On a nameless world, impossibly distant and yet inconceivably close, there lies the misty and magical continent of Lusfell. Near the continent's geographical heart can be found the Tyranny of Pean. In the highest tower of his citadel the tyrant has finished his great work; a spell so mighty it will destroy all his enemies and lay waste to the armies besieging his capital in a single stroke. Granting him Ultimate Victory!
Unfortunately this is not his story. Nor the story of anyone else on the continent. You see he forgot to carry the one.
In an instant the metaphysical energies of everyone on the continent are snuffed out. Like 68,865,207 candles extinguished in a hurricane. Nature abhors a vacuum and finds the nearest population of souls in a neighbouring universe inconceivably close by. Which just so happens to be the entire population of the British Isles. A quick copy and replace and nobody will notice the difference.
Meanwhile the newly incarnated population of Lusfell are waking up in bodies not their own, in a land of magic, mystery and mayhem. It's possibly the worst Monday morning in the history of Mondays.
And you though Brexit was a mess.
Follow the adventures of Drake Dunn, angry Scot and avowed pacifist, as they wake up in this new world. In the body of a trained killer.
Tabletop Role-Playing Games and Adjacent Topics. Shitting Rainbows all over your Interwebs.
Tuesday, 6 June 2023
Three Months Later
Friday, 24 February 2023
I Live!
Reports of my passing have been greatly exaggerated, yadda yadda.
So yeah it's what, 22 months since my last post here? Something like that. Maths is hard; I should have been a Stripper (this is a joke; I know most strippers are self employed and thus probably competent at maths. Also I stole the joke).
So what, you may ask, happened?
Well it wasn't the 'Rona. I've only gotten sick twice since the pandemic officially started. One of those was probably food poisoning and the other wasn't Covid19. Although it was nasty enough to leave me with something like post viral fatigue.
What actually happened was that I had nothing to say.
I started half a dozen posts about superhero games. I looked at every supers system I had access to and left feeling like I couldn't make a satisfying conversion. My posts went unfinished. My attempts at converting just one character (Ms Fury) into other systems were abandoned.
I fell into depression. I couldn't write. I had nothing to say.
Then we moved. To a much nicer house. But we're down a bedroom and our daughter is in the process of moving back in with us. We've too much stuff and not enough space. It's chaotic and draining. We started boxing things up in December, moved first week of January, and we're still unpacking.
But I'm back to writing. I mean I'm not back to stay. I'm sure something else is going to loom over the horizon and take the wind out of my sails.
Today I started writing an essay I'm calling Points of Darkness. I was just trying to deACKs Fon Choille. Now I have a thing. Help!
I've mostly been doing #Dungeon23 in what little time I have spare. (I have lots of time, just little energy). I even started on a Sublevel for the Megadungeon I'm building with it so I could do more than one room a day.
So hopefully this is me back for a while.
Saturday, 10 April 2021
Fixing Palladium
Okay. Previously I stumbled and fell during my last Versus Battle. Hitting the Palladium/Megaverse system's major flaw in combat. Combat. With 19 characters in play, ten of them animals, it became impossible for me to keep track of who was doing what to whom, at the beginning of the fourth action of round 1.
The actual problem I was having is that with actions and initiative. Normally after initiative is rolled for the round everyone goes through their first actions in initiative order. Then everyone goes through their second action and so on and so forth. Until everyone has had all of their actions for the round. Then you move onto the next round.
In Heroes Unlimited player characters start with 2 actions per round, but can quickly gain more through skills or powers. Most appear to have 4, at first level. The highest I've seen around first level is The Gargoyle, with 9 actions; a character I was planning on having turn up in later rounds of the versus battle in question.
Keep in mind that the combat round is 15 seconds long.
I remember from my teens having a great deal of fun playing this game. But then we were a small group of players and having more than a handful of foes was rare. When half the characters are being controlled by other people a lot of the weight of running combat is shared; Versus battles drop all that weight on my shoulders.
Someone must have had a similar problem to me. So I did some research, and yes. Lots of people. Looking at their solutions was not helpful. Most people just rewrite the system into another system and change things that I wanted to keep.
My self brief was thus:
- Keep everything that makes the system the system. So no adding or removing bits.
