Monday, 31 October 2011

Vampires: Luxuria

Vampires embody the sin of lust. Do I need to say more? All right, then.

Besides having the most attractive appearance of all the undead crew ... besides the neck-bite as kinky substitute sexuality ... besides the tapping in to archaic beliefs about vital force and sexuality, "the expense of spirit in a waste of shame" ...

Vampires are users, and that is the difference between the joy of sex and the sin of lust. Their embrace is pleasurable, perhaps, but actively bad for the one embraced. And yet, there are those who seek out vampires, wishing to be one, wishing to be used abjectly and in turn using. Intimacy becomes hierarchy.

Turning vampires? It's the classic operation, with the cross or the Magen David... I can't really improve on that ritual. But the sin of the vampire means that a failed attempt to turn brings the would-be Van Helsing under the vampire's charm, no saving throw. If you look into those eyes and blink, the eyes look into you.

And after Stoker, Murnau, Rice, White Wolf, Hamilton, and Meyer, and a hundred more, if you can't think of something creepy and sexy to do with your vampires, I'm certainly not going to give you a table.

Happy Halloween!

Sunday, 30 October 2011

Mansion World

A heady blend of Dickens, Gormenghast, Chas. Addams, Castle Amber, and Tegel Manor is on the menu tonight.

The maid has a phoenix feather duster. The feathers spit flame.

Six down ... thirty to go!

Ghosts and Poltergeists: Ira

Wrath (ira) is a hard sin to attribute to any undead. I originally thought "hey, the wraiths of wrath" but beyond a stupid not-even-pun there is not much going for that. Wraiths and spectres, on reflection, are life-stealers, so they belong with the envious shadows. Redundant ones at that; I always thought that spectres in the original D&D were Gary's realization, "hey, these wraiths are not quite badass enough to be Ringwraiths."

As an emotion, anger is complicated and hard to study. In my analysis, this is because anger can be brought on by many individual things; it's a feeling state that over biological and cultural evolution has been recruited to respond to many situations. We feel angry when we are personally threatened, so that we can put up a threatening front; when our goals are personally blocked, so that we can persevere in working on them; when an injustice is perpetrated, so that we can apply social pressure to right it. The problem with anger is that each of these three things uses the same emotion, meaning that the three causes bleed over to each other. So, even if we have a goal blocked - bad traffic, say, or somebody publishing a game on the Internet that uses ascending armor class - anger pushes us to treat it like a personal threat, and even an injustice. And anger is a very visible state, which motivates us to communicate it and to come up with reasons for it. It's no wonder the medieval church fathers classed this ubiquitous emotion as a sin.

So what undead is defined by its rage? If you look to ghost tradition, the answer is obvious: the poltergeist. A literal spirit of rage, the poltergeist manifests in a house by throwing and disturbing objects. The problem is that in D&D, poltergeists are low-level joke monsters from the Fiend Folio. So we need to make them bigger and badder, and perhaps merge them somewhat with their bigger cousins, the ghost.

If the D&D ghost seems under-used, it's because, like the mummy, it merges high hit dice with weird attack modes: aging, which you can see as a kind of fear effect from its angry expression, and magic jar attack, which in effect is a kind of possession. It's not too much of a stretch to see the ghost as possessing its victims in order to express its rage, turning them immediately to attack their companions. Henceforth, the reworking:

Ghosts are another kind of undead where their sin in life translates well to their state after death. They died possessed by anger, frustrated in the accomplishment of some goal which may even be evident in the environment: an unfinished statue, an unescaped deathtrap. They are very hard to deal with because they can turn invisible and ethereal at will, and may only be hit by magic weapons, holy items or spells. Trying to turn them directly only makes them more angry, and they attack the one doing the turning; the way to deal with them is to face the other way while holding the holy symbol and intoning the sacred words, which will affect them in the normal way. The one weakness a ghost has is for the attainment of the goal that caused its anger; for example, a ghost created when a wrathful person died trying to escape a trap will be dispelled when the original bones are moved to a place of freedom.

