Wednesday, January 31, 2018

GvM: Those who Know

"Look I know the supernatural is something that isn't supposed to happen, but it does happen."

Most humans are blissfully ignorant about their own world.  Namely that they do not know it is not their world.  For while their world is not inhabited by monsters, mutants, freaks and worse, those creatures very much inhabit Earth.  But because of their ignorance, they are protected by the Masquerade.  A few humans might be captured and killed by non-humans every year, but it is a rare occurrence for a non initiated human, a Normal, to be attacked by the paranatural (paranormal + supernatural).  So while that is a tragedy, the odds of a Normal being attacked by a member of the Paranatural Community is similar to your odds of being struck by lightning.    

Other humans, those who Know, they work for Apocalypse Prevention, Inc. or serve the company in some way, and thus fall under the protection of the Peace.

But there are others.  If you Know but do not serve API, you are neither ignorant nor protected.  This s a precarious position to be in.  Those who Know is what they, what we, call ourselves.  Humans who have seen the true nature of this world, and realized how they were lied too.  If you see something supernatural and don't believe it, you are not considered one of Those who Know, though such a person is so rare they basically do not exist.  But for Those who Know, they realize everything they were taught their whole life was wrong.  Some snap under the strain.  Some die quickly afterwards, charging into the fangs of the horrible foe before them.

But for those who retain their lives and their sanity, they will find where they are has been surrounded by cops, and a mysterious person or group of people will show up.  They will usually, but not always, be wearing black suits and ties, mirrored sunglasses and polished shoes.  They will not identify themselves.  They will ask you what happened here, and then they will tell you what happened.  A monster attack will be covered up as mass shooting.  A magic spell is an equipment failure, an otherworldly incursion is a terrorist attack.  They will demand your cooperation.  In exchange, they will hide your names from the Media and dissuade anyone from looking too deep into your background.

You have just been inducted into the Masquerade.  And after that, your life will change.  No one knows why, but you will start seeing things.  A cop who pulls you over will have horns when he's in his police cruiser, but when he walks over to you, you will see he's just an ordinary man.  Sometimes, when in the bathroom, you will see someone else looking back at you.  That other person will take no notice of you, and continue preening themselves.  No one knows why this is, but there are theories as to why this is.  

The Masquerade and the Peace

The Masquerade is simple to understand.  Do not talk about what you have seen.  The Company does not wish such things to be talked about.  And if you do, the Company will find you.  They might not at first, but they will eventually.  And when they do, the best you can hope for is getting thrown in a cell and never being seen or heard from again.  So keep your mouth shut, okay?

The Peace is a little more complicated.   The Peace is the prohibition on all fighting between humans and their monstrous neighbors.  It is the responsibility of The Company to enforce the Peace, along with the Masquerade.  However, the task The Company has been granted is too great.  They can barely enforce the Masquerade, much less the Peace.  So 'prevent all warfare between humans and monster's has become 'prevent all public warfare', at least in practice.  The Company simply does not have the time or resources to investigate every conspiracy theorist who was right and got eaten for his troubles.  

So, be careful.  We're all alone out here.  The Company considers us a liability at best, and considering the amount of secret cloak-n-dagger nonsense they're up to, they aren't around most of the time.  And most monsters will regard you as the face that belongs to the boot stamping on their face.  So find yourself a support group for the trauma, get yourself a gun or three, and find some friends among Those who Know.

And trust us when we say you're going to need all the help you can get.  This world is more dangerous than you can imagine, and now that you've woken up, it has only gotten more dangerous.  We'll try our best to help you, but we got to look out for ourselves.  I only have what resources I and my friends were able to pull together.  So keep your head down and your nose clean, and stay tuned, and I'll bring you nuggets up to speed as soon as I can find a minute to publish the rest of my notes.  

So, survival.  It will be unimaginably hard.  The hardest thing you've ever done.  But in the end, what choice do you have?
And if you are freaking out, just take a deep breath and remember, Babylon Prevails.

- Gary

An actual explanation

This is Gary vs Monsters.  It's the sister setting of Apocalypse Prevention, Inc.  It's the same world, from a different perspective.  Instead of being the Agents of the all-powerful conspiracy that secretly runs the world, you are an ant trapped between them and all the non-humans they've been oppressing.  Instead of having magic powers unique to you and being special enough to save the world, you are just trying to survive.  

Sunday, January 28, 2018

API: Special Snowflake Design 101

So, in the API setting, all the Agents have a special power.  This power is the centerpiece of the class, and the source of each player's personal development.  As such, care must be taken when designing them.  For maximum enjoyment, have the players help you create them.  But a few guidelines should be followed.  Firstly, the power must not be too specific.  It should be broad enough that the player isn't sitting on their hands half of the time.  Secondly, it should not be too powerful.  Obviously.
Thirdly, it should be evocative and unique.  Just shooting fire is lame.  But being able to sculpt fire into solid structures or objects, that could be interesting.

As an example, here are the players for Team DGR (Dagger):

Agent Hayden Graham

Semblance Name: Falling inside the Black [Heaven]

Power: D(+2)/B(+4)
Speed: D(+2)/D(+2)
Toughness: D(+2)/D(+2)
Range: A/A
Precision: B(+4)/B(+4)
Development Potential: B/E

Act 1:
Ability- Can shroud an object he touches in darkness.  While an object is in darkness, it cannot affect anything.  Anything shrouded in darkness still has exists, but no one can see it through the darkness.  Additionally, while it is in darkness, all effects of it are suppressed.  Anyone who becomes shrouded in darkness must save vs paralysis or be unable to move.    Even if they pass, they still can't affect anything.  Graham can see through the darkness, and anything within it can still affect him.  If Graham passes out, the darkness vanishes. 

Act 2:
Ability- If Graham shrouds a wound in darkness, it disappears as well.   Though when Graham goes to sleep or passes out, then the wound will reappear, and if you've taken more damage recently, then that might be a problem. 

Agent Adam "Mr. Red" Reddington

Semblance Name: Friend on the Other Side [Ground]

Power: D(+2)/D(+2)/C(+3)/B(+4)
Speed: E(+1)/D(+2)/C(+3)/A(+5)
Toughness: E(+1)/D(+2)/D(+2)/D(+2)
Range: A/A/C/E
Precision: E(+1)/D(+2)/B(+4)/A(+5)
Development Potential: C/D/D/E
Act 1:
Ability- Can animate a corpse.  Can only do this to one corpse at a time.  The corpse holds his power, and can speak, but only tell you about the information the Rock Soul contains, such as information about the corpse's health when it was alive, how it died, its favorite food, but not mathematics, politics, or secrets.   

