by a giant cat-like creature at all times. 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) James Kay walks in just after you sit. He is a scholarly looking man in a herringbone tweed jacket and tan twill pants. He has the look of an accountant or tax attorney.(10) 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. (The people at the table are the NPCs, some of whom will be available as second characters to the character you generate. The next setting you will receive after this one is the first "move" and will contain direction and instructions.) SETTING 1 -- BACKGROUND/INFORMATION FOR THE MOVE Dinner is served and all of the party are shown to their table. The latecomers are seated along with those you met in the alcove. You have an excellent view from the table. Looking East out of the windows you can see a wide beach (about 50 meters) going down to blue-green ocean water which is bounded by a black and white coral reef (after 300 meters of ocean) that extends out of the water even at high tide (by 2 meters). The weather is between temperate and tropical, the air relatively dry and the shoreline gently curved (as appropriate on a narrow island one kilometer by twelve). There is a gentle rise behind the establishment. A good deal of light comes in through large windows and the woods and other materials all have light finishes. It is a bright and airy place well lit with natural light tones (though much of the lighting is indirect). In the distance, outside the reef, you can see a large blue- green catamaran anchored next to a gate in the reef. No other islands were visible from the top of the fifth floor (for those who looked prior to dinner), but a mainland appears in the form of mountain tops probably 500 or more kilometers to the West. After dinner you will have a chance to spend some time becoming familiar with the hotel and with each other and will have a time for private conversations. To prepare for apres, please prepare a short statement introducing your character(s) as they would introduce themselves if everyone at dinner was taking a turn with introductions. You will receive the statements next move (move 2) and your NPC assignments thereafter. Based on the statements you receive, each of you (for move 3) should designate the three persons each of your characters would like to talk with most and where they would like to talk with them as well as what topics you would like to cover. That will be your imput for the move following the statements. LOCALES These are the locals you have to available to your charac- ters to visit and to talk in or about. They may also do some shopping here. All of these locals are on the island as well as having alternate location(s) to which they extend. 1) McCallahan's Bar. This is the hotel's bar. It has doors in Las Vegas and in South Ulster. The Las Vegas site is staffed by demons, the Ulster site is staffed by embodied virtues, nature spirits and Irishmen. In Ireland it is the sort of non-tourist, refined bar that you do not expect to see in any town. There is gambling, re- stricted to chemin de fir, no machines clutter the atmosphere, and people seem to spend more time talking than drinking. There is live non-dance music and a surprising amount of light. No recreational drugs are available. In Las Vegas it is as flashy, trashy and glittery as any- thing gets in that town. It is filled with smoke (distilled smog from Henderson), people and demons. If you can imagine a palace of luck filled with smoke, tourists and used car salesmen, you've got the Las Vegas location. 2) Golden Dragon Liquor and Spice Emporium. This establishment also has a door in Virginia near the District of Columbia. It is a quiet place, with sandlewood shelves, open aisles and a number of unusual spices, teas and other items for sale. The proprietor seems Chinese/Korean in appearance and very old. The Golden Dragon is entered through a leaded glass door. It has several interior divisions, all divided by walls and glass doors. Those with attuned senses will notice that some of the doors are gates. The proprietor of the Golden Dragon is surrounded by a golden haze. The haze is a second order essence virtue of pro- tection and obscures what magical or technical senses might otherwise disclose. 3) the Commons. The other end of the Commons is in both Los Angeles and Berkeley. The commons is part of Westwood, south of UCLA, a part of Berkeley and a part of central campus at CSULA accross the valley. The commons are a common area for discussion and study and contain several lending library kiosks and data terminals linking to Cybernet and Arpanet. Coffee, chocolate, herb tea and selt- zers are available from vendors. The Commons have checkerboard black and white flagstones with scattered tables, enclosed by a stone wall with plants at the base and the top. At one end of the Common's "square" is a long (35' deep) tile covered overhang, providing shelter from rain and shade for the afternoon. In addition to the vendors, a personal computer store is hidden under the overhang. The Commons winds a bit as it seems to be situated on the intersection of several hillsides. Picture a slightly irregular "S-curve" wrapped from one hill to another, about 60' deep and about 180' long. The "back" of the S has a tile covered overhang that is almost flush with the hillsides, the front of the S has a 31' green border, a six foot stone wall and about 3-4' of greenery on the top of the wall. There are no doors in the wall, but several masked arches provide entry and exit points. 4) David's restaurant. This has an alternate location near the waterfront in Seat- tle. It serves some of the best cold-water seafood in the world as well as a wide variety of west coast style meals. David's dates back to the lumber days and Seattle's first boom and still has its rough hewn wood beams, storm windows and oiled paper skylights. David's sells only fresh food and will usually have only a partial selection menu for available seafood and desserts. David is often present and is grizzled and powerful looking. He stands about 6' 8', has dark wood-brown skin, black hair shot with gray and has massive hands. His voice is a rumble. His daughters work for him and could easily be mistaken for wood sprites or hamadryads. 5) John's Beach. This white sand beach is also on the south shore of St. Thomas in the U.S. Virgin Islands. It is sheltered and off of the beaten track. Hurricanes always miss it even when the rest of the island is swamped. Day or night, John's beach always manages to be quiet, peaceful and private. The trees are thicker and taller than those further north and there is undergrowth growing almost like hedges amoung the trees, partitioning the forest in to secluded areas. The beach itself has several coves and a very gentle decline into the ocean. One can wade almost forever. 6) Hardeman House Hotel The original Hardeman House is an old fashioned boarding lodge in Boston. The characters are at the related institution which is one of Boston's finest new hotels and which deserves its five star rating. The hotel has extensive catering services, two tailors and it's own private access to "the walk" -- a collection of exclu- sive retail clothing/etc. shops which makes "the walk" seem like a part of the hotel. The top floor of the hotel is reserved for residence suites with only a quiet deck above them. 7) NICHOLE'S GARDEN This garden's alternate location is unknown. Characters presently are unable to enter the garden. Viewed over the walls, the garden seems to reflect four seasons and five moods. 8) ROBERT'S MOORINGS The alternate locations vary. At present, none are avail- able from your location without sailing, but Robert's has a fair number of hulls in port including a few Spray 32s, a Ted Hood Little Harbor 64 and three Morgan 44s. There are also the usual dingys, catamarans and sailboards. Scuba sales and rentals will be open when you walk by. The mooring is aswarm with help, mostly sea trolls. Robert's is a full service mooring with overhaul facilities, storage and a custom sail shop. It can handle major rebuilds for gas and diesel engines and has the welding technicians necessary for work on aluminum and light alloy hulls. 