Eldritch Arcane for Afraid

This is a rough, only partly tested system that I whipped up for a game of Afraid that I ran last Halloween. I found the notes recently, and figured I’d toss it out to the world.

The Eldritch Arcane is magic for Afraid. It could probably work for Dogs or a Dogs homebrew too. Its basic principle is that magic lets you go beyond the limits of normal human effort, but that it can exact a terrible price for doing so.

At character creation characters who have Eldritch abilities mark them as such. For now lets just say they come out of your normal dice, but get marked special when you declare them Eldritch. GMs who want to limit magic might say you can only use 1 or 2 dice at character creation as an eldritch ability. If you want to be fancy you could make a new background that grants access to Eldritch powers, and say you have to take it if you want any dice.

Eldritch abilities can be traits (Blood of the Dark 2d8), relationships (Slave of Kali 3d4), or gear (faerie cloak 2d8). In general eldritch gear can be temporarily lost as part of stakes or as part of gaining a condition, but losing it permanently requires a burnout consequence from magical backlash. (I’ll explain that below.) We also experimented with letting some of the dice for a Stat be eldritch, so that you could have Heart 3 (1) with that (1) being an eldritch dice. Results generally indicated yes.

In play, Eldritch abilities work just like others in terms of how and when they get rolled. You use relationships at the start, for those involved or at stake, for example. However, eldritch abilities work a bit differently when they are in play, and for that reason I recommend having dice of a different color or style than all the others in play to roll for your Eldritch abilities, as it will keep things easier once dice start hitting the table. If you don’t have enough dice of different colors you can just keep the eldritch dice in a separate area from your normal dice.

In play Eldritch abilities have the following special rules:

  1. When you use one, you can make raise and sees that are clearly beyond the norm. In other words, it lets you do magic. Fly, crush people’s throats by squeezing your fingers together across the room, and so forth.
  2. They give you access to the magical world, which allows you to use magical sites or ritual implements as improvised objects. (”Jeepers Scooby, its midnight on Halloween and we’re in Stonehenge? My Druid Blood gives me a 2d8 for this big, excellent ritual space.”)
  3. You can use a dice from a magical ability to do something beyond the pale. An action that is beyond the pale risks backlash, a supernatural repercussion, in addition to other fallout. The benefit of going beyond the pale is that it lets you add one dice from a magical ability (and it must be a magical ability dice, the reason for the different color) to any raise, see, or taking the blow. If you raise or see you can do so with three dice total. If you take the blow you take one dice less fallout than you would normally take.

Note: You can use your eldritch abilities for the first two items without risking backlash. In that case they act just like normal dice, save that they let you do kewl raises. It is only if you add a magical dice as a third dice (or fourth for taking the blow) that you risk backlash.

Backlash

When you use an eldritch ability to go beyond the pale, you risk backlash as the inhuman forces rebound upon you. All eldritch dice used to go beyond the pale (add an extra dice to an action) are set aside after they are played (played, not rolled) and after the conflict all of them are rolled after normal fallout has been rolled. They are read just like fallout dice, but use the following tables to determine their outcome.

Backlash Roll
Any 1’s — Backlash experience
2 - 7 — Minor Backlash
8 - 11 — Major Backlash
12+ — Devastating Backlash

Backlash Experience

Note: Eldritch abilities cannot be raised with normal fallout, though they can be lowered. So you can make your Druid Blood go down as a result of fallout, but you cannot increase it. The only way to increase an eldritch ability is through backlash experience.

  • Add or subtract 1 dice from an existing eldritch ability
  • Take an new eldritch ability at 1d6
  • Change the dice size for one magical ability by one step
  • Pick from the normal experience list

Minor Backlash

  • One condition becomes true
  • Seen (an evil occult force knows where you are and gains your highest backlash dice against you in the next conflict you have with it).
  • Lose access to one eldritch ability for the next conflict

Major Backlash

  • Two conditions become true
  • Marked (an evil occult force now can track you and gains a relationship with you with a dice size equal to the biggest backlash dice you rolled.)
  • Lose 1 eldrtich ability for the rest of the story
  • Lose all eldritch abilities for the next scene
  • Lose 2 dice from a Stat
  • Change an eldritch ability to d4s

Devastating Backlash

  • All conditions become true
  • Tainted (as marked, plus against the being you are always considered to be either Alone or Unprepared)
  • Lose all eldritch abilities for the rest of the story
  • Lose 1 eldritch ability permanently
  • Lose 3 dice from a Stat
  • Require Real Medical Care

And that, as they say, is that.