- Make it work.
I spoke to friends and people online, I wracked my brain for a solution for two weeks. Nothing.
I tried looking at Actions as if they were Action Points, but that changed nothing. I tried looking at when an action would take place in a 15 second round. But that also didn't change anything and, if anything, added more complexity.
They, April 3rd I dozed off in front of the TV and dreamed of going through a box of books and folders that my poor parents are still storing for me. It was a battered blue folder which I once painted a streaking aura around a humanoid figure that caught my attention. The paint had almost immediately peeled off but in my dream it was whole. Inside was a system I had designed in my late teens; a super powered wrestling system. If you've ever seen a wrestling match, and I haven't been a fan since I was a kid (I loved Big Daddy and Giant Haystacks; I lost interest when they retired, which dates me) it has a pattern in which whoever "has initiative" inflicts their opponent with a chain of blows, bounces, throws and pins until something goes wrong. Then the tide turns and the initiative reverses. In this system I had created I had attempted to model this. It was simple. Whoever wins initiative does their stuff until they screw up and fail a roll. Then the other guy gets to do their thing until they screw up and then the round ends and initiative rerolls. I'd never figured out how to get it to work with more than two fighters but that's because I was asking the wrong question.
When I woke up I realised I had my solution. To both problems.
The solution to the Palladium problem is to change how Actions work in the round. Instead of everyone taking their first action in initiative order, and then everyone taking their second action, and so on and so forth. Now whoever wins initiative gets to use as many actions as they wish until...
- They fail a roll.
- Or they run out of Actions
- Or they decide to stop for whatever reason.
At which point the next person in initiative gets to use their actions. And so on down the line.
When everyone has gone once, rinse and repeat until everyone is out of actions or nobody wants to act any more. Then the next round begins.
If someone has to dodge they lose a future action but the result of their dodge roll keeps until they either get to act or they are attacked again and choose to reroll. Which will cost another action.
And that's it. Simply reframing the combat sequence eases the burden. Or does it. Let's go to round 2 of that combat that confounded me and see what happens:
Wednesday, 14 October 2020
A Quick Apology
For the last few years I've been working with nothing more than an expensive windows tablet with a terrible touch sensitive haptic 'keyboard', after my old desktop PC died. It hasn't been fun. Then late August / early September I woke to find a massive crack across the keyboard, which no longer worked. It had been a bit iffy on charging for the few months prior but now it wouldn't even do that.
That's why I haven't posted anything since June, as I couldn't use a decent keyboard with it and have it running for long enough to write anything. I also couldn't work on anything as my notes and game books were all on an SD card on the tablet. 2020 has sucked al around so far.
But that's changed. Last week was my birthday and I was gifted with a refurbished gaming desktop PC and multimonitor display. There's even a slot for my SD card. I can now work to my hearts desire.
So naturally I've been playing Space Engineer for the last week.
It's going to take a while but I fully intend to get back to blogging here.
Any day now
Honest
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| Yūma Kuga, World Trigger; by Daisuke Ashihara |
Wednesday, 1 January 2020
My 2020 Vision
I'm planning on being a bit more regular with posting here. I'm thinking of theming each day with particular content. I won't be posting on each day, or every week, but I will post as frequently as possibly.
- Mutant Mondays
- Traveller Tuesdays
- Callous Criminals/Overwhelmed Bystanders Wednesdays
- Free Thursday
- Fantasy Fridays
- Super Saturdays
- Free Sunday
My lack of frequent posting is due to technological limitations. I'm writing this on a glorified tablet with a dodgy haptic keyboard. It is slow and frustrating.
Thursday, 25 July 2019
Heads Up
I've been asked to compile my Resolve mechanism, which is just a stress mechanic that forms part of the core of Project Tarragon Oubliette. Other subsystems, magic, psionics, superpowers and a bunch of other stuff plugs into it.
I could get a bunch of posts out of it. Or I could just put it all up on Google docs. Each would be about as easy as the other.
As for world building its fairly clear to be me that Fon Choille and related projects are on hold for now because of the desktop's death. So I need a new project to replace it. Something I actually want to finish. Something I can do on this laptop/tablet.
