Happy New Year!
31 Sunday Dec 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming
31 Sunday Dec 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming
22 Friday Dec 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming, OGL, OSR
Tags
18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, English Romanticism, First Empire, French Directory, French Revolution, Georgian, German Romanticism, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman
Now through January 5th, 2018, everything Ghastly Affair is 20% OFF on DriveThruRPG and RPGNow!
That includes BOTH the PDF and Hardcover versions of
the Ghastly Affair Player’s Manual, and the Ghastly Affair Presenter’s Manual!
NOW is the time to experience all the horror and romance of authentic Gothic role-playing in the Georgian and Napoleonic eras!
Happy Holidays to All!
21 Thursday Dec 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming
05 Tuesday Dec 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming, OGL, OSR
Tags
18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, English Romanticism, First Empire, French Directory, French Revolution, Georgian, German Romanticism, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman
Whether you’ve been naughty or nice, you can still get the Illustrated PDF Versions of the Ghastly Affair Player’s Manual and Ghastly Affair Presenter’s Manual at an incredible 50% OFF on December 5th and 6th! If you’ve been too bad this year to get a present from Saint Nicholas, console yourself with The Gothic Game of Romantic Horror at HALF PRICE!
30 Thursday Nov 2017
Posted in Ghastly Affair, Gothic Gaming, The Ghastly Salon
Tags
blackpowder, classic horror, Dark Romance, dreadpunk, England, English literature, Ghastly Affair, gothic game, Gothic Gaming, Gothic Literature, Gothic Romance, Gothick, Gothique, role playing, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, vampires, Victorian Gothic

A sketch of Count Dracula, from Jonathan Harker’s description.
Presenting the most famous vampire in any media, Count Dracula himself! Since it’s no secret that Bram Stoker was deeply influenced by Le Fanu’s “Carmilla”, I’ve chosen to make Dracula and the Countess Karnstein bitter rivals. I’ve also woven in material from Stoker’s short story “Dracula’s Guest”.
Necromancer, Warlord, and Master Vampyre
Full Name: Voivode Dracula
Aliases: Count de Ville, Count Wampyr
Class: Magician / Vampyre
Level: 10 / 10
Appearance/Most Memorable Characteristic: A tall and thin old man dressed completely in black. When he is undisguised he wears a long, white mustache, and the teeth within his red mouth are unusually long and sharp. His eyebrows are very bushy, and almost meet at the high bridge of his nose. His ears are notably pointed, and his forehead high and domed. Hair grows in the palms of his hands.
Apparent Age: 70 (often uses Alter Self to appear younger)
Charisma: 17 Intelligence: 17 Wisdom: 17
Strength: 22 (due to Talisman of Increase Strength. 18 Natural. 26 with Inhuman Strength) Dexterity: 18 (22 with Blazing Dexterity) Constitution: 18
Perversity: 19
Assets: Military Commander, Manservant Skills
Afflictions: Overconfident, Easily Angered
Speed: 9
Hit Points: 40
Attacks: 1 (sword, or bite and claws in Vampyric Form)
Damage Bonus: +13
Magician Special Abilities: Esoteric Knowledge (+1) | Use Incantation (only when wearing his Amulet) | Perform Ceremony | Create Talismans (Currently wearing a Talisman of Increase Strength) | Employ Pact
Vampyre Special Abilities: Assume Vampyric Form | Revenant Immunities | Rise from Death | Supernatural Combatant | Vampyric Powers: Spider Climb, Obscuring Mist, Inhuman Strength, Blazing Dexterity, Gaseous Form, Summon Dark Beasts, Transform Self Into Bat, Transform Self Into Wolf, Bond With Victim, Create Vampyre
Magician Weaknesses: Magical Implement | Power Object (A gold and ruby amulet that serves as both)
Vampyre Weaknesses: Blood-Lust | Vampyric Debilities: Affected by Holy Symbols, Cadaverous Skin Color, Cannot Enter Homes Uninvited, Cannot Cross Running Water, Cold as a Corpse, No Reflection in Mirror, Hairy Palms, Permanent Fangs, Repelled By Garlic, Must Rest in Native Soil
Spells Known:
Incantations: Alter Self, Beguile, Bind Spirit, Charm Person, Dimension Door, Enlarge Person, Hypnotism, Major Creation, Raise Storm, Read Minds, Shrink Person, Sleep, Speak With Dead, Unseen Servant
Ceremonies: Conjure Monster III, Summon Spirit III
Talismans: Increase Strength, Increase Dexterity
Pacts: Create Vampyre (must feed 8 hit points worth of his own blood to a subject and call upon Life-in-Death)
Typical Equipment Carried: A fine suit of black clothes. A black cloak. An amulet of gold and ruby on a golden chain (his Magical Implement and Power Object). A garnet ring (Talisman of Increase Strength). A dueling sword.