Credit Where It is Due: Landon Darkwood had a big impact on this, as should be obvious if you read his article. Vincent Baker, of course, had some impact as well.

Take these links, add Shock!, shake, play.

It was one of those days where things came together online.

Someone recommended Google Reader to manage my blog addiction. I tried it, its working nicely. Now all my feeds are in one place, all right next to each other.

One of my feeds was talking about Shock!. One of my feeds was talking about the new report from Microsoft Research about human-computer interface in 2020. One of my feeds was talking about the possibility that our skin my act as an antenna to broadcast information about us.

And suddenly a Shock! game was born. I attribute it to the AI that is emerging from the net. I, for one, welcome our new AI overlords.

Beast Hunters Cheat Sheets

So Mo and I are getting into Beast Hunters. I’ll be posting a review soon.

In the meantime I’ve done up some cheat sheets to help keep from having to flip and look up the first few times you play the game. (Its easy once its down, but to keep it flowing smooth, I thought the sheets would be nice.)

You can download the .pdf right here: Beast Hunters Cheat Sheets.

(I also have this zany idea about doing a Beast Hunters hack to run White Wolf’s new Scion game, but more about that later. Maybe.)

New Horizons

So, one of the projects I talked about coming out of the gender, race, and class discussions in the blog-o-sphere has gone public. It’s for Spirit of the Century by Evil Hat, will be written by Bruce Baugh, edited by my, myself, and I, and is called “New Horizons.”

Here is the promo blurb:

She is the strongest human being alive, her muscles super-charged by her own scientific processes. She’s fought dinosaurs barehanded and lived to tell the tale. But she can’t join any professional society for engineers, or even hold the patents for her inventions in her own name.

He is a supernaturally good poet. He can smell truth and lies from across the street. He’s saved the life of one president, two prime ministers, and a future pope. But if he goes out for a gourmet meal with friends, managers will insist he go in through the servants’ entrance.

Two men share a mystical union, pooling their health, knowledge, and magical essence. They bind demons and champion the falsely accused in courts on three continents. But if they ever once acknowledge the love they share along with their power, they’ll be disbarred and shunned by decent people everywhere.

The band of five fought in two wars for liberty, first against invading armies and then against tyrants at home. They free serfs, fight the architects of murder, and have twice stopped mad schemes of genocide. But they’re communists, and can’t even get visas to visit other heroes and scholars in the US.

Brother and sister are heirs to a millennia-old family tradition of serving justice and knowledge. Their ancestors commanded armies, delved into ancient tombs to lay ghosts—and worse things—to rest, taught the founders of new schools of philosophy and military strategy. But in the New World, he’s barely tolerated as a ditch digger—and she’ll be deported if she teaches English to other immigrants.

These are the other heroes, the ones who must fight for their dignity and liberty just as fiercely as they take on the challenges all pulp heroes face.

New Horizons is a new supplement for Spirit of the Century. Each chapter addresses a marginalized group from the pulps, kept outside by their sex, their race, their lifestyle, or their beliefs. In New Horizons you’ll find information about real-life heroic individuals and teams, the challenges they face and some of the solutions they find to the problems of dealing with 1920s society. You’ll also find heroes and villains ready for use, plot hooks, and ties to the mysteries around the Century Club. The life of heroes outside the mainstream may seem as strange as the secret language of Atlantis, but can be as exciting and powerful in play as a zeppelin armada.

New Horizons comes to you from veteran author and developer Bruce Baugh in collaboration with the minds behind Evil Hat Productions. We aim to show some of the real failings of the pulp era when it comes to fairness and justice in order to provide rich and vibrant new possibilities for adventure roleplaying in a bygone era. The real world is full of surprises—dense, weird, and just plain cool—and the bright light of Spirit’s optimistic pulp heroism can shine on some difficult realities just where they need it most.

New Horizons is about adding truth without sacrificing adventure — about bringing the real world together with the fantastic. Change your game. Change the world.

