Showing posts with label Buckets of Blood. Show all posts
Showing posts with label Buckets of Blood. Show all posts

Monday, 26 December 2022

The Goblin Market

 Your boots crunch in the snow, down Magpie Alley way. Your guide, half your height and totally silent, snuffles exaggeratedly. The noise is deliberate theatre. You fix your gloves, adjust your hat. He, his feather-cloak and wicker snowshoes. 


“So, what are you looking for, guvnor?” He asks. 


“Just here to browse, goodsir.” You reply. 


“Goodsir? That’s some unfamiliar politeness, from a human.”


He laughs in a reedy pitch and undoes the hair-woven scarf, lifting a bronze flask to his lips. They peel back and the teeth, like nails, bite into the bottle-neck. Whiskey goes in, and a little wisp of his breath comes out. You catch a little whiff and nearly wretch. Smells like dead pigeons. 


On, down the lane. Snow falls in quiet curlicues. 


He stops and turns. He produces a crow of iron and begins to pry at a wall with it. You look over your shoulder. Between the goldsmiths and the pawn-shop you are situated. You glance up at the three spheres hanging from the bar, as your guide pries free a stone.


There’s a hole in the wall, two feet wide and issuing vapours. Patterned cambric curtains hang, chains rattle. The smoke is tobacco and wood. 


“In here?” You ask.


“In here. Mind your feet, guvnor, and touch nothing you don’t plan to buy.”


He squeezes in. You kneel and follow. 


The Goblin Market


“AND A MERRY CHRISTMAS TO EVERYONE NOT WELCOME IN POLITE SOCIETY”, a voice like a bell rings over the bedlam.


There’s an answering cheer, a sound like animals in the woods. 


Wooden stairs have appeared beneath your feet. The curtains part to show a swaying, hazy cavern. It seems as though the stones themselves are sozzled. Wine drips from the walls and pools around the paws and claws and occasional patent leather shoes. 


There is a furred and scratching crowd down below you, where the wine pools. Among them are a few of the human kind. Gentlefolk and poor alike. 


There are tall goblins, furred like cats and ugly in face. Short things like bats forced upright, galloping on their hands and slurping from the floor. Tiny men with long white ears and big pale eyes, scuttling and sweeping. Skinny things dancing with long limbs and donkey’s brays. The smell is unbelievable.


All around the stairs, leaning towers of detritus stand atop ancient hope chests and by armoires of doubtless provenance. Strange artefacts, things you’d probably label Egyptian, stacks and stacks of books in the arms of classical statues and at the feet of eerie little shrines. 


Your guide scuttles down the stairs ahead of you and you follow. 


“You believe in Christ?” You ask your guide, who is shedding his cloak. 


He flings it over a statue covered in birdshit, labelled DIS PATER. Then, he scuttles behind it. A table covered in swaying fabrics and towers of bric-a-brac walks out, legs bending like it’s alive.


He springs up on it, and lays out a little sign: “SELLING ODDITIES”. 


“After a fashion, I suppose. You believe in Mithras?” He asks, arranging the mess on his table. 


“What’s that have to do with anything?” 


“You asked me first.” He retorts. 


“Listen, what are you selling, anyway?”

“Hang on, there’s a speech.” He coughs, and it sounds like someone grating a live cat. 


CAVEAT EMPTOR, Cicero said, and you be Emptor tonight, goodsir. You stand at the stall of Little Shuck, the Hob. Our nation of goblins shoes all shoes for prices, repairs the windows of good Christians, and sweeps the floors of sleeping witches.” He says. 


He throws aside the hair scarf, and you get a good look at him. Two feet in height, hands deft, eyes like two black coals. A furred body, like a cat wearing a mask of an old man. He has small tweeds, sized right for himself. 


You practise that speech?” You ask.

“Just buy something, tall.” Shuck complains. 


1d6 Oddities at the Hob’s Table

  1. Giant’s Broom - A twelve foot tall broom. Sweeps tenfold more than an ordinary broom, and catches mice, rats, bugs and other floor-denizens safely in its massive bristles when it does so. Also, can easily sweep a normal person physically off their feet. 

  2. Witch-Shears - When you tell them to, these shears hang in the air, and when you tell them to, they cut. They can do both at once. 