Act 2:
Ability- Can animate masses of dead tissue, scars, dead skin, etc.  He can puppet these masses of dead skin.  As above, except that what he is controlling is attached to a living person.  

Act 3:
Ability- Can puppet and control his own dead skin and tissue, crafting it into a suit of armor around him. 

Act 4:
Ability- Can target all the dead cells inside someone.  Touch range.  A nearly instant death for anyone affected by it.   

Agent James Dashwood

Semblance Name: Can't Feel my Face [Law]

Power: E(+1)/B(+4)/A(+5)
Speed: C(+3)/C(+3)/A(+5)
Toughness: C(+3)/C(+3)/A(+5)
Range: C/B/A
Precision: E(+1)/D(+2)/C(+3)
Development Potential: A/B/D

Act 1:
Ability- Can make anyone he touches become weightless.  This power also affects everything they touch, but Dashwood can disengage it at will. 

Act 2:
Ability- I can remove the weight from objects.  I can then use these to attack for significantly more damage then before. 

Act 3:
Ability- If I injure someone who is weightless, I can make the blood in contact with the air begin to explode out and boil, dealing enormous damage. 

API: Playing as the Men in Black 2: Electric Boogaloo

 Okay, so I was thinking about my API setting, and I decided that I didn't like my Agent class.  So when I tried to fix it, I ended up rewriting it.  So this is the result of that brainstorming session.

Firstly, when a Human awakens their Semblance (the true potential of their soul), the process gives them a magical ability, similar to a spell, but one they can cast at will.  But it also gives them a suite of other bonuses.  These other bonuses are categorized under Power, Speed, Toughness, Range, Precision and Development Potential.

Here's what each of those means.
Power: Damage Bonus
Speed: Initiative Bonus + AC bonus
Toughness: Fighting Spirit
Range: How far away the ability works. 
Precision: Attack Bonus
Development Potential: How likely they are to develop a new ability.

These six attributes are graded on a scale from A-E, with each letter giving a subsequent bonus to any rolls made using it, based on the table above, with the exception of Range and Development Potential, which are based on a different scale, and do not directly translate into a bonus.  The necessary Tables are here:

Bonus to Roll:
A= +5
B= +4
C= +3
D= +2
E= +1

Range Table:
A = So large it is basically irrelevant
B = A City Bloc, several miles in diameter
C = 30 feet
D = 10 feet
E = Five feet

Development Potential Table:
A-C: Will probably develop a new ability
D-E: Will not.

And now, onto the Class itself.

Agent [of Apocalypse Prevention, Inc.]
Starting HP: 1/3 of your Con
Fighting Spirit: +[Toughness Score] per Agent level
Training Regiment: Go on Missions
Starting Equipment: API Badge, Squad Communicator, The Last Suit you'll ever Wear


Semblance: You begin with an ability.  This ability will be clearly explained to you by your GM.  It can be cast at will.  Each ability will have a base power, but each one will also have 1d4 hidden sub-abilities.  Your Semblance starts as Act 1, and every time you reach an appropriate level, it goes up by 1.  For some Semblances, the ability may change from Act to Act, while for others it will remain the same, and you will merely receive a flash of insight into how it works.  If you belong to the former category, then you must specify to your GM which Act you are using.      

Act 2: If your Semblance has a Second Act, you unlock it now.

Act 3: If your Semblance has a Third Act, you unlock it now. 

Sunday Punch!: You learn a special move.  Roll on the Sunday Punch! table [Not Published yet] to see what it is. 

Act 4: If your Semblance has a Fourth Act, you unlock it now. 

Act 5: You receive the Call to Adventure to attain the Final Power of Your Semblance.  If you follow the clues and complete a dangerous quest, you can attain godlike power.  Even if you did not have an Act 2, 3 or 4, you can still have an Act 5.  But you are not guaranteed to receive it, you are just guaranteed a shot.

Saturday, January 27, 2018

OSR: Muscle Wizard

Ideas stolen from here,  and here.

So, the Muscle Wizard.  I've always liked the idea, but outside of the memes, I've never seen a good version of the class.  So I'm going to do it right now.  So, Muscle Wizards.

Muscle Wizards are just a sub-type of Wizard, but their are important differences.  While all Wizards are based on ignorance, Muscle Wizards take this to an extreme.  Firstly, they call themselves Muscular Punchers, and don't consider themselves Wizards.  Opinions on whether they are or not vary.  Secondly, while Wizards train either with lone masters, Wizard colleges or Wizard Monasteries, Muscle Wizards learn from either lone masters or in secret gymnasiums, where they learn forbidden exercises that no man was meant to know.  They store their "spells" in exercise manuals, then transfer them to their muscles when they need to use them.  If a Wizard dies and you cut open their skull, you will find their brain is horribly mangled, with lots of dead areas, scar tissue, and jellied arroyos (Arnold K's words, not mine).  But when you perform an autopsy on a Muscular Puncher, you will find that their brain is fine, but their body has been mangled by being used as a conduit for eldritch power.

However, their is a catch.  Like all classes in my system, Muscle Wizards start with 1/3 of their Constitution Score at start.  This progresses as normal, with 1/2 at level 2, and their full Con score as HP at level three.  However, after that, they gain no more HP.  But while a more martial class, which would continue to gain Fighting Spirit, however as they are Wizards, they do not,meaning that without multiclassing a Muscle Wizard's max HP is 18.  So the class might still be too fragile for someone who is supposed to solve all their problems by punching them to death.  So to compensate, I gave them a lot of spells that can buff them or their allies.  But if you're the Muscle Wizard and you're buffing someone else, what are you doing?    

But other than that, Muscle Wizards are still Wizards.  They go mad, suffer DOOM, and get involved in all the other ridiculous bullshit that Wizards do.  

So here we go; ladies and gentleman, I give you, the Muscle Wizard!

Muscle Wizards, or Muscular Punchers, as they prefer to be called.  To discover what your Muscle Wizards starting spells are, roll 1d12.  Spells 13,14 and 15 are as valuable as a magic sword, and are rare enough that very few, if anyone will have access to them.  The Legendary Spell of the Tradition hasn't been seen in millennia, and the Muscle Wizard who finds it first will likely be remembered forever, deified as the Patron Saint of Badass.  Additionally, Muscle Wizards have the following Power and Drawback innately.