Exalted Lite Hack

So I like Exalted, especially when I’m looking for some old school, GM based participationist play where the point is for the players to ride the roller-coaster and kill everything along the path anime style. However, at this point I don’t find myself having a lot of fun with many of the extended maneuvers, multiple stunt tree stacking, and many of the other things that used to draw me to Exalted. I find myself wanting a game with more emphasis on stunts and virtues, the things that sort of defined Exalted’s difference from all those other high-action games for me.

So I made up this little hack. It started off with the simple thought of “well, 2 bonus dice for a stunt on top of a pool of 44 dice isn’t that much, but 2 bonus dice on top of a pool of 2 dice is…” and then when I looked at the old Exalted demo on the WW site (from before 1st ed was released) it bloomed into my brain.

This is a fairly incomplete draft. I know, for example, that the charm section is an imbalanced mess. However, I’m hoping that you awesome people can help with that, as I’m bored with working on it alone.

Once again, cut for the longness: Show ▼

For those looking for a more thorough rewrite of Exalted, turning it into something awesome and different rather than just a refocused version, should check out Jonathan Walton’s excellent and ongoing hack.

Tribe 8 TSOY

So I’ve been tinkering on this on and off for days. What I have now is only about 1/2 complete, as I still haven’t nailed down the specifics of Conjunctional Synthesis, never mind Technosmithing and Sundering, and many of the Tribes abilities and Secrets are only notes at this point. However, I think this should be enough for a launching point, and frankly its getting too long for me to have energy to finish alone.

So if anyone wants to help — giving me game balance suggestions about what’s already been done, ideas for more cultural stuff, or full writeups of the stuff that’s only notes now — I’d love it. Elsewise, I’m going to leave this as is until I actually get a game of it started.

Also, its going behind a cut to spare your screens, because its really quite long.

Show ▼

For those not familiar with Tribe 8, or wanting a refresher, this page is a good place to start. For those not familiar with TSOY, the whole game is available due to the awesomeness of Clinton, Right Here.

Church and State goes Truth and Justice

Here are the power writeups for the major powered NPCs of Church and State in Truth and Justice format. Just for all y’all who want to play in that awesome system.

Arson

Qualities: Power-Armor Pilot (Good +2), Leadership (Expert +4), Mobster (Good +2), Wealth (Good +2), Psychotic Pyromaniac Megalomaniac Nutjob in Search of a Flaming Death (Poor, -2)

Powers: Arson Suit Power Armor: Control Fire (Expert +4), Super Armor (Good +2)

Stunts: Fire Bomb Overload (Signature for Control Fire, (Good +2) 1 VP), Fire-Absorbing Strength Boost (Signature, gives Super Strength (Average +0), 2 VP), Bomb Blast-Jump (Signature, Gives Super-Jumping (Average +0), 1 VP), Burning Shield (Spin Off (Good +2) 2 VP).

Battery

Qualities: Berserker (Expert +4), Do Exactly What He’s Told (Good +2), Friend of Animals (Good +2), Mobster (Good +2), On the Slow Side (Poor -2)

Powers: Super Strength (Expert +4), Invulnerability (Good +2)

Stunts: Shockwave (Signature (Good +2), 1 VP), Thunderclap (Signature (Good +2), 1 VP), Invulnerable Rage (Signature (Good +2), 2 VP), Super Breath (Spin Off (Good +2) 1 VP)

Hitman

Qualities: Marksman (Master +6), Sneaky Bastard (Expert +4), Fast Getaway (Good +2), Mobster (Good +2), Sharp Senses (Good +2), Coward (Poor -2)

Powers: Rail Rifle (Expert +4 – does Super Scale Damage), Highly Skilled (Good +2, listed in Qualities above)

Stunts: In the Eyeball (Signature (Expert +4), 1 VP), Bouncing Shot (Signature (Good +2), 1 VP)

Numbers

Qualities: Mathematician (Expert +4), Disguise (Good +2), Gamble (Good +2), Know All About Super Heroes (Good +2), Arrogant Prick (Poor -2)

Powers: Luck (Expert +4), Super Intelligence (Good +2)