  3. Dracobezoar - Coughed up by Y Ddraig Goch himself. Hot to the touch, tastes like coal, grey like iron. Eat this and you will literally shit fire, but all disease, pain, ache and poison will leave your body by the next morning.  

  4. Gyr-Carling’s Knitting - The knitting of the ogre-queen of witches. A black sweater a thumb’s thickness, made of Old Scratch’s chest hairs. Turns aside pointed implements, unless the Devil wants them to hit you. Smells like brimstone and goat sweat. 

  5. Innocence, Jarred - Lasts for about four hours, minus half an hour for each decade you’ve been alive. Returns you to an innocent state, allowing you to be kind, forgiving, and (crucially) protected by the angels, at least for the duration. 

  6. Ancien Cor Anglais - Solid horn and gold. A knockoff of Olifant, the horn of Roland, made by some wizard-knight in the 1100s. It ‘only’ deafens half the countryside for seven miles and knocks out anyone that blows it. 


“That sweater is vile.” 


“Authentic, too.” 


“I think I’ll keep browsing.” You make a half wave, and he wiggles his fingers, grinning. 


“Mind my advice!” He calls, as you walk away.


You stumble between two stalls supported on doric columns. One thing, a little like a sickly dog in a banker’s suit, is attempting to hawk a statue of a Babylonian winged bull to a young woman dressed richly. You nod to each other as you pass. 



Beyond them, a tall, broad-bodied woman, almost human but for her twice-long arms, clawed hands, and deer’s nose, stands dressed in peasant’s dress from three centuries ago. Her eyes are large and dark, and her hair is ginger-brown, tousled and tangled. 


You nod to her, she coughs and recites:


CAVEAT EMPTOR, Cicero said, and you be Emptor now, love. You stand at the stall of Jinny Knifegrinder, the Bug-bear. Our nation of goblins frightens children into right behaviour, startles the lonely in the woods and warns others when witches be dancing at their Mass.” 


Her voice is deep and low. 


“I see. Well, good work, I think? What do you sell?”


Her table is covered in cloths, bowls, and huge sprigs of plant-life. 


Things from woods and witches, sir.” She says,.


1d6 Herbs at the Bugbear’s Stall

  1. Aglaophotis Flowers - They look like peony’s flowers spun from threads of gold. They glitter gloriously. A dose wards off fever, demons and all witchcraft for one cycle of the moon. 

  2. Mandragora - A root that screams and kills all human listeners when harvested. Luckily, this one’s freshly picked. A key ingredient in ointments and potions which allow flight. I can sell you the recipe, too! 

  3. Irrwurz - A black fern. Whosoever steps on it immediately becomes lost, and cannot find the way back to where they came from. Preserved in a jar of formaldehyde. One jar contains the potent Tyrolian Irrwurz, which teleports you to the nearest swamp or knacker’s yard when touched. 

  4. Sanjeevani - Grows only on Ṛṣabhādri, the ox-shaped mountain stolen by Hanuman. A powerful medicinal herb, restoring 3d6 hitpoints and a limb per dose. I don’t advise trying any when you’ve all your health and limbs. 

  5. Apple of Gomorrah - Harvested from the great tree that now stands where that city once stood. A grey-black apple. When touched by a human hand, it bursts instantly into smoke, embers and flames, igniting all flammable nearby.

  6. Raskovnik - The five-leafed clover grown in Bulgaria and Serbia. When it touches anything locked at all, the lock springs open. Normally harvested by walking prisoners through a field in leg irons, and waiting to see which goes free first. 


“Hm. Thank you for showing me.” You say, moving to go. 


Merry Christmas, love.”  She says, with a smile. 


You turn away from the Bug-bear’s stall, and walk on. 


Far beyond everyone, a huge alcove is cut into the stone of the wall, dressed in hanging brocades and gold tassel rope. A roaring cough echoes from within. 


You tilt your head down and look. Below you, spread on a tartan blanket is another stall. It’s managed by a little creature, two feet tall, long like a ferret, but with human hands and eyes, and bright gingery fur. It wears a little cap and a rawhide belt with a pipe stuck in it. It looks up at you. 


The little creature coughs and sprays a fine mist into the air. You pull your scarf up.