I'm partly inspired by the Ourbossa campaign I read about on Tumblr. (That's the final post in the series, but it links to the earlier ones; warnings for misogyny and cannibalism.) So that would be a shipwrecked island survival game. But I'd want to include some Westmarches elements.
Something to think about once I've written about Resolve.
Wednesday, 17 April 2019
Alternative Alignments; Palladium/Megaverse
Taken primarily from the works of Michael Moorcock. Order and Chaos are primal forces, personified into deities, and held in check only by the forces of Balance. Because if Law wins the cosmos will become unchanging; held in stasis for a meaningless eternity. If Chaos is victorious then the universe will be claimed by entropy and all will be undone.
The problem is that Law and Chaos are depicted as being “Right” and “Wrong” respectively by D&D. This is a highly simplistic; even Moorcock shows that Order is as capable of excesses of pure evil as Chaos, and Chaos can be as kind and as loving as Order. Smart characters avoid both sides and, if they get involved at all, it is on the side of balance. Furthermore two lawful societies can go to war against each other, justifying the other as chaotic over whatever pettiness they choose (vis-a-vis the Bigendians and Smallendians of Gulliver’s Travels).
The classic alignments of Advanced Dungeons and Dragons adds Good and Evil to the mix, permitting chaotic and lawful characters to work together as long as they could agree on being good or evil. However this only muddied the waters. Does a lawful-good Paladin overthrow a lawful-evil dictatorship or work with it? How do they remain a paladin in either case? Do chaotic neutral characters really do whatever the fuck they feel like without rhyme or reason? If not what actually motivates them?
While this confusion does lead roleplaying opportunities it also leads to, well, confusion and ironically, chaos.
Kevin Siembieda’s "Palladium" system did away with neutrality all together, reducing the AD&D alignments down from 9 to 7: Principled, Scrupulous, Unprincipled, Anarchist, Miscreant, Aberrant and Diabolic. These roughly map onto lawful-good, neutral-good, chaotic-good, chaotic-neutral, neutral-evil, lawful-evil and chaotic-evil respectively. Each was defined with 10 to 14 bullet points, giving a level of clarity unseen in any edition of D&D.
There's also an eighth alignment, Taoist, hidden in the Mystic China sourcebook. It's also roughly chaotic good.
Siembieda dislikes neutrality, citing that:
"An absolute, true neutral person could not make a decision, fight crime, go adventuring, kill, or take any action of any kind without leaning toward good, evil, or self-gratification."
This is patently bullshit. People are motivated daily by the survival of themselves and those closest to them without thoughts of “...Good, evil or self-gratification.” People are motivated by stability, by basic empathy or apathy, by thousands of other things which are neither good, evil or selfish. It also denies balance. Perhaps rightfully, permitting an otherwise Principled character to take a stand against the excesses of Order by siding with Chaos. Or Diabolic characters to join the Crusade of Order so that they can participate in the slaughter.
Conformist (Selfish)
- Keeps their word as much as possible.
- Doesn’t lie or cheat; they might get caught.
- Won’t kill an unarmed foe.
- Will never kill an innocent but may harm one if pushed.
- Will use torture to gain information. If it is lawful to do so.
- Won’t kill for pleasure, but will out of fear.
- Likely to help anyone who is like themselves. Reluctant to help people they see as too ‘different’.
- Works well with groups.
- Respects honor, authority and self-discipline.
- Will never break the law; they might get caught. Or turn themselves in out of guilt.
- Will never betray a friend.
Nonconformist (Selfish)
- Will try to keep their word. Has a code of ideals and tries to live up to them.
- Lies only when necessary.
- Will take advantage of an unarmed foe but will try to avoid killing them.
- Won’t harm innocents.
- Will reluctantly torture for information. Rarely enjoys it.
- Avoids killing for pleasure.
- Tries to help others less advantaged than themselves.
- Works as well with others as they do alone.
- Respects self-discipline and honor. Has little to no respect for authority.
- Won’t betray a friend.
- Only breaks the law when they feel it's necessary.
