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The Engine of Oracles

~ Daniel James Hanley's Creations For Gaming. Home of the Ghastly Affair RPG.

The Engine of Oracles

Category Archives: Folklore

Random Apparitions and Spectral Activity

14 Monday May 2018

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Highdark Hall, Historical Gaming, Monsters, Random Tables, Weird

≈ 4 Comments

Tags

classic horror, dreadpunk, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Horror Gaming, mannerpunk, Medieval Folklore, paranormal, paranormal romance, parapsychology, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman, Undead, Victorian Gothic


Alexandre III (Dictionnaire infernal)

Part I: The Usual Apparition

d12

The…

1

skeletal…

2

bloody…

3

decayed…

4

stark white…

5

insubstantial…

6

luminous…

7

weeping…

8

twitching…

9

lumbering…

10

floating…

11

livid…

12

shadowy…

d20

figure of….

1

an old man…

2

a young man…

3

an old woman…

4

a young woman…

5

a boy…

6

a girl…

7

a soldier…

8

a priest…

9

a nun…

10

a hunter…

11

a coachman…

12

twin children…

13

a freak…

14

an executed criminal…

15

a maid…

16

a footman…

17

a beggar…

18

a leper…

19

a knight…

20

a Druid (other pagan) priest…

d10

wearing…

1

rags,

2

all white,

3

armor,

4

finery,

5

all black,

6

their funeral shroud,

7

nothing,

8

chains,

9

only undergarments,

10

nightclothes,

d20

and carrying…

1

their own severed head(s),

2

a sword,

3

a lantern,

4

an hourglass,

5

a gun,

6

a candle,

7

a bottle,

8

a basket of hands,

9

a sack,

10

nothing,

11

a lamp,

12

a dagger,

13

a skull,

14

an infant,

15

a whistle,

16

a noose,

17

a club,

18

a bucket,

19

a bloody heart,

20

flowers,

d6

will….

1

suddenly appear,

2

drop from the ceiling (or the sky),

3

drop down a chimney (or from a tree),

4

rise up from the floor (or ground),

5

fly through the air,

6

walk out of a wall or door,

d20

and then…

1

beckon.

2

move across the room.

3

ask if someone knows their name.

4

enact their own death.

5

howl.

6

point somewhere and scream.

7

silently stare.

8

try to hand something to a character.

9

laugh.

10

cry.

11

plead for someone to help them.

12

suddenly disappear.

13

attempt to kiss the onlooker.

14

remove their eyes.

15

remove their heart.

16

vomit a large quantity of blood.

17

rot away.

18

sing.

19

pound on the walls and/or floor.

20

dance.

Part II: The Other Apparition(s)

d20

Sometimes, instead of a person, one sees a…

1

severed hand…

2

severed head…

3

bloody skull…

4

bleached skull…

5

beating heart…

6

white cat…

7

black cat…

8

black dog…

9

white dog…

10

raven…

11

white raven…

12

coffin…

13

longcase clock…

14

hourglass…

15

child’s toy…

16

ancient book…

17

mass of dismembered body parts…

18

flesh-less skeleton…

19

flower…

20

bottle…

d8

that…

1

floats in the air.

2

skids across the floor.

3

flies across the room.

4

thumps the floor.

5

is hurled at the onlooker.

6

is always at the edge of one’s vision.

7

drops from above (or down the chimney).

8

arises from the floor.

Part II: Further Spectral Activity

d100

Even when it does not show itself, one senses the presence of the spirit by…

1 – 2

the smell of decay.

3 – 4

the smell of freshly disturbed earth.

5 – 6

the smell of blood.

7 – 8

the intense smell of unwashed bodies.

9 – 10

the sound of weeping.

11 – 12

the sound of laughter.

13 – 14

the sound of indistinct chatter.

15 – 16

the sound of retching.

17 – 18

the sound of singing.

19 – 20

a banging sound.

21 – 22

a tapping sound.

23 – 24

the tolling of an invisible bell.

25 – 26

the sound of music.

27 – 28

a buzzing sound.

29 – 30

a low hum.

31 – 32

the flapping of invisible wings.

33 – 34

the soft touch of invisible fingers.

35 – 36

the feel of a sudden slap across the face.

37 – 38

the touch of an icy cold, but invisible hand.

39 – 40

the touch of a burning hot, but invisible hand.

41 – 42

the feel of an icy kiss from invisible lips.

43 – 44

the feel of a kiss, delivered by warm but invisible lips.

45 – 46

a tingling sensation.

47 – 48

a sensation like being poked with needles.

49 – 50

the sudden pain of being cut by a knife.

51 – 52

the sudden chill in the air.

53 – 54

the sudden warmth.

55 – 56

the deepening gloom of the room.

57 – 58

a strange luminescence in the air.

59 – 60

a disturbance in the air, like someone walking past.

61 – 62

the persistent feeling of being watched.

63 – 64

a choking dryness in the air.

65 – 66

static electric shocks, like before a thunderstorm.

