Three Classic Creatures For Ghastly Affair

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Today we present the Ghoulish Revenant, Tomb Wight, and Wayward Shadow, three classic RPG monsters reinterpreted for Ghastly Affair, the Gothic Game of Romantic Horror.

Ghoulish Revenant
A restless corpse that hungers for human flesh.

Creature Class: Revenant
Number Appearing: 1 – 12
Initial Impression: A filthy, naked woman whose gray skin is mottled with patches of purple, blue, and yellow lividity. She has a feral countenance, and wolf-like eyes. Her drooling mouth is full of sharp teeth, and her fingers end in sharp claws.

Perversity: 20
Disposition: Aggressive
Charisma: 5 Intelligence: 6 Wisdom: 12
Strength: 12 Dexterity: 10 Constitution: 9
Speed: 10 walking, 2 burrowing

Armor Class: None
Hit Dice: 2
Attacks: 1 (claws and bite) + Paralysis
Special Abilities: Paralyzing Touch, Revenant Characteristics, Stench of the Grave
Weaknesses: Distracted by Food, Undead Weaknesses
Assets: None
Afflictions: Always Hungry
Preternatural Powers: None

Natural Habitat: Graveyards, catacombs, charnal houses, cremation grounds, battlefields, isolated settlements with uncertain food supplies, areas experiencing famine, or anywhere human corpses are stored.
Level: 2

Ghoulish Revenants are the cursed and reanimated corpses of those who ate human flesh while alive. Unlike true Ghouls (who are similar in many ways to Vampyres), Ghoulish Revenants have limited minds concerned only with killing and consuming people. They tend to form packs, and never wear clothing or shrouds of any kind. They frequently burrow through the ground, breaking into graves from below. They are slightly faster than most living people, and hard to outrun. They avoid sunlight, but are not harmed by it.

Ghouls hunger for flesh, preferably human. They do not care if it is fresh or rotted, and will happily despoil a graveyard if no living prey is available. Unlike most other Revenants (but like Vampyres) they seem to have some kind of metabolism that requires nourishment. That metabolism may be the reason for the putrid slime that drips from a Ghoulish Revenant’s mouth.

Special Abilities:

Paralyzing Touch: Anyone touched by a Ghoulish Revenant must Save versus Wisdom or by paralyzed with fear until all Ghoulish Revenants are either destroyed or no longer visible.

Revenant Characteristics: Ghoulish Revenants are immune to poison, disease, paralyzation, and stunning. Furthermore, they are immune to Preternatural Fascination effects, as well as any magic that causes instant death. Ghoulish Revenants can see perfectly regardless of environmental illumination.

Stench of the Grave: The unbearable smell of rotted flesh emanates from the drooling mouths of Ghoulish Revenants. Anyone in the Nearby Area must Save versus Constitution or suffer the Affliction “Nauseous” , inflicting a -3 Penalty to all action that require mental concentration or physical exertion. The nausea lasts until the character leave the Nearby Area are around the Ghoulish Revenant. Note that Grave Robbers are immune to the Stench of the Grave.

Weaknesses:

Distracted by Food: Ghoulish Revenants will follow easily obtainable meat, to the point of breaking off combat to eat. The flesh can be decayed or fresh.

Undead Weaknesses: Ghoulish Revenants affected by the power of Faith, as well as all Special Abilities and Preternatural Effects which target Ghosts and Revenants.


 

Tomb Wight
The dangerous remains of those buried or entombed alive.

Creature Class: Revenant
Number Appearing: 1 (2 – 8 in some ancient tombs)
Initial Impression: A person with cadaverous skin, very long and stringy hair, sunken white eyes with no apparent pupils, and long filthy nails.
Size: Human-sized

Perversity: 18
Disposition: Aggressive
Charisma: 12 Intelligence: 9 Wisdom: 12
Strength: 12 Dexterity: 12 Constitution: 0
Speed: 9

Armor Class: 2
Hit Dice: 4
Attacks: 1 (nails) + Drain 1 XP
Special Abilities: Experience Drain (1), Revenant Characteristics
Weaknesses: Bound to the Tomb, Undead Weaknesses
Assets: None
Afflictions: None
Preternatural Powers: None

Natural Habitat: Tombs, sepulchers, graveyards, and other burial sites.
Level: 5

Tomb Wights are the restless corpses of those who died after being immured or buried alive. Some were once servants of ancient kings, deliberately entombed with their dead masters. Other were grave robbers who died after becoming trapped in a burial site. The third kind were ordinary people accidentally buried alive. No matter how they came to be, all Tomb Wights are consumed with implacable rage at their unnatural condition, and will attack any living thing they encounter.

Tomb Wights dislike and avoid all sources of light, especially sunlight. However, they are not harmed in any way by exposure to the sun.

The hair and nails of Tomb Wights grow continuously. The creatures must rip out and chew on their own hair to prevent themselves from tripping on it. They will also constantly scratch the insides of their tombs, to keep their nails from becoming too long. Long hairs and pieces of fingernail will therefore often be scattered on the floor of a Tomb Wight’s lair. If the Tomb Wight had been buried alive the coffin will be filled with hair and bits of nail. The creatures eventually chew the clothing (or shroud) they wear to rags.

Special Abilities:

Experience Drain (1): The cold touch of a Tomb Wight is extremely unnerving and debilitating, represented by in the loss of 1 Experience Point. Victims reduced to 0 XP lose the will to live and will die, their hair turned completely white.

Revenant Characteristics: The unliving bodies of Tomb Wights are immune to poison, disease, paralyzation, and stunning. Furthermore, they are immune to Preternatural Fascination effects, as well as any magic that causes instant death. Tomb Wights can see perfectly regardless of environmental illumination.

Weaknesses:

Bound to the Tomb: A Tomb Wight is unable to wander outside the perimeter of the burial ground where it died.

Undead Weaknesses: Tomb Wights are affected by the power of Faith, as well as all Special Abilities and Preternatural Effects which target Ghosts and Revenants.


 

Wayward Shadow
A malevolent shadow detached from its owner.

Creature Class: Spirit
Number Appearing: 1
Initial Impression: A moving shadow that doesn’t seem to be cast by any apparent person.
Size: Human-sized

Perversity: 20
Disposition: Aggressive
Charisma: 9 Intelligence: 9 Wisdom: 9
Strength: 0 Dexterity: 9 Constitution: 0
Speed: 10

Armor Class: None
Hit Dice: 2
Attacks: 1 (touch) + Drain Strength
Special Abilities: Drain Strength, Incorporeal
Weaknesses: Light Weakness, Undead Weaknesses
Assets: Hard to Detect
Afflictions: None
Preternatural Powers: None

Natural Habitat: Ruins, underground passages, lost chambers in the homes of sorcerers, the lairs of Vampyres.
Level: 2

When people die through witchcraft or other unnatural means, sometimes their shadows become severed from their bodies. Similarly, those cursed to rise as Vampyres often lose their shadow. Also, certain wicked sorcerers can deliberately detach their shadows and use them to assassinate their enemies. Such Wayward Shadows contain portions of their owner’s vital essence, allowing them to move and think in a hideous parody or true life.

A Wayward Shadow is not the soul of a person, but a separate (and malicious) entity formed from a splinter of that person’s life force. In fact, an uncontrolled Wayward Shadow will be quite hostile to its originator, should it ever re-encounter the person. A Wayward Shadow speaks in a murmuring susurrus, like a wind that is only accidentally forming words. It knows what its former owner knew, but only up to the point where it became detached. Its personality seems to be comprised entirely of the negative aspects of its originator’s psyche.

When a Wayward Shadow attacks, the victim feels as if they are being suffocated, and their strength seems to drain away.

Special Abilities:

Drain Strength: The touch of a Wayward Shadow inflicts 1 point of Temporary Strength Damage. Anyone reduced to 0 Strength in this way will die, as their own shadow detaches and become Wayward.