Power: You can use your Fists as a weapon, dealing 1d6+STR damage on a hit.  But if you miss, and you were trying to strike an opponent with unusually tough hide, spikes, quills or metal armor, you must save or take 1 damage from hurting your fist.

Drawback: You cannot read or write.  You cannot learn how to.  Reading is for nerds.  Thus, unlike all other Wizards, your spell book is an exercise manual with many drawings, demonstrating the proper poses and physical rituals needed to draw the spells from the enchanted pages into your rippling muscles.
Muscle Wizard spell-list:
Starting Spell(s)
1- Assert Dominance
2- Beatdown
3- Called Attack
4- Dimmer Punch
5- Dynamic Entry
6- Elbow Block
7- Exploding Jab
8- Friendly Fire
9- Gentlemanly Fisticuffs 
10- Illuminating Punch
11- Indestructible
12- Road Work

13- Atomic Wedgie
14- Dragonslayer
15- Temple of Iron

Legendary Spell: Infinite Mass Punch

Assert Dominance
R: 10'        T: creature            D: one action

Target creature must save or be charmed by you.  That creature gets -[damage] to their save, where [damage] is all the damage you have inflicted to their HP.  This only applies to damage inflicted within the last [dice] hours, or some sort of permanent scar that never healed.

R: 50'        T: all allied creatures        D: one action

When the Wizard casts this, up to [dice] allied creatures may immediately make an attack against one creature the Wizard designates.

Called Attack
R: 30'        T: creature    D: [dice] minutes

If a creature spends an action calling out the name of their attack, or describing what they are going to do to their opponent, then their next attack gets +[dice] to hit and does +[dice] damage.

Dimmer Punch
R: 30'        T: self                D: [dice] rounds

This spell lets you blast small darts of wind at sources of light.  These sources of light must save or be extinguished.  If the source of light is not powered by fire, it is still extinguished on a failed save, but only for [dice] rounds.  Normal fires must be relit, but they cannot be relit until after the spell has ended.  If you use four or more dice to cast this spell, you can cause an eclipse within [dice] miles of the original casting.  

Dynamic Entry
R: 50'        T: self + [dice] creatures    D: one action

Targets take -[sum] less falling damage.  If they smash into someone when they land on the ground, then that person takes their fall damage instead.

Elbow Block
R: 30        T: creature            D: [dice] rounds

A creature who has this spell cast over them has the choice of letting any attacks directed at them automatically hit, for the duration of the spell.  If they do so, the attacker must save, or break their weapon.  If they are not using a weapon that could concievably break, then they take 1/2[sum] damage.

Exploding Jab
R: self        T: self                D: [sum] minutes

The next attack you make, if it hits, does +[sum] damage.

Friendly Fire
R: self        T: self                D: [sum] rounds

All enemies must save.  If they fail their saves, their attacks against you all miss.  Additionally, their attacks against you are directed toward the person that enemy would least like to hit (DM's choice).  If you put four or more dice into this spell, your choice.

Gentlemanly Fisticuffs
R: 30'        T: all within range        D: [sum] rounds

Everyone within range must save.  On a failed save, those that failed their saves will set aside their weapons and settle things with a bare knuckle boxing match.  Their opinions on all other things will remain unchanged, and depending on how much they disliked you, this could be a civilized match or a white knuckle brawl.  If someone passes their save, but their allies don't, their allies will try and encourage them to discard their weapons, as it would be unsportsmanlike.  However, if you obviously cheat or start attacking them, the spell ends.

Illuminating Punch
R: touch    T: self                D: [dice] rounds

You may make an attack roll against the darkness.  On a hit, the darkness is dispelled for [dice] rounds.  Wherever you dispel the darkness, their is light.  You may make attacks that dispel darkness for the duration of the spell.

R: 30'        T: self or creature        D: [dice] rounds

Target creature gains [sum] FS, even if that is above their normal maximum FS.  This lasts until the FS is all expended, or until [dice] rounds have passed. 

Road Work
R: self        T: self                D: [dice] rounds

Accelerates your movement speed by [dice].  If you are in combat, add +[dice] to your initiative and AC against melee attacks.  If you are not, anyone who wishes to catch you or go faster than you (assuming you don't want to be caught) must save-[dice] to do so.  Otherwise, you leave them in the dust.  If you use 2 dice to cast this spell, you are the fastest man in almost any room.  If you use 3 dice, you can outrun a horse.  If you use 4 or more dice, you can dodge projectile attacks if they are not made from surprise. 

Atomic Wedgie
R: self        T: self                D: [sum] minutes

For the duration, all successful attacks against a spellcaster do +X damage, where X is the number of spells they have prepared.

R: self        T: self                D: one action

You can cast this spell as a reaction to suffering any fire based attack.  Subtract [sum] from the damage you would take from the fire damage, and then make your next attack against the source of the fire at +4 attack bonus, as their was no way anyone could survive that.

Temple of Iron
R: self        T: self                D: [sum] minutes

For the duration, all attacks against you do -[dice] damage.

Chaos and Corruption, simplified:

When you roll doubles, roll on the Chaos table.  The spell still goes through.  You receive 1d3 Doom Points. 
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom.  

Chaos of the Muscle Wizard:
1- You lose a spellcasting die.  It comes back after your next long rest.
2- You must randomly attack the nearest person.
3- Your arm dislocates.  Until you take a full action and a successful STR check to pop it back in, you cannot use it.
4- All the bones in one your limbs turn to cartilage for 1d10 minutes.  Save once the duration is done.  On a success, your bones return to normal.  On a failure, they do not.
5- Your Power is suddenly suppressed for 1d10 minutes.  Your punches are now normal, and only do 1 damage on a hit
6- For the next 1d10 minutes, you cannot use any normal weapons, including your fists.  You can still fight with things that aren't weapons, though.

Corruption of the Muscle Wizard:

1- All your bones turn to cartilage for 1d10 minutes.  Save once the duration is done.  On a success, your bones return to normal.  On a failure, they do not.
2- You must save or develop a mutation.  Anyone you touch for 1d10 minutes also must save or develop a mutation.
3- You randomly cast one of your spells.  If the spell needs a target, it targets the nearest person.
4- The next thing you touch with your arm, your arm becomes attached to it.  Pulling the object off does 1d6 damage to you.  After 1d10 minutes, save.  On a success, the object is no longer attached.  On a failure, it stays stuck to it permanently.
5- In The next room you enter, all the lights go out and the room is plunged into darkness.
6- The next person you attack, instead of taking damage, instead takes no damage.  A red ball shoots out of their body.  This ball contains all the damage your attack would have done.  The ball then begins bouncing around at a velocity equal to the force you hit the target with.  The first person to touch it takes the damage.  The ball will bounce off walls and ceilings, so hopefully you were outdoors when you cast it.  If not, save vs bouncing ball.