9) BILL'S This famous outfitting store has retail outlets in Park City (Utah), Medford/Ashland (Oregon), and Anchorage (Alaska). It is often available from the island only when the skiing is good. Currently the door to Bill's is closed. Bill's is a premium outfitting and ski shop. Bill sells a variety of ski related items, firearms, climbing tools and an almost impossible variety of outdoor gear and clothing. A cata- logue is available at the hotel desk and room service can obtain items for you. 10) Shadriael Airways This Airway serves your island, Houston, Miami, Los Angeles and both the Pacific and Caribbean Islands. It offers full service facilities for repair and overhaul of private aircraft. SCENARIO 1 -- DTAGGA public background It is shortly after the lost weeks. There have been some earthquakes in Longview, Texas. Tabloid journals have carried interviews from psychics about ley lines. The gravitational and magnetic map of the world has shifted significantly. Satellite and recon mapping is being used to generate new maps. Anti-war demonstrators are attempting to block any creation of the new maps. There are rumors of several secret societies and conspira- cies that have attempted to control the world. One of those that rings a bell is "the nine hidden masters." There have been reports of giant serpents or wyrms rising out of the earth. private background The sorcerers in the group sense the re-emergence of the leynd lines. One that runs through Shrieveport, Louisiana ap- pears to also run through Longview, Texas. It would be an excel- lent spot to try magics. At least two members of the group have dreams indicating that they should go to Longview. The National Response Team asks James Key to send his shadow to Longview. James tries to explain that he no longer has a controlled shadow, but does pass the message along. Somewhere in the Southern United States, a breach through shadow into chaos occurred. The echoes disturb every one of the Companions (and Mark Gold). what happened Two separate things happened. First, Mark Gregory (see the scenario with Alfar.002, intended to follow this scenario) has accidentally cast a chaos summoning and shaping spell. Second, and relevant to this scenario, a Dtagga gene-de- scendant came of age. This individual was 45 at the time and deeply involved in drugs and false magic. She did not know the magic was false. When the chaos returned and the magic returned, Mixie Quinn began to have evil dreams and to change shape in her sleep. She saw herself as the embodiment of all she had sought. Mixie revealed in the thought that she might have a destiny far beyond speed and crystal. Seeking deeper sorcerous knowledge, she found some. She learned how to summon force from the true chaos that lies beyond shadow. This is unFormed substance, far removed from the natural chaos stuff filtering into the material world. She planned and she sacrificed. Five of her drug buddies died to provide the blood for the five pointed unFinished star with which she summoned chaos. Chaos came. It came in the form of the worm, aided and shaped by Gre- gory's unwitting spell casting and by the plots of the swart alfar. In the form of the worm it overcame her and consumed her. Nothing was left of Mixie. Worse, Mixie had picked the head of a leynd line to fuel her sorcery. The chaos spawn that ate her soul fastened onto the leynd line and embodied in it. The shifting of the possessed leynd line head caused the earthquakes and threatens to cause much more damage. major opponent SIZ 300- // 30 STR 250- // 25 CON 140- // 14 CHA 13- // 11 APP -40- // -4 DEX 16- // 16 INT 7- // 3 POW 85- // 17 SAN 0% -771 points for chaos shapings Talons, +36d6 to damage +90% to hit Armor, 100 pts kinetic, 200 points radiation, 300 points electrical. Seeing, 300% chance to see invisible, 400% chance to see in dark, 100% chance to know hidden weaknesses. Natural armor, 30 pts of slime. Chaos afflictions: regenerate, 20 pts per day poison teeth, 12 potency poison slime, 12 potency poison trails poison breath, 12 potency x 600meters3 area hunger, troubled sleep 5 power earthquakes, three per lunar month Leynd line earth wyrm chaos spawn. Except for the chaos and the negative numbers, typical for an earth wyrm embodiment of a leynd line. solutions The characters can engage in a horrendous fight. They will probably lose even if they lure the wyrm away from Longview. Away from the leynd line its chaos shaping powers, strength and charisma are divided by 9. However, there are a number of clues that the characters can trace down. Solving the clues will reduce the danger level considerably. 1--the neo-satanic church claims credit for the earthquake. Every tabloid has carried the story. If questioned they will tell all and sundry that a member, Mixie Quinn, has been deified by the power of the great serpent. 2--Mixie's house has been cordoned off by the police. Blood stained knives and an ancient grimoire were found there. Mixie is missing. 3--Five low level drug pushers have disappeared. All were members of the neo-satanic church. The church's coven master has been complaining to the press that the police killed the missing members. It is the talk on the street among addicts & such. 4--The local library had all three of its books on magic stolen. One of those was the grimoire found at Mixie's house. It is available through interlibrary loan or could be found in Dallas or Shrieveport. The librarian will volunteer all of this. 5--Mixie owns property in the great swamp/"lake of mystery" state park near the Louisiana border. She regularly gets taxed for it by the local city tax authorities even though it is in a different county because she recorded the deed locally. 6--the "lake of mystery" state park is infested with psy- chics and potential magic-users, apparently being a strong leynd line site. A large group is holding a festival and engaging in a number of ceremonies. notes 1--each of the victims buried with proper rites will reduce the wyrm's strength by 20%. The bodies are scattered throughout the swamp on Mixie's property, the blood is in the unFinished five point star in her house on that property. 2--the grimoire has a banishing spell for worm-related chaos. It will reduce the POW and INT of the wyrm by 50% and will banish all of the chaos afflictions from the wyrm. 3--there are rituals to tame and master wyrms. These will reduce the POW of the wyrm by 90% for the purposes of any spell cast by one who participated during the following lunar month. The crack pots and crazies at the lake include a few who know what they are doing and who are holding one of these ritu- als. 4--Mixie Quinn is Mixie's true name. Any spell cast regard- ing the wyrm using that name will have twice the effect and twice the chance of success as will any chaos shaping or magical device employed under that name. methodology The characters should be able to talk to the police, the librarian, the county records and the neo-satanists in the first few days. From there they should have the chance to go to the lake of mystery to either visit with the crack pots or to explore the cabin. They should discover clues as to "as it is raised up, so is it put down" and specifics involving the bodies. The rites are in the grimoire the police have, in the copies at the various libraries and on photocopies in the cabin. The bodies are concealed, but could be found using dogs, spells, tracking, etc. Each of the bodies is concealed differ- ently (one is buried under rocks, one in the swamp, one weighted with stones and dropped, one in a tree and one burned and in an urn). In the magic festival, the ones who know what they are doing will be noticeable. They are possessed of chaos shapings and have swart alfar blood. The party should be able to identify and deal with the "non-humans" in a civil manner. The swart alfar are looking for magical knowledge and trying to get the feel for things. They would like for someone to take care of the earth wyrm problem and share their ceremony. play pattern The players should search for clues, identify the real problem, realize that they need to prepare, make preparations and then finish what is left by combat. Upon the "slaying" of the wyrm it will dissolve into the leynd line and the chaos portions will burn into nothingness. In addition to whatever player points are gained, each character who participated in slaying the wyrm will receive a temporary boost of 6d6 magic points that will last until used or until the lunar month ends. notes This scenario is basically exploration and problem solving with some combat. The players should realize that there are a number of naturally occurring forces that are out of their league without help. The amount of melee and combat can be controlled easily. If your players demand a great deal, let them fight with neo-satan- ists, rogue police officers, minor chaos spawn, crazed crack pots, swamp monsters and unDead bodies. Toss in a few ghosts and a hostile swart alfar or two. If the players like problem solving and clue finding, bury the clues deeply and make the characters go through several levels to find them. Toss in a few more magic items, such as a golden plow to reclaim the area poisoned by the slime, rune masks to counter the poison breath, flint earth spears to pin the wyrm to the land, sky magics that will temporarily blind or confuse an earth power, etc. Make all of the magics one-shot, single use items that apply only to wyrms created by leynd lines. You can bring up that kind of trouble again and force the characters to recreate all of the tools they used, especially if there is no unFormed chaos in- volved (and thus no bodies to use to reduce it). addenda This scenario introduces the characters to leynd lines, to earth powers, to the swart alfar, to the different types of chaos and to the neo-satanic church and other crazies. It also allows them to do something that will give them a positive note on the fed level (<<file note, FBI data base: **.xx helped Key's shadow resolve that mess in Longview). This scenario also provides a tie-in to alfar.002. SCENARIO 2 -- PARTHA The Partha Conspiracy public background Longview, Texas was recently attacked by an earth wyrm that awoke hungry from its millennia long sleep. While the wyrm was slain, there has recently been a great deal of speculation in the tabloids that other "dragons" are still sleeping and need to be slain before they destroy more cities. It seems that every other week, another city is printed up as being at risk. Robert Howard's Kull series has been adapted to a movie series starring the same actor as played Conan. A great deal of anti-serpent hysteria has arisen and people have been killing snakes and demonstrating at zoos. Somehow the message has gotten across that the Kull series