It speaks in a reedy gasp: 


CAVYAT EMTER, Cicero said, and yer Emter now, lad. You staun at the stall of Jock o’ Glaschu, the Wirry-cow. Our nation a’ goblins assist a’ drunks and ruffians, helps count the coins o misers, and frightens awa preening men o law and cloth.” 


The little creature’s accent is that of a Scotsman. 


“I imagine you have plenty of work, then.” You say. with a smirk. 


Hah! Bastard! Buy something!”


It gestures: 


1d6 Acquired Goods, on the Wirry-cow’s Blanket

  1. Gold Crucifix (Italian) - Never know when it might come in handy. One of the arms is a little bent ‘cause I dropped it when I ran off with it. 

  2. Cohuleen Druith - The magic silvery hood of a merrow (or undine, if you ask Paracelsus). It allows them to travel between the dry land and the deep seabed without fear of drowning in air, and it’ll let you do the same without fear of drowning in water. Though, be wary of the previous owner. 

  3. Giant’s Draught - A clay jar, sealed, containing a quart of beer from a giant’s barrel. One sip will have a tall fellow drunker than a New Year’s party. I recommend it for a New Year’s party! 

  4. Gnome’s Smoking Pipe - Hah! Gnomes! Silly little fellows would barely notice if you robbed their beard off their face. This pipe lets you smoke any rock or stone as if it were tobacco, bolstering the spirits and the bones. Smoking precious stones has been said to send people on spirit-trips to chthonic realms near Hell. 

  5. Huldra’s Charcoal - Special charcoal, made from the friendly partnership of a Huldra and a charcoal burner in deepest Sweden. Then I nicked it. Produces a smokeless yellow flame that casts back illusions and smells of sweet flowers. 

  6. Dwarf’s Hammer - Pretty-much indestructible. Grey-adamant, I think. Of course, she wants it back, so look out for a short woman called Guðrún, awright? 


“Hm. Not for me, thank you. But good luck.”


Don’t step in horse-shit.” He says, as a farewell.


On you go through the wine-stink and the humid air. Lots of people are breathing in here. A human, dressed as a beggar, passes you, clutching a staff with a golden bull’s head on the end. 


He walks away from a hole carven into the wall. Inside, a creature sits, tall and blue, legs dangling. Two little eyes above a face entirely made of nose. It snuffles loudly, hesitantly.


A voice comes from the nostrils as you get near. 


“CAVEAT EMPTOR, Cicero… etc. You stand by the wall-hole of Jack o’ Flour, the Kilmoulis. Our nation of goblins works hard for all millers, plays tricks on the lazy and is charged to steal food for the angels.” 


“For the angels? Do they need to eat?”

“I suppose they enjoy it. Are you buying anything? My wares are unparalleled.” It snuffles, pointing behind itself. 


1d6 Wizard’s Curios at the Kilmoulis’ Hole

  1. A Scholomance Schoolbook - Written by the Devil himself. Contains all manner of grim sorceries and strange methods, like how to communicate with the dead or produce a ring of invisibility from frozen mercury. 

  2. A Skull from Baba Yaga’s Fence - Mount it by your door, and it will scream bloody murder when your enemies come nearby. 

  3. Merlin’s Spare Wand - The very same one on the Ace of Wands card. Old yew, dead but still growing leaves. Any sorcerer or witch who bears this is recognised, legally, as a demon, and can strike fear by merely pointing it. 

  4. John Dee’s Book of Angels - Written in Enochian, so I hope you can read it. Effectively, an address book for the Heavenly Host. Contains everything you need to invoke angels, so long as you are an occultist of means. The chapter on the Archangel Michael warns in strong terms not to summon him lest ye have Evil for him to smite. 

  5. Koschei's Cloak - One of the many items owned by old Koschei. Stolen by a lucky fellow in the fields of Poland just last year! No, Koschei isn’t dead, that soul in that egg was a decoy. You think he got called the Deathless by only having one soul stowed away? Anyway, the cloak protects you from all smoke and fire so long as you don’t swear while you’re wearing it - then it immolates!

  6. Jack-o-Kent’s Boots - A pair of old leather boots, mud-caked and singed. The footsteps of the wearer leave them buried to the knee but unslowed by what they step on, and, should they dance a jig, their heels will crack stone and split them. 


“These are some remarkable provenances.” 