Residence: Castle Dracula, Transylvania. Recently, a ruined manor in an abandoned village near Munich.
Count Dracula was born in the early 15th century to an ancient noble family descended from Attila the Hun. His family’s castle was situated high atop a cliff in the eastern part of Transylvania, deep in the Carpathian mountains. In his youth he studied all the arts and sciences, culminating in a stay at the infamous Scholomance, where he was taught necromancy by Satan. After he took control of his family lands he distinguished himself by repeatedly raising armies and attacking the Ottoman Empire. He was a ruthless and calculating commander, who would not hesitate to abandon the field (and his troops) if the battle turned against him. After his death he rose again as a Vampyre, and retreated to his family castle. Over the centuries his family died out, leaving him the sole representative of the once illustrious house of Dracula.
In 1801, Count Dracula traveled to Gratz in Styria, seeking vengeance on the house of Dolingen – descendants of a knight who once deserted his cause. He began the seduction of the beautiful Countess Dolingen, with the intention of eventually transforming her into a Vampyre. While he was in Styria, however, he made the mistake of also feeding from a young woman beloved by Vampyre Countess Mircalla – better known as Carmilla. After Carmilla demanded that Dracula leave Styria, he foolishly challenged the frail-looking woman to direct combat. The foolhardy Dracula barely escaped destruction at the hands of Carmilla, and her devoted servants killed all but one of the Szgany traveling with the Count. Dracula fled with his coffin to Munich, and took residence in the ruined manor house of a cursed and abandoned village near the city. From there he employed his mental bond with the Countess Dolingen, and persuaded her to leave her husband and come to him. When she arrived, Dracula glutted himself on her blood, and transformed her into a Vampyre. Dracula took wicked satisfaction in the fact that the Countess’ disgraced family chose to erect her tomb in the same deserted village where her body was found, rather than bring her home to be buried with her kin.
Count Dracula’s personality is complex and often contradictory. He is a hospitable host, and will treat guest with elaborate courtesy. He has been forced to be his own manservant, so unlike most aristocrats, he does not disdain manual labor. He will not hesitate to help porters, drive a carriage, or perform even the most menial tasks. Although he no longer bothers to consume anything other than blood, he is an excellent cook. He is no longer interested in displays of wealth, and simply keeps all his money in a large pile in the room that once was his bedchamber. On the other hand, he is easily angered, with a vengeful nature. In fact, his entire existence is centered around obtaining revenge for real and perceived slights (many of which occurred centuries ago). He will frequently engage in acts of pure spite and perversity, even when doing so needlessly exposes him to real danger. Dracula is a master of strategy, but his overconfidence can often be exploited by his enemies. He is quick to attack, but just as quick to flee when a fight turns against him.
Dracula often uses magic to change his appearance, particularly to make himself appear as he did in his youth.