was real. The United States Senate has been conducting examinations and hearings on the matter, traveling to Haiti and to Atlantis. A major figure in this matter is Senator Lavan Veiss of Texas. Senator Veiss claims that we need to avoid hysteria, but that there is a threat. He has been seen with a non-human body- guard of cat-men and has proposed legislation to authorize let- ters of marque aimed at non-humans allowing privatized security forces to hunt down and exterminate any serpent or dragon threat. Senator Veiss was a candidate for Vice President at one time and may have further ambitions. Wyrms do reside in the earth and sleep along leynd lines. They are often stirred up by unPatterned magics and will arise and hunt once woken by the presence of the unNatural. private background The Partha Masters survived the fall of the cities. They survived the loss of females. They escaped the Cherokee and the Five Peoples. They avoided the Europeans. They managed to out- live or out-wit every enemy. Now they feel the hand of time once again. The unraveling of the Teynd binding frayed the life magics that gave the masters immortality. Two of the five have already aged past salvation and were consumed by the unPatterned chaos seed within them. The other three are desperate to avoid that same fate. The easiest manner in which to find salvation is to find some Dtagga to slay and eat. Given the simplicity of the magics involved, Dtagga liver is seen as their salvation. At the same time, there really are serpent people who walk among men. A proto-history race, the serpent people survived the death of the dinosaurs and had a static civilization when men first mastered magic and chaos. They brought down Atlantis. When men reached for the stars, some of the serpent people fled the earth for the far reaches and, eventually, the ambit of the Swarm. The Swarm welcomed them as it would any other member/ potential meal. Some still survive. The rest of the serpent people sunk even deeper into the mire of the deep jungles and swamps. There they slept and faded. When the magic failed the serpent people faded even further. The return of the magic has started several nests stirring and caused the sleepers to awake. The active nests are: the deep caverns of Haiti (Voreao Saliaa), a city of sixty male sorcerers, twelve female brood-queen/chaos shapers and two hundred and forty warriors. the slime fens of Brazil (Maateo Ossorg), a swamp series lair that holds six pairs of male/female shaman, three hundred breed- ing capable pairs of life-bonded serpent people and two thousand fairly recent young adults (ages 60 to 600). the fells of Africa (!Hskkaa!a), jungle and desert city dwellers, numbering about fifteen hundred with even distribution between the three sexes. (males, male/females and females). No brood queens, no paired male/females, one master male-king. They are stirring slowly, but with hunger. The Partha do not wish direct conflict with them (as there are only three Partha Masters and six thousand Partha Spawn left. Only four thousand of the Spawn are controlled due to the deaths). the cast of characters One Partha Master Three Partha Spawn bodyguards 6 points of spirit magic 2 points of rune magic (chaos gift) One Partha Spawn shaman/chaos shaper 60 magic points available 24 points of spirit magic available 2 spirits of disease One Partha Spawn Warrior With a 30 STR chaos shaped broadleafed spear (3d6+d6+2) and each with 12 pt woad armor (12 pts of armor + 12 for POW v. POW conflicts) Three Misc. Partha cannon fodder with knives and protection 3. other players Serpent Chaos Shaper POW 24, all other reqs. 17 three demons of teleportation portal creation (one will be destroyed creating the portal in, another creating a portal out. the third can be used to move with.) demon armor (POW 12, CON 80) demon weapon (POW 8, CON 10, STR 60, DEX 20) demon Dtagga locator Serpent Sorcerer INT 24, all other reqs. 17 With 20pts of RQIII spells Robe with 10 pts of armor and 30 magic points Serpent Rune Priest CHA 24, POW 19, all other reqs. 16 With 24pts of Spirit Magic With 12pts of Rune Magic With 5 RQII magic items Rune Lord level Serpent Warrior All reqs. 18 Carrying traditional chaos shaped spears (+6d6 damage/+25% to hit) With 12pts of spirit magic each. 6pts of natural scale armor 8pts of technomagic mesh armor (an artifact) 5pt kevlar/laminate robes activity The Partha group will make an assault upon the Dtagga char- acters or Dtagga shadows in the player-character group. The Partha are moving before the Senator is able to get his legisla- tion passed (if ever) because of the time pressure the Master feels. He is older than the Teynd and greatly fears the grip of death. The Partha will be allied with the serpent people who are out to gain glory, find out more about the world and to take pre- teynd artifacts under control. They had heard of the _________ and are willing to join in an assault on the owners. They met the Spawn while tracking down the source of the (true) rumors. They are unaware that the Partha are responsible for the campaign against the serpent people and merely think of them as individuals having a common interest and willing to share in a common venture. They are not terribly trust-worthy, but then, neither are their allies. locale The best locale for the assault would be the catamaran of John Storm. The serpents would want control of the catamaran and the Partha want the liver of the Dtagga shadow. To make it sticky, when the assault starts only the child- ren, the shadow Dtagga, and the regular demons/virtues should be home. If you want a different setting, have every one out for a visit at the ship when the assault starts or have no one home. The master demon of transportation used to portal onto the catamaran will be destroyed by the ship's defenses. Only the shaper master will understand what has happened, but he will feel real fear. He will not be willing to face in combat anyone who he identifies as the master of the catamaran and its protections. While the shaper master worries and realizes that he will have to sacrafice another demon to escape, and feels the oppres- sive presence of the coral reef (a seventh order protective device -- one that will not allow the catamaran through) the rest of attackers will spread out looking for hostages, victims and loot. The children will go into hiding, their parents will attempt to come home with help (the player-characters), and a hide and seek sort of fight will then ensue. the catamaran The catamaran is 95' long. Each of the legs is 105' long x 15' wide by 20' high (15' plus 5' of curved roof). The bottom level is storage and ballast space (the legs are ballasted with gold and iridium ingots on each side), the base level is 75' x 15' x 8' and the second story is 80' x 15' x 8' (including the curved roof space). The walls are very thin. Between the legs is a 21story platform that is 90' x 60' x 5' at the half story base (spreading from mid leg to mid leg // the catamaran is 95' x 75'), 80' x 55' x 8' on the first story and 70' x 50' x 8' on the second story. Additional space exists in the form. Not counting storage spaces, the catamaran has 12,150* square feet of area, about half taken up with green houses and similar functions and about half taken up with living spaces of one sort or another. (The reason it does not have 12,550 square feet is that there is tapering and wall space to be considered. All measure- ments are accurate within +/- 5 feet, with the total an approxi- mation subject to that error). It also has a half deck command area, sail lockers, mast stations, catch screens and other "normal" attributes. plots The basic scenario should have Golden and/or Ari trying to locate and save their children. They are on their home ground, well aided by virtues and demons, and the children are fairly intelligent and have virtues and demons to aid them. John and Ari should be able to locate and rescue the children fairly easily. More difficult will be isolating and protecting the Dtagga and/or Dtagga shadow and keeping control of the catamaran. The characters may or may not have the force to do so. In addition, the Serpent shaper may flee the scene (without a demon powerful enough to bring him back) and strand the rest of his party leav- ing only combat or negotiation. There is room for combat, negotiation and betrayal. twists Only the Partha Master is inflexible. He wants Dtagga livers and wants them insanely. He will not be able to act rationally if a Dtagga (or its shadow) remains in sight. The spawn will want to breed. The serpents want valuables. The Storms are flexible but will not endanger their children and will not betray friends. Note that John may not be available and that Ari is vulnerable to berserk rage if placed under enough pressure. The Dtagga who are present would know that having their livers eaten by Partha will produce a final death. John/Golden and Ari will not endanger the catamaran staff (including the demons of combat) and will not let them be used for cannon fodder. No one else can control them. goals to accomplish At the end of this scenario/setting, the characters should be aware that they have enemies who will eat them, that the Partha and the serpents are enemies of convenience (and both threats to humanity), and that the Senator may be mislead to some extent. The characters will also have had a chance to experience the catamaran setting in detail. There is much to be said for some of the attackers getting away to