Stunts: Make You Choke On It (Signature (Expert +4), 2 VP), Eat Moving Vehicle (Signature (Good) +2, 1 VP)

Riot

Qualities: Fast Reflexes (Good +2), Intimidate (Good +2), Leader (Good +2), Mobster (Good +2), Wealth (Good +2), Sadistic (Poor -2)

Powers: Cause Fear (Expert +4), Cause Exhaustion (Good +2)

Stunts: Mass Fear (Signature (Good +2) 2 VP)

Smash and Grab

Qualities: Fast as Fast Can Be (Expert +4), Thief (Expert +4), Armor (Good +2), Shock Gloves (Good +2), Taunt (Good +2), Can’t Shut His Mouth (Poor -2)

Powers: Teleportation (Expert +4), Highly Trained (Average: In Qualities above), Use Other People’s Gadgets (Average +0)

Stunts: Teleporting Dodge (Signature (Good +2) 1 VP), Snatch and Pop (Signature (Expert +4) 2 VP), Fusillade (Signature (Good +2) 2 VP – attack against a group of close targets)

Archangel

Qualities: Lord of Hosts (Master +6), Demon Slayer (Expert +4), Intimidating (Expert +4), Give Comfort (Good +2), Theology (Good +2), Dogmatic (Poor -2)

Powers: Angel (Master +6), Minions (Expert +4)

Stunts: Sword of Justice (Signature Stunt Weapon, Master +6, Superscale Damage, 2 VP), most other stunts are either Signature or Spin-off based off Angel, and their general effects are listed in Into the Lions Den.

Rock N Roll

Qualities: Turn the World On With His Smile (Master +6), Musician (Expert +4), Will of the Revolutionary (Good +2), Money to Burn (Good +2), Temper Like a Hair Metal Drummer (Poor -2)

Powers: God of Rock (Sound Mastery, Master +6), Minions (Expert +4)

Stunts: Heavy Metal Thunder (Signature Energy Blast, Master +6, Superscale Damage, 2 VP), most other stunts are either Signature or Spin-off based off God of Rock, and their general effects are listed in First Against the Wall.

Wild Talents: The Red Branch

“A small man I see, one who shall demonstrate feats of arms at the price of many wounds in his skin. The light of heroes is upon his brow, and the name Victory is his mind. For the battle he sets forth, and to you all he shall be a bane. Your hosts he will mow down, and make your slain lie thick as new snow upon the ground, and by him shall ye all lose your heads. The blood of heroes will pour from their skin, their bodies shall be mangled, and all shall fear the Hound of the Forge.”

– Tain Bo Cuailnge

The Connachta are rising in central Ireland, their power spreading throughout the land. Prophets and bards all sing of their sovereignty, and dream of the day when one of their number shall be High King. They are not without foes, however. In the north the Ulaidh and their Red Branch stand fierce, ready to fight any intrusion into their land. To the south the Eoghanacta build forts in styles learned from the Romans, gathering the local tribes under their rule as they prepare for a great war. In the wild places and the out-isles the Cruithni, the Picts, wait and watch as the Gaels go to war with each other.

It is a dynamic time. Wandering hunters make war with growing kingdoms while a warrior with will and charm can become a great chieftain, a king, or even hope to seize the legendary High Kingship of Tara. Culture clashes with culture as the old wandering tribes fight against the growing continental culture of the Gaels. Patrick has brought a new religion, and walks the land beating the magics of Druids and baptizing many to a new God. It is a time when even the most prosaic of lawmakers recognize “fearann claiomh” - the sword land law that states that land belongs to any who can capture and hold it. It is in this time that the Fir Clease rise to become legends. Men and women given powers beyond what mortals can hope to match, these “Men of Feats” will shake the history of Ireland and gave birth to great cycles of myth. Some claim the Fir Clease’s powers come from magical arms and armor, some from special training, most claim their powers are given to them by the divine: Christians call upon the Might of Christ, and Druids speak of the gifts of the Tuatha De Danann. The Fir Clease themselves speak of the “Glow of Heroes” and the “Victory Arena of the Mind” - for they alone can see the marks of power which divide them from ordinary men.