Dracula’s campaign against the Ottomans attracted the aid of many foreign knights, almost all of whom eventually deserted him on account of his ruthlessness and cruelty. Now, the Count is engaged in perpetual plots of vengeance against their descendants, among whom are the Styrian house of Dolingen, and the British Holmwood family. Dracula’s preferred method of operation is to attack the women of a family while they sleep, eventually transforming them into Vampyres. Dracula abandons most of these undead women, because the ultimate stage of his vengeance consists of forcing the men who once loved them to be the instruments of their destruction. Occasionally, however, he chooses certain of his enemies’ wives to reside with him as concubines.
Dracula is served by a clan of Szgany (Hungarian Gypsies) who fear his wrath. They arrange for the transport of his coffin (and earth from his grave) whenever he desires to travel, defend him and his castle while he slumbers, and otherwise protect him. These Szgany could be potentially powerful allies against the Count, but convincing them to betray him would require almost miraculous powers of persuasion.
Player Characters might encounter Dracula while he is hunting, or as he pursues one of his schemes of revenge. They might be forced by a storm to take shelter at his home, and initially enjoy the Count’s hospitality. Dracula might also pose as a distraught father in order to commission a Demon Hunter to destroy his rival Carmilla. Of course, one of the PCs also might be a member of a family against which Dracula has sworn vengeance. Alternately, a Magician character might seek out Count Dracula as a mentor in sorcery. Dracula might even openly ally himself with the PCs, if they are working against one of his enemies. If encountered away from Castle Dracula, remember that the Count must rest in his native earth every night. Wherever he is, he must first have established a lair, and have had soil from his grave somehow transported there.
Although it would make the events of the novel “Dracula” impossible, Player Characters should be permitted to destroy the Count if they can. In such case that Bram Stoker eventually writes “Dracula” based upon the stories he heard about the PCs. Alternately, the Presenter could follow the precedent of the numerous “Dracula” movies, and assume that the Count always finds some way to reform his body and resume his reign of terror.
Source: “Dracula” and “Dracula’s Guest” by Bram Stoker
Note: It is common to identify the Count with the historical Vlad Tepes (the Impaler), and Van Helsing himself does so in the text of “Dracula”. However, Dracula definitively claims to be ethnically Szekely, while the historical Vlad Tepes was Wallachian. I recommend treating Count Dracula as a wholly fictional character whose life story happens to echo that of the real Vlad Tepes.
24 Friday Nov 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming, OGL, OSR
Tags
18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, English Romanticism, First Empire, French Directory, French Revolution, Georgian, German Romanticism, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman
Now through Cyber Monday (11/27/17), the Illustrated PDF versions of the Ghastly Affair Player’s Manual and Ghastly Affair Presenter’s Manual are 17% Off on RPGNow and DriveThruRPG!
17 Friday Nov 2017
Posted in Uncategorized
Tags
18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, English Romanticism, First Empire, French Directory, French Revolution, Georgian, German Romanticism, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman
Both the Ghastly Affair Player’s Manual and Ghastly Affair Presenter’s Manual are now available in Hardcover Print Versions through RPGNow and DriveThruRPG. Plus, you get the Illustrated PDFs at nearly 50% off when you buy both the the Hardcover Book and PDF!
Discover a world of thrilling terror and sublime beauty, with “The Gothic Game of Romantic Horror”!
10 Friday Nov 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming, OGL
Tags
18th Century, actual play, blackpowder, classic horror, dreadpunk, Eighteenth Century, First Empire, French Directory, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Horror, Louis XV, Louis XVI, mannerpunk, OGL, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman
04 Saturday Nov 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters
Tags
18th Century, blackpowder, dreadpunk, Eighteenth Century, First Empire, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, History, Louis XV, mannerpunk, Napoleonic, nineteenth century, old school renaissance, old school revival, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, schauerroman
“I walked about the isle like a restless spectre, separated from all it loved, and miserable in the separation” – Mary Shelley, “Frankenstein”
The Restless Specter presented here is very different from the similarly named “Spectre” of most OSR Games. My inspirations range from “Wuthering Heights” and “The Odyssey” to 19th century Spiritualism and Celtic folklore.