fight another day and to encourage more potential pirates who may try to take the catamaran in the future. The Partha controlled senator may also become aware of the Dtagga and decide that they are serpent peoples also or may decide that the Partha are not as pure as he thought. Not every cat is good. Expect to impress characters with visions of their own mortality in this scenario and to get a good idea of how the characters act in combat (with an eye towards future play bal- ance). notes to remember This is a hurried affair from the player side. You can capture this feel by starting things as the players begin to sit down and before your group would normally settle in to play. Use time limits, allow the party to split up, and act immediately on what players say. play aids A map of the catamaran and counters for each of the charac- ters (for each side) are useful. Keep the map on your side of the screen and let all the players stay in the room. This will keep those who are separated from bogging down play and will simulate the effect of movement through a large building made of transparent glass-like material. There is a more complete description of the catamaran under Settings and additional details on Golden Storm's character sheet. sample useage The dinner party breaks up as John Storm, James Key and ___ _______ (the character against which the Dtagga shadow is to be cast) take a small boat to John's catamaran. They pass through the gate in the coral and are welcomed aboard by Ari and two small children. John and James take __________ to the forespit Green Room. There John shapes a cocoon and James casts his shadow. The shadow sleeps in the cocoon. It will awaken in (2d6+2) hours and will emerge as soon as it is integrated. James and John will be thousands of miles distant by then. Ari puts the children to bed, checks with the retainers, and returns to the island to take care of social business. As she steps from the back of the roan horse that carried her to shore, a great cry goes out. Looking out to sea, Ari (and anyone else who heard the deep belling tone of the cry) sees a cluster of hands release a score or more of bodies on the top deck of the catamarran. The hands look scorched by fire and as she watches the hands and the twelve-planer creature that owned them are limned by fire and cry out again in great shaking bell tones as they are con- sumed. A major demon from the great dark has perished and swirls of chaos matter dissolve in bursts of green and orange fire. The fire that consumes the demon casts a sickly light that shows about two dozen moving bodies on the top of the catamaran. The distance is too great to tell what they are, but from their movement it is easy to see that the demon succeeded in penetrat- ing the wards before it perished. From the manner of the demon's death it is obvious that those it carried were enemies. Ari cries out for help. When she tries a magical contact with John a swarm of demons come through the glowing spell disk. Ari swats them like mice as the sea trolls on the docks react by pulling out short spearswords, tridents, nets and rifles. They join in with a relish that extends to taking bites from the demons as they slay them. What do you do? Ari will be returning to the catamaran as soon as the roan horse returns (it was half-way back to the ship before she called out to it). She has children aboard and is not totally rational or sane where their safety is concerned. In addition __________ has a shadow self in a cocoon on board and the Storms are allied with your patrons. React imme- diately. SCENARIO 3 -- ALFAR The Saffron Dream public background In the tabloid news there have been several skirmishes between "elves and goblins" recently. Pictures of dead bodies and traces of old magics. Most of the magic seems very simple. In the aftermath of the Longview, Texas earth wyrm matter the player characters are contacted by the family of Gregory Smith, a local psychic who attempted to subdue the wyrm and was apparently magically poisoned. A number of human-like individuals have been applying for citizen-ship or visas. Several rock bands are using bizarre (magical) special effects. <insert headlines from last week's real world tabloids as noted while buying groceries> private background A group of swartz alfar is attempting to re-embody the slain Kjtti cluster. They've taken the dream soul of one of the per- sonality fragments of the world worm and have bound it to the body of a psychic. They psychic opened himself up to be the channel when he visited the University of Cjjan in Shrieveport, Louisiana and bluffed his way into the closed collection. Sounding his way through a Latin edition of The Worm Undying, a cultic grimoire, he unconsciously fell into a magical chant. When the earth wyrm ravaged his home town of Longview, Texas, Gregory Smith was there to attempt to stop it with the magics that had surfaced in his subconscious. He now lies in a hospital bed, seemingly poisoned by the wyrm with a festering chaos blight. Several of the attendants have dark skin and golden hair. His family has come to the player characters for help. the cast of characters Swartz Alfar attendants, there to make sure that no one kills the earthly body. Lios Alfar (The aqua halcyon sept), they make one attempt at descending from the clouds to kill Gregory Smith. Dream World Denizens other players Tabloid press investigators Doctors Crack pot psychics The Smith family activity This scenario involves a lios alfar dream gate, a quest in the dream world, clues, problem solving and some combat. clues A harsh letter will come to Gregory's family about his actions in the library and his penciled notations in the gri- moire. Gregory kept a journal where he collected essays on his dreams, several of which took place on the dream plane. Gregory is covered with a chaos fester, but it is not formed of true matter or chaos stuff. Any alfar shaping attempt will reveal it to be dream stuff and not chaos stuff. The neo-satanists turn to the active worship of the worm to come. One of the player-characters dreams of a gate near Fort Cobb, Arkansas (a real place that is dream like). Appalachian tradition warns against the hour of the worm, to come within a twelve-month of the day chaos falls. Second sight reveals the swartz alfar attendants to be wormlike and tainted by the unFormed. All familiars are uneasy near any of the swartz alfar or Gregory (it will be easy to misread the unease). Gregory had a girl friend who left for Arkansas and was never seen again. A picture of her is on his family's mantle. Dream and reality share a number of spatial similarities. setting Longview, Texas. Fort Cobb, Arkansas The Dreamgate Four levels of destinations A) the girlfriend in paradise B) the sunken depths C) the dream world D) the realm of the banished Any of the four can be used. The trip back to Longview through the dream world. The Kjtti dream self in Longview, Texas. plots The basic plot is simple. Avoid mis-direction, go to the dream world, slay/banish or otherwise sever the Kjtti dream self, return to the gate and home. twists The swartz alfar will attempt to turn the characters into allies. The dream world is very enticing, strange, misleading or dangerous. The characters might very well have a number of side trips and adventures. play goals to accomplish This scenario introduces the players to the alfar split, to the concept of leynd lines and Kjtti, and to the dream world. It also should make the characters leery of reading grimoires. notes to remember This scenario has a great deal of flexibility as far as combat and clues go. Generally, the initial clues and combat should be easy and simple. Once into the dream world, make the characters sweat the trip to Longview's dream self. Feel free to make the trip require successful searching of transportation, filtering out clues, finding Mcguffins, and overcoming of enemies. Also feel free to let the characters get side-tracked or to put them under time-pressure or to infect them with worms that grow as Gregory changes. play aids A map of Texarkana. A map of the dream world A hospital layout The lair of the Kjtti. sample usage The characters are cleaning up after the final confrontation with the earth wyrm and double checking to make sure they fin- ished the scenario when they are approached by Gregory Smith's mother, seeking help for her son who was magically injured. useful statistics Kjtti cluster shadow (six members in cluster) SIZ 16 (10+2d6-) x6 96 STR 18 (10+2d6-) x6 108 CON 22 (10+2d6-) x6 132 CHA 6 (2d6-) 6 APP 3 (2d6-) 3 DEX 13 (6+2d6-) 13 INT 18 (10+2d6-) +6 24 + 12 for spell memorization POW 30 (18+2d6-) 30 + 140 extra magic points SAN {(POW + INT)/4}*3% 40.5% WILL 12 Chaos factor 3 (randomly determine 3 chaos features when encountered. Each new moon, on a d6 roll of 3 or less the features will change.) It must be killed five times to finally slay (one life is already gone), though it will dissolve into inactivity if killed and will not have a presence after death for 2d6 months. Allow it access to any spirit magic, up to the limit of 36 noted above. Very hungry, slightly sluggish. APPENDIX A -- DTAGGA background The Dtagga were spider dragons. They were well known as allies of the Shannella and were symbiotic. The Dtagga had their origins earlier in the galactic time frame than any other spe- cies. The Dtagga evolved while chaos stuff was still a major part of the material world, billions of years prior to the civi- lizations of the Cusp. Chaos shaping and use was a natural part of their metabolisms. The Dtagga norns bound most of the race into suspension while the universe aged. Some of the Dtagga were without the suspension and passed into history. The rest were awoken by Shannella explorers. 