Incorporeal: A Wayward Shadow’s body is insubstantial, and can only be harmed by weapons made of silver, or which are magically enchanted. Even then, all physical attacks inflict only half damage. On the other hand, Wayward Shadows cannot pick up or move physical objects.

Weaknesses:

Light Weakness: A Wayward Shadow caught in bright light is paralyzed. A Wayward Shadow exposed to direct sunlight will be destroyed.

Undead Weaknesses: Wayward Shadows are affected by the power of Faith, as well as all Special Abilities and Preternatural Effects which target Ghosts and Revenants.

The Incarnation of Demogorgon

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“The Dreaded Name” Demogorgon is inspired by literary sources including Milton, Percy Shelley, and Voltaire. This is probably not the Demogorgon you think you know.

Demogorgon (The Dreaded Name)
A primordial demon-god whose name is not to be spoken.

Signs & Portents: The sound of strange music from no discernible source. Intermittently strong winds. People are gripped with either manic elation or hopeless melancholy.
Number Appearing: 1
Initial Impression(s): A turbulent black cloud of no definite form. An ancient man wearing golden robes, and a barbarically ornate crown of gold and enormous gems.
Size: Human-sized

Perversity: 30
Disposition: Aggressive or Friendly (equal chance per encounter)
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 (or by form) Dexterity: 20 (or by form) Constitution: 20 (or by form)
Speed: 9 (or by form)

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (by weapon type)
Special Abilities: Demonic Characteristics, Creation
Weaknesses: Demonic Weaknesses, Limited Power Over Spirits, Sensitive to Ridicule
Assets: None
Afflictions: Insane
Preternatural Powers: All Maledictions, all 0 – 3rd Level, Divinations, Evocations, Fascinations, Glamors and Transmutations, but no Blessings.
Favored Preternatural Powers: Augury, Cause Critical Wounds, Confusion, Curse, Darkness, Infest Wounds, Prodigious Regurgitation, Rain of Fish, Rain of Flesh, Rain of Frogs, Summon Spirit III (Possessor Demon), Stinking Cloud

“The Dreaded Name” Demogorgon reigns from throne of pure black stone deep within the highest mountain on Earth. Utterly insane, Demogorgon claims to be the creator of the Earth, its ultimate sovereign, and also the force that will eventually destroy all of creation. It also claims to be the Lord of Fate. According to certain stories, the being is the offspring of Chaos and Night – others state it to be the child of the god Jupiter, or a mysterious entity called “The Demiurge”. Apparently, Demogorgon has remained (or been trapped) in its current Incarnation for at least several thousand years, and perhaps since before the Earth came into being.

Every five years The Incarnation of Demogorgon calls all the lesser Spirits dwelling on Earth to pay homage to it. It should be noted that unlike other Incarnations, Demogorgon can Summon, Bind and Banish Spirits of any type (up to Level 5), as long as they are already in the Mundane World. Naturally, the Fairies (who enjoy living away from their native Otherworld) are the ones most affected.

It is said that Demogorgon can hear its name whenever it is spoken, and wise people avoid saying it.

Special Abilities:

Creation: If it takes no other actions, Demogorgon can create any object, material, or non-supernatural creature it desires, at the rate of a 10′ cubical section per minute. It could create a carriage, a lady’s gown, or a tiger, for example. Given enough time, for example, Demogorgon could create a palace. It claims to have created the Earth itself in this way.

Paradoxically, Demogorgon can create items made of iron or salt, although he will not touch them thereafter. Things created by the Incarnation of Demogorgon endure for their normal lifespans, or until the material form of their creator is defeated or destroyed.

Demonic Characteristics: Demogorgon is immune to all weapons, except those which are made of iron, blessed, or otherwise enchanted. It cannot be harmed by acid, cold, disease, or any Special Ability or Preternatural Effect which target minds or emotions. “The Dreaded Name” can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust its eyes to changing light. Demogorgon can speak, write, and understand all languages and forms of communication.

Weaknesses:

Demonic Weaknesses: Demogorgon is burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and is subject to the power of Faith. It is Vulnerable to Iron, and will not voluntarily touch it. Additionally, Demogorgon is repelled by pure crystalline salt. The being is susceptible to all Preternatural Effects that target spiritual entities. The entire Nearby Area around Demogorgon is discernibly cold.

Limited Power Over Spirits: While Demogorgon can use Summon Spirit, Banish Spirit, and Bind Spirit against Spirits of any type, he can only do so if the Spirit is already on the Earth. He can Summon a Possessor Demon that is inhabiting a nun in France, for example, but not snatch an Imp from out of Hell.

Sensitive to Ridicule: Demogorgon cannot bear to be ridiculed. If subjected to a full minute (6 Rounds) of uninterrupted insults and belittlement by a single person who is doing nothing else, Demogorgon will be defeated. Of course, any being who attempts to ridicule Demogorgon will have to survive for a full minute while the demon-god does everything in its power to stop them. If Demogorgon is to be believed, the Earth itself will also be destroyed along with his Incarnation. Of course, the demon-god might be lying…

The Incarnation of Lucifer

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Authors from Milton to Baudelaire have been intrigued by the tragic character of Lucifer, a former creature of light brought down by his own pride and ambition. The Devil’s Incarnation might appear and offer to help the characters out of seemingly inextricable trouble, asking merely for their souls in exchange. Perhaps his endless schemes are actually the ultimate source of their problems. Maybe his true agenda is to gain the love of an innocent whose purity and beauty remind him of long lost Heaven.

Lucifer (The Devil, Satan, The Archfiend of Pride, The Son of the Morning, The Father of Lies, Lord of This World, Emperor of Hell)
The ruler of the infernal realm.

Signs & Portents: A whiff of sulfur. A crack of thunder, and a lightning strike. Bats, rats, wolves, cats, goats, and crows in the area will become aggressive and attack any people they encounter. There will be a noticeable increase in betrayal, deception, and venery. Note that these Signs and Portents do not occur if Lucifer has allowed himself to be temporarily redeemed by a True Innocent’s love (see below).
Initial Impression: A handsome and well-dressed man with red skin and small horns. A handsome man dressed in the height of fashion. A red-skinned satyr with bat-like wings and a barbed tail. A blond and blue-eyed child. A crowned, black-winged angel surrounded by a nimbus of light. In all his forms, Lucifer usually bears a trident, but may carry a dueling sword instead.
Size: Human-sized

Perversity: 25
Disposition: Scheming
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 Dexterity: 20 Constitution: 20
Speed: 9

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (weapon, usually a trident)
Special Abilities: Diabolical Characteristics, Infernal Bargain
Weaknesses: Diabolical Weaknesses, Limited Power Over Spirits, Must Accept Challenges
Assets: Artist of All Media; Brilliant Debater; Connoisseur of All Art, Food, and Drink; Good Shot; Great Dancer; Great Singing Voice; Handsome; Master Swordsman; Musician of All Instruments, Seductive, Skilled Lawyer
Afflictions: Easily Angered, Extreme Arrogance
Preternatural Powers: All Fascinations, all 0 – 3rd Level Blessings, Evocations, Glamors, Maledictions, and Transmutations, but no Divinations.
Favored Preternatural Powers: Alter Self, Charm Person, Inflict Love, Fame, Fly, Mass Confusion, Overwhelming Fear, Phantasmagoria III, Suggestion, Summon Dark Beast

Natural Habitat: A barbarically splendid palace in the lowest pit of Hell. Masquerade balls and salons. Ballets and opera performances. Musical performances and art expositions. Any place of power and prestige.
Level: 10

Once the greatest and most beautiful of the angels, Lucifer is now dedicated to thwarting the Divine Will wherever he can. Despite being the prime adversary of humanity, he is also the Archfiend whose desires and feelings are closest to those of people. He is extremely well mannered, a brilliant conversationalist, and has a great sense of humor (except about himself). He is the only diabolical being who can incarnate and leave Hell without being Summoned, and may do so for other purpose than to attend the opera. He is even known to fall in love. Lucifer is supremely comfortable in human High Society. Some say he created it.