A powerful ghost who can affect the material world.
Creature Class: Spirit (Ghost)
Number Appearing: 1 – 4
Initial Impression: A pale, insubstantial figure which seems to grow more solid as it approaches.
Size: Human-sized
Perversity: Any (usually 13)
Disposition: Any (usually Goading)
Charisma: 12 Intelligence: 9 Wisdom: 12
Strength: 12 (in Manifestation) Dexterity: 12 Constitution: 12 (in Manifestation)
Speed: 9 walking, 12 flying
Armor Class: None
Hit Dice: 6
Attacks:
Incorporeal: 1 (object thrown with Telekinesis)
Manifested or Possessing: 1 (punch, weapon, strangle, or object thrown with Telekinesis)
Special Abilities: Ghostly Characteristics, Manifestation, Possession, Selective Invisibility
Weaknesses: Undead Weaknesses, Release
Assets: None (or as in life)
Afflictions: None (or as in life)
Preternatural Powers: Alter Self, Telekinesis, Phantasmagoria V
Natural Habitat: Ancient castles and manor houses, grave sites, old battlefields, dark woods where many have wandered to their deaths, ruined abbeys, cathedral crypts, stark moorlands, ancient barrows, etc.
Level: 6
Restless Specters are potentially dangerous ghosts that can arise in a variety of ways. Some are the souls of exceptional strong-willed people who suffered untimely or unnatural deaths. Others are souls who were mourned with such intense grief that it prevented them from moving on to the Afterlife. Yet others were once mere Phantoms, grown powerful over time. However one came to be, a Restless Specter is bound to haunt the world, until someone performs the one act that will finally release it.
Although they are easily mistaken for the more common Phantoms, Restless Specters are not limited to merely creating illusory perceptions. They are powerful enough to actually interact with the material world – whether by moving objects by force of will, possessing living bodies, or actually manifesting a solid form of their own. Also unlike many Phantoms, Restless Specters never simply repeat the conditions of their demise as a kind of morbid show – although they may appear in a horrific form marked by the manner of their death.
There are two types of Restless Specters. Castle Specters are bound to a place – whether a structure, a village, or even an area of a many square miles. However large or small the location haunted by a Castle Specter, they may not wander beyond its borders. Roaming Specters on the other hand, may wander as they will – except for the one place they may not enter under their own power. The prohibited location might be as small as the house they inhabited in life, or as large as a particular country.
Restless Specters are not harmed in any way by sunlight (although it does prevent them from forming a physical Manifestation). Many Restless Specters only appear by night, or only in gloomy conditions, however, as an expression of their own morose natures.
The characteristics listed above are for a typical Restless Specter, concerned with nothing more than alleviating the misery of its own aimless existence. Exceptional Restless Specters will retain the same Basic Abilities, Assets, and Afflictions they possessed in life. Some might even be virtuous and kind, while others are vile and malevolent. Slain Player Characters who are not Perverse enough to rise again as Vampyres might continue gameplay as Restless Specters instead.
Ghostly Characteristics: Unless they have physically manifested, a Restless Specter’s body is Ethereal in nature, and can freely pass through material objects. Naturally, a Restless Specter is immune to such things as poison, disease, and stunning, as well as Fascination effects (except those which specifically target Ghosts or Revenants). While in an incorporeal state, it can only be harmed by silver, pure iron, blessed, or magically enchanted weapons. Restless Specters can see perfectly in conditions of partial or even total darkness.