Thursday, 7 March 2019
Orphaned Magical Research Rules
What I want to write about today is the research system I think I developed; my memory isn't what it was. It's a d6 based system but 1d6, while I've gone onto using a 3d6 system for the bell curve. While I'm still planning on keeping the core of the system with its stages of development, the core die mechanic is going to change. This means that the old version, this version, is orphaned. So I thought I'd share.
It all starts with intelligence:
Some explanation:
Additional Languages.
This is the number of additional languages a character begins play with. It also dictates their initial literacy. See Research Roll below to discover how to learn languages in play.- Nil language: The character lacks language and is forced to communicate through grunts and gestures.
- 0: The character can only speak fluently in their native language.
- +#: The character speaks fluently an additional language, wherein n is the number of additional languages spoken.
- Illiterate: The character is unable to read or write.
- Basic literacy: The character is able to read a few words and possibly write their own name. Their penmanship is poor though.
- Literate: The character is able to fluently read and write; they can communicate as well in written form as they can in speech.
- Literate +#: The character is able to fluently read and write an additional language, wherein n is the number of additional languages the character is literate in.
Research Roll:
This is the chance on a d6 for a character to learn a new spell or do magical research. It can also be used to learn new languages. Among other things.In general a roll to do research, or learn something new can happen once every set period of time, possibly with some extra cost or some-such.
If there is a research penalty applied to the roll then one starts at the intelligence score of one’s character and then counts down. So an INT 10 character with a -2 penalty would roll as if they were INT 8; which remains a 2 in 6 chance anyway. More about spell studying and research can be found
Learning new languages:
There are three stages to learning a new spoken language, each of which takes a month of game time during which the character should be exposed to the language in question on a daily basis. The character is able to do other things, including adventuring, during this time. Difficult languages or writing systems should have a research penalty to learn.After a month and a successful research roll the character achieves Basic Fluency in the new language; they can speak a few key phrases, such as “Hello little girl,” “I speak your language very well,” “Which way to your mother,” “So is your face,” and “My flying carpet is full of salmon.”
After another month and successful research roll the character achieves Conversational Fluency. They are able to hold a conversation with a native speaker of the language well enough to make themselves understood. However complex topics are still beyond them.
Finally after a third month and successful research roll the character achieves Full Fluency, where they can speak the language like a native.
Literacy follows the same procedure, but only takes a week per roll. Literacy can be gained at the same time as fluency but cannot exceed a character’s fluency in that language.
Weapon Proficiency:
All characters begin proficient in certain weapons, as by their character class description. Typically their starting weapon. When using a new weapon, in which they are not proficient, then they fight with a penalty of -3. After a week’s practice with the weapon they can make a research roll and if successful the penalty drops to -2. With each additional week’s practice and successful research roll the penalty reduces by a point until it reaches zero, at which point the character is proficient with that weapon.Fighters and Outlanders have their own methods of developing weapon proficiencies and do not need to make research rolls to do so.
Spell Memorisation.
These are bonus spells that a character who can cast Arcane spells can add to their repertoire. These modifiers stack so a character with an INT of 15 would be able to memorise an additional three extra first level spells.That gives a brief foundation in what's going on. The core column in this case being the research roll. Next onto the meat of the system.:
Spell Study:
If and when a magic using character finds a new spell from some source and are able to study that source it is a relatively easy thing to learn to use the spell themselves. If the source is something like a spell book or grimoire that the character is able to readily read then they get to make a research roll every game time day of study (including a good night’s rest). If the source is a book that the character is unable to readily read, perhaps because it is in a foreign language or is in some way encoded then they must first decode or translate it into some readily readable form. This may require additional adventures.If the spell is from esoteric source, such as a standing magical effect, an anomaly, a magic item or similar then first the character must use the Spell Research rules below to research the effect so that they can develop enough of an understanding of it to study it as a spell. Although with a bonus to the research. In the case of a standing magical effect or anomaly this will require setting up a laboratory at the site. More portable effects can be taken to previously established facilities for study.
In any regards spell study carries a research penalty equal to the level of the spell being studied. A failed roll just means that the time spent studying was wasted, or the character was distracted. There’s nothing stopping them returning to their studies tomorrow.
Spell Research:
If a magic using character wishes to create a new spell, item or similar they must first research it. There are three stages to research: Breakthrough, Experimentation and Completion.Breakthrough.