Though many fear the Fir Clease, all clamor for their loyalty. A single one of their number can turn the course of a whole battle, crush armies, raise fortresses in a day, and sings songs that can melt hearts or crush pride. In them, in their power, rests the pride of the whole people, and so they bear the weight of expectation as well as the power of glory.

The Red Branch is set in Ireland between 200 and 600 A.D. The player characters are talents, known as Fir Clease, who have come together as part of a tribe or nation (having them be members of a derbhfine - an extended family - is a good way to bring them together). As part of the wild and changing milieu of Irish life they have a chance to become heroes. Heroes can defend their land from the Connachta like the original Red Branch heroes, challenging enemy Fir Clease to single combat. They could become the new Niall Nine- Hostages, trying to conquer the whole of Ireland and unite it at Tara, with the crown of the High King upon one of their heads. Or perhaps they will side with Patrick, and try to spread the word of Christ throughout the island by working miracles - or work as a Druid who teaches the power of the old ways and backs his beliefs with his talent? Whatever they choose, the destiny of the Emerald Isle is in their hands.

(Recommended Settings: Red 2, Gold 4, Blue 3, Black 2. Realism, moderate. Dice Tweeks: Too Many Tens, Fast and Dirty Lose Dice, Fir Clease and Tuatha can squish rolls by 1 level at the cost of 2 Willpower. Recommendation for talents being tied to genetic ruling stock as per “Whosoever Can Lift This Castle is Rightwise King of England.”)

Typical Archetypes include Mystic, Super-Normal, Godling, and Mutant.

Possible Optional Extras:

The Tuatha De Danna follow the rules for non-human talents. The Aos Si (faeries) are living constructs created by Tuatha science.

Magical items follow the standard rules for Foci, and there are a few powerful magical smiths who make them for their own use. Some of the god-level powers of the universe may have points enough to spare to make a magical item and give it to a favored follower, but this is at the GM’s discretion.

Sacred sites (churches, monasteries, stone circles, drumlins, etc) have a special effect on talents - letting them gain Willpower by performing rituals at a site important to their cult. (Easter mass at a church, starting the fire at Cill Dara, etc.) Roll Cool + Faith, and regain Willpower equal to either the height or the width of the roll, whichever is higher. This can only increase your Willpower to one higher than your Base Willpower.

Defeating another talent in a Comhlann (formal dual) increases your Willpower by their Base Willpower as normal. In addition it causes those who survive to lose half their Willpower in the next combat they face you in. For that effect the conflict does have to follow all the rules of a comhlann - it has to be equal, witnessed by holy folk, has it’s parameters and conditions fully agreed and sworn to before hand, etc.

If you are fighting someone who holds one of your family as a hostage, or to someone you have given slanaiocht (your word of honor) you lose one point of Permanent Willpower.

Violating a geas (a magical/social prohibition - placed by a druid or a woman) causes you to lose a number of points of Willpower equal to the width of the geas.

If anyone uses trochlaigh (ritually starving themselves outside your house, done when they feel injured by you but are unable to force you to make reparations) against you, you are at -1 dice to Cool and Command until you settle the matter.

Optional Skills

Body: Sword, Axe, Spear - Killing things with pointy objects.

Coordination: Chariot - Running people over and not falling out.
Horseback Riding - running people over while mounted on a horse.
Javelin - throwing a spear at things to kill them (pointy end first, please).
Sling - Killing things with rocks and some string.

Sense: The Glow - specialized sense for noticing other talents and their power effects.

Brains: Law - training as a fili or the equivalent. You know, and know how to use, the god-awfully obscure, arcane, and confusing laws of Irleand.
Mythology - not much different than history, in the PC’s mind. Good for knowing who killed who and why you should thus be able to kill them.
Theology - detailed knowledge in a specific religion.

Command: Geas - only works if you’re a noble woman or a druid. This lets you put a prohibition on someone, causing them to have to do, or not do, something arcane and stupid. For more powerful geases, miracles are the way to go.
Poetry - the Irish are big dopey saps, and a good poet can make them cry or laugh, and then kill them while they are distracted.

Cool: Faith - the degree to which you believe in the superstitions of your cult. Can be used as Mental Stability, and to try to resist the use of Geas or to gain Willpower through ritual.