Manifestation: One night in every lunar month, a Restless Specter can form a material body. It takes a full Round for the body to form, and full Round for it to dissolve – during which time the Restless Specter can do nothing else. The Manifested body can be in any form that the Restless Specter ever had in life – young, old, healthy, or as it it was at the moment of death. Whatever form it takes, the Manifestation will be noticeably pale, and cool to the touch. A Manifested Restless Specter can be damaged (and destroyed) by ordinary weapons, and will bleed like an ordinary person. Despite the fact that it makes them vulnerable, Manifestation also allows Restless Specters to touch and be touched, and therefore experience some semblance of physical enjoyment. Manifested Restless Specters always feel cold, and will want to warm themselves by a fire – or in the bed of living person. The are constantly hungry as well, and will want to glut themselves on intensely-flavored food – or blood. A Manifestation will always dissolve at sunrise, and the Restless Specter forced back into its incorporeal form.
Every year on the nights between October 31st and November 2nd , and also from April 31st to May 5th, every Restless Specter is empowered to form a Manifestation. They can do this whether or not they have already manifested in that lunar month. Veritable hordes of the dead wander at those times, desperate to alleviate their cold, hunger, and loneliness.
Possession: A Restless Specter can also attempt Possession of a living person. The Restless Specter must win a Charisma Contest against its target, which must be in the Nearby Area. Success means the Restless Specter inhabits the host’s body, directing it’s actions, and enjoying the use of its senses. The Restless Specter must win another Charisma Contest every Turn thereafter, however, or be expelled from the host’s body. Damage done to a host’s body is also suffered by the Restless Specter. A Specter can not attempt Possession of a person while still in a state of Manifestation.
Selective Invisibility: Whether currently Incorporeal or Manifested, a Restless Specter can choose to be Invisible to certain people. Subjects of the Restless Specter’s Selective Invisibility who suspect its presence can perceive it nonetheless with a successful Wisdom Save.
Undead Weaknesses: Restless Specters (even those who were virtuous people in life) are affected by the power of Faith, as well as all Special Abilities and Preternatural Effects which target Ghosts and Revenants.
Release: A Restless Specter’s Release is an action that, if performed, will cause the Restless Specter to pass on to the Afterlife. A Restless Specter cannot achieve their own Release, whether in in a Possessed body or a physical Manifestation. Only another, living person can accomplish the action that will finally end the Restless Specter’s haunting. Nor are most Restless Specters even aware of what their own Releases might be.
Typical Releases include:
Note that Restless Specters who believe themselves to be destined for Hell will actively try to prevent anyone from learning or performing their Release, since even the misery of restless death pales in comparison to the torment that awaits them in the Infernal Realm.
Restless Specter (for OSR games)
Number Appearing: 1 – 4
Size: Medium
Alignment: Any (usually Chaotic Neutral)
Morale: 10 (or 14)
Intelligence: 10
Move: Walking: 120′ (or 12”, or 30 ft.); Flying: 210′ (or 21” or 45 ft)
Armor Class: 10
Hit Dice: 6
Attacks & Damage:
Incorporeal: 1 object thrown with Telekinesis (1d4)
Manifested or Possessing: 1 punch (1d4), 1 weapon (by weapon type), 1 strangle (1d6), or 1 object thrown with Telekinesis (1d4)
Special:
* Naturally Incorporeal.
* Silver, pure iron, blessed, or magically enchanted weapons to hit while Incorporeal.
* Immune to poison, disease, and stunning.
* Immune to mind-magic that doesn’t specifically target the Undead.
* Darkvision.
* Can manifest a material body that can be harmed by ordinary weapons – one night every lunar month.
* Can possess a living person – Save versus Spells to resist, victim gets new Save every Turn.
* Can become selectively Invisible – Save versus Spells to perceive.
* Turned as a Spectre
* Dispelled if its special Release is ever performed, but cannot perform Release itself.
* Spell-like Abilities: Change Self, Phantasmal Forces, Telekinesis (all at will)
Saves: As Magic User 6
Challenge: Four 6th Level Characters
30 Monday Oct 2017
Posted in Ghastly Affair, Gothic Gaming, Historical Gaming, OGL
Tags
18th Century, blackpowder, classic horror, dreadpunk, Eighteenth Century, First Empire, French Directory, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Horror, Louis XV, Louis XVI, mannerpunk, OGL, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman