So this evening we finally wrapped up our twenty episode, four season show of ‘Paradisium’.  The finale episode was…

So this evening we finally wrapped up our twenty episode, four season show of ‘Paradisium’.  The finale episode was…

So this evening we finally wrapped up our twenty episode, four season show of ‘Paradisium’.  The finale episode was an whopping seven hours as the Big Boss defeating mucguffin had to be built, intricate plans crafted and touching base and saying goodbye to beloved NPCs.

The McGuffin was creating a sword scabbard based off the concept of the perfect scabbard to trap the conceptual spirit of edged weapons , Father of Knives, who was attempted to achieve godhood.  They had to come up with what the original perfect scabbard looked like and how that concept would look like in their ‘modern’ era.  They had to decide what materials they would use to build up and why (metaphysical meaning), how they would get the materials and the creation process.  Allies were tapped, cattle ranchers were bargained with and luck was burned making up for bad creation rolls. 

By the end of the episode, our Monstrous turned into a full demon (after secretly trading to his soul for an essential component of the mcguffin) and flew off.  His soul is now in the possession of a fallen angel who is a sassy ‘come over for tea and orgies’ frenemy of the PCs.   A future mini-series (1 or 2 episode one-off) is possible for the other PCs to win his soul back.  The Expert(Watcher) rode off into the sunset having accepted President Teddy Roosevelt’s offer to join him in forming a US Army hunter task-force.   And our Divine is left at a cross-roads, uncertain where to go,  She can join her Watcher (the Expert) on the East Coast with the US Army, stay and help fight along side the new Slayer(Chosen NPC) in San Francisco, or to strike out on her own and win back her friend’s soul. 

For one of the players is the first campaign they’d ever completed.  For myself it was the first campaign that I had run that completed and the second completed campaign period.    There are couple of multi-session one-offs on the drawing board as well as a possible follow up series (campaign) with people playing as beloved NPCs and/or new characters. 

Teihiihan: The Little Cannibals

Teihiihan: The Little Cannibals

Teihiihan: The Little Cannibals

The Cannibal Dwarves are found in the myths of a number of northern Plains Tribes, such as the Cheyenne, the Soiux and the Arapaho.  While there are several ways the Teihiihan can come into existence, the most common source of these creatures are the spirits of  warriors resurrected and returned to the mortal world after dying in battle.  The Teihiihan often appear as dwarves or children, armed with stone weapons and bows.  Hunters have reported they using modern melee weapons if available but they do not seem to use fire-arms (either by choice or a lack of knowledge).  The Teihiihan are know for their superhuman strength and speed (although in some traditions powerful camouflage abilities are attributed instead of speed).  They hunt man and devour his flesh raw but they especially prize the flesh of children.  

Tags:  Devourer

1 Armor:  They are all skilled warriors and are tough and battled hardened.

8 HP: 

Powers:

Superhuman strength:  +1 harm, penalty to feats of strength against them

Inhuman Speed (optional)

Camouflage capabilities:  Either through magic or cleverness.  Penalties to trying to ambush, stalk, pursue them or foil an ambush set by them (optional)

Pack Tactics:  They never act along favoring to attack in numbers.  Fighting them alone incurs penalties.

Heartless: The Teihiihan do not keep their hearts in their chests but rather in their cave lairs.  If a Teihiihan is slain but their heart is not destroyed, the next night the Teihiihan will re-manifest in a new body.  

Weaknesses:

Chanunpa sacred pipe:  A traditional Soiux musical instrument integral to many of their rituals and dances, a traditional song played on it will send the Teihiihan fleeing (like the Divine’s Banish).  Singing the song in it’s native tongue can provide a 7-9 Banish effect out of the Divine on the creatures.

Sacred Beaded Tobacco Bag:  Often a symbol of spiritual and physical transformation.  Bags with a caterpillar and moth/butterfuly motif can be used to summon whirlwind bugs to create whirlwinds to temporarily bind Teihiihan to locations.  

Medicine Wheel:  The medicine wheel is a powerful symbol among the Plains Indians.  Those who practice one of the Plains’ faiths cannot be touched by the Teihiihan if they are wearing it.  Non-believes who wear it can gain a moment’s time to attempt to escape but suffer no long term benefits as they have no faith to bolster it’s power.

Destroy the Heart:  Teihiihan do not keep their hearts in their chests but in their lairs as a means to cheat Death.  If one can gain access to their lair, one can destroy the hearts and bring final death to the creatures.

So I had a kerfuffle with my players over the Angels Wings power out of The Divine.  The players are of the opinion…

So I had a kerfuffle with my players over the Angels Wings power out of The Divine.  The players are of the opinion…

So I had a kerfuffle with my players over the Angels Wings power out of The Divine.  The players are of the opinion that RAW you can teleport anywhere on the planet with that power provided you have been to that location and/or know the target very well.

I am of the opinion that’s OP as all heck and on top of that complicates/has game breaking ramifications (at least in terms of my story). 

Is there a recommended distance limiter?  A continent, verse a country or state?  

The 1000 Fold Path

The 1000 Fold Path

The 1000 Fold Path

A school of sorcery based on origami.   Practitioners are often refereed to as ‘Cranes’.   While most laugh at though of someone folding paper as being any sort of threat, that laughter quickly falls silent when they see a Crane in action.  Firstly, the Crane is able to animate and control any origami in proximity to them, so it is not uncommon for a Crane to keep a dozen or two paper cranes up specially tailored sleeves that can be deployed and sent flying through the air to stab the eyes of enemies.

If a Crane stands in proximity something that can be bend or folded they can fold a ritually prepared paper and fold an object through sympathetic magic.  Case and point, folding ritual paper near a stop sign allows the Crane to turn the metal since into a metal origami cat and animate it to attack an enemy.

In melee Cranes can be quite deadly.  They typically can be seen with metal canes or walking sticks.  These sticks are made of folded steel, much like the more famous katana.  Attuned to the Crane, they can command the cane/stick to refold into different melee weapons, consequently Cranes are typically masters of multiple melee styles to maximize their advantage.

Advantages:

-Manipulate anything that can be bent or folded without special paper

-enchanted cane that can take on any melee weapon tag at will

-Can animiate origami creations and command them

Weakness:

Beyond their magic, they are normal humans.  However as some of tradition’s practices draw upon Buddhism and Shinto. they are subject to it as well to some degree.

-If one has a piece of paper with the kanji characters of 4 and 9 (which are considered unlucky as they look very similar to Death and Suffering) one gains protection against the Cranes’ animating power.

-If one captures the tolling of 108 bells and release them at once, the Crane’s magic will shatter and all their constructs and their cane will unfold be magically inert.    

So this weekend I ran another episode in my 1901 San Fran game featuring the Faithful of Shulpae out of Hunter the…

So this weekend I ran another episode in my 1901 San Fran game featuring the Faithful of Shulpae out of Hunter the…

So this weekend I ran another episode in my 1901 San Fran game featuring the Faithful of Shulpae out of Hunter the Vigil.  Basically their an ancient hunter cult that ritually kills and eats monster flesh to gain their powers to become better hunters.  

I built them as multi-classed hunters.  Each started as a different non-supernatural playbook and got its core feature and weapon selection from that playbook and then they each got a move from a supernatural playbook.  So for example their expert had Haven that was a rail road car and packed a flamethrower and enchanted cloths out of Spell-Slinger and there was one who was an Initiate with Angel Wings out of the Divine.  I then played them as if I was a PC.  I made a plan of attack on the PCs and then I made multiple contingency plans and audibles based on what abilities the PC hunters revealed.

The players loved it and part I most enjoyed was them trying to figure out how to hunt the Shulpae in a way that as fellow hunters the Shulpae wouldn’t anticipate and make contingencies for. 

I think I already know the answer to this situation but I’ll ask it anyway to put my mind at ease.

I think I already know the answer to this situation but I’ll ask it anyway to put my mind at ease.

I think I already know the answer to this situation but I’ll ask it anyway to put my mind at ease.

I have a player who is dual-wielding weapons.  On a 7-9 said player wants to deal full damage with one and partial damage with the other.   My thought is that this is like giving 10+ result to a 7-9 and should not be allowed, correct?

Katakirauwa

Katakirauwa

Katakirauwa

The elusive Japanese pig oni is a creature hunters seldom face.   It typically appears in the form a pig, either as an adult or piglet with a missing ear and casts no shadow.  Its mean of attack is to run between the legs of its victim (or in some legends brush the leg) and instantly tear out the soul, causing instant death.    As the katakirauwa leaves no physical signs of violence, the cause of death is typically attributed to heart attack other mundane cause.  It is only under occult inquirer that true cause of death be revealed.