“What’s a proffynence?” 


“Oh, nevermind. Merry Christmas.” 


“Merry–”


It sneezes like a gunshot. 


You move off. 


You’re stopped almost immediately, as a huge, broad-backed goblin, wearing a white kerchief round his neck, stumbles in your way. He’s carrying a whole bench like a tray. He’s bony, with grey skin, short-furred, and a horsey, toothy face. 


CAVEAT EMPTOR, Cicero said, and you be Emptor tonight, goodsir. You stand at’ stall of Rudefellow, the Brag. Our nation of goblins bedevils travellers, saves the lost and embarasses the well-off.”


“Well, the stall stands at me, surely?” 


“Don’t get smart. Buy something, won’t you?” 


He gestures with the bench, plaintively. 


1d6 Bandit’s Friends, at the Brag’s Bench

  1. Saltbox - An old fashioned +1 revolver, which fires in total silence with a bright white flash. When you’ve fired six shots from it, it has to be prayed over by a (Catholic) priest, or the next shot brings up a demon from Hell and a faery out from the Otherworld. 

  2. One of Jack’s Irons - A chain from the apparel of a famous bandit giant that haunts Yorkshire. Very hard to break, and whips and twitches to break the ankles and wrists of watchmen and bank-guards. 

  3. Hand of Glory - The pickled sinistral hand of a hanged man, set with a candle made from his very own tallow. When the candle’s lit, any who see you carrying it must save or be rendered completely immobile. 

  4. Tarnhat - A ushanka hat, sewn with tin charms and an iron plate, a cheap knockoff of the Tarnhelm. Allows invisibility to all humans, and can catch fire to instantly transfer your body and your soul (but not possessions or clothes) five miles in any direction. 

  5. Mask of an Honest Man - Smiling, yellow-lacquered birch. Rosy cheeks and dog-hair eyebrows. Put it on, and everyone sees you as just that - an honest man. Specifically, John Dodgson, 54, a miller from Coventry, born in 1348. 

  6. Letter of Marque, Scribed with Alder Leaves - A letter from the court of the Erlking, giving the bearer legal passage to plunder and rob on the roads of England and Wales, so long as they give every sixth shilling to the Fair-folk.


“Erlking?”


“Well, you know how your human-queen is a Hanoverian German?” Rudefellow says. 


“Yes?”


“Well, our faery-king is also a German. Isn’t that funny?” 


Rudefellow chuckles. 


“I suppose so.” You reply, unsure. 


“Well, either buy or piss off.” He snaps. 


“I’ll keep browsing.”


You piss off. 


Out into the market again. You step over a little rivulet of wine in which little men and women, barely a foot tall, with gossamer wings, frolic and fly. Perhaps, a few months ago, you’d have been surprised by pixies. 


You see that great yawning alcove again, and curiosity takes you. 


Onwards towards the curtained alcove you go. A pair of Bug-bears clad in moss, sedge and the branches of yew trees play fiddle and pipes, sitting on the bench outside. They play a soothing song, by a table covered in chains, hooks, and pointed implements.


There’s a little bell. One of the musicians rings it with a bare and clawed foot when you approach.


You hear the stall’s owner approaching, grumbling deep as a bull as it pushes through the silken curtains. 


The massive thing pushes out from his alcove, turning aside the curtain by the blade of a messer. Half a sail’s worth of damask and brocade follows out, cladding the huge creature in an open coat. A boot bigger than your head presses on wine-soaked cobbles. 


He rather reminds you of the tiger you saw at London Zoo. Or of old Obaysch the Hippopotamus, in terms of frame. He’s wide around the waist, heavy of head, thick of limb, covered in silky, spiky fur, in shades of black and russet. His mouth is practically spilling fangs, and his rolling eyeballs are too human for comfort - brightly blue. 


They roll to you and you stumble back a pace, bumping against a long-limbed goblin with a dog’s face hauling a crate. He barks a slur at you.


You step back into the thing’s reach. He yells: 


“CAVEAT EMPTOR, CICERO SAID, AND YOU’RE EMPTOR. YOU STAND AT THE STALL OF REDBEARD THE OGRE. OUR NATION OF GOBLINS EATS THE FLESH OF MEN, KILLS GOOD CHRISTIANS ON THE ROAD, AND ENFORCES THE PEACE OF MARKET.” 