A ghost will have 3 (poltergeist), 6 (ghost) or 9 (greater ghost) hit dice, with all other stats as written. It has one special attack for every 3 hit dice, from this list:

1. Save (Mind/Spell) or age 1d20 years when ghost first shows itself.
2. Telekinesis, throwing dangerous objects about as through the spell (and the ghost will seek out places with such objects).
3. Possession as by magic jar.
4. Supernatural chill in a 60' radius, extinguishing small fires, and doing 1 hp of damage/round if warm clothing is not worn (this will not reduce a character to zero hp however).
5. Death wail (as banshee); once per night, all who hear must save (Body/Death magic) or fall unconscious for 1 hour (3HD), 24 hours (6HD), or die (9HD).
6. Fear effect: roll two saves (mind/Spell) when ghost first shows itself, if both are failed then stand rooted to the spot for 3 rounds, if one is failed then flee at top speed for 3 rounds.

Wednesday, 26 October 2011

Mummies and Wights: Avaricia

The sin of avarice would seem to be a natural one for the undead guardians of grave treasures. If this sin is a desire to possess more than one needs, then its ultimate expression would be a defiance of the truism "you can't take it with you." The animated mummies of horror films and stories, and the pale, hoard-guarding Barrow-Wights of Tolkien's invention, would then seem to refer to the same evil, the same origin.

But there's a paradox in this story that goes back to the Norse legends of the draugr: if the avaricious wight is so intent on hoarding its gold, why does it "recruit" the victim and increase the number of wights who share in the treasure? In D&D, the mummy's touch doesn't act this way, but I think this is more due to the obvious problem that the mummy needs to bandage up the bodies of those it kills in order to create others like it.

In fact, there's a lot that's weird about the wight. Tolkien has them as bony things, but they appear in D&D as these snarly bodybuilder types with Land of Oz hair. They're not that strong in hit dice but have the feared and hated ability of level drain, whereas mummies are tougher in combat but have a grab-bag of abilities that are not that nasty, and have a weakness to the common torch. Personally, I'll take the mummies; they come in all kinds of cultural flavors (Aztec ... Peruvian), there were cat and crocodile mummies, and it's not such a long step from those to the horrid animal-human hybrid mummies envisioned by Lovecraft in his ghost-written  Harry Houdini story, Entombed With the Pharaohs.

Anyway, I want to take a different approach than the "living undead" of the last three Deadly Sins, and suggest that wights, mummies, and whatever skeletal guardians may exist are just variations on a single type of creature, united by their motivation to remain undead. These tomb guardian creatures may exist in a lesser form (stats as a wight) or a greater form (stats as a mummy) but each one's appearance is largely a product of the culture that buried it, and whether it awakened soon or late after burial.

There is a special restriction on turning tomb guardians, as with the other sinful undead. Although they may be turned normally, the turning ends if any associate of the cleric picks up any of the creature's treasure. Turning will not succeed while any such associate is carrying loot, either. By ransacking the tomb, the adventurer shows his or her self to be a fellow-sinner in avarice with the undead guardian, and the power of holiness will no longer work as protection.

In addition to only being harmed by magic weapons, tomb guardians have two of the following special attacks, which vary from case to case (d6):

1. Level drain as a wight (but without "recruitment")
2. Rotting disease as a mummy
3. Fear effect as a mummy
4. Unerring tracking of those who stole its treasure (as in the old mummy movies)
5. Enchants a victim within 30'; save (Spell.Mind) or become mentally confused, transported back to the times of the guardian and unwilling to act (as in Lord of the Rings)
6. Shapeshifting at will, into smoke, an unnaturally heavy animal, or seaweed (as in legends of the Norse draugr)

Tuesday, 25 October 2011

Shadows: Invidia

The animated shadow is by definition a being of lesser standing, an envious follower, dependent on light and an intervening body, aspiring to an independent state it can never have. Like the ghouls, its status as undead wavered in early D&D, and is still uncertain in (for example) Swords & Wizardry. There is a certain eerie power in the idea of a shadow that one day refuses to serve, and that really doesn't need the additional tag of undead to chill the blood. Lord Dunsany memorably explored the idea of a detachable and tradeable penumbra in his novel The Charwoman's Shadow.