Doom of Fools: You make an attack against the person nearest to you.  This attack is so powerful it whips up the air and causes a massive pressure wave, doing 2d6 damage to everyone within 30', save for half.  You are also not exempted from this damage, and you take damage as well from the punch.  This is not because of the shockwave, but because the force of your attack cannot be contained by your frail, mortal body.

Doom of Kings: As above, except the damage done is 2d8, and the range is 50'.

Ultimate Doom: As above, except the damage done is 2d12, and the range is 100'.

This Doom is avoided by becoming the Strongest Wizard in the World, or by winning a boxing match against the current heavyweight champion of the world.  If you're in Eldritch Americana when this needs to happen, the current champion is William Harrison "Jack" Dempsey.

OSR: Boxer

I love playing Monks.  The Monk class is easily my favorite of the modern D&D classes, with their cool abilities, their strange history, and just the overall strangeness.  Playing a Monk in a normal-ish game of D&D is like playing a mysterious stranger from Foreign Parts who has strange powers that no one else can do.  Plus the image of a Hong Kong action movie martial artist hanging out with a bunch of Knights and a Wizard was always funny to me.

The problem arises when you try and port Monks into other games.  Monks have a unique status within D&D, so much that they shouldn't fit, but do.  But that strange status also means that you can't port them into other settings without a lot of configuring.  So I thought I would write my own version of the Monk class.  However, I stripped out almost all of the weird baggage the Monk is dragging around, so it could more easily fit into different games.  And while the result is radically different, I do like it.  So without further ado, the challenger: weighing in at 124.5 pounds...

Starting HP: 1/3 of Con
Fighting Spirit: +2 per Boxer level
Starting Equipment: Handtape, jacket with no undershirt, slip-resistant shoes, X Stamina Dice (X = two highest modifiers added together (minimum of 2))
Training Regiment: Fight people in duels.  You have to fight someone one v one, with no cheating.  Everybody has to agree to the rules beforehand.  They must be of equal or greater strength to you(Their HD must be greater than or equal to your level)


Parry: As a free action, after you are struck in combat, roll as many Stamina dice as you choose and then reduce the damage of a blow taken by you by [sum].
Jab: The Boxer may roll as many Stamina dice as they choose, then make [dice] Jab attacks.  The Boxer can make them all at once or use them on anyone's turn, as long as they are made before the Boxer's next turn on anyone within range.  Enemies that are making attacks, if you throw a jab at them, get -1d6 on their next attack roll per jab targeting them, regardless of whether the Jab hits.  On a hit, Jabs do 1 damage. 


Straight: As an action, the Boxer may make one punch that does 1d8+[dice] damage.  Additionally, if three or more dice are added, this punch does an additional +1d8 dice.  If six or more dice are added to this punch, it does an additional +1d8 damage (max +2d8).


Roar of the Crowd: Spend as many Stamina Dice as you want and shout enouragement at someone mid-fight, and they will recover [dice] FS.  If anyone else does the same for you, roll as many Stamina dice as you like, then you recover [sum] FS.


Sunday Punch: Learn a special punch.  Roll 1d8 on the 'Sunday Punch' table.


Iron Guard: As a free action, spend as many Stamina dice as you like.  For the next round, reduce all damage you take by [dice].

Clinch: Make an attack roll against someone of your size or smaller.  You grapple them, prevent both of you from making attacks.  Wizards can't cast spells like this.

Flashstep: You can suddenly launch forward and appear in a flash.  If you want to make an attack against an opponent and they are within 50' you can rush over to them and immediately use any remaining attacks against them.

Knockout: If you are fighting a Humanoid enemy, you can strike them and force them to make a saving throw.  On a failure, they are knocked unconscious.  If you want to improve your chances, you may spend any number of Stamina dice.  They get -[dice] to this check. 


Overclock: As a free action, spend as many Stamina Dice as you like.  [dice] of your next attacks, as long as they before your next turn, do double damage.    

*Stamina Dice are d6s that expend on a 5 or 6.  They can be recovered after lunch, or an eight hour rest.

Tuesday, January 23, 2018

API: Croshaw City Field Office

 Report Level: Classified, SCI [Sensitive Compartmentalized Information]
Intended for Apocalypse Prevention, Inc. employees only, and those who have survived signed the Official Secrets Act.

This is a file on the major staff of the Croshaw City Field Office, State of Illinois, United States of America, North American Operational Region

Agent-in-Charge: Peerless Scarred Charles Donovan- 

Semblance Name: Summer of Love [Law]

Power: D(+2)
Speed: B(+4)
Toughness: B(+4)
Range: A
Precision: D(+2)
Development Potential: C

Donovan's blood and bodily fluids gain a mind control property. Anyone who comes into contact with it must save, +Power.  If the fluid gets into an open wound (DM's discretion), +(2*Power) to the save.  Anyone who fail their save fall under Donovan's control and will obey his rulings.  Donovan does not know how many his ability has infected or what they are doing, just when they have apprehended their target.  Donovan can give one order, but to (Development Potential) words to the infected, and they will pursue it in the simplest way possible.  The infected are about as smart as zombies, but they still feel pain and possess some survival instincts.  They can't recognize a complex trap, but they won't walk off a cliff.

Peerless Scarred Agent-in-Charge Charles Donovan is the commander of this field office.  He has approximately thirty agents under his command, not counting Chasteners, Detectives, or Agents assigned to the RRF.  He is an even-handed, generous boss, fatherly and paternal, but also stern and unforgiving.  However, this is just a carefully constructed facade.  Donovan is actually a class-A psychopath, and will throw you under the buss to save his own hide in a second.  He's also not above a little collateral damage, as long as the job gets done.    

Lord Chastener: Agent-Chastener Robert Smallwood

Semblance Name: Pain Ray [Heaven]

Power: E(+1)
Speed: D(+2)
Toughness: C(+3)
Range: E
Precision: E(+1)
Development Potential: E

Ability- Smallwood can inflict pain on a creature by blasting a laser out of his eyes or hands.  This ray attack is made at 1d20+Precision.  When struck, the target is wracked with incredible pain, and must save or collapse onto the ground in spasms.  Even if they succeed, they get -1 to all attacks, ability checks, and saving throws for 1 rounds.  If Walpole chooses to, you must save a second time or go temporarily insane.