Lucifer represents the most insidious form of evil. He is a master manipulator, and even good people will go along with his reasonable-seeming propositions. Lucifer will present his schemes as being mostly beneficial, or at least preferable to the plans of more obviously destructive entities (such as The Dreaded Name Demogorgon). He inspires sympathy by presenting himself as a tragic victim of Divine injustice, and a fellow sufferer at the hands of a hypocritical God. Gradually, however, those who succumb to his charms find themselves increasingly Lucifer’s slaves, and all the worse off because they willingly submitted.

Lucifer is the proudest being in the Universe, and will insist upon being treated with the utmost courtesy. Unlike most of his diabolical subjects, who are monstrously brutal beings fond of abusive and obscene threats, Lucifer is a suave and urbane schemer. It takes only a single insult, though, for Lucifer to fly into an implacable rage.

Lucifer cannot resist beautiful young women of exceptional virtue. Some speculate that periods of great peace and happiness on Earth correspond to the times when Lucifer has allowed himself to temporarily redeemed by the love of a True Innocent. Then he will resume his once-benevolent in character, teaching people to improve their lives and perfect their talents. Note that Lucifer will never try to Inflict Love on a person he truly cares for, but will desire that their feeling for him be genuine. Inevitably, however, Lucifer’s beloved will die or become corrupted, and he will return all-the-more fiercely to his war on mankind and the forces of Heaven.

Lucifer is obsessed with producing the Antichrist, a son who rule the Mundane World and defeat the forces of Heaven on Earth. So far, all of his children have failed, but the Devil is nothing if not persistent.

Lucifer’s power is constantly challenged by Beelzebub, the “Lord of the Flies” who is the Archfiend of Gluttony.

Special Abilities:

Diabolical Characteristics: Lucifer is immune to all weapons, except those which are made of silver, consecrated, or otherwise enchanted. He cannot be harmed by fire, poison, disease, or any Special Ability or Preternatural Effect which target minds or emotions. He can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust his eyes to changing light. He can speak, write, and understand all languages and forms of communication.

Infernal Bargain: Lucifer can grant almost any imaginable wish or desire to another, provided the recipient willingly signs a contract condemning their soul to Hell after their death. The contract must be signed in the person’s blood, and usually specifies the remaining term of their life (generally 6 years). The Devil specializes in granting enormous wealth, and raising the damned to positions of great power. Those who would sell their souls should be aware that Lucifer will adhere strictly to the letter of a contract, while perverting it’s spirit at every opportunity. A man who becomes Emperor of the World, for example, may find his reign troubled by incessant rebellion, and himself subject to constant assassination attempts.

Note that Lucifer can grant simple Fame without the need for a contract, if he so chooses.

Weaknesses:

Diabolical Weaknesses: Lucifer is burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and is subject to the power of Faith. He is Vulnerable to Silver, and will not voluntarily touch it. He is susceptible to all Preternatural Effects that target spiritual entities. Additionally, the Lucifer’s initial appearance will cause the entire Nearby Area to momentarily smell like burning sulfur.

Limited Power Over Spirits: Lucifer can only target his fellow Devils when he employs the following Preternatural Powers: Banish Spirit, Bind Spirit, Summon Spirit.

Must Accept Challenges: Lucifer’s pride compels him to accept any challenge to a one-on-one contest of weapons, artistic ability, or connoisseurship. The stakes will always be the same. If the mortal wins, Lucifer is defeated, and banished back to Hell. If Lucifer wins he will also return to Hell, but will take the challenger, body and soul! Unlike Death (who will also accept challenges), Lucifer will not wager on things like horse races, or bet on games of chance. He will only engage in contests of pure skill and ability.

The Incarnation of Life-in-Death

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Life-in-Death will be familiar to those who know Samuel Coleridge’s classic poem “The Rime of the Ancient Mariner” (and a certain Iron Maiden song inspired by it).

Life-in-Death
The night-mare who denies the peace of death.

Signs & Portents: A dramatic drop in temperature. Rising mists and fog. People will be afflicted with dreams of horror that alternate with periods of insomnia. Monsters in the environment will move in the direction of Life-in-Death.
Initial Impression: A woman with a skeletal body, and leprous white skin. Her eyes are lustful, her long hair is golden blond, and her lips are deep red.
Size: Human-sized

Perversity: 30
Disposition: Scheming
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 Dexterity: 20 Constitution: 20
Speed: 9

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (slap)
Special Abilities: Create the Deathless, Revenant Characteristics,
Weaknesses: Banished by an Open Heart, Limited Power Over Spirits, Undead Weaknesses
Assets: Skilled Gambler
Afflictions: Poor Self Control
Preternatural Powers: All Evocations, all 0 – 3rd Level, Divinations, Fascinations, Glamors, Maledictions, and Transmutations, but no Blessings.
Favored Preternatural Powers: Animate Dead, Conjure Monster V (Sea Serpent, Giant Octopus, or Dragon), Fly, Gambler’s Luck, Invisibility, Scare, Summon Spirit III (Wraith), Unseen Servant

Natural Habitat: Wherever wicked people have abused Nature, or suffered unnatural deaths.
Level: 10

Life-in-Death is the mother of Ghosts and Revenants, a perverse abomination who delights in spreading misery and disrupting the order of Nature. She is drawn to any place where human beings have committed acts of cruelty against innocent living things, or have wantonly polluted the landscape. Her Incarnation accompanies the Incarnation of Death, gaming with her mate for the right to condemn humanity to restless un-death.

Special Abilities

Create the Deathless: Life-in-Death can transform a target (living or dead) into any type of Ghost or Revenant (including Vampyre). Living victims receive a Wisdom Save to resist. The body of a living victim transformed into a Ghost will fall down dead while the soul separates from the flesh.

Life-in-Death can also grant (or inflict) living immortality, transforming ordinary people into Immortal Wanderers. People so gifted (or cursed) do not age, are immune to disease, and cannot die of natural causes. If slain by weapons they will awake whole and intact in a new location the next morning. They gain the use of a single Preternatural Power (usually Protection From Evil, Banish, or Continual Flame), but are condemned to never sleep in the same location for two consecutive nights.

Revenant Characteristics: Life-in-Death is immune to poison, disease, paralyzation, and stunning. She is also immune to Preternatural Fascination effects, as well as any magic that causes instant death. Life-in-Death can see perfectly regardless of environmental illumination.

Weaknesses

Banished by an Open Heart: Life-in-Death will be banished if someone sincerely blesses or embraces a terrifying creature (including one she has created, Summoned, or Conjured) in her presence. If a character’s sincerity is in doubt, they must make a Wisdom Check. Failure indicates that the character acted from fear, not a genuine feeling of kinship with all living things.

Limited Power Over Spirits: Life-in-Death can only target Ghosts when she employs the following Preternatural Powers: Banish Spirit, Bind Spirit, Summon Spirit.

Undead Weaknesses: Life-in-Death is affected by the power of Faith, as well as all Special Abilities and Preternatural Effects which target Ghosts and Revenants.

The Incarnation of Death

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The Incarnation of Death is inspired from a variety of sources, artistic and literary.

Death (The Grim Reaper)
The personified end of all life.