After a pause, you respond with:


Evening, Redbeard. You sell…?”


RED TOOLS. KILLING THINGS.”


He sets down the messer and gestures widely with his massy hands. 


1d6 Red Tools, at the Ogre’s Stall:

  1. “Thankless Job”, a +1 1856 Burnside Carbine. This very modern tool drips with blood and accepts any bullet-sized bodypart in place of the gun’s usual unique cartridges. The gun’s report sounds like an American shouting curses.    

  2. The False George” , a +1 awl-pike wrapped in holly and red ribbons. Deals an extra point of damage for each consecutive week you’ve missed Mass, but blunts and bends if you miss the feast of an important saint. The bite of its point causes fear in crocodiles, wyrms and all other reptiles of the Earth. 

  3. I Shall Equalise”, a +1 Colt Walker Revolver with a poem carved into the horn grip. Does double damage to creatures with less than half or more than double your Hit Dice. Shiny and clean. 

  4. Kanabo, authentic, from far Japan. This is my cousin’s one and don’t tell anyone I’m selling it. Far too large for any ordinary fellow to use in a fight, but it can crush anything in one.

  5. ULTIMA RATIO REGIS, a Prussian cannon. It’s infused with the power of royal disregard, and it breaks all laws in a hundred miles when lit and fired. Anyone witness to the firing is an accomplice, legally. 

  6. Excalibur - An Oakeshott Type XVII. Shines with an eerie light, wrapped in black damask silk. Set in the cross-bar is a gem of forest green that glints enticingly. You can hear the sharpness. It stings your eyes.


Hm. 


“Excuse me, Redbeard, I notice you’ve labelled this as Excalibur -” You begin.


The Ogre startles, and rushes from his alcove, eyes rolling in his head. The size of him throws a gust of wind afore him. He snatches up the wrapped blade, then yelps, sucking a cut finger. He chucks the sacred relic behind himself into the alcove. 


You hear it embed into a wall. 


OOPS! WAN’T MEANT TO BE SEEING THAT. YOU DIDN’T SEE, IF ANYONE ASKS.”


He points a knife the length of your torso at you.


“Ah, yes, of course.” 


THANKS KINDLY.


You back away, to let swearing Redbeard struggle with his cut thumb, and wander off into the Market. 


You find yourself suddenly in a quiet corner, shared only by a tall wooden shrine. It has a pair of oaken doors, and is covered in dribbly red candles. Inside are two statues, with nearly-human faces, metal antlers, enamel eyes and pointed ears. They carry staves and bows, real ones, placed in their wooden hands. Carven wolves sit by their feet, fangs dripping wine and water. 


At their feet, sit their wares. It seems even the shrines sell things at this market. 


Carved into the wood below them: 


Caveat, inquit, Cicero, ET VOS HAC NOCTE ILLE EST. AD SANCTUM ERLKING ET NICNEVEN, DOMINUS ET DOMINA NOSTRA. Ejiciunt nos, sed amamus usque adhuc. NATIO EORUM SUNT PULCHER, GWYLLIO ET VENATIO. NIL NIHIL NON PENSITO VEL SEQUENTIA.


You narrow your eyes.


“Goodness, this Latin is abysmal.” 


1d6 Negotiable Offerings, at the Shrine of Elf Royalty

  1. Prester John’s Grail - A hobgoblet of iron. Drinking wine from it provides infinite courage to even the most shuddery poltroon. 

  2. Elfshot - A bundle of twenty stone-headed arrows. They vanish when you shoot them, and deal internal damage at the point they would’ve struck. They’re fletched with the Simurgh’s feathers. 

  3. Wild Hunter’s Dagger - Long, thin. Seems to be made of black glass. Wickedly sharp. When you cut someone with it, you know where they are exactly until the wound stops bleeding. 

  4. Prepared Evil Eye - A real eyeball, in chemical jelly. Does the cursing for you, when ordered, and it can’t be traced back to you! Indispensable to the modern occultist. 

  5. Glasses of Real Intent - When worn, those who look at the glasses become an open book to you. What they intend for all they see is known to you. Be careful what you learn. 