Agent-Chastener Robert Smallwood has 10 Chasteners directly under his command.  He also has two Gaolers, though they are rarely seen outside of the secure zone, where dangerous things are kept.   Smallwood is a small, weedy man who seems unsuited for his task as chief torturer.  However, those who know him find his cold exterior to be matched by a freezing interior, one dulled by years of cruelty.  Smallwood doesn't hate you, or anyone.  He barely feels anything anymore.

Chief Detective: Agent-Detective Lucy Walpole

Semblance Name: Achtung [Bonds]

Power: C(+3)
Speed: B(+4)
Toughness: A(+5)
Range: A
Precision: D(+2)
Development Potential: A

Ability- Walpole can turn herself or an object invisible.  She has to be able to touch the object to make it invisible.  While people can't see invisible objects, they can still see where it is held, or any sounds it makes.  

Agent Detective Lucy Walpole has 20 Detectives, all deployed in a vast web.  Agent-Detective Walpole spends almost all of her time in her office, reading reports and constantly monitoring the massive inflow of data her position demands she reviews.  She is famous for being a woman of limitless energy, limited patience, and for seemingly never sleeping.  However, Walpole is not a Peerless Scarred, having seen little combat duty.  She's an office jockey, though she's not so proud that she feels her job is ignoble.  And while none would doubt Walpole value, very few would ever want her near a combat situation.   

RRF Commander: Peerless Scarred Derrick Ramsey 

Semblance Name: Death Spiral [Ground]

Power: C(+3)
Speed: A(+5)
Toughness: C(+2)
Range: C
Precision: C(+3)
Development Potential: B

Ability- All within range must save.  The save is made with +4 to the roll.  For any who miss, their next attack against Ramsey automatically misses, and strikes someone they'd rather it not hit. 

Peerless Scarred Derrick Ramsey is the Commander of the RRF (Rapid Response Force).  He has only four other Agents under his direct command, but they are among the strongest and most battle hardened in all of Illinois.  Agents from rough country would certainly find the common Agents of Croshaw easy pickings, but Peerless Scarred Ramsey's Agents would give even those from the hellscapes of South Africa and South Korea pause.  Ramsey himself is immensely strong, his mastery of Chi have only ever been matched once, by Peerless Scarred Daniel Stone.  The two of them had a somewhat once-sided rivalry in the past, but now Ramsey and Stone are not exactly friends, but no longer rivals.

DGR LDR: Peerless Scarred Daniel Stone 

Semblance Name: Karma [Law]

Power: C(+3)
Speed: A(+5)
Toughness: E(+1)
Range: C
Precision: A(+5)
Development Potential: D

Ability- Any who attack Stone and miss will suffer retribution.  The energy of their blows is absorbed by the ground or any surface around him and is propelled back at them in a number of attacks equal to the ones that missed.  These attacks are made at 1d20+Precision and do equal damage to what they would have done to Stone, had they hit.  

Daniel Stone is a grumpy, mercurial Agent, who was recruited during the miserably failed MK Ultra project.  He is known for his mood swings, his dislike of crowds, social interaction, promotion, material things, malls, beaches, and people in general.  Stone is a small, slender creature, with a shaggy mane of long blond hair, and piercing blue eyes.  He is easily in his fifties, yet doesn't look a day over twenty five.  Despite his relatively low rank, he has an extremely strong ability, and could have easily risen much higher, if he wanted to.

Team DGR [Dagger]-

Hayden Graham
Adam Reddington
James Dashwood

The players.  I wrote about them here.

BSRK LDR: Agent Lyndon Darcy 

Semblance Name: Accelerator [Ground]

Power: E(+1)
Speed: B(+4)
Toughness: A(+5)
Range: D
Precision: C(+3)
Development Potential: E

Ability- One object Darcy touches becomes empowered with his mana, and launches at one target he can see.  It moves as if it rolled 1d20+Speed for its initiative, and attacks with 1d20+Precision to do 1d6+Power damage.

Darcy is a Kentuckyian, a proud Southerner, and a secessionist.  He loathes the United States government, and wants his State to secede from the Union.  He has a reputation for being racist, but this largely unfounded, as he doesn't seem to have a problem with anyone as a group, even with Xenos.  While some might hold this against him, Darcy is also very good at what he does.  He doesn't have a lot of talent, but he's worked his ass off ever since he was recruited in the mid-90s.  He has tried to become a Peerless Scarred twice, with the scars to prove it.  However, he's failed the test both times.  Still, he hasn't let it get him down.    

Team BSRK [Beserk]-

BSRK 1: Ash Kilpatrick
BSRK 2: Jason Swift
BSRK 3: Fred Rodgers
BSRK 4: Chuck Barker

These guys probably deserve their own post. 

API: Modern Day Magic


There are people out there who can conjure fire from nothing, summon demons and other fairy tale bullshit.  But these Mages are rare, as magic is passed genetically, and only those with the right blood line can cast effectively.  You might possess someone far up your family tree that possesses a scrap of magical talent, but you won't.  For the purposes of this game, no member of API can cast magic like this.  All the Mages tend to cluster together with their extended families in the Mage Clans, and in Wizard only organizations, such as the Merlinites.


These are spells that anyone can cast, provided they know the proper steps and procedures.  Sometimes people will stumble upon rituals by accident, and in using them, be awakened to the hollow shell that is the modern world.  However, performing a ritual is dangerous.  For if any of the specific instructions are not followed to the letter, then catastrophe can result. 

Incomplete Ritual Casting/Magical Procedure Error Table
1: The ritual fails in the worst possible way.
2-5: The Ritual fails to work at all.  Nothing happens. 
6: The ritual works, but only with 1/10th to 1/100th of its normal strength.       

<update>  I wrote a new post about this that basically retcons everything below.  So just go here for the updated version.  </update>   
API powers:

Update to the Agent Class: Semblance: Starting at level 1, every Agent gains an ability which is comparable to a unique spell that they can cast, at will.  The spell is powered by Chi dice, and will be written like one.  Each ability will have a base power, but each one will also have 1d4 hidden sub-abilities.  These are automatically unlocked at level 2, 3, 5, 7, until you run out of special uses.  Or if the players stumble into them along the way, they can unlock them on the spot.
The DM should write down what these hidden sub-abilities are at the beginning of the game. 
Ex: An Agent has the power of Fireballs.  This one has three sub-abilities.