67 – 68

puddles of water that mysteriously appear and disappear.

69 – 70

puddles of blood that mysteriously appear and disappear.

71 – 72

puddles of slime that mysteriously appear and disappear.

73 – 74

the appearance of bloodstains on furniture and curtains.

75 – 76

the appearance of bloody footprints.

77 – 78

the appearance of muddy footprints.

79 – 80

a shiver up your spine.

81 – 82

a sudden ache in the bones.

83 – 84

a sudden shortness of breath

85 – 86

a sudden attack of indigestion.

87 – 88

the taste of spoiled food in your mouth.

89 – 90

the taste of ashes in your mouth.

91 – 92

the taste of dirt in your mouth.

93 – 94

the taste of wine in your mouth.

95 – 96

a bitter taste in your mouth.

97 – 98

a sweet taste in your mouth.

99 – 100

the smell of perfume.

Part IV: The Phantom’s Release

d20

The spirit will be laid to rest if…

1

their lost body is found and properly buried.

2

the body of someone they loved is properly buried.

3

their murder is solved, and the culprit exposed.

4

another family assumes ownership of the property.

5

their forgotten name becomes known.

6

the house is razed to the ground.

7

the family line ends.

8

a family member obtains something the spirit was denied in life.

9

the person they loved in life openly declares reciprocal feelings.

10

some item removed from the house is restored to it.

11

the person they harmed in life proclaims that the ghost is forgiven.

12

a disinherited member of the family is restored to their birthright.

13

a work of art they left unfinished in life is skillfully completed.

14

the money they were cheated of in life is buried with their body.

15

an object they hated in life is destroyed.

16

an ornate monument is placed over their grave.

17

an elaborate dinner party is held, with an empty seat left for the ghost.

18

a certain monster is destroyed.

19

an animal kept in captivity is let free.

20

the room or cottage they once inhabited is blessed.

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A Ghastly Potpourri – Now Available on RPGNow and DriveThruRPG!

23 Friday Mar 2018

Posted by Daniel James Hanley in Art, Character Inspirations, Classic Creatures, Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters, OGL, OSR, Random Tables, Weird

≈ 5 Comments

Tags

18th Century, blackpowder, Character Options, dreadpunk, Eighteenth Century, First Empire, Folklore, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, Medieval Folklore, Napoleonic, nineteenth century, OGL, Preternatural Effects, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


“A Ghastly Potpourri” is blooming with possibilities for the Ghastly Affair RPG, and other dark OSR games!

GMs and players of any game set in the late Georgian, Regency, French Revolutionary, and Napoleonic eras will also find much of interest, as will anyone gaming in the Horror, Dark Fantasy, Weird Fantasy, Dreadpunk, Mannerpunk, Steampunk, or Austen-punk genres.

Inside you’ll find:

    • New Character Options, for more interesting Ghastly Affair PCs!
    • Lists of Character Inspirations, from history and media!
    • New Preternatural Effects and Weird Objects, to delight and terrify!
    • Creatures and Adversaries, with stats for Ghastly Affair and other OSR games! Includes new re-imaginings of two classic OSR monsters.
    • The Incarnations of Spiritual Powers, from Kubla Khan who dwells in Xanadu, to The Queen of the Night!
    • Random Tables, to inspire scenarios and dark adventures!

    Plus, an Original Short Story by the author of the Ghastly Affair novel “Hunter’s Song”!

Available in PDF and softcover print.

  • Get yours today on RPGNow and DriveThruRPG!

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Its Time is Coming Soon…

19 Monday Mar 2018

Posted by Daniel James Hanley in Art, Character Inspirations, Classic Creatures, Coming Attractions, Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters, OGL, OSR, Random Tables, Weird

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Tags

18th Century, blackpowder, Character Options, dreadpunk, Eighteenth Century, First Empire, Folklore, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, Medieval Folklore, Napoleonic, nineteenth century, OGL, Preternatural Effects, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Character Options.
Inspirational Lists.
New Preternatural Effects and Weird Objects.
Creatures and Adversaries.
Incarnations.
Random Tables.
Fiction.

PDF and Softcover Print.

On RPGNow and DriveThruRPG:
3/23/18

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The Leeds (or, Jersey) Devil – For Ghastly Affair and other OSR Games

16 Saturday Sep 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters, OGL

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Tags

18th Century, blackpowder, Colonial America, Colonial Folklore, Cryptozoological Creature, Cryptozoology, dreadpunk, Eighteenth Century, Folklore, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, Historical, History, Napoleonic, New Jersey Folklore, OGL, old school renaissance, old school revival


I’ve previously written up the Jersey Devil for Castles & Crusades, as the “Pine Devil”. Here is the beast redone for use with Ghastly Affair, and other OSR games. Although the creature is now commonly known as the “Jersey” Devil, in the 18th and 19th centuries it was called the “Leeds” Devil.