The sin of envy, or the medieval invidia, is studied by psychologists and philosophers as an emotion. It seems to be a pretty common theme in such studies to split the emotion into a "good" side and a "bad" side, which reflects the idea that emotions are basically functional but often go wrong. In this research, benign envy is explained as a desire to emulate the superior, while malicious envy involves achieving parity through reducing the superior instead. It is the destructive side of envy that the evil shadow embodies.

Shadows make a fine undead creature. Think of them as a void of life-force, lacking entirely in Strength. When they see a being with superior Strength, they enviously approach, implying that they will attack the strongest by preference. Their touch destroys the strength, but does not steal it. Eventually, their victim ends up dragged down to their level, a shadow among shadows.

What of the person who voluntarily chooses existence as a shadow? This is a rare wish, supported by an equally rare necromantic rite, and marks the ultimate triumph of envy. To give up one's own worthless existence for the chance to tag at the heels of a far superior person is similar to the motivation to become a zombie, perhaps. Thus, the living shadow creeps at its master's feet in imposture of the natural shadow. But the creature saps, rather than serving, its superior - making one attack per day on the victim's abilities, and adding any stolen points to its own score, until it merges in hateful life with the victim, creating a being of walking dusk without a shadow of its own, and adding the victim's hit dice and hit points to its own. Thereafter the envious soul has no reason to remain, its victory complete, and the completed shadow-being tends to become possessed by a darker genius.

At both stages, the living shadow can only be turned by two or more clerics, each bearing a holy symbol on which a clerical light spell has been cast, and arranged so as to surround the shadow.

For this as well as the more common undead variety of shadow, there exist several varieties which each possess their own special attack upon the abilities, and their own consequence once draining is sufficiently advanced (1d3 points on a successful hit, regained at 1 point/day). The consequence of zero points in any ability is death and conversion to a shadow.

1. Attacks strength; at 1-2 points victim becomes flaccid and unable to move.
2. Attacks dexterity; at 1-2 points victim becomes hyperactive, moving and acting about uncontrollably.
3. Attacks constitution; at 1-2 points victim becomes moribund and takes 1 hit point damage each round of moving.
4. Attacks intelligence; at 1-2 points victim becomes amnesic and unable to remember declarative facts such as his or her own name.
5. Attacks wisdom; at 1-2 points victim becomes catatonic, unresponsive to outside senses and lost in a world of his or her own mind.
6. Attacks charisma; at 1-2 point victim becomes repulsive even to him or herself, and will attempt suicide if not restrained.

Monday, 24 October 2011

Ghouls: Gula

Beyond the titular Latin-to-Arabic pun, ghouls embody gula (the cardinal sin of gluttony) in an obvious manner: they feed on the bodies of the dead. On top of that, ghouls are my favorite undead creature because, at least in their source material, they're not obviously undead. In Lovecraft's story Pickman's Model, it's implied that ghouls, like the inbred Martense clan in his less accomplished The Lurking Fear, are a degenerate strain of humanity, whose necrophagy forms part and parcel of their condition. Pickman even becomes a ghoul in The Dream-Quest of Unknown Kadath, where he and his meeping buddies come off as strangely sympathetic Addams Family types.

The paralysis that is the ghoul's special weapon, and especially deadly with multiple attacks, doesn't appear in Lovecraft, and may be original to the D&D game. I used to think it was a reference to the ghouls that accost Elric in Moorcock's The Vanishing Tower, paralyzing him with their cold touch, but the novel's 1977 date is later than the Chainmail and OD&D originals. It's unlikely that Moorcock cribbed the idea from D&D, but one never knows.

Although Gary Gygax made the conscious choice to make ghouls undead in going from Chainmail to D&D (more ghoul-trivia here), they seem like an obvious choice to explore as "voluntary undead" in this series. I've never quite understood how ghouls fit into the D&D undead mold of "if they kill you, they recruit you" because they seem so indiscriminately ravenous. A vampire might have the self-control to grant the "dark gift" of undeath or withhhold it, merely killing its victim ... but a ghoul holding back from a tasty, board-stiff human morsel? Hardly likely.

Living ghouls are gourmands and degenerates who develop a taste for human flesh and determine that the best way to get it is to feed upon the already dead. The diet awakens regressive tendencies in their genetic makeup and they become prognathous, robust and somewhat dog-like in their gait and demeanor. Haunting graveyards, they logically become followers of strong undead creatures, who feast on the souls of the unfortunate and leave ghouls the mere body.