Sub-Ability one: The Agent can plant a fire by touching an object.  Then they can ignite this planted fire as a free action as long as the target is within 100'.  Their is no sign of the planted fire until it activates.

Sub-ability two: The Agent can fill the air with tiny sparks of fire that will be extinguished by carbon dioxide exhaled by living beings.  This can be used to detect gas leaks or living beings.

Sub-ability three: The Agent can, if they fire a special fireball, spend X amount of Chi to reverse its course and move it at will.  When they use an action to move the fire, they cannot move themselves.  

All Agents of API have a special ability that is unique to them.  This ability is called a Semblance, and is gained through a trial of Strength. When they were first founded, API received several magical artifacts.  One of these was known as 'The Iron Maiden'.  Dismissed today as an instrument of gruesome torture or the Renaissance equivalent of a roadside attraction, a properly constructed and consecrated Iron Maiden is an artifact that can awaken the dormant magicks inside a person, but at a terrible risk.  Endure it and emerge forever changed, with power unimaginable.  Fail, and you die. 

To endure this trial, you need an iron will, conviction, or both. 

For the survivors, they gain a power the powers gained by API agents are called Semblances.

Semblances come in five general types, though some are more difficult to classify. 

The five types are Bonds, Heaven, Law, Ground and General. 

Bond types are Semblances that work best when paired with another, and provide some benefit the user or their allies.  These are support abilities.   

Heaven types are generally short-range, high-power Semblances that are good for attacking and dealing damage.

Law types are generally Semblances that are based on clear rules, and so once these rules are discovered, they are usually easy to defeat.  Law types have large ranges, are indiscriminate in who they effect, and are the most dangerous to large groups. 

Ground types are Semblances that rely on a trigger or a specific action, and mainly focus on altering a situation to your benefit.   

General type Semblances are generally about enhancing the natural abilities of the user.

Monday, January 22, 2018

Caster Differentiation


Feel free to disregard this whole post.  I'll leave it up, but most of the ideas in it don't sit right with me, so I probably won't be using them. 


Okay, so a thought came to me last night when I was trying to sleep.  I'm recording it here because I think it needs to be said.  So D&D 5E has three types of casters (not counting Divine Magic users and half-Casters), the Sorcerer, Wizard, and Warlock.  The differences between these three can be neatly explained like this.  If Magic is a high school class, the Sorcerer is coasting on their natural talent, the Wizard is studying hard after school, and the Warlock is having sex with the teacher.

But I also recently learned about Paper And Pencils' Magic Words System.  Maybe I'll post something about that some other time.  But essentially, it is about grabbing random words and combining them to make unique spells.  Very cool stuff.  And I wanted to add this to one of my games.

But while I feel that using Magic Words might work for a Shaman-type class, or for a game set before the dawn of recorded history, in a Mesopotamian, bronze blades and Ziggurats sort of setting, but not in a more traditional setting, one with real history and lots of history.  So what to do, stick with boring spells?

No, I resolved that would not happen to me.  So I decided to reorient myself.  Here was my solution to this problem.

Sorcerers create spells.

Imagine every single humanoid with a soul (or a certain type of soul) has an invisible attribute.  We'll call this Magical Sensitivity.  This ability score goes from 3 to 18, just like any other.
Here's the scale.
3 = You essentially have no soul.  Spiritual entities have a hard time noticing you.  You likely don't have a strong belief in God.  You cannot cast magic or use magical items.  -1 spell damage per dice.
4-5 = Your soul is very weak.  You are just big enough to be noticed, but not enough to be a threat.
Subtract -2 from any spell damage you take.   
6-8 = Your soul is undersized, but it works.  You are strong enough to participate in the Humble Art, use magic (though yours is weak), use magic items, and take normal damage from spells.
9-12 = Normal sized.  Nothing special about you.
13-15 = Most Wizards come from here.  You have a greater sensitivity to magic then most, and when lots of it is in the "air", you get bad feelings.  People regard you as lucky, and most likely trust your hunches or gut feelings.
16-17 = You attract magical entities.  You will likely be actively recruited by a Wizard's college, or find that the one mysterious woman who tumbled into bed with you has horns and a forked tail, and wants to make a deal with you.
18+ = You are a Sorcerer.


Note, I am considering removing INT as a stat and replacing it with Magic, MAG.  But that seems very anime-ish, and something that over emphasizes magic.  Maybe it would work in a setting like the one that houses API.


Now, to Clarify some Terms.  Warlocks are essentially unchanged.

A Warlock is someone who has bonded with or made a magical pact with a spiritual entity.  Depending on this entities' power, the relationship may be anywhere from partners-in-crime to master and servant.  Warlocks only get one spell, but they do improved spell damage, can cast at-will, and get mutations handed down from their master.  For example, if a Warlock's one spell is 'Conjure Snakes', then one of their mutations might be venomous fangs.  Warlocks need at least a 9+ in Magical Sensitivity.

A Wizard is someone who has utilized their magical talent, and can cast effectively.  However, a Wizard can only cast in specific ways.  Essentially, a Wizard is someone who has taught themselves to cast magic, but in limited ways.  For example, in this model, Wizards can still suffer Dooms, but they do not suffer Chaos, unless they step out of bounds and try and cast spells from a different tradition of magic.  But it is only through such risks that the greatest Wizards are born.  Wizards need at least a 12+ on their Magical Sensitivity.

A Sorcerer is someone who was born magic.  They spoke their first words and flowers bloomed.  When they threw a tantrum, people ran for their lives.  Their toys came to life and their first crush was cursed with pubic lice.  They are madmen and geniuses, terrors and symbols of hope.  Sorcerers are special people, born once a century, and almost always find themselves at the crossroads of history.  Many families are trying to breed the next Sorcerer, because while it would be incredibly dangerous, the potential reward is astronomical.

Sorcerers cast using the Magic Words system.  They start with a number of Random Magic Words, which the GM and them can format into spells.  These are spells of their own creation.  Sorcerers can pull apart spells, destroy them utterly, or create them whole cloth.  Almost all the most useful spells in the world were created by Sorcerers.  Sorcerers may seem invincible, but even they have limits to their power.  A Sorcerer starts with 3 Magic Dice, and gain +1d6 per level, up till level 9. 

I will post actual class stuff and crunch some other time.  Hopefully.



Saturday, January 20, 2018

API: Xenos: Human-Passing

Their are three major classifications for types of non-humans in the API lexicon.  First are the Xenos, which is the general name for creatures that roughly humanoid, but not quite human.  However, this distinction is fuzzy, as certain types of human mutants and those born under unnatural circumstances are also considered Xenos.