Leeds Devil

A chimeric monster that haunts the desolate pine forests of southern New Jersey

Creature Class: Monster
Number Appearing: 1
Initial Impression: A bat-winged creature like a dog walking upright, with a horse’s head, and a long, split tail.
Size: Human-sized

Perversity: 13
Disposition: Goading
Charisma: 10 Intelligence: 7 Wisdom: 12
Strength: 15 Dexterity: 15 Constitution: 15
Speed: 9 walking, 17 flying

Armor Class: 4
Hit Dice: 4
Attacks: 1 (claws or bite)
Special Abilities: Paralyzing Gaze, Nightvision
Weaknesses: Distracted by Food
Assets: Stealthy, Resistant to Preternatural Effects
Afflictions: None
Preternatural Powers: Dimension Door (6 times a day)

Natural Habitat: The Pine Barrens of New Jersey
Level: 5

The Leeds Devil is a monster that haunts the British colony (and later, State) of New Jersey. It lurks among the stunted pines that cover the southern portion of the region, preying on small animals (and the livestock of neighboring farms). It will usually harass, rather than directly attack, a full grown person, but it enjoys the taste of infants and children. On occasion it will roam to Philadelphia or New York City, but always eventually returns to its gloomy home. It is said to have been first created in the early part of the 18th century, when the witch Mother Leeds cursed her offspring to be born a monster (as per the preternatural Effect Monstrous Offspring). There may in fact have been more the one Leeds Devil created by the witches of the Pine Barrens, although only one has ever been seen at a time. If it is a unique creature, there appears to be no limit to its lifespan. If more are being created, they are likely under the command of the witches who give them birth.

Physically, the Leeds Devil resembles a large, lean dog walking upright on its hind legs, but with the arms of a man. The head, however, is like that of horse, but with sharp teeth. Its hands are clawed, and its feet are cloven-hoofed. A pair of smallish, bat-like wings sprout from its back. Trailing behind it is a long, rat-like tail that splits into three ends. The beast makes an unnerving hissing sound that can frighten animals.

The most famous witness to the Leeds Devil was Joseph Bonaparte, former King of Spain (and brother of Napoleon). After being exiled from Europe in 1816 he eventually settled in Bordentown, New Jersey, where he encountered the Devil while out hunting one night. He was paralyzed by the sight of the hissing creature, which then took flight. Joseph sought many times to find the creature again, but was never able to.

Leeds Devil Special Abilities

Paralyzing Gaze: Anyone meeting the gaze of the Leeds Devil must make a Wisdom Save or be Paralyzed for 5 Rounds.

Frightful Hiss: Any ordinary animal that hears the hiss of the Leeds Devil must immediately make a Morale Check.

Dimension Door: The Leeds Devil can use its Preternatural Power of Dimension Door 6 times a day.

Leeds Devil Weakness

Distracted by Food: The Leeds Devil is essentially a hungry predator, and will break off combat to follow easily obtainable fresh meat. That includes crying babies!

Leeds (Jersey) Devil (for OSR games)

Number Appearing: 1
Size: Medium
Alignment: Neutral
Morale: 10 (or 14)
Intelligence: 7
Move: 120′ (or 12”, or 30 ft.); Flying 360′ (or 36”, or 70 ft.)
Armor Class: 6 (or 14)
Hit Dice: 4
Attacks & Damage: Bite (1d8); or Claw (1d6) Claw (1d6)
Special:
* Magic Resistance: 30%
* See in low light as if daylight.
* Paralyzing Gaze: Make a Constitution save or be Paralyzed for 5 Rounds.
* Frightful Hiss: causes ordinary animals to check Morale.
* Dimension Door: 6 times a day.
Saves: As Fighter 4
Treasure: 1,000 gp worth of rare skins, medicinal plants, valuable shells, raw gemstones, and possible incidental jewelry from eaten children.
Challenge: Four 5th Level characters.

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Seven League Boots – Another Weird Object for the Ghastly Affair RPG

08 Friday Sep 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming

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Tags

black magic, Christian Folklore, fairy tales, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, Magic Items, Medieval Folklore, Medieval Magic, Romantic Horror, witch, witchcraft


The wearer of Seven League Boots can traverse up to 21 miles in the time it takes to take a single step. However, the wearer will be just as tired as if they had actually walked the entire distance without stopping, and so suffer the Affliction “Fatigued” (-3 on all Ability Checks) until they can get a full night’s rest.

If the wearer tries to use the magic of the Boots a second time in a single day, they must Save versus Constitution or be reduced to 0 Hit Points (and thus fall down completely incapacitated) at the end of their journey.

If the wearer avoids becoming incapacitated, and tries to use the Boots a third time in a day, they must save versus Constitution or die from exhaustion at the end of their trip. If they survive, they must likewise Save or die with every seven-league step attempted thereafter, until the wearer has had a chance to sleep.

Remember that all Constitution Saves made after the taking first step are made with a -3 Penalty from being “Fatigued”.