The magic user must first make a number of successful breakthrough rolls equal to the level of the spell being researched. Each breakthrough takes one week of game time to research, and costs 100sp per week, outside of other costs. A failed roll for a breakthrough just wastes the time and resources put into that week’s research.Experimentation.
Once they have made sufficient breakthroughs the magic users moves on to experimentation. Again they must make a number of experimentation rolls equal to the level of the spell that they are researching. These each take a day of game time and cost 10sp per level of the spell being researched. A failed roll represents a setback which forces the magic user to go back and make another breakthrough to counter it. Thankfully any time spent experimenting counts towards the week making the new breakthrough.Completion.
When they have finally made all their breakthroughs and experiments the magic user can finally move onto codifying and recording their discovery. This takes one game week of time and costs 100sp per level of the spell. A successful roll leaves the magic user with a collection of their research notes, the spell memorised and copied into a format that they, or another, can use to memorise it in the future. A failed roll means that the magic user has wasted the time and money without getting anywhere.Reconstructing a spell from a magic user’s completed research notes (their own or another’s) just requires going through the completion stage again. However a failure here means that the magic user fails to comprehend the notes and they are pushed back to the experimentation stage. A successful experimentation roll returns the magic user back to the completion stage while a failure has its normal result.
This is also the case if the research notes are incomplete and come from another magic user, or more than a year has passed since the magic user last worked on the research. But here the completion roll takes a day, cost nothing but time, and reveals where the notes end. Success permits the magic user just continue where their peer left off. Failure counts as a setback. Magic users who have taken a brief break (less than a year) from their own work don’t have to make this roll.
Peer Review.
In some circles spell casters are expected to share their findings with their peers. Of course said peers don’t just want to see the finished product they want to see the workings too. This takes them a number of hours equal to the level of the spell and a single research roll. This roll gets a bonus to their intelligence for each level the spell is below the maximum level they can cast. It is penalised for each level above the maximum level they can cast and by each setback that was encountered during research. Failure here means that they can’t comprehend (nor learn) the spell in its current format (the fools!). This will require the researcher to make a further completion roll before they can attempt another review.Wednesday, 6 February 2019
Thought for the Day, Feb 6th 2019
"Being an avowed pacifist when you can fight so naturally is like a polyglot refusing to speak their mother tongue." ~ some random neuron in my brain.I'm a avowed pacifist, not a polyglot though. I dislike violence, but I'm one of those people who moves towards a disturbance rather than away. When threatened I find myself moving into a fighting stance. If the vast majority of people are sheep then I'm one of life's sheepdogs.
Once a mugger tried to stab me and I accidentally broke his arm. His knife and the contents of my stomach ended up in the gutter and I never let myself get that drunk again.
Violence is bad, but it is also a form of communication. This day and age has seen the return of an ideology of violence that most of us had hoped was long dead.
I'm talking, of course, of Nazism.
Just over a year ago an antifascist activist punched a Nazi ideologue in the face during a televised interview, spawning the Punching Nazi meme that continues to this day.
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| The Original and the best "good night alt-right" |
Some people feel that punching Nazis is bad because violence is bad (duh) and resorting to violence just legitimises the violent behaviour of the Nazis.
Others feel that punching Nazis is good because Nazis are bad (duh), which makes resorting to violence a legitimate tactic to curb the violent behaviour of the Nazis.
So where do I, an avowed pacifist, stand on the whole punching Nazis issue?
Well it comes back to me not being a polyglot. Hear me out.
The nature of the Nazi ideology is violence. Its every word and deed is violent. Its long term goals are violence and its continued existence is violence. To paraphrase John F. Kennedy quoting someone else:
"The only thing necessary for the triumph of violence is that pacifists do nothing." ~ that neuron is on a roll.Just as I wouldn't go to a foreign country and try communicating loudly and slowly in my native tongue I won't try and debate a Nazi. They don't speak debate. They speak only violence.
So to communicate with Nazis we too must lower ourselves to speak to them in violence.
So I'm all in favour of punching Nazis as it's the only language that they understand. Punching Nazis doesn't break my vow of pacifism and I'm okay with that.