Signs & Portents: The sky becomes noticeably darker and more cloudy. Thunder and lightning strikes. Mundane Animals become skittish and easily panicked. The sleep of sensitive people will be restless and filled with nightmares.
Initial Impression(s): A skeleton clad in a tattered burial shroud (or black cloak), holding an agricultural scythe. A naked skeleton wielding a long arrow. A raven. A young, handsome gentlemen impeccably dressed in black velvet. A beautiful, pale woman with black hair and dark eyes, dressed in a lovely gown of mourning, and carrying a bouquet of white lilies. A skull-faced woman crowned with flowers, and wearing a wedding dress. Death sometimes rides a pale, sickly-green horse.
Size: Human-sized (or by form)

Perversity: 8
Disposition: Determined
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 Dexterity: 20 Constitution: 20
Speed: 9 (18 Flying, 3 Walking in Raven form)

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (scythe or arrow)
Special Abilities: Revenant Characteristics, Slay
Weaknesses:  Limited Power Over Spirits, Must Accept Challenges, Undead Weaknesses
Assets: Exceptional Dancer,  Good Tracker, Skilled Gambler
Afflictions: Honorable to a Fault
Preternatural Powers: All Maledictions, all 0 – 3rd Level Blessings, Divinations, Evocations, Fascinations and Transmutations, but no Glamors.
Favored Preternatural Powers: Call Lightning, Darkness, Fly, Fog Cloud, Gust of Wind, Transform Self Into Raven, Scare, Sorcerer’s Hand, Unseen Servant

Natural Habitat: Anywhere living things are dying
Level: 10

Death is a honorable servant of Nature, unlike its malicious and cruel mate Life-in-Death. Death neither loves or laments its duties, but understands itself to be necessary for the existence of new life. It’s demeanor is generally stoic, yet is is also said that Death will occasionally wear a human face to pursue love among the living. Death loves to dance, and beautiful young woman who are fated to die may be asked for a final waltz. The Incarnation of Death can assume either sex.

Death’s mount, when it appears, is a Spectral Horse.

Special Abilities

Revenant Characteristics: Death’s incarnate body is immune to poison, disease, paralyzation, and stunning. It is also immune to Preternatural Fascination effects, as well as any magic that causes instant death (of course). Death can see perfectly regardless of environmental illumination.

Slay: By forgoing any other action in a Round, Death can slay any living creature. Creatures so targeted by Death must Save versus Wisdom or instantly die. Spirits and Revenants are not affected, but Fairies are.

Weaknesses

Limited Power Over Spirits: Death can only target Ghosts when it employs the following Preternatural Powers: Banish Spirit, Bind Spirit, Summon Spirit.

Must Accept Challenges: Death must accept any bet or challenge to play a game, if the challenger is ready to forfeit their life upon failure. If Death loses it must stop a specified person from dying, or agree to perform 1 service that can be accomplished in a time no longer than a single day. Unlike Lucifer (who will only accept challenges of skill), Death will gamble, and bet on the outcome of purely random events. Death will never cheat or deceive, and will never pervert the intent of services it agrees to perform. It knows the rules to every game that exists, has ever existed, or will ever exist. Death is particularly fond of chess, and card games using the Tarot deck.

Undead Weaknesses: Death is affected by the power of Faith, as well as all Special Abilities and Preternatural Effects which target Ghosts and Revenants.

Incarnations: The Devil, Death, and More for Ghastly Affair.

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Bargaining with the Devil, dancing with Death, or escaping from cruel Life-in-Death are all classic situations from Gothic and Romantic-era art and literature. The following guidelines for Presenters bring the physical Incarnations of spiritual powers into the Ghastly Affair role-playing game.

Incarnations are meant to be plot devices. They can be secret benefactors, adversaries that create endless trouble, or even romantic interests for Player Characters. They should not be treated as just another kind of creature for Demon Hunters to fight.

Naturally, everything that follows is for gaming purposes only, and no commentary on any real-life religious or spiritual belief is intended.

Incarnation
The physical manifestation of a spiritual power or principle.

Signs & Portents: At least one weather effect, and one condition that affects the behavior or physical condition of living things.
Number Appearing: 1
Initial Impression: Varies by Form, but usually human-like.
Size: Human-sized (or by form)

Perversity: Usually 0 for Angelic Incarnations, 21 or higher for Demonic and Diabolical Incarnations, and 9 – 20 for Fairy Folk. Pagan Gods can have any Perversity, according to their nature.
Disposition: Most Angelic Incarnations are Determined or Friendly. Demonic and Diabolical Incarnations tend to be Aggressive or Scheming. Fairy Folk tend to be be Aggressive, Curious, Goading, or Scheming. Pagan Gods tend to be Determined, but could potentially have any Disposition.
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 (or by form) Dexterity: 20 (or by form) Constitution: 20 (or by form)
Speed: 9 (or by form)

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (by weapon type)
Special Abilities: Spirit Abilities (by spirit type), Unique Ability.
Weaknesses: Limited Power Over Spirits, Spirit Weaknesses (by spirit type), Unique Weakness.
Assets: Vary
Afflictions: Vary
Preternatural Powers: All from one Sphere (Blessing, Divination, Evocation, Fascination, Glamor, Malediction, or Transmutation), none from one Sphere, and all 0 – 3rd Level effects from the remaining Spheres.
Favored Preternatural Powers: At least 5 Preternatural Powers that the Incarnation commonly manifests when encountering ordinary humans.

Natural Habitat: By associated Spirit type.
Level: 10

An Incarnation is the limited, physical form of a personified spiritual force or principle. Examples of Incarnations include the physical forms of abstractions such as Death and Albion, pagan gods such as Venus and Pan, and Archfiends such as Asmodeus and Belphagor. Fairy royalty such as King Oberon and Queen Mab can also presented using the rules for Incarnations.

The flesh and blood bodies of Incarnations need to eat, drink, breathe, sleep, and excrete. Even the Revenant-like Incarnations of Death and Life-In-Death need to eat and sleep (although the grisly repasts of abominable Life-in-Death are best not described). As attested in mythology, Incarnations can produce offspring with human beings. The children so produced are always special in some way – frequently they are born initiated Magicians.

The arrival of an Incarnation is always accompanied by Signs and Portents in the environment, affecting a one mile radius around the entity. These Signs and Portents will begin 10 minutes before the Incarnation arrives, and generally persist in the area around it until the being leaves the Mundane World. There will always be at least alteration in the local weather, and one noticeable change in the behavior of people, Animals, and/or Monsters.

  • For example, the coming of Death is accompanied by thunder and lightning, the darkening of the sky, and the nervous agitation of mundane Animals.

An Incarnation is usually human-like in form, but certain powers will also incarnate as Animals or Monsters. Death might take the form of a raven, for example, while the Archfiend Beelzebub likes to appear as a monstrously large fly, or anthropomorphic goat. The forms assumed by Fairy royalty often mix human, animal and occasionally vegetable features, but are usually humanoid in overall shape. In general, all of an Incarnation’s Abilities will be rated at 20. If an Incarnation’s form replicates that of another creature it will posses the Abilities of that form, if those Abilities are higher than 20. Most Incarnations can also alter their form using Disguise Self or Transform Self. Some, however (such as the Incarnation of the Archfiend Mammon) are unable to use any Transmutation powers, and must stay in one form until they leave the Material World .

Every Incarnation has a set of favored Preternatural Powers that they tend to use when they encounter people. In addition, they can potentially create a vast array of other Preternatural Effects. Each Incarnation has a favored Sphere (Blessing, Divination, Evocation, Fascination, Glamor, Malediction, or Transmutation) from which it can use any Preternatural Power of any Level. However, each Incarnation also has an eschewed Sphere, from which they will not manifest any effects. The Incarnation can furthermore employ any 0, 1st, 2nd, or 3rd Level Preternatural Power from the remaining Spheres. All Powers can be used an unlimited amount of times, but manifesting a Power counts as the Incarnation’s action in a Round. An Incarnation can only employ the Banish Spirit, Bind Spirit, or Summon Spirit effects against Spirits of its own type.

  • For example, the Archfiend Lucifer’s favored Powers are Charm Person, Inflict Love, Fame, Fly, Phantasmagoria III, and Suggestion. He can use any Fascination effect of any Level, however, an unlimited number of times. He can also employ any 0, 1st, 2nd, or 3rd Level Level Evocation, Fascination, Glamor, Malediction, or Transmutation Power, as needed. However, his eschewed Sphere is Divination. His overwhelming pride prevents him from foreseeing the consequences of his actions, believing anything is more powerful than himself, or entertaining the notion that any of his schemes might fail. He may, however, insist that he has the ability to know everything and foretell the future.