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. life cycle There were three ways that Dtagga were born. The first was in-species breeding. Dtagga were fertile with each other only with great luck or with large masses of chaos available to fuel conception. Second, Dtagga could interbreed with any gene using species. The resulting off-spring were members of the "other" with Dtagga genes existing as tag-ends. When random combinations raised the level of Dtagga gene tags to 95% of the genes or more, a Dtagga resulted that was 100% genetically Dtagga. Third, Dtagga could cast shadows. The shadow casting re- sulted in a combination of the screen and the Dtagga. The shadow would be 75% of half of the Dtagga and 75% of half of the screen. The results were somewhat random. If the shadow was able to integrate the personality fragments, obtain sufficient will to become real, and grow into a full body, it became a real Dtagga and an independent life. Naturally born Dtagga spent thirty weeks in their eggs. When they broke through the shells they were a meter long and about as sentient as new-born crocodiles. The young spent twelve to fifteen years growing to three meters as non-sentient rep- tiles. They then experienced quickening and began to assimilate chaos and form shadow extensions. Over a fifteen to twenty year period they became sentient and grew to full size. The sentient and full sized Dtagga were then inducted into society and taught and nurtured by such as found time. Often Shannella took over these duties. race magics The Dtagga had the spider dragon form and other forms de- pendent on breeding, exposure and personal whim. (CHA + POW) /20 = the total number of natural forms each Dtagga had. (e.g. with a CHA of 18 and a POW of 20 the Dtagga would have 1.9 or two natural forms, Dtagga spider dragon and one other). The Dtagga also could bind chaos into shaped forms. The number of bio-shaped forms was equal to (CHA+POW+INT)/20 and averaged about three. The possible bio-shaping included: light wings ~ chaos shaping of transport protective aura ~chaos shaping of defense/armor Kinetic/Radiation/Electric defense as chosen shadow talons~ chaos shaping of attack/weapon STR=DEX, all other requisites rolled shapechanging~ chaos shaping of desire, 50% of CON dedicated to shapechanging, 50% to regeneration, 20 pt cost for regenerate d6/ten minutes, 1 shape per 10 pts assigned to INT of chaos shaping. demon sight~ chaos shaping of knowledge, focused through third eye, limited to visual effects and seeing in dark, seeing invisible. force breath~ chaos shaping of attack/weapon SIZ = STR SIZ = one meter3 area per 10 pt of SIZ STR = d6 of breath attack per 10 pt of STR The Dtagga also knew words of power that fathers' genetical- ly transmitted to sons. These are all lost. The range was equal to (CHA + INT) in meters. <note, James Key knows three of these and could teach them to children if he had any>. Shadow casting. (Source + shade)/2 = each requisite. Randomly select chaos shadows, each will grow 1 point per week (unless aided by Shannella sorcery). Randomly select half of each "parent"'s skills and give the shadow 75% of each skill. The shadow will become 10% "real" or independent for each point of will it spends. At 10 points of will it becomes a separate Dtagga and is no longer a shadow. Dtagga society was very loose, rarely comprising more than two or three organized individuals. The Shannella gave the Dtagga structure, raised their off- spring, organized hunting territories, gathered and shaped chaos for the Dtagga benefit, and organized protection from natural Dtagga enemies (i.e. the Partha). The two races naturally formed a deep partnership. Note that many Dtagga were found wherever their genes en- tered a population. Such could arise without the involvement of the Shannella and were often turned to unprincipled uses. For notes on Dtagga form immortality, see James Key. racial statistics 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 *luck is a PC characteristic only. play notes Most Dtagga will be randomly occurring gene-descendants. They will have no racial memories, no guidance and lurking natu- ral enemies (i.e. the Partha conspiracy). Suddenly, without warning, the individual will experience strange dreams, shapeshifting to a frightening form, and slow growth of shaped chaos. Strength and other requisites will change and (generally) improve. It can be a frightening and dangerous time. Worse, gene- descendants are randomly created and born into households with no warning or expectation. While generally manifesting at the end of adolescence, gene-descendants can manifest at any time after puberty. This is a force re-awakened by the change in the world that is profoundly in need of channeling. APPENDIX B -- PARTHA The Partha background This was a race of pards or large cats. The Partha did not have grasping hands or opposable thumbs. They did have magic, ritual and intelligence. The Partha were subservient allies of the T'chha and natural enemies of the Dtagga. The Partha were very cat-like in nature and attitudes. Their cruelty and amoral ethnocentricity were well known. The Partha and the Dtagga were natural racial enemies. While the Partha's scent markers for their biological by-products (breath, urine, feces) were poisonous, the effects were doubled or tripled and lingered offensively in settings involving the Dtagga. The Partha refused to curb their use of scent markers when they traveled. This was the beginning of natural conflicts between the two races. This befoulment of common habitats was led to strain that was worsened as certain magically enhanced Dtagga organs were the main ingredient in Partha magics that granted long life and increased fertility to the Partha. The Partha relished the liver and intestines of the Dtagga. 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. The Partha gave the Dtagga as much consideration as a cat gives a mouse. Because of the societal pressures created by the Partha use of Dtagga victims, the Partha were incapable of honoring treaties or living in peace when Dtagga were available to hunt even in those situations where they desired to overcome their natural amorality. The Partha were able to bond with the T'chha, which allowed a number of advantageous treaties to be created. The T'chha used the Partha as shock troops, envoys and to hunt the Dtagga for their own benefit and to distress the Shannallin. The two pairs of races were natural competitors and enemies. This resulted in a constant source of trouble for the Dtagga wherever the Tc'cha or Partha intersected the Dtagga or Shannallin. life cycle The Partha were short-lived. They were cubs from 0-3 years, adolescents from 31-6 years, young adults from 6-12 years and adults from 121-36 years. The females were fertile from 8-28 years. From 36-42 they declined into old age. The Partha also had fertility problems. Conception took much more effort and had much less chance of success than for human beings. Many Partha magics were concerned with changing that fact. All Partha had the following normative race-magics: 1.--Life Extension. This was a simple ritual involving a complete Dtagga liver node (each liver was good for about three nodes). The ritual resulted in a bio-function that could be treated as a skill conforming with the following function % = 2^(n-2) were n is the total number of nodes consumed in separate rituals. n = 9 is 128% or permanent anti-aging ability. 2.--Fertility. This was a simple ritual involving the appropriate Dttaga organs. Each ritual created the power to create fertility from a single union conforming with the follow- ing function % = 2^(n-2). At n = 9 the Partha could cause all unions it was involved in to be fertile. note that while each Dtagga yielded up three liver nodes, it had only one set of appropriate organs. This often led to prob- lems in Dtagga hunts when dividing up the prey. 3.--Mentat telepathy. This is a form of telepathy not requiring knowledge of the languages of the parties. The chance of success when there is co-operation is measured by (POW + INT) + (POW + INT). Thus a Partha with POW and INT of 12 each, trying to communicate with a human of POW 11 and INT 14, would have a base chance of 49%. This chance could be increased by improved skill with tele- pathy and with accelerating magics. If the target resisted, a POW v POW struggle was also required to communicate or eavesdrop. 4.--Breath. This was a combat magic. It allowed the Partha to breath and attack the CON of the target with the STR of the Partha. The Partha would breath out a portion of essence in its breath (range = POW in meters), a POW v. POW struggle occurred and if the Partha won, then the STR of the Partha was temporarily subtracted from the CON of the target, stunning it for melee rounds equal to the negative number <if any> that resulted. Attacks were cumulative with recovery at one point per melee round. e.g. Partha of POW 20 could breath 20 meters. vs a POW 10 target it would naturally succeed. If it had a STR of 21 and the target had a CON of 15, the target would be stunned for 6 rounds. Each breath cost 1 magic point. Chance to hit with breath is a % skill. 5.