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Blasting Rod – A New Weird Object for the Ghastly Affair RPG

06 Wednesday Sep 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming

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black magic, Christian Folklore, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, grimoire, Magic Items, Medieval Folklore, Medieval Magic, Romantic Horror, warlock, witch, witchcraft


The Blasting Rod is an exceptionally dangerous item, as hazardous to those who employ it as to their enemies. Physically, it is a rod of hazel wood the length of a man’s forearm, with forked ends that terminate in sharply pointed steel caps. It grants its possessor numerous malevolent powers, but also physically damages them, and can quickly cause madness. Naturally, the ceremony to create a Blasting Rod is exactingly difficult.

By pointing a Blasting Rod at a Spirit or Fairy, the User can Banish it to its natural abode, without a Saving Throw, and regardless of the creature’s might or status. Even Lucifer himself cannot resist the power of a Blasting Rod. Using the Rod in this way causes the User to suffer Lethal Damage equal to the Level of Spirit banished, and they must also make a Charisma Check or have their Perversity increase by the same amount.

Similarly, by suffering 1 point of Lethal Damage, and risking a 1 point increase in Perversity, the User can fling an Elf Stroke.

By suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity, the User can shoot a Lightning Bolt.

The User can Raise Storm by suffering 5 points of Lethal Damage, and risking a 5 point increase in Perversity.

By suffering 3 points of Lethal Damage and risking a 3 point increase in Perversity, the User can create a Gust of Wind.

The user can Call Lightning by suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity.

By suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity, the User can Blast Crops.

The User can Bewitch Cattle by suffering 2 points of Lethal Damage, and risking a 2 point increase in Perversity.

By suffering 2 points of Lethal Damage, and risking a 2 point increase in Perversity, the User can inflict Barrenness.

Furthermore, the Blasting Rod can also serve as a regular Magical Implement for the the use of Invocations already known. If employed in that way, the Magician only suffers the usual Nonlethal Damage.

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Planetary Angels for the Ghastly Affair RPG

18 Friday Aug 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters

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Tags

Ancient Folklore, Angel, Angelic, blackpowder, Christian Folklore, Eighteenth Century, Folklore, Ghastly Affair, goetia, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, grimoire, Medieval Cosmology, Medieval Folklore, Medieval Magic, role playing, role-playing game, roleplaying game, Romantic Horror, sorcery, theurgy, white magic, witchcraft


The Shepherds and the Angel

Rituals for summoning the the Angels of the Planets are common in magical grimoires. Here then are game statistics for those Magician Player Characters who might want to avail themselves of some heavenly knowledge and power!

Planetary Angel

A celestial administrator of astral energies.

Creature Class: Spirit (Angel)
Number Appearing: 1
Initial Impression: An odor like incense, and a nimbus of colored light, within which is a robed human figure with wings.
Size: Human-sized (or by current form)

Perversity: 0
Disposition: Determined (Angels of Saturn, and Mars), Friendly (Angels of Jupiter, the Sun, Venus, and the Moon), or Curious (Angels of Mercury)
Charisma: 17 Intelligence: 17 Wisdom: 17
Strength: 17 Dexterity: 17 Constitution: 17
Speed: 10 walking, 17 flying

Armor Class: 7
Hit Dice: 7
Attacks: 1 (punch or weapon)
Special Abilities: Angelic Characteristics, Planetary Knowledge, Planetary Magic
Weaknesses: Affected by Magic that Targets Spirits
Assets: Good Judge of Character
Afflictions: None
Preternatural Powers: Detect Evil, Invisibility, Light, Polymorph Self, Teleport (without error), plus all Powers of their associated Sphere (see below).

Natural Habitat: Heaven, the void between the planets, Earthly locations associated with their areas of concern.
Level: 7

The seven varieties of Planetary Angels are the Celestial beings most frequently Summoned by Magicians. Each is administers a broad category of phenomena that fall under the categories of the astrological planets: Saturn, Jupiter, Mars, the Sun, Venus, Mercury, and the Moon. Collectively their purpose is to enforce the Divine will in the Mundane World, and attempt to thwart the schemes of Lucifer (and the other spiritual powers who oppose Heaven). They are thus (along with the Guardian Angels), the celestial powers most engaged with events on the Earth. Unlike the Guardian Angels, however, the concerns of Planetary Angels are broad and collective, and they can seldom take an interest in the fate of any individual person.

Many Magicians wrongly believe that it is safer to Summon and Bind Planetary Angels than Devils and Demons. Ceremonies and Rituals for evoking the Planetary Angels (along with lists of their names and sigils) are thus common. Such summoning may indeed be tolerated if the Magician is only in search of knowledge that they will put to good use. However, the powers of Heaven are particularly enraged when Angels are employed for evil purposes – and unlike most infernal beings, Angels can enter the Mundane World whenever required. The Magician who incurs the wrath of Celestial beings will find that they can only survive the onslaught of heavenly justice by means of increasingly costly and disadvantageous deals with the forces of supernatural Evil.