The spiritual power or principle behind an Incarnation can never be destroyed permanently, but the physical Incarnation itself can be defeated. Physically fighting an Incarnation is difficult to the point of foolishness, however. Not only are Incarnations difficult to effectively strike, and immune to most weapons, but most can also use Preternatural Powers to heal their physical bodies. The most likely way one will defeat an Incarnation is by exploiting its Unique Weakness. It is also suggested that whenever the Presenter introduces a malevolent Incarnation into an Affair that the Player Characters also be given access to a Weird Object or Holy Relic that can destroy the Incarnation with a single strike. Of course, the Drawback for owning and wielding such an item should be suitably severe.

A banished or destroyed Incarnation cannot reform in the material world until the beginning of the next season. The spiritual power or principle will still operate and affect the world, of course, but is unable to physically manifest in a body.

  • For example, living things will continue to die if the Incarnation of Death is banished or destroyed in the Summer, but then Death will be unable to form a new physical Incarnation until the coming of Autumn.

All Preternatural Effects caused by a banished (or destroyed) Incarnation will be instantly undone.

Despite possessing the same Special Abilities and Weaknesses of other Spirits, Incarnations cannot be summoned by the use of the usual Summon Spirit ceremony. However, each Incarnation has its own unique Magical Ritual by which it can be called. Most such rituals are extremely difficult, although summoning Death, for example, can be as simple as issuing him a challenge to play chess. The Presenter should design the ritual that Summons an Incarnation to accord with the Motifs of the Affair in which it is plays a part. Also note that Incarnations are affected by Preternatural Effects such as Bind Spirit and Banish Spirit, if used by a Level 10 Magician.

Any weapon used by an Incarnation counts as an Enchanted Weapon, and can damage creatures of any type, including incorporeal beings.

Special Abilities

Spirit Abilities: Each Incarnation belongs to a classifications of Spirit beings, such as Angels, Demons, Devils, Fairies, or Ghosts. An Incarnation therefore has all the Special Abilities of its type. In the case of of pagan gods (such as Venus), their Divine Special Abilities (and Weaknesses) are similar to those of Angels. All Incarnations are therefore immune to normal weapons, but most are also vulnerable to certain materials and substances.

  • For example, the “Dreaded Name Demogorgon” has all the special Abilities of a Demon, along with numerous Preternatural Powers. He cannot be harmed any weapon which is not blessed, Enchanted, or made of pure iron. Nor is he affected by acid, cold, disease, or any Special Ability or Preternatural Effect which target minds or emotions. Demogorgon has perfect vision in all lighting conditions. He can speak, write, and understand all languages and forms of communication.

Unique Ability: Every Incarnation has a single Ability that is more powerful than the usual range of Preternatural Effects. The Incarnation can usually employ this ability an unlimited amount of times, but can take no other action while they do so.

  • For example, the god Pan can cause all mundane beings that see him to be overcome with extreme fear, regardless of their size or power.

Weaknesses

Limited Power Over Spirits: An Incarnation can only employ the Banish Spirit, Bind Spirit, or Summon Spirit effects against Spirits of its own type.

Spirit Weaknesses: An Incarnation shares the Weaknesses of its associated Spirit Type.

  • For example, the Incarnation of Demogorgon is vulnerable to (and afraid of) iron and holy water, cannot enter holy ground, and is repelled by pure salt. He might be held at bay by the Faith of the good and innocent. For all his terrible power, Demogorgon must check Morale if hit with an iron fireplace poker. Of course, it is unlikely he would fail a Charisma Check, but the possibility exists.

Unique Weakness: In addition to the Weaknesses common to their type of Spirit, each Incarnation has a unique Weakness that can be exploited to defeat them.

  • For example, the Incarnation of Death will accept any wager, challenge, or contest where the challenger agrees to forfeit their life if they lose. If Death loses such a contest, however, it is banished.

Coming next: The write-ups for the Incarnations of Death, Life-in-Death, and the Devil himself!

What’s Next For Ghastly Affair and the Engine of Oracles

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Early work has begun on the illustrated version of Ghastly Affair to be released in hard copy. I’ve already started working on material for the follow-up Ghastly Companion, which will include:

  • Optional rules for advancing characters past Level 10.
  • Guidelines for customizing Character Classes.
  • New character classes such as the Seer, Huntsman, Cambion, Maudit (doomed artist), and Adventurer.
  • Extended rules for High Society, gambling and sporting in the Ghastly Age.
  • Mass Combat and Naval rules, to play out the horrors of Napoleonic warfare. The rules are designed to be fast-playing and fairly abstract, to emphasize the actions of individual Player Characters.
  • Many more creatures of the night, including many more Demons, dark Fairies, Ghosts and Revenants.
  • Rules for Presenting the Incarnations of Death, the Devil, and more.
  • Information on creating believable castles, manor homes, and great houses.
  • Information on servants and retainers.
  • A discussion of the state of science, technology, and discovery in the Ghastly Age.
  • Legendary Preternatural Effects, past Level 5.
  • Much more Presenter advice and techniques, from running Bildungsromans (taking a character from childhood to maturity) and Tête à Tête (one-on-one) Affairs, to running spontaneous Game Sessions without advance planning.
  • Ghouls and Unquiet Souls as Player Characters, along with alternate Lycanthropes (including modern-style Werewolves who can transmit their curse as a disease).
  • A full discussion of Curses and creative ways to inflict supernatural misery.
  • More Weird Objects, from Magic Mirrors to Holy Relics.
  • Guidelines for adapting Ghastly Affair for dark medieval romance, Southern Gothic, Belle Epoch, Noir, and Giallo games.
  • Guidelines for running Ghastly Affair as a Live-Action Roleplaying Game.

The drafts of much of this material will premiere here on this blog.

In addition to the Ghastly Companion, I have planned Scenario Books for both groups and one-on-one games, and Guidebooks for locations such as Venice, France, Vienna, Prague, the Carpathian Mountains and the British Isles in the Ghastly Age.

Meanwhile, the Highdark Hall setting will continued to be developed.  Keep checking the blog to see what’s new!

Highdark Hall: Whispers and Gossip

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Servants living at (or visiting) Highdark Hall will doubtless hear many of the following rumors. Upper class characters may hear them from their valets or lady’s maids. Some of rumors involve assertions of an extremely scandalous nature, and will only be told to people the teller trusts.

Naturally, many of the rumors contradict each other. The Player Characters will have to investigate if they want to know the truth.

Please note that some of the rumors contain mature themes, and will not be appropriate for all gaming groups.

The Rumors:

Everyone is afraid of the twins girls, Julia and Juno. Their Nurse has particular reason to be terrified. She says that often she sees them facing the corner of the room, talking together to somebody that only they can see. They tend to disappear whenever they go walking outside, only to reappear in the nursery without anyone having seen them enter the house. And the cruel tricks those two little monsters play on that poor woman! Once they ripped out all the stuffing from her pillow and replaced it with dirt, earthworms, and rotting birds. Miss Forest even says that she tried smashing and burying the porcelain doll that the girls claim performs all their mischief. The next morning the girls had the doll, and it was perfectly intact.

Everyone knows that Lady Constance‘s mother was married to the first cousin of Lord Nathaniel‘s father. What they don’t know is that Lady Constance’s mother and Lord Nathaniel’s father were also secretly lovers. One has to wonder what that might mean for the Lord and Lady.

Lord Nathaniel is a compulsive gambler. Cards, horses, dice – he never declines an opportunity to wager. The family will be ruined soon if he doesn’t stop. Apparently, he has arranged to marry off Georgina to a banker in order settle his debts.