This is an introduction to three types of Xenos, the Toxic, the Vamps, and the Wolfhounds.  These Xenos are referred to as 'Human-passing' because they can pass for human, under certain circumstances.  Unlike other Xenos, who possess odd colored skin, horns, scales, or other physical traits, the next three are basically human looking, no matter how different they actually are underneath.  However, just because they look more-or-less Human doesn't mean that they actually are, and should still be treated with caution.


Also known as: Carriers, Plagueborn, Virulents,

Toxic are the result when a human becomes infected with a disease known as the Amirani virus.  The Amirani virus is always fatal, swiftly killing the infected.  However, this does not kill the body, merely the brain.  Almost all who are infected with Amirani die and turn into feral monsters who have no desire to do anything except feed.  But in 1 out of 10,000 cases, someone infected with Amirani does not die, but becomes a Toxic.  Toxic is their name for themselves, the name a half-dead walking corpses with a soul gives itself.  Toxic can speak, eat, take a shit, tell jokes, and be friendly.  But they pose an incredible danger for two reasons. 

First, Toxic are incredibly difficult to kill.  Bullets, blades and bombs hurt them, but the more hurt they get, the more crazy they become.  The only way to truly kill them without magic [Chi attacks count as magic] is cremation.  Burn them to ash or they'll be back for more. 

Second, Toxic aren't misnamed.  Their blood, piss, shit and other fluids all carry the Amirani virus.  This means a Toxic can easily infect a great number of people.

Danger Level: Toxic represent anywhere from a Class 6 to a Class 2 Threat, depending on the number of Toxic spreading the virus, coordination between accomplices, available weaponry, and etc. 

Laws for Toxic:

- Do not mishandle your Odium [infected fluids].  Failure to do so will result in extermination.


                                                               (Vampire, Age 5)

Also known as: Neckbiters, bloodsuckers, hemosexuals

Vampires.  You know the drill.  Or do you?  Vampirism is a condition, a disease passed down through blood.  You can't catch it, but it's chronic to those born with it.  Those afflicted with Vampirism gain an allergy to sunlight, and the desire to drink human blood.  They only need a little at first, to go with their normal food.  But as a Vampire ages, they gradually become more and more sensitive to sunlight, and need less normal food.  They pale and gain a hideous strength, and develop strange powers.  The older a Vampire is, the stronger they become. 

But these Vampires are different in other ways as well.  For instance, a stake through the heart will usually kill a youngblood, but not an Elder.  For an Elder, it will merely paralyze them.  Sunlight hurts them all, but holy water doesn't.  Neither does silver, or anything else.  Additionally, as they age, their powers increase in strength.  A 10 year old Vampire regenerates much faster than a Vampire who is only two weeks old.     

Vampire Powers:

Year <1- Bite, Regeneration
Year 2- Superhuman Strength
Year 5- Incredible Speed
Year 9- Otherworldly Beauty
Year 12- Space Ripper Stingy Eyes
Year 15- Paralyzing Gaze
Year 20- Mist Form
Year 27- Freezing Touch
Year 30- Morass   

Danger Level: Class 6 to Class 4.  Vampires tend to not work together very well, and while one super vampire can be a significant danger to anyone around them, can only do so much damage before being overcome or driven into hiding. 

Law for Vampires:

- Do not infect others.
- Do not drink the blood of Virgins.
- Failure to obey either statute will result in extermination.

                                                             (Vampire, Age ???)


Also known as: Wolf-men, wolf-people, Werewolves, Druids

The Wolfhounds are barely Xenics at all, and are in most ways, normal humans.  Wolfhounds are descended from a single tribe of Germanic people who once ruled Easter Prussia with an iron fist.  Wolfhounds are no different then humans in many ways, with a few exceptions.  Firstly, they are all allergic to silver.  It irritates their skin, and makes them uncomfortable.  Secondly, all Wolfhounds have the ability to transform into Wolves.  These aren't magic wolves, just normal wolves, some black, some red, but most grey.  And if you think that isn't a pain to deal with, then you've never fought one, sonny.  In case you haven't figured it out, these guys are the original Werewolves.  They are very solidly a part of pop culture by now, but their powers are nothing to joke about.  Despite their relative humanity, the Wolfhounds still represent a serious threat, in both their easy ability to blend in, their high levels of communication and coordination, and their ability to guarantee that even their young people and elderly can pose a serious threat to an unprepared Agent.

Danger Level: Class 6 to Class 5.  Even in their wolf forms, a gun will still kill them.  A group of well armed, well prepared Normals could, in theory, repel all but a large Wolfhound attack.  And while this rarely works out in practice, it is possible, in theory. 

Law for Wolfhounds:

- Do not transform in public, or in front of those unaware of the Masquerade. 
- Do not adopt anyone into your tribe.
- Failure to do so will result in extermination.  

                                (1d4 of these wolves is actually a transformed human.)

Friday, January 19, 2018

API: Playing as the Men in Black

<update>  I rewrote this class.  New version can be found here.</update>  

The Agents of API are the rank and file of Apocalypse Prevention, Inc.  They are low-ranking, but they are also among the elite class that happens to know about the Masquerade and what is going on.  This is a privilege they share with high-ranking government officials, members of the intelligentsia, and ultra-rich individuals who act as power-brokers.  However, unlike most of those people, Agents are not only aware of the Masquerade, but they must speak to and often fight Demons, Xenics, and Human Traitors.  They tend to either live for a very long time, or die quite quickly.  If your players want to play as the Agents of API, or you need a generic secret agent with magical powers class, then you can use this one.


I haven't actually published the post that explains how their magical powers work, but let me assure you, they do have them.  But in case that never gets published, think of it a bit like Hamon from JoJo's Bizarre Adventure.  An example can be found here.


Agent [of API]

Starting HP: 1/3 of your Con
Fighting Spirit: +1d4 per Agent level
Training Regiment: Go on Missions
Starting Equipment: API Badge, Squad Communicator, The Last Suit you'll ever Wear

                                                      (A chart for leveling)


Chi Dice: You start with X chi dice, where X is equal to your largest two attribute modifiers added together.  If you only have one positive attribute modifier, that one is X.  For every level past 1, you gain +1 Chi Dice until you reach your Maximum Chi Potential.