Planetary Angles vary in their appearance and duties according to the traditional correspondences of their their associated Planets:

The Angels of Saturn are concerned with matters of time, aging, death, darkness, graveyards, mining, and the Magical Sphere of of Evocation. They tend to be somber and taciturn in disposition, and resemble elderly men and women. Their bodies are enveloped in indigo light, and they smell like myrrh. They have the wings of ravens, and often carry hourglasses and scythes.

The Angels of Jupiter are concerned with matters of wealth, prestige, charity, luxury, churches, High Society, and the Magical Sphere of Fascination. They tend to be joyous and magnanimous in disposition, and resemble plump men and women with aristocratic features. Their bodies are enveloped in violet light, and they smell like cloves, nutmeg, and ceder. They have the wings of eagles, and often carry scepters or maces.

The Angels of Mars are concerned with war, fire, soldiers, male potency, volcanoes, weapons, armor, castles, metal forging, and the Magical Sphere of Malediction. They tend to be fearless, determined, and protective in disposition, and resemble muscular men with square jaws, strong chins, and noble brows. Their bodies are enveloped in red light, and they smell like cinnamon. They have the wings of hawks, and often carry swords or spears.

The Angels of the Sun are concerned with healing, light, protection, friendship, social harmony, the physical health of males, the regulation of the seasons, and the Magical Sphere of Blessing. They tend to be friendly and caring in disposition, and resemble handsome young men. Their bodies are enveloped in golden light, and they smell like frankincense. They have the wings of swans, and often carry golden orbs.

The Angels of Venus are concerned with beauty, love, art, pleasure, sex, and the magical Sphere of Glamor. They tend to be sweet and flirtatious in disposition, and resemble lovely young women. Their bodies are enveloped in green light, and they smell like a mix of roses and myrtle. They have the wings of doves, and often carry bouquets, hand fans, or other typically feminine accouterments.

The Angels of Mercury are concerned with schools, business, science, money, technology, writing, investigation, finding thieves, magic in general, and the Magical Sphere of Divination in particular. They tend to be whimsical and quick-witted in disposition, and are androgynous in appearance. Their bodies are enveloped in light that flashes many colors, and they smell like sandalwood. They have the wings of magpies, and often carry wands or books.

The Angels of the Moon are concerned with the natural world, agriculture, gardening, bodies of water, the growth of plants and animals, the physical health of women and children, childbirth, physical transformations, the night, and the Magical Sphere of Transmutation. They tend to be maternal and kind in disposition, and resemble either mature women or young girls. Their bodies are enveloped in blueish-white light, and they smell like jasmine. They have the wings of house martins, and often bear some kind of agricultural or domestic instrument (such as a sickle, broom, or spindle).

Special Abilities of Planetary Angels

Angelic Characteristics: Like other Celestial beings, Planetary Angels are immune to all mundane weapons, all poisons, all diseases, any effect of an electrical nature, and all Fascination effects (except those which specifically target Spirits). They can see perfectly regardless of illumination, are immune to blindness or any other debility caused by extremely bright light, retain the ability to distinguish colors in conditions of total darkness, and do not need time to adjust their eyes to changing light. Planetary Angels can speak, write, and understand all languages and forms of communication. They can also enter the Ether, and the Astral Plane, at will.

Planetary Knowledge: Planetary Angels can answer any question in matters relating to their areas of concern. They also possess mastery of all professions, arts, and crafts associated with those fields. For example, the Angels of Saturn have knowledge of embalming, while Angels of Mercury are skilled mathematicians. An Angel of Venus can help one write an effective love letter, while an Angel of the Sun could teach one how to be more likable.

Planetary Powers: Each type of Planetary Angel has mastery over a single Magical Sphere. In Addition to the powers common to all Angels, a Planetary Angel can utilize any Power from their associated Sphere.

  • Angels of Saturn an use any Evocation power.
  • Angels of Jupiter can utilize all Fascinations.
  • Angels of Mars can employ any Malediction.
  • Angels of the Sun can confer any Blessing.
  • Angels of Venus can manifest any Glamor.
  • Angels of Mercury can use all Divinations.
  • Angels of the Moon can cause any Transmutation.

Additionally, such Powers never have negative drawbacks or complications when employed by Planetary Angels. For example, an Angel of Saturn can Raise Dead, without the usual possibility that the subject will return as a Vampyre, or suffer permanent insanity.

Like all spirits, Planetary Angels can teach the spells that correspond to their own Preternatural Powers. They always prefer to teach others the mundane means of achieving their goals, however, rather than impart potentially dangerous magical knowledge.

Weakness of Planetary Angels

Affected by Magic that Targets Spirits: Planetary Angels are subject to all Preternatural Effects that summon, bind, and control spirits.