If you listen at the doors to the Sealed Wing you can sometime the sounds of tapping, moaning, and furniture moving. You must never try to go in there. Fifteen years ago Lord Nathaniel’s brother Peter, who was Lord of Highdark before him, committed suicide in one of the bedrooms, along with his wife’s Lady’s Maid. Apparently the two were so mad with love for each other that they would rather die together than ever be apart. Don’t believe anyone who maligns Lord Peter’s memory and says the two deaths happened differently. Also, the subsequent disappearance of the former Lord’s wife is completely unconnected, no matter what anybody else implies.

Lady Constance is pregnant again, but she and Lord Nathaniel have only recently been reunited after traveling separately for months. She may be going on a trip to continent again soon, probably for the better part of a year. Best not to ask too many questions after she returns.

The Housekeeper has had to discipline the Hall Maid several times in the past month. Glasses break, oil drips from the ceiling, and loud banging sounds are often heard when the girl is near. Mrs. Biddle is sure the brat is doing it all, although Miss Weaver denies it and blames everything on someone she calls “Charley”. Miss Weaver also claims that the rats in the basement have their own Sovereign and Parliament.

Sean the Handyman is very handy indeed with a blade. He’s been seen killing rats with thrown kitchen knives! He’s also admitted to have come to the house in order to hunt something that he claims has “existed here for too long”. You have to wonder what he means.

People frequently go missing from Highdark Hall. The fairy Queen of the Night sometimes attends parties and balls held at the house, looking for men to abduct. Sometime she takes a woman instead. No one she takes is ever seen again.

The Sealed Wing isn’t haunted, no matter what you’ve heard. The truth is the roof leaks, and when it rains water comes down from the attic. The Altumbers sealed the wing and invented the ghost story so they wouldn’t have to admit that they can’t afford to make the necessary repairs. Lord Peter may have died in there, but he certainly doesn’t haunt the rooms. And his wife’s Lady’s Maid wasn’t ever here when she died!

The Housekeeper is actually a lost relative of the Altumbers. Her mother was the illegitimate daughter of Lord Nathaniel’s maternal uncle. One wonders if she will try to confront Lord Nathaniel with this information.

The Butler doesn’t drink so much on account of the horrible things he did in the army, but because of the horrible things he’s been asked to do at Highdark Hall. He makes frequent trips to the attic, for reasons unknown to anyone else. He forbids any of the other servants to go up there.

The house is riddled with secret passages and peepholes. Lord Nathaniel uses them to spy on his guests. Some people think the house is haunted, but the strange sounds they hear are only Lord Nathaniel walking in the hollow walls.

The previous Lady of Highdark never truly went missing. She went mad from the syphilis that Lord Peter gave her, and had to be confined in the house. If she is still alive it is somehow being kept secret.

Last week the Housekeeper found a coded message folded up and hidden in a tree hollow. Someone in the house is a spy, probably for the French. They could also be in league with the government of the former American colonies.

There is a network of secret passages in the Lady’s Wing of the house. They were installed by Lord Nathaniel’s grandmother to move her lovers around without detection. Their location and use has been kept secret by the women of the Altumber family since then, revealed only to the Lady’s Maids, and certain handsome Footmen.

Lord Nathaniel sometimes asks servants to let themselves be seduced by visitors to the house. Afterwards he will them to tell him everything about the encounter. Some of the servants think he uses the information for extortion. Some think he just enjoys the stories.

Apparently, a recent house guest of some importance asked the kitchen maid Siobhan to ride his back like he was a horse, hit him with a riding crop, and curse at him in Irish. Siobhan doesn’t even know how to speak Irish, so she just invented some words that sounded nasty. He never knew the difference. Also, there was a carrot involved.

There is a secret room in the Basement, which can be accessed from somewhere on the Ground Floor. It was formerly used for blasphemous, pagan rites. There are whispers that at least one member of the family still visits that room, for reasons best left unknown.

The real business of the Altumbers is espionage, and they have been spies for centuries. Enemies of the crown often have fatal accidents and illnesses around the time that they visit, or are visited by, the Altumbers. Many of the people who supposedly disappeared mysteriously from Highdark Hall were actually assassinated by the Altumbers.

Before Lord Nathaniel’s time, prostitutes would be brought to the house for gatherings of the most extreme immorality. It all happened in some secret part of the house that the servants can’t access. Not all of the women who came here left Highdark Hall alive. Some never left the house at all.

Georgina is in love with the foundling Henry Peak, but come December she is being taken to London to find a suitable husband. She cries every night because she will never be allowed to marry the man she loves. If you suggest that she should just take Henry as a lover after she is married she gets even more upset, because she thinks that’s a terrible thing to do. She mustn’t think much of Miss Ravenscroft in that case! Georgina says she prays that one day everyone will be able to marry who they want to. She’s a strange girl, with strange ideas.

Stay out of the Trophy Room between midnight and dawn. In the small hours the heads of the animals will change position, and the floor will be paced by something invisible, save for a pair of eyes that glow green in the dark.

Henry and Georgina are planning to elope soon. Lord Nathaniel would simply disown both of them, but Georgina’s brother will murder Henry if he ever finds out. Harold is extremely jealous of any man looking at his sister. Sometimes you can catch Harold himself looking at her in a way that a brother shouldn’t.

If you listen in the Grey Drawing Room you can hear the sound of tapping, coming from the ceiling. The sound comes from the ghosts who haunt the Sealed Wing of the floor above.

Sometimes the Lunar Ballroom smells like jasmine flowers, even when it hasn’t been used for weeks. When that happens, if you look up to the balcony you will see a masked woman, dressed in black velvet. If you meet her gaze you will surely die within the month.

If Highdark Hall is ever threatened the bronze statue of Lord Gerald Altumber will come to life and defend the house. Sometimes the statue’s hands change their pose, always when no one can see it happen.

One of the Lady’s Maids is a thief. She works with someone outside the house to fence the stolen items.

Sometimes you can hear the pianoforte in the Music Room playing, but when you enter the room the music stops, and nobody is there.

On certain nights of the full moon you can hear the sound of crashing waves in the Rocaille Room. When that happens the transparent form of a mermaid will be seen on the couch in the room. She never says anything. In the morning, the couch will be wet.

The Lord’s Mistress, Mary Ravenscroft, sometimes says strange things about defying death and perfecting the human race. She also claims that minds of women are equal to those of men, and so they ought to be able to vote and serve in Parliament! She has been pregnant twice since she’s come to Highdark Hall, but both times the baby was born dead. Nobody knows what happened to the bodies, however. Furthermore, she was supposedly enticed to come to Highdark Hall with the promise that she could pursue her personal research, whatever that is. Nobody has ever seen her do any experiments, however.

If any of the female servants find themselves in trouble on account of indulging the men of Highdark Hall, they see the Cook, Josephine. She knows how to make such problems go away, so the women aren’t forced to leave the house. That’s why none of them, except the Mrs. Biddle the Housekeeper, will ever say a word against her. She also has pacts with the Fairy Folk, and can stop wounds from bleeding. At least once she has used her peculiar knowledge to help Lord Nathaniel resolve the problem of a family associate who stayed inconveniently alive.

Highdark Hall is built atop a site where human sacrifices were made in Celtic times. One of the victims was the daughter of a clan chief, killed to ensure a good harvest. She cannot rest, and on certain nights she walks through Highdark Hall, seeking vengeance.

Lady Constance was in her Boudoir the other night with the Footman Isaac Parson. She was dressed like a gentlemen of fashion, while Mr. Parson was wearing a woman’s wig and one of the Lady’s gowns. What else they did, however, was performed in the usual manner of a man and a woman.

The rats in the Basement are very strange. If you watch them, you will see that they are talking to each other. What’s more, you might see one disappear into a wall, with no hole visible for it to have gone into.