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| The original snowflakes. Cold, wet, white and fragile; melt and run when heated or pressured. Only dangerous in large numbers |
Monday, 4 February 2019
Re-Branding
G+ is joining the dodo, Tumblr is on a shoogly hook since the smut purge, I abandoned Facebook so many years ago that I can't remember when, and Twitter leaves me quaking with rage after about five minutes.
So all my g+ gaming stuff is coming here.
I do have some blogs on Tumblr. A lot of them to be honest. There's a fairly comprehensive list here. Tumblr tends to eat far too much energy and time for me to do more than dip into it.
A lot has happened over the last 7 years.
Much of it bad. Most of it too painful to repeat here. The PTSD is strong with this one. Along with the anxiety, stress, clinical depression and suicide attempts. So sometimes I'm just going to be too ill to do stuff.
RPing online of any sort is one of them. I'm trying to organise some face-to-face gaming but adult responsibility makes scheduling difficult.
That said I'm going to keep doing the gaming prep/design/stuff that I should of been doing here for the last 7 years. Yay me!
The re-branding of this blog, the new name and url, is representative of the 'new' me. I'm non-binary, NB or "Enby". I'm also gender-fluid, which is to say that my gender identity shifts over time and not just between male and female. In exploring my gender mindscape, a sort of hexcrawl of identity, I have discovered and named aspects of myself which appear to be part of my sexuality and gender. Aside from Female and Male I've also identified Cat, Dragon, Magical, Mundane, Planet, and Space. Explaining them would take far too many words. But I'm at my best mental health when I'm magical, space, dragon and cat. Or to but it another way:
Hey! I'm Niles Calder, a Magical Space Dragon Nyanby!
Pleased to meetcha!
Friday, 11 November 2011
On Immortals
I've always made learning difficulties a symptom of undeath while the undying (ie Immortals) are stereotypically afflicted with ennui.
Recently I've given up on ennui. Now my immortals struggle less with learning new things but more with filtering out the relevant stuff from all the experiences of centuries of life.
Kadia pulled off the highway in to Cluj-Napoca, Romania's third largest city."Why are we stopping?" Igor asked her."It's lunch time," she told him, pointing at the dashboard clock, "And I need a wee.""I used to know a great place in Cluj to eat," Igor told her. He bit his lip for a while trying to remember where it was."That was in the eighteen nineties" Gabriel said."No you're thinking of that place down in Varna," Igor said. "This was the place with the barmaid with the absolutely huge breasts, did fantastic Paprika Chicken... oh where was that?" he paused again. Gabriel rolled his eyes."Seventeen thirty three," he said, "if I remember you took the barmaid in question up to your room after the meal.""Oh yeah, I used to do that a lot." He smiled. Kadia pulled the car over to the side of the road and turned off into the car park of a highway service station."You know what this place would be called in Britain?" Igor asked the car."Little Chef" Kadia said and climbed out, heading for the little cafe."I was going to say Hungry Eater" Igor said as Gabriel pushed open the passanger side door and followed.
Their focuses can be used to manipulate them, but at the same time they give them reason to remain human.
Kadia polished off what was left of her breakfast before taking the plate and mug to the sink to wash them."So the question is what are we going to do now?" Gabriel asked Igor over the sound of running water."Well we can't just let her walk into Saden unprotected.""Why not? You brought her into this with all your code's and cyphers. And she wouldn't be the first relative of a dragon to become undead." Kadia recovered their empty mugs and washed them too."When the enemy realise what she is..." Kadia walked past them into the bedroom, slamming the door closed behind her."She'll be dead, one way or the other.""I can't let that happen. We worked so hard...""You worked so hard Grigori, I spent my time seeking redemption in the love of our Lord. Not galavanting around sleeping with any woman I could find and practicing any and all sorceries I could learn. If you and I walk into Saden then we are giving the enemy exactly what she wants. Dragons!" The door to Kadia's room flew open. Kadia stood there in motorcycle leathers, her jacket open to show a pale blue t-shirt with the motto "I'm a Slayer. Ask me How." above the image of a stake. She looked at them."We're going to Saden" She said. Gabriel opened his mouth to protest but Kadia kept talking, "Rather I'm driving to Saden and the two of you can come with me. If you have the guts.""Young lady..." Gabriel managed to say."Don't you young lady me," Kadia interrupted. "You've always been a hero to me; the elderly man who went through hell to save one life, one soul. Now I find you're just a scared old monk, talking it up but too scared to go and face his foe. Giving up in the face of an opponent because they're too hardcore for you. And you call yourself a knight, but the truth is you're just too scared to do anything that you can't get someone else to do for you. You couldn't even raise Igor by yourself, you had to get Tara to find you a victim to sacrifice.""This true?" Igor asked. Gabriel hung his head."We're going to Saden," Igor said. Kadia moved towards the door. Igor turned to Gabriel. "We're going to Saden and if you mean a word of what you've always claimed to believe in you'll come too. Unless, as this young lady claims, you're too scared." Gabriel glared over at Igor."Don't you judge me..." he began."Prove me wrong." he leaned in close, "you didn't have the strength to save her before, old friend, save her now." he whispered and then headed for the door. Gabriel stood for a moment before following, his face unreadable.