--Iron Fur. This was the ability to sacrifice POW and blend Dtagga shadow to create armor. 2pts of armor per point and 1shadow. Racial Statistics: SIZ 10+2d6- 12-22 STR 10+2d6- 12-22 CON 9+2d6- 11-21 CHA 3d6- 3-18 APP 6+3d6- 9-24 DEX 6+2d6- 8-18 INT 6+2d6- 8-18 POW 6+2d6- 8-18 SAN {(POW + INT)/4}*5% WIL 2d6 2-12 LUC 9+d6* 10-15 (the Partha were a lucky race) PTS 1d3 1-3 *the ability to accumulate LUCK instead of will is a PC charac- teristic, not common to all members of a species or to most NPCs. 7 points of any Partha luck will be in "lives." I.e. 7 of the 10-15 points of PC luck a character will start with can be used only to resurrect the character after it is killed -- similar to the 9 lives of a cat. The Partha Spawn (very unnatural) The Partha Spawn on Earth are all the descendants of a very narrow group of male Partha Masters who dealt with the unPat- terned for breeding power. Their pact allowed them to breed with non-Partha -- but the resulting off-spring were spawn and not partha cubs. The sub-species created bred true as long as fresh injections of first generation Partha Spawn were added to the population from time to time. The Partha Spawn generated in the Cusp sphere were cat varients of other species, often crosses between the Partha and human captives. The first spawn were parasitial larvae of the unformed and unliving that took Partha forms as the results of partha race magics gone bad. As the Partha had used Dtagga victims as the sacrifices, they naturally blamed the Dtagga for the existence of the spawn. As time passed and many Masters became corrupted, most partha septs and prides incorporated spawn as third caste citi- zens. The spawn bred much faster than the Dtagga and were useful for a number of tasks. Spawn did not possess Partha race magics, but did have thumbs, walked upright and could speak both human and Partha languages. Creating Spawn was a common use to which Shanallin captives were put. As unPattern chaos tainted creatures the lesser spawn were tolerated by the Builders only because of their usefulness as cannon fodder. The major spawn were hunted werever found. Racial Characteristics SIZ 3+2d6- 5-15 x2 for major spawn STR 4+2d6- 6-16 x2 for major spawn CON 3d6- 3-18 x2 for major spawn CHA 3d6-1- 2-17 x1 for major spawn APP 3d6-1- 2-17 x1 for major spawn DEX 3+2d6- 5-15 x2 for major spawn INT 6+2d6- 8-18 x1 for major spawn POW 6+2d6- 8-18 x2 for major spawn SAN {(POW + INT)/4}*4% WIL 2d3 2-6 x1 for major spawn LUC 2+d6* 3-9 x1 for major spawn PTS 1d3 1-3 *luck is a characteristic relative to PCsonly. for comparison, the weakest major race, the Pathan SIZ 3+1d6- 4-9 STR 3+1d6- 4-9 CON 3+1d6- 4-9 CHA 3+1d6- 4-9 APP 3+1d6- 4-9 DEX 3+2d6- 5-15 INT 3+1d6- 4-9 POW 3+1d6- 4-9 SAN {(POW + INT)/2}*5% WIL 3+1d6 4-9 LUC 3+1d6* 4-9 PTS 3+1d6 4-9 Play notes When "the cities fell and the caverns were sealed, when the sky exploded and the sea was ruined" (i.e. when everything fell apart and the magic went away), a Partha pride and its related Partha Spawn were hunting on the surface of what is now North America. The leader had eaten the nine livers and shed the nine shadows and was both fertile and free from aging. He leads the Partha conspiracy. KKchrrchrcchh, Corrupted Partha Master SIZ 25 25 STR 26+13 39 CON 17 17 CHA 18+11 29 APP 17 17 DEX 17 17 INT 15 15 POW 22+3 25 SAN 41% WIL 3 3 points to invest in skills LUC 5 has 5 lives left Patron: Grrsthrrx, The One in Shadows, shadow walker KKchrrchrcchh's scent markers can be forced from jets in his mouth for 6' range or from his urine for 18' range. They are a corrosive poison of 25 intensity. He generates (CON/3) 6 markers a day that he can exude. If a day's scent markers are not exuded, excess markers are deposited in his feces and used to mark territory. Against Dtagga or their shadows, treat the markers as corrosive fluid of 12d6 impact. He has all Partha race abilities at 128%. 85% Partha sex 60% Cherokee 80% listen 85% knife 75% spot hidden 80% climbing 95% Partha 85% cast spirit magic 80% English 90% claw/bite 65% Spawn creation 95% singing 60% Teach spirit magic 128% ritual dancing He has 18 points of shadow iron fur armor and +6d6pts to damage shadow iron claws. He can shadow walk at 3,840 mph (compared to the usual loping run speed of 30 mph). Spells: Healing 6 Spirit binding 1 Firestart 2 Spawn 1 (ritual) Glue 2 Liver eating 1 (ritual) Detect Life 2 Protection 6 Detect Magic 2 Invisibility 4 His Bodyguard of Superior Partha Spawn (x5) SIZ 15 STR 16 CON 14 CHA 12 APP 4 DEX 13 INT 12 POW 12 SAN 24% WIL 3 3 point Kevlar body armor/heavy boots. knives (d4+2 broad blade daggers) 2d6+3 autofire .223 machine bull-dog carbines. (12 round clips) 85% carbine 90% Cherokee 80% listen 85% knife 75% spot hidden 80% climbing 70% Partha 75% cast spirit magic 70% English 70% brawling 65% Swarm skill 65% singing Partha spawn do not exude scent markers but do exude proto- spawn up to (CON/3) 5 times a day. Such proto-spawn will begin to eat the body they are exuded into and will, if not slain, grow into a full-grown partha spawn upon consuming size*3 points of live, intelligent beings equal to the size they are to grow to. Spawn reproduce by exuding proto-spawn. They maintain genetic unity by swarming into mounds, exuding proto-spawn and assimilating same. Their bodies react to conform to the averaged assimilations and to modify their own production. Partha Spawn swarm regularly whenever in groups of twelve or more. Each of the Partha Spawn in the bodyguard has been trained in the use of automatic weapons and each has 6 points of spirit magic (with each of the Spawn having a different collection of spells). Each also has two points of rune magic. All of the Spawn are dedicated to Teke;l and receive their rune magic from him. APPENDIX C -- THE ALFAR HUMANS The Alfar, Tc'cha, Etc. There were several major groups of humans. They had the following coloration patterns: Blue <Platform technology humans> Green <Builders> Yellow/Brown <Builders, Alfar> Red <Platform technology humans> Black/Silver (Alfar, Platform technology> Modern human population has only the yellow/brown melanin coloration mechanism. Note that giants, lios alfar, derrows, Tymoni, modern humans and a number of related semi-interfertile species are all descended from the Shannella and the Tc'cha (including the Tc'cha servant races). A. Shannella background The shannella were a natural plane faring race of humanoids. Racially human, they had chaos stuff in their blood. They had little machine technology, being tychistic/magic oriented. The Shannella 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 first group's remnants are the lios alfar. 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). The second group's remnants are the Tymoni or swart alfar. In modern racial terminology both groups would be precursor race similar to a caucasian-oriental cross. life cycle The Shannella's life cycle followed modern human life cycles to age 16. At age 16 the Shannella began to be able to bear children, maturing somewhat later than modern humans. This state of life occurred from age 16 to age 21. The Shannella then went from biological 21 to 25 in about twenty years (20 to 40), reaching full maturity at 40. The Shannella retained their peak from 40 to 200, slowly increasing in muscle mass and refinement. From 200 to 350 they went through middle age and from 350 to 900, late middle age. As their middle age passed, so did they, rapidly fading somewhere between 900 and 1,100. race magics The Shannella were natural chaos shapers, able to work chaos for magical results as long as there was leynd power to use and chaos to shape. In ritual magics they were able to gather and shape chaos into bound forms. They could also reach through shadow into raw chaos to summon the greater demons. In addition to ritual magics, they had the following racial sorceries that were natural to their lore language. Such sorcer- ies took one melee round per magic point expended and required some concentration and the ability to speak. shield <physical armor> d3 pts per magic point expended. mirror <radiation armor> lines <electrical armor> master <control others> affect d3 pts of INT per magic point expended. Must maintain eye contact and win a POW v POW con- flict. Limited to line of sight. fog <darkness> -10% to perception per point, 3m3 per point dissolve <temporary anti-magic> d3 points of magic effect abated for d3 minutes per magic point expended lwcnn <electrical blast> d3 points of energy/magic point shrive <radiation blast> smite <kinetic blast> alight <flying> gently glide d3 pts of SIZ/magic point nurture <feed> restore d3 CON/magic point expended chaos <gather & shape chaos> d3 SIZ points of matter can be created and shaped per magic point expended concen <focus chaos for Dtagga use> +d3 points to any chaos shadow growth per magic point expended heal <healing> heal d3 points per magic point expended divide effect by 9 if healing non-chaos shaping creature, artifact or individual. infuse <dissolve self> transfer d3 SIZ points to dream realm per point expended. Racial sorcery was limited by the amount of intelligence the user had and their grasp of high/noble/lore Shannella speech. One spell could be carried in memory per two points of INT com- mitted to it and per 5% of speech had. Thus with an INT of 12 and speech of 50% one could know 10 spells and have a maximum of 6 in memory. For every point of INT not committed to carrying spells, an additional point of any spell could be cast. Thus, with an INT of 12 and 5 spells, the Shannella