Highdark Hall: The Male Servants

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The description of the Male Servants compliments the posts for the Female Servants and Altumber Family, and completes the list of inhabitants of Highdark Hall. At least, it completes the list of living, human inhabitants… Also present on the estate are a Gardener, Gardener’s Assistant, Woodsman, Huntsman, Kennel Keeper, Groom, and Assistant Groom, but they do not live in the house. Other workers sometimes visit from the nearby village of Lowhaven. A nurse and/or doctor will be sent for when a family member is sick.

When portraying the servants, keep in mind that they are essentially trapped together at Highdark Hall. Generally, they can only count on Sunday morning or afternoon as time off, which they might use for a quick trip to the village. Otherwise, they are constantly forced into close company with each other. They seldom see their families. Every minor incident among them is magnified into a major scandal, and small misunderstandings can become the seeds for lasting resentments. Secrets are treasured, as are the few fleeting moments of privacy that can occasionally be stolen.

Note that all the Male Servants are required to wear a livery of dark blue, edged with white. In addition, the Footmen often wear a more elaborate livery, of dark blue velvet with braided piping and silver buttons.

The Butler
Oversees the Male Servants. Has the keys for the Wine Cellar, and the Butlery where the expensive silverware and porcelain is stored. In charge of dinner service. Highest ranked Servant, responsible for the overall functioning of the house. Pays the other servants. Reports directly to Lord Nathaniel, and is his confidant.

Jasper Hill
Most Memorable Characteristic: Exceptionally tall, and tends to stare down at people.
Physical Appearance: Tall, with dark hair and eyes. Age 41.
Personality: Ambitious.
Abilities: Above average Constitution, and high Intelligence. Perversity 12.
Other Characteristic(s): Former Soldier. Secretly In Love With Lady Constance. Afraid of Spiders. Visits the Madwoman’s Confinement. Drinks heavily.
Notable Possession(s): A collection of whiskey bottles. A pack of cards. A strangely decorated skull that he brought back from his service in the West Indies.
Suggested Class and Level: 9th Level Everyman (Butler)

Valets
Each personally waits on a male member of the household, shaves and dresses him, runs errands for him, attends to minor business concerns, travels with him, and ensures his comfort.

Elijah Davies – Lord Nathaniel’s Valet
Most Memorable Characteristic: Often juggling small objects.
Physical Appearance: Tall and handsome, with dark hair and hazel eyes. Age 29.
Personality: Kind
Abilities: Above average Constitution and Dexterity. Perversity 9.
Other Characteristic(s): Amateur Juggler. Loves Susanna Douglas (the Upper House Maid). Afraid of Spilled Blood. Hates Bees.
Notable Possession(s): A portrait of Susanna, drawn for him by Judith Thomas, the Scullery Maid..
Suggested Class and Level: 5th Level Everyman (Valet)

Duncan Barry – Harold’s Valet
Most Memorable Characteristic: Redhead
Physical Appearance: Short and handsome, with red hair. Age 19.
Personality: Friendly, and Easy Going
Abilities: Above average Constitution and Dexterity. Perversity 10.
Other Characteristic(s): Skilled Dancer. Secretly in Love With Lady Constance. Afraid of Vaccination. Dislikes Books.
Notable Possession(s): A set of dancing clogs.
Suggested Class and Level: 2nd Level Everyman (Valet)

Caleb Smith – Henry’s Valet
Most Memorable Characteristic: Evasive about his past.
Physical Appearance: Short, pale, and handsome. Age 23.
Personality: Active
Abilities: Above average Constitution and Intelligence. Perversity 13.
Other Characteristic(s): Former Thug. In Love With Diana Farmer (a Kitchen Maid). Afraid of Slugs. Prejudiced Against the Irish.
Notable Possession(s): A stained dagger. A Letter from Diana Farmer proclaiming her love, even though she knows that he was once a wicked criminal.
Suggested Class and Level: 3rd Level Everyman (Valet)

Footmen
Serve dinner to the family and guests, clean serving ware, travel with the family to prepare locations for their arrival, open doors and gates, and perform other high-visibility tasks. Are chosen for their height and and attractiveness.

Quinton Blood
Most Memorable Characteristic: Likes to wander
Physical Appearance: Tall and handsome. Age 21.
Personality: Bland
Abilities: Above average Constitution and Wisdom. Perversity 9.
Other Characteristic(s): Former Sailor. Loves the Sea. Afraid of Broken Glass. Hates Riding Horseback.
Notable Possession(s): A scrimshaw walrus tusk depicting a mermaid. Footman’s livery of dark blue velvet with braided white piping and silver buttons.
Suggested Class and Level: 3rd Level Everyman (Footman)

Peter Currier
Most Memorable Characteristic: Hates to dance
Physical Appearance: Tall and handsome, with blond hair. Age 20.
Personality: Shy
Abilities: High Constitution; below average Charisma (inarticulate). Perversity 6.
Other Characteristic(s): Studied for the Priesthood. Loves the Bible. Afraid of Drinking Hard Liquor.
Notable Possession(s): A well-worn bible. Book of Common Prayer. Footman’s livery of dark blue velvet with braided white piping and silver buttons.
Suggested Class and Level: 3rd Level Everyman (Footman)

Isaac Parson
Most Memorable Characteristic: Likes new experiences
Physical Appearance: Tall and handsome, with dark brown hair and gray eyes. Age 22.
Personality: Friendly and Open-minded
Abilities: Above average Constitution and Dexterity. Perversity 12.
Other Characteristic(s): Skilled Duelist. Loves Disguises. Afraid of Rabid Dogs. Hates Prudes.
Notable Possession(s): An old dueling rapier that he keep hidden under his mattress. A domino mask. Footman’s livery of dark blue velvet with braided white piping and silver buttons.
Suggested Class and Level: 3rd Level Everyman (Footman)

Coachmen
Drive the family coaches and vehicles.

Russel White – Coachman for the men of the house.
Most Memorable Characteristic: Vocally suspicious
Physical Appearance: Short, pale, and homely. Age 31.
Personality: Grumpy
Abilities: Above average Constitution, High Dexterity. Perversity 9.
Other Characteristic(s): Talented Singer. Loves the Opera. Afraid of Insects. Dislikes Thin Women.
Notable Possession(s): a Copy of the libretto to “Don Giovanni”
Suggested Class and Level: 6th Level Everyman (Coachman)

Owen Strong – Coachman for the women of the house.
Most Memorable Characteristic: Superstitious
Physical Appearance: Tall and handsome, with jet black hair. Age 27.
Personality: Daring, but also Inarticulate
Abilities: Above average Constitution and Dexterity. Perversity 12.
Other Characteristic(s): Former Farmer. Secretly In Love With Georgina Altumber. Afraid of the Number 13. Hates Science. Handsome, but Badly Spoken.
Notable Possession(s): One of Georgina’s gloves, which she lost on the road coming back to house a month ago.
Suggested Class and Level:4th Level Everyman (Coachman)

Handyman
Performs repairs to the house and equipment, disassembles and reassembles furniture.

Sean McGinty
Most Memorable Characteristic: Blue eyes
Physical Appearance: Handsome, with black hair and blue eyes. Age 26.
Personality: Devoted
Abilities: Above average Strength, Constitution, and Dexterity. Perversity 10.
Other Characteristic(s): Stealthy. Fool for a Pretty Face.
Notable Possession(s): A silvered knife with a handle that allows it to be mounted on a pole. An iron spike. A small handwritten book outlining the abilities and weaknesses of various supernatural creatures.
Suggested Class and Level: 4th Level Demon Hunter

Porter
Carries heavy objects and equipment for family members and guests. Waits in the Grand Vestibule whenever guests are expected.