Not being undead, living ghouls require a special reminder of their damned state in order to be effectively turned. In this case, it is sacred food, such as the consecrated bread or wine of Christianity, or barring that, foodstuffs created by a holy clerical spell. If the turning destroys the living ghoul, it lapses into a coma and can be returned to human state by forced feeding of consecrated food for three days.

The appearance of a ghoul - living or not - sets off ancestral memories in humans and related beings (dwarves, halflings, gnomes) but not elves, which can lead to one of the following fear effects - varying either by the individual, the ghoul pack, or on a racial level:

1. Save (Paralysis/Body) or paralysis by touch, as the original.
2. Howling causes a morale check among NPCs, and PCs must save (Spell/Mind) or become distracted, incurring -2 to hit and +2 to be hit.
3. Charnel smell within 30' forces a save (Poison/Body) or retch as with a Troglodyte's stench, unable to attack.
4. Paralyzing stare within 30'; victim gets two saves, one against the gaze (Spell/Mind) and one against the paralysis (Paralysis/Body).
5. Gibbering and meeping  in close combat is maddening; requires a save (Spell/Mind) or become confused and attack a random adjacent being.
6. A hit from a ghoul's claws requires a save (Spell/Mind) or the victim cowers for a round, either fleeing or fighting defensively.

And no - I am not going to stat up the bizarre, half-medusa Roy Thomas comic-book version of Pickman's Model....

Sunday, 23 October 2011

Zombies: Accidia

The medieval sin of accidia (acedia), or sloth, refers to a condition that today we treat as a mental illness: depression. But more generally, the sin refers to inability to act or decide, retreat from the world rather than engagement with the world, and in its ultimate expression, suicide.

Psychological writers, such as Erich Fromm or Roy Baumeister, have identified the human motive to "escape from freedom" or "escape from the self" by submitting to authoritarian regimes or cults. When people willingly become zombies, they symbolize this abdication of will to another. This living zombie is perhaps closer to the drug-induced state of living death implicated in the questionable anthropology of Wade Davis (The Serpent and the Rainbow) than the walking dead of George Romero. It also brings to mind the philosophical zombie, which forms part of the solipsist argument (referenced in Heinlein's story "-- All You Zombies --") that we can never know for sure if anyone apart from ourselves is free-willed and conscious.

Zombies, sluggish and slavish, embody the sin of sloth when a living person willingly submits his or her body to the ritual of a necromancer. Otherwise they are mere animated corpses, a desecration but nothing more than that. Necromancers greatly prize the former kind of zombie, for their greater power, and because to recruit them gives much prestige. Therefore, necromancers and their agents often haunt popular locations for suicide - bridges, precipices - in hopes of persuading the unfortunate to surrender their lives in one sense rather than the other.

A living zombie has all stats as a regular zombie, with 4 additional HP.  It is unholy but not evil ( having given up its free will) and not undead. So, it can only be turned by reminding it of its own identity -  its personal name must be spoken, or a mirror held up to its face in place of a holy symbol. If the turning destroys the zombie, the spell is broken and the person returns to life.

As a bonus, here is a d6 table of attributes and powers that can make all kinds of zombies more scary.

1. Fingernails and teeth that break off in the wound, preventing 1 hit point of healing per wound until Cure Disease is cast.
2. If wounded down to 3 or fewer hit points, guts spill out of the zombie's abdomen and come alive. They make an extra attack ignoring armor, and if successful ensnare the arms (on an odd "to hit" roll; cannot attack until victim rolls d20+STR > 25) or legs (on an even "to hit" roll, cannot move and 2AC worse until victim rolls d20+STR > 25).
3. Zombies are immune to piercing weapons (although being stuck on a spear can hold one at bay), and take half damage (rounded down) from blunt weapons unless the wielder aims at the head with -4 to hit.
4. Zombies can only be killed by physical damage if it does 5 or more points at once.
5. Can throw its own arm, which attacks on its behalf for 1d4 damage, while the remaining arm on the zombie also attacks for 1d4.
6. Is a bloater zombie.