Weaknesses:

The primary weakness of katakirauwa is geography.   Like much the oni pantheon, geographic and symbolic boundaries matter.  Oni often lurk near rivers, beaches, great edifices and archways.  These are sympathetic representations of the divide between the mortal world and the spirit world.  If one slays an oni’s mortal form near such boundaries, it’s spiritual essence will escape across to the spiritual live and return to trouble Man another day.  If however it’s mortal form is slain away from boundaries, its spiritual essence will be confused and disoriented, giving the hunter time to bind it to an object and decide what to do with the creature at their leisure. 

Cross the Sanguine Majesty

Cross the Sanguine Majesty

Cross the Sanguine Majesty

Monsters hunters always seem to have artifacts and trinkets that are perfect for warding off monsters, long enough to slay them or to flee.  However sometimes monsters have trinkets of their own.  One such item is the much reviled Cross of the Sanguine Majesty.  There are several of these crosses floating about the underbelly of the supernatural world today. 

They are red gold crosses, sometimes with rubies, in the fashion of the crosses carried by the Spanish Conquistadors.  They are blessed in bowls of virgins blood by devotes of the faded but not gone Aztec gods.  They have a unique ability.  They repel monster hunters of clean spirit as the Cross repels the vampire.  Many a hunter has had an ambush turn horribly wrong when their preys pulls out one of these crosses.

Mechanically this crosses forces any hunter/pc that would be considered a ‘good person’ to role Act Under Pressure to remain it’s presence.  Hunters who use magic or weird for KSA rolls must roll Cool instead. 

Ran MotW twice at this weekend’s OrcCon in Los Angeles.  Everyone really enjoyed the games and the system.  I…

Ran MotW twice at this weekend’s OrcCon in Los Angeles.  Everyone really enjoyed the games and the system.  I…

Ran MotW twice at this weekend’s OrcCon in Los Angeles.  Everyone really enjoyed the games and the system.  I actually got a number of people who had never played an PbtA game and loved the easy of mechanics, not to mention failure nets you XP. 

Game 1 was a Buffyverse game set in 1901 San Fran w/ Morbus vampires (out of WoD) using ruins to inflict cholera on the city and feast on the sick in the hospital.  They ended up bargain with a Spirit of Concept called “Simmering Pork” a ramein broth spirit as well as ‘Leaden Glory’ a Spirit of Sewer Pipes for info on the vamps.   Players go really into the game, included mime talking into old-timey wall telephones and acting like they were sitting on trolley cars as they traveled places was hilarious. 

Game 2 was a Dresden Files game set in Chicago (dresden was out of town).  PCs had to contend with a minor practioner vetrinary student who had aquired demonic tomes to create chimeras.  And there was a black court vampire hitman running around too.  The vampire war was going on after all.   The players getting into a highspeed chase/shoot out in an uber was pretty funny (the poor driver was an NPC).  A PC also got caught attempting to impersonate a police officer at a crime….Lt. Murphy was not happy.

Great fun all around.  Had a mother and son playing together as well as married couples at both games. 

Wendigo Fever

Wendigo Fever

Wendigo Fever

One of the most dreaded supernatural maladies is the Wendigo Fever.  There are two primary ways to become afflicted.  The most common means of contraction is through encountering a Wendigo, either by sensory or physical contact.  It has been recorded that individuals who have touched one or have been wounded by one have been known to contract the malady.  Contraction can also occur through the senses.  People who have seen a Wendigo or heard it’s wail have contracted the Fever. 

The second manner is less common but far more insidious.  A powerful witch or shaman can place sensations of great hunger and images of a wendigo in a person’s dreams and they will contract the Fever.

Wendigo Fever is characterized by the following symptoms:

1)Steady and increasing pain and burning in one’s extremities

2)Steady and increasing hunger for fatty and savory foods, especially meats

3)Fever

4)Weight loss

5)Sallow skin color

6)Anthropomorphic dreams and hallucinations

IMPORTANT!  If the victim reports that their loves ones look like anthropomorphize beavers, he/she has Type 2 and the victim should be put out of their misery as soon as possible.

There are two forms of Wendigo Fever:

Type 1: The victim is driven insane by the pain and hunger and turn into a cannibalistic, homicidal maniac

Type 2: The victim eventually transforms into a Wendigo and his/her loved ones are the first to be killed

There is no known cure of Wendigo Fever.  It is rumored that shamans from the northern Great Lakes tribes and from Canada have a means to retard it’s development.