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The Fire Demon

28 Friday Jul 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters

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Ancient Folklore, blackpowder, Christian Folklore, Eighteenth Century, Folklore, Ghastly Affair, goetia, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, grimoire, Matthew Lewis, Medieval Cosmology, Medieval Folklore, Medieval Magic, role playing, role-playing game, roleplaying game, Romantic Horror, sorcery, witchcraft


The Prince of Darkeness; Dagol; c. 1775 Wellcome L0025428

The early 17th century “Compendium Maleficarum” identifies six different types of Demons – Fiery (or Empyreal), Aerial, Terrestrial, Water, Subterranean, and Lucifugous (light-fleeing). The Possessor Demons presented in the Ghastly Affair Presenter’s Manual correspond to the Lucifugous Demons. Here then are the “Fiery”.

Fire Demon

A malevolent entity that embodies the power of flame.

Creature Class: Spirit (Demon)
Number Appearing: 1 – 6
Initial Impression: A bizarrely composite humanoid whose body is shrouded in flames.
Size: Small (4′ tall, 1 – 2 HD), Human-Sized (7′ tall, 3 – 6 HD), or Large (10′ tall, 7 – 9 HD)

Perversity: 30
Disposition: Aggressive
Charisma: 13 Intelligence: 9 Wisdom: 12
Strength: 10 (1 – 2 HD), 20 (3 – 6 HD), or 30 (7 – 9 HD) Dexterity: 15 Constitution: 20
Speed: 12 walking, 18 Flying

Armor Class: 3 (1 – 2 HD), 5 (3 – 6 HD), or 7 (7 – 9 HD)
Hit Dice: 1 – 9
Attacks: 1 (weapon, punch, or claws and bite)
Special Abilities: Demonic Characteristics, Burning Hot to the Touch, Sage of Fire,
Weaknesses: Demonic Weaknesses, Vulnerable to Cold and Water
Assets: Difficult to Control
Afflictions: Easily Angered
Preternatural Powers: Darkness; Invisibility; Transform Self into Snake, Scorpion, Lion, Lizard, Salamander, or Jackal. 1 – 3 HD Demons have 1 additional Power, 4 – 6 HD have 2 additional Powers, and 7 – 9 HD have 3 additional Powers. (See Below)

Natural Habitat: The Outer Darkness, the upper atmosphere of the Earth, volcanoes, any place that has been recently destroyed by fire.
Level: Equal to Hit Dice

Fire Demons are entities of pure evil that delight in causing destruction. They ultimately serve the terrible Fire Kings who desire the complete immolation of the Mundane World. Since they are beings of chaos, however, they usually work at cross-purposes to each other. Magicians who would enslave Fire Demons find them to be particularly rebellious and troublesome.

The upper atmosphere is said to imprison innumerable Fire Demons who cannot descend without being Summoned by a Magician, or one of the Fire Kings. Supposedly, the Demons will attack anything that passes into their domain, and are responsible for the fireballs and meteors that occasionally strike the earth.

The natural forms of Fire Demons are of varied appearance, but in all cases they will appear to be aflame, their eyes will glow like coals, and their mouths will vomit flames and smoke. They stink of sulfur, burning flesh, and heated metal. Although their bodies are burning hot to the touch, Fire Demons do not warm the air around them. Rather, like all Demons, they actually suck the heat out of the environment.

A Fire Demon’s flames are unnatural, and the Fairy Folk are therefore not particularly vulnerable to them. For that reason, malicious Fairies will often associate with those Fire Demons who have managed to make their way to the surface of the Earth. Fire Demons of 1 to 2 HD in strength are in fact sometimes called “Fire Sprites”, although they are not actually Fairies themselves. Likewise, the demonic Fire Kings hold court with the Fairy Erlkings, Cloud Kings, and Water Kings who torment humanity.

Special Abilities of Fire Demons

Demonic Characteristics: Fire Demons are immune to all weapons, except those which are made of iron, blessed, or otherwise enchanted. They cannot be harmed by acid, cold, disease, or any Special Ability or Preternatural Effect which targets minds or emotions (except those that specifically target Spirits, of course). They can see perfectly regardless of illumination, are immune to blindness or any other debility caused by extremely bright light, retain the ability to distinguish colors in conditions of total darkness, and do not need time to adjust their eyes to changing light. Fire Demons can speak, write, and understand all languages and forms of communication.

Burning Hot to the Touch: A character that deliberately touches a Fire Demon with their hand (or other body part) will be burned for 1d6 points of Lethal Damage.

Sage of Fire: Fire Demons have perfect knowledge of all arts, sciences, and crafts involving fire – metallurgy, glassblowing, blacksmithing, artillery use, etc. They are sometimes Summoned expressly for their knowledge, but preternatural means such as Bind Spirit are usually required to force the Demons to answer truthfully.

Weaknesses of Fire Demons

Vulnerable to Cold and Water: Cold and water-based attacks against a Fire Demon grant the aggressor a +2 Bonus on the Attack Check, and inflict an additional 2 point of Lethal Damage. Holy Water does double normal damage to Fire Demons. Fire Demons must Check Morale whenever they are damaged by cold or water-based attacks.