  6. Scrap from the Sail of Wade’s Boat - When burned, bears you across the sea as if held in the hands of a giant running at full tilt. It’s a bumpy, cold, and uncomfortable ride. Wade and his boat are in Hell, at the moment, and you can ask to be borne to him, if you desire. 


You look left and right for the owner of the stall, then, giving up, you pick up the glasses and slip them into a pocket.


You walk back through the market, fighting through the bedlam one carefully applied shove and cane at a time. You nod to Little Shuck, who winks at you, and you mount the stairs, ascending from the sea of smoke and silks. 


In the architrave, you thumb the glasses in your pocket. 


You hastily glance back at the glaring statues.


You hurry out into the dark. 


Tuesday, 28 June 2022

PAVED WITH GOOD INTENTIONS (Glog Class: Demonologist)

 For BUCKETS OF BLOOD.



Here’s a little secret tip. Summoning the armies of Hell isn’t actually a case of ‘good intentions’. You knew what you were getting into. 


No Solomon are you, although if you find his ring, you might be his equal, someday. 


THE DEMONOLOGIST

+1 Save and +1 Skill per Template. Starting Items: Coil of Silver Wire, Big Knife, 9mm Pistol, Cheap Suit, Notebook, Pack of Belmont Cigarettes.

Starting Skill: 1) Politics 2) Judo 3) Anthropology 4) Cheating at Card Games

A - Sigils, Power

B - Handshake

C - Imps

D - Two at Once



Sigils

You’re familiar with the sigils and methods which will invoke demons to come to this world. 


Roll 3d12 on the list below, to see who you know. 


You can summon new demons if you find their Sigils out in the world. The list below isn’t exhaustive. 


You must inscribe a circle of chalk, salt, gold, silver or blood. 


If you summon a demon outside such a circle (or let them out of the circle, which they frequently request you do), they’re free to do what they want, which often (not always, but often) involves tearing you limb from fragile limb, feeding some parts of you into a woodchipper, and then tying your entrails into funny bows on their heads, to make their friends laugh.


Obviously, you’re going to Hell when you die, but so is every player class in a Buckets of Blood game.  



Power

You have [templates + 1] points of Power. When you summon a demon, choose how much Power you give to them to bring them into this world. This number is [power]. Each time you use a Demon’s abilities, the value of [power] reduces by 1. 


You have this much power, and no more. Demons will keep it until you fulfil something they want. If you piss a demon off, disrespect them, or give them any reason to, they’ll keep it indefinitely, and you’ll be fucked until you propitiate them. 


If you wanted friendly spirits you should’ve gone the way of John Dee and become an angelologist, but here we fucking are. 


It’s possible, if you seek out powerful Hellish artefacts, read the right books, or sell your soul, that you might gain more Power



Handshake

When you shake someone’s hand, you can invest a Power in them, charming them until you choose to take the Power back. If they are eerie, fucked up, or openly supernatural, they may save



Imps

You can transform your Power into facsimiles of people. These eerie, sweaty doppelgangers look like whoever you want, and are completely loyal. 


You cannot make them dress normally, and anyone making eye contact with them knows immediately that they’re empty, pallid imitations of humanity which must be destroyed. Shades advised. 


Every Imp has 1HD and 6HP


Imps lack the capability to resist when you reclaim your Power. They splatter into brine, strips of pork and the smell of rotting eggs. The same happens if they reach 0HP.



Two at Once

You can now summon two demons into the same circle. They each have an individual [power] value, which is equal to however much you spent to summon them both. 


So, if you spent 5 Power, you have a total of 10 demonic boons! Wow! 


They fucking hate this so much, and will definitely dismember you and thoroughly shit out your remains, if they escape. You have to appease both of them to get your Power back. 


+


1d12 Demons from Hell

  1. King Bael

A fat man, wearing a wet rubber cat mask, and a bomber jacket, pattered with round shapes one might vaguely interpret as frogs. Underneath that, army fatigues. He breathes very heavily, and smells like vaseline and petrol. Soft-spoken and prying.  


Bael will make you or anyone else of your choice invisible, for up to [power] hours. 


Bael will make you popular and liked for [power] days. 


Bael will change your appearance, or the appearance of someone you smear your blood on in his sight, for [power] hours. He can make you look like any kind of human. 