Accurate: Your attack bonus equals your Dex modifier.  If your DEX modifier is zero or lower, your attack bonus is +1

Combat Training: You can add your STR modifier to all damage rolls, unless circumstances prevent you from doing so, such as if you are in a tight space and can't bring your full weight to bear. 

Cat Stance: When you are surprised, you may make a Wisdom saving throw.  On a success, you may act normally.

Bare Knuckle Brawler: If you are not wearing any armor, your AC equals 10+CHA modifier.

Adrenaline Rush: As an action, you may regain 1d4 HP and 1d4 FS.  However, any bonuses you gain expire at the end of the current combat, or 10 minutes, if you're not using this ability in combat. 

Sunday Punch!: You learn a special move.  [I'll write a table for determining this, eventually.  I promise.]

Friends: Whenever an ally goes to do something, you may use your action, even if its not your turn, to aid them.  The person you are helping then adds your EGO modifier to whatever roll they are trying to make.  You may also use this to help them pass a Saving Throw.  You may do this once per day per person.  This ability does not work on people who hate you or don't know you. 

Awareness: Your base AC if you are not wearing any armor is now 10+CHA modifier+WIS modifier

Mind over Matter: Any wound your enemy deals you can be overcome with a simple application of will.  If some physical effect is hindering you, you may make a Wisdom Check.  On a success, you ignore that negative effect for a number of minutes equal to your level.

Go Beyond: Once per day, you may make any roll based on an attribute as if that Attribute was 20, giving you a +5 to roll.

                                                            (From Welcome to Night Vale)

Saturday, January 13, 2018

Apocalypse Prevention, Inc.

A new campaign idea.  I'm stealing it from a book included in the Lamentations charity bundle.  Here's my take on it. 

There is an organization that does not exist.  It is staffed by people officially employed in a number of shell companies, those declared dead in accidents or terrorist attacks, or strangers wearing false names.  This organization is tied to every major government in this world, and is entrusted with the sacred task of protecting humanity.  All Presidents, Prime Ministers, and high ranking members of the Intelligentsia and the Corporate World know of their existence.

This organization was originally founded in 1350 in the midst of the Black Death, recruiting a number of key knights, lords and kings from all across Europe, and uniting them under the Authority of the Church.  And while the organization has fractured and radically changed since those days, it still carries on the original sacred mission handed down from the Bishop of Rome. 

The organization was originally unified, but then split during the Protestant Reformation into Protestant and Catholic halves.  The Catholic conservatives remained as they had since their founding, and became the Order of Saint Philomena.  The Protestant sympathizers split off to form their own parallel organization, which eventually became Apocalypse Prevention, Inc., otherwise known as API.


Their primary mission is to prevent the extinction of the Race of Adam, by any means necessary. 

In more modern times, starting after World War II, they gained another one.  Suppress the knowledge of non-human intelligent races, Demons, magic, and other things put under the ban.  This ban and total information blackout is commonly referred to as 'The Masquerade', as it has no official name.

Secondly, contain supernatural and extraterrestrial forces, and limit their effect on the world, and if such a task becomes impossible, to eradicate them.    

Finally, their fourth duty is to maintain the peace between the many non-human tribes and factions, and prevent their warring from spilling into the streets, as well as prevent rogue humans from hunting non-humans.  This is perhaps the duty they are least effective at, largely out of the fact that they simply do not have the resources to do so.  So low-level fighting goes on between all the non-human tribes, and rogue human elements on a near constant basis, but it is all kept as quiet as possible, with no one wanting to involve the organization in private squabbles.  

Your History is a myth, perpetuated for the common survival of the world order at the bidding of the API. 

API are not the good guys.  They will use any possible tactic to maintain the Masquerade.  Blackmail, bribery, subversion, even assassination and murder.    Their modus operandi, when someone has irrefutable proof is to abduct or kill any witnesses to a supernatural event, and to slaughter the monster or thing responsible.  And while this is grizzly business, letting the masses of humanity learn about the monsters they share the planet with would be a disastrous, and probably lead to World War III, except instead against nations, it would be a civil war of humans vs Demons and Monsters, in their own lands.  And in a world with thermonuclear weapons, that could not end well.   

The Rights and Powers of an Agent
Each Agent has the right to execute anyone who is not a member of API that they suspect of being a threat to humanity, API, or the mission without trial.
Each Agent also has the right to take command of any civilian or military command structure, though they must do so through intermediaries. 
Each Agent has the right to commandeer military, government or civilian resources up to a capital ship, though they must do so through intermediaries. 

Each Agent has the responsibility of upholding their oath to the Organization.
Any betrayal of this oath or an attempt to reveal information about the internal structure, nature, or existence of API is an immediate death sentence, as is going AWOL, and other forms of sedition or treachery. 
In case of an infraction not permitting immediate execution, the Agent has the right to a trial.  If an Agent feels that their superior (Director or Agent in charge) cannot be trusted to be impartial, they may appeal their case to The White King.

Carving up the world      

                             (Afghan Militias preparing to pick up where the Soviets left off)

API is not a worldwide organization, though they have a global presence.  They maintain the Masquerade and the Peace in The United Kingdom, The United States of America, Canada, Japan Australia, Vietnam, South Korea, and South Africa.  The Countries at the top of the list are the safest and most stable, and the further down the list you go, the more volatile the situation becomes.

The Order is still around as well, and they protect Continental Europe, Sub-Saharan Africa, Latin America and South America.  However, unlike API, The Order has only tacit permission from government organizations.  They instead operate wherever the Catholic Church has influence, and draw upon the resources of the faithful.  The Order and API have bad blood going back many, many years, and both these organizations have long memories.  Fighting between these two organizations has occurred in the past, and isn't supposed to happen anymore.  It most likely still does, though under the official condemnation of the White King and the Prince of Rome.  However, anyone who enters the other's territory without explicit permission can expect retribution of the most vicious kind.

The Muslim World falls under its own Masquerade, which is divided between Shia and Sunni spheres.  And while more ostensibly "Christian" nations allow Demons to exist, provided they observe the Masquerade, many sects of Islam prohibit Demons of all kinds, and are strictly Monodominant, believing Humanity alone deserves to inhabit the Earth.  Chief among these Monodminants are the Wahhabist Saudi Arabians, who indiscriminately hunt Demons and have been trying to purify their country since its founding.  However, Demons almost certainly still live there, buried in the most remote and secret corners of the Kingdom. 

Other nations fall under their own national Masquerades, such as China, Russia, and India.  Israel and North Korea also technically fall under this category, though they probably deserve their own posts.