Demonic Weaknesses: Fire Demons are burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and are subject to the power of Faith. Like all Demons, they are Vulnerable to Iron, and will not voluntarily touch it. Additionally, they are repelled by pure crystalline salt. As Spirits, they are susceptible to all Preternatural Effects that target spiritual entities. Strangely, they cause the entire Nearby Area to become discernibly cold rather than hot.

Preternatural Powers of Fire Demons

All Fire Demons can create Darkness, Detect Evil, become Invisible, and Transform into snakes, scorpions, lions, lizards, salamanders, or jackals. In addition, every Fire Demon will possess one of the following powers: (d6)
1 | Burning Hands
2 | Continual Flame
3 | Create Flame
4 | Enhanced Vision (to teach others)
5 | Light
6 | Resist Fire (to teach others)

Fire Demons of at least 3 – 6 HD will have an additional power from this list: (d8)
1 | Ball Lightning
2 | Fireball
3 | Fog (Smoke) Cloud
4 | Hypnotic Pattern
5 | Levitate
6 | Protection from Bullets
7 | Pyrotechnics
8 | Stinking Cloud

Fire Demon Powers of 7 – 9 HD will also have one of these powers: (d6)
1 | Explosive Runes
2 | Fire Shield
3 | Fire Trap
4 | Flame Strike
5 | Quench Fire
6 | Wall of Fire

Appearance of a Fire Demon

The demon’s HEAD is… (d20)
1 | absent, but it has eyes in its chest and a mouth in its belly.
2 | that of a brutal man, with the horns of a bull, goat, or ram.
3 | that of a woman with goat horns.
4 | that of a boy with small horns.
5 | that of girl with small horns.
6 | double – a man and a woman.
7 | like a man’s with three faces.
8 | that of a man with 6 eyes.
9 | like that of man, but nearly split in two by the enormous mouth filled with sharp teeth.
10 | that of a man with a single eye.
11 | draconic.
12 | serpentine.
13 | lizard-like.
14 | skull-like.
15 | that of a jackal.
16 | that of a lion.
17 | a plume of flame.
18 | that of a rooster.
19 | grotesquely simian.
20 | completely enshrouded in a helmet of hot bronze.

Its flame-enshrouded BODY is… (d10)
1 | man-like,
2 | womanly,
3 | humanoid, but scaly
4 | emaciated and skeletal,
5 | serpentine,
6 | draconic,
7 | lizard-like,
8 | a tortoise’s
9 | just a fiery pillar,
10 | leonine,
11 | that of a man wrapped in hissing snakes,
12 | scaly and covered in spines,

and its overall COLOR is… (d10)
1 | like pale human flesh
2 | like dark human flesh
3 | red.
4 | yellow
5 | orange.
6 | golden.
7 | brassy.
8 | black.
9 | like glowing steel.
10 | a riot of hues.

Its WINGS are… (d8)
1 | fan-like.
2 | bird-like.
3 | like a bird’s, but feathered with copper blades.
4 | bat-like.
5 | bat-like and colorfully patterned.
6 | bat-like and tattered.
7 | membranes stretched under its arms.
8 | sheets of flame.

Its ARMS are… (d6)
1 | like those of a muscular man,
2 | a woman’s,
3 | like the bodies of snakes,
4 | like tentacles of fire,
5 | like the front legs of a wolf,
6 | covered in spikes and spines,

and its HANDS are… (d6)
1 | human-like.
2 | human-like, but clawed.
3 | a lizard’s.
4 | the paws of a lion.
5 | like the tails of snakes.
6 | just two jets of flame.

Its LEGS are… (d10)
1 | like a muscular man’s,
2 | like a woman’s,
3 | a lizard’s,
4 | bird-like,
5 | like a dog’s, but scaly,
6 | leonine,
7 | replaced with a single serpentine tail.
8 | two pillars of flame.
9 | emaciated and skeletal,
10 | like two serpents,

its FEET are… (d8)
1 | lizard-like,
2 | leonine,
3 | taloned like a hawk’s,
4 | emaciated and skeletal,
5 | human,
6 | cloven hooves,
7 | flames.
8 | two hissing serpents,

and the TAIL is… (d8)
1 | absent.
2 | serpentine.
3 | serpentine and covered with spines.
4 | scorpion-like.
5 | (1d8) writing snakes with flickering tongues.
6 | leonine.
7 | smooth and prehensile, with a wedge-shaped stinger at the end.
8 | a peacock’s

It bears… (d12)
1 | a brazen crown.
2 | armor of red-hot bronze.
3 | a flaming sword.
4 | a glowing spear.
5 | a snake in its hand.
6 | a fiery mace.
7 | a torch.
8 | a heavy chain.
9 | a glowing bronze hammer.
10 | red-hot pinchers.
11 | a flaming whip (or cat-o-nine-tails).
12 | a pitchfork.