Recommended Reading:

Pagan Shore by John Carnahan. For the Pendragon RPG, this is a great example of how to use real history in a mythic setting. Wonderful cultural and historical detail.

Myth, Legend, and Romance: An Encyclopedia of the Irish Folk Tradition by Daithi O hOgain. Both scholarly and readable, this is the single best source for information and understanding of the deeps of Irish folktales and legends.

Heroes of the Dawn: Celtic Myth. Part of the Myth and Mankind series by Time Life. It isn’t the deepest book, but has a very approachable layout with lovely pictures and jargon-free writing. (Unlike mine. I like to use jargon. Jargon ON).

Celtic Mythology by Proinsias MacCana. Dense and almost painfully academic, this book still has lots of hard information about Celtic myth.

The Lion of Ireland, Bard, and Red Branch by Morgan Llywelyn. The… um… more oddly tinted parts of these books are iffy, but none the less they are full of good ideas for running heroic campaigns in a mythic Ireland.

The Tain translated by Thomas Kinsella. A decent, and easily avaliable, translation of the saga of the Red Branch.

(Updated from an old file posted to the Godlike mailing list in celebration of Wild Talents finally being released.)

A Question

So, for any of you who might possibly give a flip, if I were to convert Tribe 8 into a hippy game, which of the following would you be most interested in seeing?

1. Tribe 8 Burning Wheel
2. Tribe 8 TSOY
3. Tribe 8 Silhouette with Keys or Beliefs and Flags and Hippy Shit grafted on
4. Tribe 8 Conspiracy of Shadows
5. Tribe 8 Dogs in the Spiritual Development Land
6. Tribe 8 Other thing that Brand is obviously a tard for having not considered

So let me hear it. Especially, you know, if you actually play with me — because this may be the game we do later this year.

(Yes, I’m talking to you. I know you’re reading the damn blog, now comment!)

Spirit of the Century PC/NPCs — The Brothers Rajput

For the new pulp RPG: Spirit of the Century, from Evil Hat Games.

Sons of the Maharaja of Jammu and Kashmir the brothers Raj were born to greatness. Their legacy is the 21 gun salute, the finest Oxford education, the best Brahmin tutors in the ancient mysteries, and one of the greatest personal fortunes in all the princely states of India. It was never enough for their father that they be idle princelings, enjoying the fruits of their ancestors labors. From the day they were born he made them understand that the future of India was their responsibility, that it was in their generation that the future of one of the oldest peoples on earth would be decided. They thus spent their youth seeing the lands of India, and touring the lands of India’s master – the King of England.

When the Great War came the brothers sided with the British, with whom their family had long been allies. Angivanshi took the famous Gurkah troops, along with his own excellent mixed cavalry, and helped fight along the Southern front of the war – where he met his mentor Lieutenant-Colonel Thomas Edward Lawrence and rode across Arabia with the Bedouin. Suryavanshi went to England and became a fighter pilot, earning his status as an ace with a total of 23 kills, and blooming politically under the guidance of his mentor Isambard Kingdom Brunel, who at that time was working from behind the scenes after faking his death so that he could ensure the Thule Society could not infiltrate Britain. Nagavanshi acted as an agent provocateur along the eastern front, working for British interests in Afganistan and Eastern Europe, before turning traitor after meeting his mentor Vladimir Ilyich Lenin, after which he worked as a double agent for the Bolsheviks.

After the war Nagavanshi teamed up with Rocket Red to destroy the shell of his beloved former mentor, in the affair that has come to be known as The Serpent King vs. Zombie Lenin. Disgusted by the failure of communism and atheism in the face of its own victory, he returned to India and joined the radical fringe of the Independence movement. Agnivanshi rode free as the wind across the whole of the old world, taking his horse from the tip of Outer Mongolia, to France, and south into darkest Africa where he joined up with the Grey Ghost in The Spirit of Fire vs. The Empire of The Dead. His adventures done he too returned to India, and fell in with the nascent Congress party. For his part Suryavanshi stayed on in England, working with Mack Silver to defeat the last Thule Society push on England in Lord Suryaraja vs. the Menace from the Deeps. After the death of his mentor he returned to India, hoping to set up the kind of massive projects of civil engineering that his mentor had created in England.

