You are the Old God to manifest in this page since 31-October-2001.
This campaign was inspired by a blurb I read about Neil Gaiman's latest novel, American Gods (which I have not read). It is set in the WitchCraft RPG world (with a little cosmological difference) and features the doings of the Old Gods and their progeny, forced to live among mortals to escape destruction at the hands of the Seraphim.
February 20, 2005
When the Seraphim returned from searching for the Creator and found the Titans being worshipped as gods, they went to war with their cousins. The Seraphim decided that only total annihilation of the Titans would suffice. Many Old Gods were destroyed during that time. The other Gods knew that battling the Seraphim would result in their destruction too, so they conceived a plan to escape their cousins' righteous wrath. Using the little energy they still had left, they created a special kind of Avatar, an immortal one called Mahavatar (Greater Avatar), in Malkuth and transferred all their Essence into them. After the end of the war, the Seraphim allowed this so-called Mahavatars to live on considering them below contempt provided they did not defy the ideal of the Creator by trying to start new religions around their personas or somesuch. Today, these immortal refugees are scattered throughout the world adapting to their new existence as best as they can.
But old habits die hard...
No infringiment of copyright and/or trademark is intendended with this page. Ownership of WitchCraft, Armageddon and the Unisystem (trademark and/or copyright, I am never sure which) belongs to C.J. Carella. All Flesh Must Be Eaten rights belongs to Eden Studios. Neil Gaiman belongs to himself. The Tube logo is a registered trademark and copyright © 2000 Transport for London. All original work is either copyright © 2001 Fred Furtado or the respective author (it will be listed where relevant).
Characters can be either Mahavatars or Scions.
The Mahavatar's package costs 25 points, includes all the abilites of the Avatar's,
does not age and has the same resiliency against death as a True Immortal. Scions,
the offspring of the Fallen Gods, cost 10 points, because, in my opinion, Avatars
have a lot more advantages than Inheritors. Also, in this campaign, Avatars
are really tough to kill by mortal means. Inheritors are not.
All Cast Members are considered to be of the Supernatural Type, with 20 points in Attributes, 25 in Qualities, up to 10 in Drawbacks, 25 for Skills and 30 for Metaphysics. All of them, even Inheritors born yesterday, have their worshippers' languages and the appropriate Myth and Legend skill at level 5.
Most Qualities and Drawbacks can be used without further consideration, but a couple require some notes. The Age Quality works normally for Scions, who can buy up to three levels. For Mahavatars, however, it might be argued that they should start with, at least, a few levels, since the oldest ones have been around for 2,000 years. In order to keep a minimal degree of game balance and not penalize players who choose Scion characters, I assumed that Mahavatars do not get Age levels for free. The Gods proficiency in riding the Malkuth express varied a lot, except for Thoth, who invented it. Consequently, the time elapsed between conducting the ritual and incarnating on Earth varied from a few hours to several centuries. Also, when they first manifest, the Mahavatars are confused by the transfiguration. Most spend a few hundred years without knowing who they truly are. It's not uncommon for the Fallen Gods to think of themselves as True Immortals -- some have even joined the Lodge of the Undying. However, during these first few centuries, their memories gradually return and, by their end, they know their true identities. It takes a couple more centuries for them to adapt to their new reality.
In game terms, assume that a Mahavatar has been around for double the time represented by his Age Quality. Example: Dionysus has six levels of Age, so he's been in Malkuth for 1,200 years, although he has only known about his true nature in the last 600 to 800.
The Secret Drawback cannot be taken for the character's divine nature. It is already assumed in the package.
Attributes: 3 points to distribute among the Physical Attributes, +1 point to add to one of the Mental ones.
Brought together by Dionysus to investigate a stirring of madness in the world, these five unlikely associates must work through their differences to find out what is going on. They are:
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This sections details the current situation of the main patheons, even those that were not destroyed or banished by the Seraphim, like the Hindu and Endless ones.
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This section records the adventures of the four rogue biomorphs as they attempt to find out all that is behind their transformation.
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The relevant links for this campaign, but you can find the main rpg links page of the parent site, Planet Fred, at the moon Hyeronnimus.
Back to the Unisystem Page
Back to Patchworld
Well, enjoy it! And if you want, you can drop me a line at firstname.lastname@example.org or leave a comment at the PatchComm.
Last Update: 20-Feb-03
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