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Possess Beast – A New Preternatural Effect For the Ghastly Affair RPG

26 Wednesday Jul 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming

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Ancient Folklore, blackpowder, dreadpunk, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Magic, Medieval Folklore, Medieval Magic, roleplaying game, Romantic Horror, schauerroman, sorcery, Spells, witch, witchcraft


Jean-Baptiste Oudry Leopard, 1741

Possess Beast (Fascination)

Level: Incantation 3, Ceremony 2, Pact 3, Preternatural Power 3
Affected Area: 1 animal of the User’s level or lower.
Duration: Until morning
Saving Throw: Prevents possession

The User’s body falls into a deep sleep, while their mind possesses the body of an animal of their own Level or lower. The user can specify what kind of animal they wish to possess. The nearest animal of that type must make a Saving Throw, or have their mind taken over by the User. If the first targeted animal resists the effect, the next nearest one is targeted, and so on. If the user desires to possess a rare or exotic animal, they could easily find themselves hundreds of miles away from their body! Once an animal is possessed, the User can thereafter always use Possess Beast on that same creature without the possibility of being resisted.

The User can employ all of the senses and Special Abilities of the animal possessed, which essentially become a puppet. Unfortunately, the User’s mind must remain in the animal until morning, and all damage inflicted on the possessed beast is also suffered by the User’s sleeping body. If the sleeping User is found and slain while their mind is still possessing an animal, the User’s mind will be stuck in the creature’s body for the remainder of the beast’s natural life. Additionally, the User may be condemned to become a Zoomorphic Revenant afterwards.

The effect is often used by witches for the sheer joy of running free through the wilderness, as well as for espionage and assassination. It is possible that the displaced spirit of the possessed beast might roam as a Spectral Animal.

Scenario seeds:

The distinctively marked wolf that was attacking the local herds by night displayed a shocking level of intelligence. When it was later found and and killed during the day, the attacks stopped. Now another wolf, seemingly just as intelligent, is again slaughtering livestock. Who is the witch or warlock possessing the predator, and how can they be stopped?

The sorceress was pleased with herself when she used a bear’s body to revenge herself upon the local magistrate. She was less pleased when the angry spirit of the bear decided to enact a revenge of its own.

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Three Monstrous New Preternatural Effects For the Ghastly Affair RPG

19 Wednesday Jul 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming

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American folklore, Ancient Folklore, arab folklore, blackpowder, Christian Folklore, dreadpunk, Folklore, Ghastly Affair, ghul, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Magic, Medieval Legend, Medieval Magic, New Jersey Folklore, roleplaying game, Romantic Horror, schauerroman, sorcery, Spells, witch, witchcraft


Antoine Wiertz - Faim, folie et crime

Ghoulish Appetite (Transmutation)

Level: Preternatural Power 1
Affected Area: User
Duration: Until dawn
Saving Throw: None

This power allows a Vampyre to consume human flesh instead of drinking blood. Two ounces of human flesh is equal to one pint of blood. For example, a 5th Level Vampyre who otherwise need 5 pints of blood a night can instead consume 10 ounces of human flesh. The flesh must be human, but need not be fresh. It can in fact be in an advanced state of decomposition.

The Vampyric Form of one with this power will have facial features vaguely reminiscent of a jackal, hyena, or vulture.

Monstrous Offspring (Transmutation)

Level: Incantation 3, Ceremony 2, Pact 3, Mad Invention 2, Preternatural Power 3
Affected Area: 1 Nearby Recipient or User
Duration: Permanent
Saving Throw: Negates

The User curses the next child of the Subject (male or female) to be born a Monster. If the User employs this effect upon their own unborn child, the resulting Monster will regard the User with the same affection as any other child, willingly obeying directions.

The Monster so created could be anything from an Ogre to a Lake Serpent, but will never be higher Level than the User. Naturally, it will be born small, with only 1 Hit Die. It will grow at the rate of 1 HD per month, until it reaches its final size. The Monster could also be a chimeric blend of creatures. For example, a witch in the British colony of New Jersey once gave birth to a Monstrous Offspring that resembled some kind of devil, with the head of a horse, the body of a dog, the hooves of a goat, and the wings of a bat.

Each use of this effect automatically raises the User’s Perversity by 1 point.

Steal Breath (Malediction)

Level: Incantation 2, Pact 2, Mad Invention 3, Preternatural Power 2
Affected Area: 1 Nearby Recipient
Duration: Instantaneous
Saving Throw: Negates

The User causes a living being to lose their breath, inflicting 1d6 points of Lethal Damage, plus 1d6 points of Nonlethal Damage. Nonliving, naturally incorporeal, or non-breathing Creatures (including most Spirits, but not Fairies) are immune to a Steal Breath effect.

Vampyres can use this Effect to feed. Each point of Lethal Damage inflicted is equivalent to drinking 1 pint of blood. Those who feed this way can choose to only inflict 1 point of Lethal Damage to a victim, but the Nonlethal Damage is still 1d6. The face of such a Vampyre in their Vampyric Form will often have a vaguely feline cast.

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