Jonas Taylor
Most Memorable Characteristic: Gourmet tastes
Physical Appearance: Tall, with dark hair and eyes. Age 30.
Personality: Pleasant
Abilities: High Constitution, and above-average Strength; below average Wisdom. Perversity 10.
Other Characteristic(s): Former Gravedigger. Loves Good Food. Afraid of Heights. Prejudiced Against Prostitutes.
Notable Possession(s): A letter from his daughter in London, which he cannot read because he is illiterate. He asks Sean McGinty to read it to him sometimes.
Suggested Class and Level: 5th Level Everyman (Porter)

Hallboy
Waits upon the other servants in the Servant’s Hall. Runs errands for other servants. Personally attends the Butler like a Valet.

Oliver Andrews
Most Memorable Characteristic: Greedy
Physical Appearance: Handsome, with blond hair and blue eyes. Age 13.
Personality: Aggressive
Abilities: Above average Constitution and Charisma. Perversity 15.
Other Characteristic(s): Talented Con Artist. Likes Rats. Afraid of People in Masks. Hates the Snow.
Notable Possession(s): 2 Shillings and a bottle of whiskey, stolen from the Butler’s room. Rolls and cheese stolen from the pantries. All are wrapped in a cloth and stashed in the Firewood and Coal Storage Room.
Suggested Class and Level: 1st Level Everyman (Hallboy)

Sprites: Capricious Fairies for Ghastly Affair

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The Sprites of folklore are unpredictable creatures, likely to kill for seemingly incomprehensible reasons. Those who encounter Sprites can never be sure of the beings’ true intentions.

This version of the Sprite is intended for use with the Ghastly Affair Role-Playing game. Another version of this creature has been posted at the Troll Lord Games Forums.

Sprite (Aerial, Terrestrial, and Water)
Common, amoral Fairies who who inhabit high places, overgrown areas, and waterways.

Creature Class: Fairy
Number Appearing: 1, or 1 – 12
Initial Impression: A giggling sound coming from the air above, from behind an ancient tree, or in the direction of a lovely pond.
Size: Human-sized

Perversity: 13
Disposition: Mischievous
Charisma: 13 Intelligence: 11 Wisdom: 12
Strength: 9 Dexterity: 18 Constitution: 9
Speed: 10 walking, 16 flying

Armor Class: 2
Hit Dice: 1, 2, or 3
Attacks: 1 (by weapon, or animal form)
Special Abilities: Fairy Characteristics, Fairy Magic, Immune to Favored Element
Weaknesses: Fairy Ban: Cannot Hear Own Name, Fairy Weaknesses
Assets: Beautiful
Afflictions: Disgusted by Salt, Hatred of Religion
Preternatural Powers: Elf Stroke (once per day), Enter Ethereal Plane, Ghost Lights, Invisibility, Minor Creation (as a boon for those that please them), Obscuring Mist, Pass Without Trace, Phantasmagoria I, Polymorph Self.

Natural Habitat: Aerial Sprites – the tops of tall trees, mountains, hills, ruined towers and other airy places. Terrestrial Sprites: stone circles, mushroom rings, woods, isolated meadows, hedgerows, thickets, and other overgrown places. Water Sprites: lakes, rivers, steams, and seas, especially secluded ones.
Level: 1, 2, or 3 (by Hit Dice)

The three types of Sprites are the most common breed of Fairy. Like all Fairy Folk they can appear in almost any form they like, but each has a natural form that accords with its favored element. All Sprites can fly whenever want to, although only the Aerial variety have apparent wings in their true form. Since natural flame is inimical to Fairies, there are no Sprites of a fiery nature.

Sprites are playful, but capricious and utterly amoral. They love engaging in human games and sports, but also enjoy seeing human beings suffer and die. The Presenter should make a secret Charisma Check for every character that encounters Sprites. Success means that the Sprites will be positively disposed towards the Character, and will want to engage in some pleasurable pastime. Failure means that the Sprites will have malicious intent, but may mask it with a pleasant demeanor.

Aerial Sprites in their true shape resemble extremely attractive young men and women clad in diaphanous golden tunics, with constantly beating wings like those of dragonflies or butterflies. They usually hover and fly, seldom stepping foot on the ground. They often assume the forms of butterflies, dragonflies, and birds. Aerial Sprites like to trick human beings into falling from cliffs or high buildings. On the other hand, they will sometimes bring food to lost children, or otherwise aid those they like. They sometimes carry bows and arrows tipped with Elf Shot.

Terrestrial Sprites resemble beautiful, green-complexioned young men and woman. They are clad in leaves and moss, and often crowned with wreaths of flowers. They often assume the form of carpenter ants, ladybugs, grasshoppers, and toads. Terrestrial Sprites often lead people to become lost in the woods, fall into deep pits, or be crushed by falling rocks. They are particularly prone to stealing human babies, and a group of Terrestrial Sprites may have a human infant or child with them when encountered. The favorite pastime of Terrestrial Sprites is dancing inside rings of mushrooms, and they will viciously attack anyone who picks the mushrooms from such a ring. Sometimes the Terrestrial Sprites will dance in fields of wheat or grass instead, leaving behind rings of flattened stalks. They often have slings that they use to fling Elf Shot.

The lovely Water Sprites have bluish skin, and wear either shells and sea wrack as clothing, or else filmy silver tunics similar to those worn by Aerial Sprites. They often appear as fish, frogs, water snakes, eels, and seagulls. Water Sprites love to see people drown. A typical trick for a Water Sprite is to create an illusory treasure at the bottom of a deep lake, and watch as hapless people try to claim it. Sometimes a Water Sprite will romance a lonely person and convince them that they have been granted the magical ability to breathe water. The Water Sprite will laugh as the deluded person jumps into a deep river to join their beloved, and is swept away to a watery death. Sometimes they carry nets and spears that they use to entangle and kill swimmers.

It is not unknown for an Invisible Sprite to attack an unsuspecting person who has annoyed the Fairy in some way – for example, by disrupting a mushroom ring. If directly engaged thereafter, a Sprite will usually try to flee by using Obscuring Mist, turning Invisible, or becoming Ethereal. If somehow cornered, they may change into animal shapes to fight.

Special Abilities

Fairy Characteristics: Sprites are immune to all normal weapons, except those which are made of pure iron or otherwise enchanted. Sprites cannot be harmed by poison, disease, or any Preternatural Fascination effect. They can see perfectly regardless of illumination, and enjoy the constant benefits of the Preternatural Effect True Seeing. Sprites can speak, write, and understand all languages and forms of communication.

Fairy Magic: Sprites can employ the following Preternatural Powers: Elf Stroke (once per day), Enter Ethereal Plane, Ghost Lights, Invisibility, Minor Creation (as a boon for those that please them), Obscuring Mist, Pass Without Trace, Phantasmagoria I, and Polymorph Self.

Immune to Favored Element: Aerial Sprites cannot be harmed by high winds or electricity. Terrestrial Sprites cannot be hurt even by magical stone or wood. Water Sprites breathe water (and therefore cannot drown), and cannot be harmed by ice or cold. Like all Fairies, Sprites are Vulnerable to Natural Fire and extremely afraid of it.

Weaknesses

Fairy Ban (Cannot Hear Own Name): If a Sprite ever hears their own true name they will be banished back to the Otherworld for the remainder of the season. The name will always be some combination of an object and adjective, (such as “Redpebble” or “Goldblossom”) and whenever the Sprite appears in their true form the circumstances will always give some clue as to their name. For example, a Terrestrial Sprite named “Fallenleaf” may always appear among falling leaves, or have leaves falling from the wreath around her head. Sprites will consequently never call each other by name. A Sprite may stop up their ears to avoid hearing their name, if they suspect a human is about to utter it.

Fairy Weaknesses: Sprites are Vulnerable to Iron, and cannot cross a barrier of iron under any circumstances (even when in an Ethereal state). Furthermore they are also Vulnerable to Natural Fire (but not fire of Preternatural origin). Sprites are disgusted by pure crystalline salt (but not briny water). They are affected by Preternatural Effects that target Spirits. Sprites are not actually subject to the power of Faith, but tend to despise any human religion that doesn’t involve Fairy worship.

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