Bael will keep your Power until you produce an artistic representation of him. Don’t worry if it’s shit - you will get better with practice



  1. Duke Agares

An extremely elderly man, riding a khaki-coloured mobility scooter. He has a Desert Eagle handgun in his right hand, and a bottle of [Branded Carbonated Drink] in the other. He wears a decayed rubber mask of Richard Nixon, a floral shirt, and cargo shorts. Irritable and unkind. 


Agares will let you speak any one language for [power] hours, although you’re incapable of being polite when speaking it.


Agares will give you [power] magic bullets, which deal 4 extra damage against a specific creature of your choice. 


Agares will cause a Magnitude [power + 2] earthquake centred exactly where you’re standing.


Agares will keep your Power until you ruin an innocent’s day. Most people whose day you might want to ruin (cops, for example) are not innocents. 



  1. Marquis Gamigin

A short man, with a plastercast lump over his head vaguely resembling a horse’s head. The eyes are irregular and the teeth are pieces of plastic, set at odd angles. On his body he wears a black USAF jumpsuit stained with blood, with three burnt holes over the heart. He carries a small black book, bulging with added paper. Cheerful and nosy. 


Gamigin can conjure [power] shitty fake horses, which, despite the utter emptiness in their eyes, are relatively safe to ride, and move at about 60mph


Gamigin can answer [power] questions on the subjects of the trivium and quadrivium - that is, grammar, logic, rhetoric, arithmetic, geometry, music and astronomy. 


Gamigin can answer [power] questions about the life of anyone who died in Sin, which is 97% of all people, by his estimation. 


Gamigin will keep your Power until you are involved in a car crash or other vehicular incident. 



  1. President Marbas

A huge man, with weightlifter’s muscles and a prodigious gut. Limbs like tree-trunks, he wears a stained white suit a size too small, and a cream coloured shirt. Over his face, he wears a paper party plate with a crayon drawing of a lion on it. The back of his head is sunburned and bald. Boisterous and fake-stupid. 

 

Marbas will perfectly sterilise (or infect with a bacterial disease) [power] objects you present to him. 


Marbas will answer [power] questions on the subjects of the mechanical arts - that is, tailoring, agriculture, architecture, warfare, trade, cooking and blacksmithing. 


Marbas will turn you into a seagull, a doberman, or a boa constrictor, for [power] hours. 


Marbas will keep your Power until you eat enough to make yourself sick, or drink enough alcohol to pass out. He finds it funnier if you do this where people will witness it. 



  1. Duke Valefor

A tall man in a dishevelled and headless fursuit (blue). He wears a cheap plastic mask depicting Emmanuel Macron, cracked around the corners of the mouth. He carries a butcher’s knife and a smartphone on 1% battery. You can hear it in his voice - he’s smiling. Patient and calm. 


Valefor will make sure the local criminal elements owe you [power] favours. 


Valefor will make sure that nobody can recognise you for [power] hours. 


Valefor will allow you to untraceably and anonymously call the phone of anyone of your choice, with a commensurate [power] cost based on how famous they are. 


Valefor will keep your Power until you publicly embarrass yourself. 



  1. Marquis Amon

A wide, dense man, wearing a bomb disposal suit with a hard plastic wolf’s head affixed over the helmet. Smoke pours out constantly from the hood of the suit - usually, it smells like cigarettes, but sometimes, like burning meat. Anyone that can see him hears Khachaturian’s Masquerade Suite in their head. He constantly says stupid shit for no discernible reason. Smiling and relaxed. 


Amon will cause two people or groups to have enmity toward each other for up to [power] days. 


Amon will get any song stuck in up to 100 people’s heads for up to [power] days. He would like it if you picked Khachaturian’s Masquerade Suite. 


Amon will take $50 of apparently unrelated materials and then hand you an IED, which will deal [power]d6 damage when it explodes. The timer can be set for up to 10 minutes. 


Amon will keep your Power until you make a spirited defence of capitalism to a stranger. 



  1. Duke Barbatos

A skinny man dressed in a heavy wool greatcoat, a cable-knit jumper, plus fours, argyle socks, and polished black winklepickers. His head, under his tweed flat cap, is tightly wrapped in incident tape. He speaks with an obviously fake English accent, struggling to choke down a voice more reminiscent of Ohio. Bored and coy. 


Barbatos will answer [power] questions about the actions of those who hold positions of authority (in public, or in secret). 