could cast 1+2 or 3 point versions of each spell. The range of the spells was (unused INT + CHA)*3 meters. Thus with a CHA of 12, the character above could cast a 3 point spell for 36 meters, a 2 point spell for 39 meters and a 1 point spell for 42 meters. Alternatively, many of the alfar had shapechanging blood. See the rules for shapechanging for details. It was rare for any shape not to be either medium or large (small weres were unknown to the Alfar and sizes above large required non-Alfar sorcery to obtain and hold). Lios Alfar Gold skin/silver hair racial statistics 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) *luck is a PC characteristic only Tymoni Alfar Silver skin/gold hair racial statistics SIZ 6+2d6- (8-18) STR 6+2d6- (8-18) CON 7+2d6- (9-19) CHA 3d6- (3-18) APP 3d6+6- (9-24) DEX 6+2d6- (8-18) INT 10+2d6- (12-22) POW 11+2d6- (13-23) SAN {(POW + INT)/3}*5% WIL 2d6 (2-12) LUC 1d6* (1-6) PTS 2d3 (2-6) play notes The Shannella who became the lios alfar and who did not perish when the Teynd reduced all magic by a factor of nine, fled into the atmospheric leynd lines they could find, alternate planes that had not collapsed (very few) and dream realms. The swart alfar descended to the depths and pacted with the Kjttha cluster that they rescued from the destruction of the fifth planet. The Kjttha leached the leynd line powers and the tymoni alfar tapped them for power. With the reduced levels of chaos, the Tymoni could success- fully tap the Kjttha only at relatively short ranges and along subterranean leynd lines. With the Kjttha slain/demografied the Tymoni have lost their comparative advantage on Earth's surface. B. Builders a/k/a Tc'cha (sf/natural) background The Tc'cha were variant humans who were successful scientif- ic/technical/bio-engineers The Tc'cha and their successors were mostly green-brown in color and large in size. Servant races were bio-engineered to be smaller and different in color. Servant races were of two human- oid types. The "true" or "natural" (the two words are the same in Tc'cha) servant races were fertile and had full civil rights. The bio-tool races were not fertile and were considered property. They were often not humanoid. 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. Many of the animal stock derived bio-tool races were modified to be interfertile with humans and became human stock with modified gene-clusters. life cycle The Builders had infancy, toddler, prepubecent and adoles- cent stages quickly. They reached mature sexual function at ages ten to eleven. Their adolescence lasted from sexual maturity to "fade" -- a stage that followed their centuries long adolescent stage. Fade usually took the last forty to sixty years of a life span that lasted 600 to 800 years. Many builders biorged at some point and thereafter spent an indefinite period of time in fade (with the fade permanently stayed by virtue of the biorg engineering). Other builders genenginered themselves into non-human forms and had the life cycles appropriate to such forms. race magics The builders had no race magics. They are extinct as a race and as a culture. No known builders survive, though successor groups are known. True builders had only green pigmentation. Builders did have the ability to gain luck without being unique members of the population. Builder luck is legendary. racial statistics SIZ 8+2d6- (10-20) x2 for giants STR 9+2d6- (11-21) x3 for giants CON 7+2d6- (9-19) x11 for giants CHA 3d6- (3-18) APP 3d6-2- (1-16) DEX 5+2d6- (7-19) x1 for giants INT 8+2d6- (10-20) x1 for giants POW 6+2d6- (8-18) SAN {(POW + INT)/4}*5% WIL 6+2d6 (8-18) LUC 3d3* (3-9) PTS 1d3 (1-3) *luck is a PC characteristic only, however, builder NPCs may have 1d3 points of luck as racial magic. racial statistics for normative servant 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) play notes The builder successor civilization that is currently travel- ing space is similar in size, attitudes and desires to the va- nished Tc'cha. Rather than used delayed adolescence for life-extension, they use a slowed biorythmn clock. Processes are generally extended by a factor of 12, beginning at young adulthood (around 16 to 18). Where an Earth human might live to 120 with excellent medical care and support, a member of the Builders might live to be 1,200 years or more. Their life extension methodology results in lowered fertili- ty -- Builder females are fertile once a year for about three days. They have no population explosion problems and breed past replacement only by conscious government planning. The other builder races include several humanoid races, the derrows (dwarves) and the giant races. The humanoids are succes- sors to various heavily bio-engineered servant races. Use the normal servant race statistics with +1d3 to one requisite. The derrows are a specific non-servent race. The snow clans were bio-engineered from alfar stock and have alfar characteristics with SIZ = 7+d6 and STR = 13+d6, POW and INT 8+2d6. The deep earth clans were bio-engineered from builder stock and have builder characteristics with SIZ = 6+d6. The giants have the characteristics as noted above. They are bio-engineered builder stock. MYTH 1 In the time before the beginning there was almost life in the interdimensional chaos. A place of almost matter and almost form, the chaos contains insufficient structure to support ra- tional progression. Nothing therein had sufficient position to have the necessary leverage to act. Within the confusion, one (the first) followed the pattern set before, cycle by cycle, time before time. One created peace within itself by separating into two. As two it had leverage and could both create and build, forming stability of concept. Those that it met who followed also learned to become two. From discordant nothing, the ability to act was born and hope arose admidst the almost life. For many who tasted hope, it was fleeting and only a pathway to dispair. While any psuedolife could become two, only with peace could the two act as one. Those with peace were able to pass through the first and were born into the pattern formed when the first became two. From beings of light and knowledge, almost matter and almost form, they became aware. From pseudolife they passed to intel- ligence. By birth into the pattern they became intelligences able to function from a place of peace. This joinder of light and knowledge into sapience was the first breath of life from pseudolife. The first then moved on and learned to combine stability of form with duality and peace. In creating stability of form it cast the first shadow of what was to come. As each passed through the first and was born into form, a shadow was cast. A shadow structure was formed from the many births, one step re- moved from chaos, separate but not permanent. This was the second breath of formed life from the unformed. The next step was the movement from shadow to substance, the addition of matter to spirit. This was the creation of a dimen- sional reality bounded by laws and founded in matter. From shadow to substance. From intangible to tangible. Such a project is near enough an Aleph sub zero infinity to quality as worlds without number. Through the focus of their own shadow selves, the first made themselves the core of a material universe and began the creation of it, from the shape of the shadow world, by bearing a material child into themselves and from themselves. Half became a material son and half a spiritual daughter, forecasting the final resolution. Each shadow spirit born into matter would be divided, making the focus (created by the one becoming two) complete. Each would gain a body of matter, a focus of substance. Separated from that body at some point, each would be made complete. This would be the third breath of life. At the end, after all had passed through matter to spirit from shadow, each would be reformed into a whole, focused and permanent being, gaining the last and final fourth breath of life. The universe created, over incredible time and by all manner of shadow life, was large beyond comprehension. It was of fixed matter, obeying laws and filled with the potential for life. In form it followed the structure created by the original spirit forms. In addition, as they cast shadows which became the material universe, so the material universe cast a shadow which is the world of dreams. In the world of dreams, following law and in a stable fashion, matter is pliable. The levels of shad- ow, matter and dreams were anchored by a fourth spiritual level and framework designed to fold everything into itself at the final day. Taken together they made a fourfold structure of real law. The pattern fulfilled itself. The Creatrix created, the Builder formed and organized, and the two who were the first passed through the stages into the core of the final folded world. Their focus, the son and daughter, remained in the mate- rial and the dream world as anchors to draw all the shadow life forms through the structure to permanence at the end. The uni- verse began. Many were born, took their places as matter began to evolve, and began the work of ordering and creating the worlds from raw matter. As the great work began and the worlds began to form, Teke;l Upharsin struck. Teke;l was one who became two by example, but who refused to be born or to accept peace. Twisted and alive, but mindless by our standards, it formed a duality with Upharsin who was unwill- ing to accept form. Together they forced the unliving birth of