In India the brothers would stand together one last time when the unquiet ghost of Aurangzeb rose to threaten the independence of their princely state in the adventure of The Brothers Raja and the Last Stand at Gwalior. Almost immediately after the tyrant of the past had been put to rest, however, the brothers fell apart. The tensions between what they wanted for India and the future were too great, and they split apart with much anger and bitterness towards each other.

Angivanshi now works in central India, based out of the home of the old Rani of Jhansi who was killed by the British in 1858. He fights for Indian independence, social equality, and freedom for all. Most recently he and Suryavanshi managed to briefly cooperate in order to stop raksasas from destroying Mysore in The Kings of Light Against the Night Tigers. But immediately afterwards they split up again, as Angivanshi could not stomach Suryavanshi’s working with the British.

Suryavanshi, meanwhile, has started up one of the largest corporations in India: Lahore Steel Inc, and has several exclusive contracts from the British Government that give him near total control of the areas of the Madras Presidency outside direct British rule. He wants to build India into a modern, industrialized, rational nation that can stand as an equal member of the Commonwealth, and finds the dreams of freedom now to be foolish. However, his dislike of the French did allow for he and Nagavanshi to work together briefly in The Mystery of the Rajput Brothers and Madame Napoleon IV.

Of all the brothers, Nagavanshi has changed the most from the boy he once was. The days of western rationalism are gone, shed like an old skin as he seeks to rediscover the mysterious truths of his Hindu heritage. He is seeking followers, with the goal of driving all Western influence out of India, no matter the cost. He and Agnivanshi stood together against the German zeppelin brigade in Golden Rajputs and Steel Zepplins, but their split afterwards was almost as violent as the adventure itself.

Now the brothers all stand in their own corners, watching India, the world, and each other as they fight with passion for the future of their people. While temporary alliances against greater threats may happen, it seems impossible that the brothers will every stand together as one again. This is, because unbeknownst to them, they are all spirits (or shadows). Agnivanshi is Freedom, Suryavanshi is Progress, and Nagivanshi is Fundementalism, and never the twain shall meet. Between these brothers the future of India will be torn, sundered, and perhaps saved.

The Brothers Raja at PC level

Angivanshi

Aspects: Prince of Kashmir, Rajput Pride, Born in the Saddle, Hard as the Desert, Walked Every Inch of It, Sucker for a Nice Body, I’ve Had it With These Kali Cursed Gorillas!, Love of a Ghost Princess, Afraid of Heights, Voice of a Lion

Skills: Superb – Survival; Great – Weapons, Alertness; Good – Resources, Contacting, Endurance; Fair – Athletics, Mysteries, Leadership, Fists; Average – Academics, Resolve, Gambling, Might, Rapport.

Stunts: Animal Companion (Red Wind), Due North, Hands Free, Hell Bent for Leather, Close At Hand.

Physical Stress: 7
Composure: 6

Red Wind: Great Sidekick, Communication (Marwari breed).

Suryavanshi

Aspects: Prince of Kashmir, Rajput Pride, Natural Pilot, British Knight, Stern As Steel, Shuddering Repulsion of Elder Things, Corporate Big-Wig, Loyal to a Fault, Doesn’t Like the Frenchies, Perfect Suit

Skills: Superb – Resources; Great – Contacting, Pilot; Good – Resolve, Leadership, Engineering; Fair – Science, Guns, Intimidation, Assessment; Average – Academics, Weapons, Endurance, Alertness, Survival.

Stunts: Headquarters, Long Term Investment, Money is No Object, Flying Ace, Insider.

Physical Stress: 6
Composure: 7

Nagavanshi

Aspects: Prince of Kashmir, Rajput Pride, Likes Redheads, Ain’t No Commie-Hater Like a Former Commie, Snake Eyes, Left Many Enemies Behind, Hates Europeans, Fervent Religion, Still Loves His Brothers, Growing Cult.

Skills: Superb – Deceit; Great – Stealth, Mysteries; Good – Resolve, Endurance, Burglary; Fair – Intimidation, Sleight of Hand, Alertness, Investigation; Average – Academics, Resources, Contacting, Leadership, Weapons

Stunts: Clever Disguise, Mimicry, Master of Disguise, Quick Exit, Vanish

Physical Stress: 7
Composure: 7