This can be why immortals gather together, they can sustain each other, but the downside is not even true love can last forever and given enough time even the closest of people will drift apart. It can easily happen in a mortal lifetime so with immortals much more so.
Even more so as the Horrors will invariably leave an immortal, at least inwardly, cold and distant.
The tall woman seemingly ignored her, focusing her attention on the rakish vampire. She strode towards him and swung her blades at him. He parried both with his wrought iron candelabra. Again and again she struck at him, seemingly without emotion. Each time he parried and was forced back a step. She was a fast as him, if not faster, and he found each attempt he made to strike back was blocked before he could even begin to make it. The tall woman regarded him with distain mixed with boredom. Even John could see that he was only delaying the inevitable. Then the rakish vampire took his last step and found himself backed against a pair of the coffins arrayed around the room. The tall woman struck with her blades. The centre of the candelabra struck the floor and the coffins behind the vampire shattered. The vampire was wide eyed with surprise as the sickly scent of corruption and decay seemed to erupt around him. he fell into three parts, his legs and torso dropping separately to the flag stone floor as his head bounced across it the floor making a noise not unlike a melon or coconut striking a hard surface. The broken coffins behind him were empty and the tall woman seemed mesmerised by the sight. Then Suzi screamed, a fearful wail that rose up to pierce the night. The tall woman turned to regard her, as if noticing her for the first time, puzzlement crossing her features along with something else. perhaps concern, possibly annoyance, John could not be sure. The skull of the rakish vampire had come to a rest before Suzi’s feet and her cry was from watching it wither to dust before her. The tall woman cocked her head, like a raven, as if waiting for the noise to abate.It was then that the female vampire struck, plunging the oaken stake into the tall woman’s back as she stood watching Suzi. The tall woman cried out and twisted away, the stake emerging from her ribs below her left breast, her swords clattering to the flagstones. She struck at the female vampire with her fist, breaking her nose and sending her staggering back. As the vampire tried to think straight with her nasal bones embedded in the her frontal lobe. The tall woman took this opportunity to grasp the oak stake with both hands and, with an almighty cry, pull it from her chest. There was blood, but not as much as John had expected, and as he watched the flow stopped and the flesh began to knit itself back together. In a matter of moments bare unbroken skin could be seen through the tear in the tall woman’s leather cat suit. She grasped the blood stained stake in her hand and advanced on the remaining vampire.
Finally my immortals always have a vulnerability or curse, usually related to the method they gained immortality. Or are encoded in mythology surrounding their form of immortality. Pretty standard fare I know. But, for example, if someone became immortal from eating a Peach of Immortality from the Heavenly Jade Palace they themselves may perish if their heart is cut from their body and consumed. Even if they'd already proven to be able to recover from the loss of their heart. Thus the Emperor of the Jade Palace could have an army of immortal warriors at his beck and call, any of whom he could slay by eating their heart, already removed and put in a place of safe keeping. The emperor's own heart is hidden amongst them but only he knows whose heart is where. Eating your own immortal heart may free you from the emperor's control but eating the wrong one could very well slay a friend.
So. A bit of a stream-of-conciousess and look-how-I-write post. Sorry about that.