S'baal. Teke;l spawned the unNamed, Upharsin the unFormed and S'baal the unLiving. As a triad they formed an opposition to matter, dream and spirit and sought to dissolve reality rather than allow it to fold into its final fourfold permanence. Simplified, it looks somewhat like this: EXISTANCE -1chaos 0 shadow///waiting 1 material world///living -- where most play takes place 2 dream///learning/waiting 3 spirit///resting }the mythic worlds 4 final state THE PATTERNMASTERS The anti-pattern -1 Teke;l -- the unNamed (in chaos), unBalanced (in shadow) 0 Upharsin -- the unFormed (in shadow), unFinished (in materi- al) 1 S'baal -- the unLiving (in material), unReal (in dream) The creating pattern 1 son (over material world) 2 daughter (over dream world) 3 father (over spirit world) 4 mother (gate to the final world) THE POWERS (these can be treated as gods with a small "g" and heros) From the chaos world: unFinished and unBalanced Delictum (injuries upon the world) From the shadow world: The Tychistic Entities/Hegamons (disorder) From the material world: The Changing and other Nomens/Masters (growth) From the dream world: The Ordered Daemons/Lords (form) From the spirit world: The Gomashtah (twisted) and the Elachi (good). (decisions) From the final world: The First, the Oenecius and the Anatocici (True gods). MYTH 2 For a re-cap, this is how reality is posited to exist: EXISTENCE -1 chaos multi-dimensional, unformed space. Chaos is a void filled with unstable mass and without stable space-time or dimensions. 0 shadow///waiting six-dimensional (*1 to *6), flat and ordered space. Shadow is extremely ordered and exists only where it is filled. It has four "normal" dimensions which comprise matter and spirit and it also has time and a sixth dimension referred to as *6. All movement in shadow takes place through *6 as all other dimensions are filled. 1 material world///living -- where most play takes place twelve+-dimensional (*0 to *5, *7 to *12, 12+). Except for *12 and the three dimensions that we are accustomed to the dimen- sions are rather flat, existing on the order of microspace. Some of the microspace directional dimensions can be split or folded, creating 12+ (generally defined as 12+ <na> where n = the dimen- sion, a = letter for which split or fold, e.g. 12+ <9b>) dimen- sions at specific locales. Most math works out reflecting 12 apparent dimensions (and not reflecting *12). *12 was unfolded and is not flat. *12 is not contiguous at all points and provides branch points for partial material worlds and levels related to our own. Note that the number and size of these "parallel worlds" is extremely limited and can be measured by looking for the "miss- ing" matter not accounted for by current physics. Paths through *12 occasionally unfold *7, *8, *9, *10 and *11 with reductions in various nuclear forces, electromagnetic forces and gravity. Such paths are not necessarily time congruent. 2 dream///learning/waiting One of the two mythic worlds, it is five dimensional (*5, *1 to *4). It has *5 in place of *0 and no *0 dimension. Contigu- ous with the physical world it has strange topology (*5 is acces- sible as a direction, *0 never is) and physical matter is not as stable as it is in the material world. 3 spirit///resting Another of the mythic worlds, it is n-dimensional (*5, *6 to *12, *4 under special rules that make it a partially physical dimension). In it *6 takes the place of *5 (which takes the place of *0). No *1 to *3. 4 final state Fully 12+-dimensional (*0 through *12+, fully multiplexed in each dimension rather than flat or folded). It is incredibly dense with matter and energy. THE PATTERNMASTERS These are powers, forces, etc. that can aid, help, or hinder dependent on how they are invoked and why they are touched by the circumstances. The anti-pattern Equivalent to evil gods, devils, demons, etc. The number in front of each relates to the level of reality at which the anti- pattern icon/master/god is native. -1 Teke;l -- the unNamed (in chaos), unBalanced (in shadow) Teke;l rules over and is the source of the chaos creatures known as the unNamed and the shadow creatures unknown as the unBalanced. Teke;l is a true chaos creature and resides in chaos. It is the least substantial and the least sentient of the the anti-pattern and the farthest from anything that mortals might understand or recognize. The unNamed come from outside (chaos itself and other reali- ties) and are non-euclidean and without names. They have no natural place in reality and are rejected by it and are damaged by existence in dimensional space. They have no names. The unBalanced are chaos creatures which do not have the duality of balance that is required to be a natural portion of reality. They are unstable. Both of these are incomplete and alien chaos creatures. 0 Upharsin -- the unFormed (in shadow), unFinished (in materi- al) The unFormed are defiled creatures from shadow. Cold and ever hungry, they haunt the interface of shadow and the mundane world. The unfinished are chaos creatures that have the two-part balance but that do not have any finish. They are not finished and are not truly sentient or alive. The unFinished are chaos spawn from the spaces between the planes. Our ordered existence 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. 1 S'baal -- the unLiving (in material), unReal (in dream) The unLiving are antilife creatures antithetical to our existence. Those creatures 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. The unReal are embodied lies that have penetrated to the dream levels. The creating pattern (True Gods) 1 Son (over material world) 2 Daughter (over dream world) 3 Father (over spirit world) 4 Mother (gate to the final world) THE POWERS For both good and evil, the powers can be defined as fol- lows: From the chaos world: unFinished and unBalanced Delictum (injuries upon the world) These creatures are always powers for ill though conceivably there might be some who are not powers for evil. Their presence injures the world. The Delictum are godlike entities of chaos who may be either unFinished or unBalanced and who can benefit from worship, sacri- fice and from being invoked into the material world. They are typically identified by a name and the aspect or power for which they are known. Some can invoke other Delictum or create other names. Delictum have presences from the chaos realms through to the dream realms. From the shadow world: The Tychistic Entities/Hegamons (disorder) The Hegamons are Tychistic entities who are one step removed form chaos and who are natural to the shadow world. They are often paired with the forces of luck and fate represented by the shadow norns. The Hegamons are natural to this reality but very raw and unblunted. They are creatures of elemental and emotional force who represent forces that progress from shadow into reality. Typically an Hegamon is identified by a name, a force and an order. E.g. Irianton, the Ice Lord of Spears; Sefti, the Storm Dictat of Stars. From the material world: The Changing and other Nomens/Masters (growth) The Nomens are masters of various powers and forces. They represent the powers of growth in the material world. Nomens typically have the powers, attributes and manifestations that are associated with gods, powers and mastery. Nomens are masters of a particular force, skill or attrib- ute. Specific nomens are channels for magical force/wisdom in local areas and are paired with relevant norns for such areas. The underlying power of Nomens comes from knowledge, mastery and growth. Most Nomen are best thought of as heros. From the dream world: The Ordered Daemons/Lords (form) Daemons and Lords are forces similar to angels and saints and can be thought of as acting the same way. They provide aid and succor because they exist to aid and succor From the spirit world: The Gomashtah (twisted) and the Elachi (good). (decisional powers) The Gomashtah were polluted by the antipattern and are twisted. The Elachi are purified from all chaos and are free. Both have a great deal of raw power. Only the Gomashtah seek worship. All of these have a singular emotional theme. The Gomashtah are immature in their formation and have uncontrolled and twisted themes. The Elachi have bridled themes and deep maturity under their control (e.g. twisted Rage vs Anger, twisted Lust vs Passion, twisted Hate vs Love, etc.). Both the Gomashtah and the Elachi wield a great deal of coincidental power as the result of their ability to change reality by the force of their presence and both tend to have "minor" secondary themes attached to them. From the final world: The First, the Oenecius and the Anatocici (True gods) These are true gods with the powers a modern would require of a god. THE FORCES ARRAYED There are several sets of forces involved in the current conflict. They can be broken down into the following groups: Natural/unNatural That is those who are natural to this realm and those who are chaos derived. Native/Foreign Some chaos derived creatures have a long enough history on earth to be considered natives, many natural creatures are for- eign to earth. Foreign creatures are generally a greater threat than native ones, though not always. There are foriegn creatures of both chaos and nature that seek to invade and consume planets and the life on them. Magical/Technological A common split. More relevant might be tychistic/virtuous. Material/nonMaterial The material world has a great deal of seepage from both the shadow and the dream worlds.