Barbatos allows you to talk with all mammals for [power] hours. Upsettingly, this triggers on humans, causing you to hear everyone’s voice twice over, and slightly out of time - and irritatingly, this doesn’t allow you to understand people if you don’t speak their language. Still, it’s worth it to talk to dogs, who are exactly as good as you expect. 


Barbatos will reveal the methods to overcome [power] enchantments, curses or magical protections. 


Barbatos keeps your Power until you listen to the Beatles for six hours straight while doing absolutely nothing else, except that which is necessary for life. He demands you sing along to Hey Jude.



  1. President Caim

A little man, wearing the taxidermied head of a giant blackbird. Beside that, a white shirt, green tie, and blue trousers. He carries a rock and a pen knife, and asks how your parents are doing. Obsessed with drone strikes. Urbane, and sitting atop a barely restrained well of violent insanity. 


Caim can use his vast perspective to pick the best option out of two [power] times. 


Caim can translate up to [power]*1000 words of text from any language, even dead, obscure, or non-functional ones. 


Caim lets you speak with birds for [power] hours. Distressingly, some people give off the double voice effect that happens when you speak to all mammals. 


Caim will keep your Power until you piss off or upset a relative. If you have no relatives, he will settle for friends or employees, but only if. 



  1. President Malphas

A broad shouldered man, muscles straining against a neoprene wetsuit. He wears a papier-mache bird’s head over his own, without any eyeholes. Over all of that, a grey poncho with the words PLEASE VOTE painted on it. He smells like sushi. Impolite and inexplicably panicked. 


Malphas will add [power] rooms or doors to a building you have visited every room of. This can defy Euclidean geometry.


Malphas will let you rifle through the thoughts and memories of someone sleeping on a lower floor of the same building as you, for [power] minutes. This mind-reading is best represented by asking questions and receiving images. 


Malphas conjures [power * 2] professional, skilled and diligent craftspeople, who, at least to any test you can apply, are actual people. You can ask for whatever skillset you need. They’re very polite, and greet you with a Hail Satan. They go back to wherever they came from after six hours. 


Malphas will keep your Power until you vote. PLEASE VOTE. 



  1. Knight Furcas

A pot-bellied man with an immense beard, which comes crawling out from under the burlap sack on his head. He’s always covered in fleas and flies. He wears simple, durable clothing, including a lumberjack-looking flannel shirt and a cowboy hat. He carries a large pitchfork and speaks with a clearly affected southern drawl. Laconic and respectful. 


Furcas will read your palm, revealing [power] dangers that are approaching in the coming week. This requires sticking one of your hands into the circle with him. 


Furcas will provide you with invisible armour that foils all mundane weapons for the next [power] hours. 


Furcas will make [power] objects presented to him flammable. If they were already flammable, they are now lightly explosive. 


Furcas will keep your Power until you hunt a wild animal and eat it raw. 



  1. President Buer

A huge, snarling lion’s head, crackling with gunpowder hellfire and a brimstone stink, inside a five-pointed star of goat’s legs. His voice is like thunder, and he’s very put upon if you have summoned him when the Sun isn’t in Sagittarius. He’s a traditionalist. Curmudgeonly, and dismissive of the modern world. 


Buer will irreparably break [power] things that are brought before him, so long as they were invented after 1909.  


Buer will restore [power * 5] HP to creatures brought before him, so long as none of them are wearing the symbols of any major religions. 


Buer will answer [power] questions on moral philosophy - from the point of view of Hell, of course. 


Buer will keep your Power until you touch nothing that uses electricity for 24 hours. 



  1. Duke Gusion

A baboon in a green suit. Somehow manages to look immensely dignified. Wears a pair of black sunglasses and carries a pack of cigarettes. He’d offer you one, if not for this circle keeping you apart. Relaxed and charming. 


Gusion will answer [power] questions about your friends, and anyone you might consider a colleague.


Gusion can restore your dignity and honour in the eyes of others [power] times. If you use this more than once, or haven’t suffered any damage to your dignity, then he’ll prevent you from losing it in the first place.


Gusion will repair a damaged friendship, in exchange for 3 Power. This is a charm effect.


Gusion will keep your Power until you buy him 40 packets of Belmont cigarettes.