Wednesday, December 5, 2018

FWW: Fallout76 to the 4th Power

Wow, that sure is an odd title, eh? Alright, but stay with me here.

We've been playing a LOT of Fallout76 the past few weeks. Like probably more than is healthy, and definitely more than we should be for the amount of other games, video or table top, that we should be playing. But we've also been watching High School DxD when we need to take a break. That's unrelated, merely illustrating that my wife is way cooler than most.

ANYWAY, back on topic. So, whilst playing FO76, I've been making a lot of mental notes and sketches for terrain to use in Wasteland Warfare. The aesthetic and building construction is similar to Fallout 3 and 4, with elements of New Vegas (the survival ones on hardcore at least) and it's easy to visualize how something could translate to the table top.

The biggest problem, however, is the greenery. Not that all of Fallout is drab, post-apocalyptic, gray, mind. Just that F076 takes place 25 years after the bombs fell, versus 210 in Fallout 4, so it is much less... Devastated. I assume that's before taking into consideration the three active nuke silos in the West Virginia area, and what players will inevitably do/what will occur further into the bridging of the two time periods. Especially when you consider that the southwest corner of the Commonwealth map in FO4 is the Glowing Sea - an area much more heavily radiated than any other in that particular game, and the West Virginia area of FO76 is southwest of the Commonwealth (point to point, Charleston WV is 622 miles SW of Boston, and 252 miles west of Washington DC). These leads me to think that at some point, the Glowing Sea may thin out, or it may be even worse as the nukes of FO76 would have been launched more recently than any others in the northeastern US.

What changes could have happened to WV in 185 years between the two games? Has the Scorched menace abated? Worsened? Where did the Scorched even come from? When the Brotherhood of Steel finally ended their self-imposed exile, with Elder Maxson's forces reclaiming the Citadel and the Commonwealth, have they returned to Appalachia to discover what their fallen brethren may have uncovered? Is Whitesprings still an Enclave holdout despite their setbacks on the West Coast and Capitol Wastes? What humans have returned to the area in the intervening years? Raiders, certainly, but do any of the locations survive enough to see a resurgence? Have the Responders rebuilt? Have new groups taken up the torch? What of the other Vaults in the area? What weird-ass experiments was Vault-Tec running in them, and have they opened with survivors? What of the descendants of the Vault 76ers?

Big B Rest Stop, in The Mire of Fallout 76 is going to be my starting point here. Since I want terrain to be mixable, matchable, and "location neutral," wherever possible, I'm looking at the two sections of the Big B to start - the Red Rocket portion and the convenience store (Super Duper Mart) portion. Pulling these away from the background elements, such as the hill the BBRS is on, or the roadway, or whatnot, achieves my neutrality and maintains the feel we're going for.

FO76 Red Rockets are, by and large, configured differently from the ones we see in FO4. So I'm looking at a TTCombat Dinogas Station Deluxe to start, but having spent a little bit more time in the location, I think just the smaller Dinogas Station may actually work a little better, minus the canopy piece maybe. For the convenience store building, which isn't connected (I thought they were initially), I'm looking at either the TTCombat Comic Book Store or Fast Food Store, depending on how many windows I want to work with for the second floor, though I feel like the Comic Book Store is a better fit. In either instance, I'll need a Freestanding Staircase from the TTCombat Wild West range so that characters can reach the second floor. It may or may not even matter from a FOWW point of view, but something tells me Modiphius may also release a table top RPG for Fallout using the minis and basic concepts, and I would -love- to run people through the wasteland roleplaying. A couple of burned out car wrecks to the easternmost side of the "footprint" (Corvegas or otherwise) and a grove of dead trees to the west & we have ourselves a nice little location to fight around/in/over. Plus, since it has been 185 years, there can be some significant changes around it, like the addition of a scaffolding section to reach the rooftops of the buildings, plus more sleeping bags/change of furniture on the insides, accomplished with TTCombat Back Alley Accessories.













These billboards are spoken for but I think if I get another pair without the landing part and ladder, would work for the SDM signs.

Also, since I mentioned TTCombat's Wild West range, the Moonshine Distillery has a lot of Appalachian potential as well!


Tuesday, November 6, 2018

FWW: Making a Base

Wasteland Warfare allows me to do something that I haven't had many opportunities to do before - build terrain features for gameplay. So whilst I've been building some scatter stuff and working on my Red Rocket kit, the below is my first MDF/bigger project.

I started with a 4Ground "2x Damaged Containers A" MDF set. These are roughly 25 Pounds, but you can get them significantly cheaper if you scour eBay, and don't mind longer ship wait times. So 25 (I don't have a Brit pound sign) retail netted for $20 USD is not that bad at all. The downside, however, is that a few of the sprues were a good bit damaged, and I imagine that is why the price was so low. But since I'm using this for Fallout, I don't even mind.

(Retail image)
So there are different ways to build this, but I really liked the idea of doing it as above, with the two sections connected and the added radio dish piece. The rooftops are removable for interior play or diorama purposes. Immediately, I came up with three different ideas - raider base, Enclave forward post, or the Leader's Office from the Settlement Mode. Each gave me some different ideas but ultimately, I decided to keep it kind of generic for use as any of the three.

As I said, my first MDF (which is like a thin pressboard) kit, so it was a lot of trial and error, but I got the yellow half done fairly quickly, more or less. Nuka Girl for scale reference.





Rather than move to the grey section right away (the instructions didn't make it seem like it mattered what order I did individual pieces in), I went ahead and put together the little bathroom piece.



It's pretty cool. So after that, I got a little bold and not only blew through the grey portion, but also joined the two together. NOTE - it said to use the white type glue, and I did, but I forgot how long it takes to get a good hold, and I had to fix a bunch of stuff as I went. Because PVA is apparently NOT the same thing as Elmers. Oops. I also made up some little light pieces, and used provided "iron plates" to tighten the joining.



Rather than keep it loose, I glued the radio on top of the detachable roof to help lift it open.

Now I had to think of how I wanted to improve the footprint. Including adding an extra bit of plasticard underneath the containers to raise them up a bit (as if they were on a cracked concrete slab), which I painted a small section to know the break in the floor between the two, and I added some plants under there.




Once I had my footprint, I thought about that radio dish, and the starting rules for settlements. Since they begin with small power generators, and someone in my FO group had posted, I got some cheap (less than $7 for 3) Reaper Bones starship generators. Drilled into one and added the connectors that FO4 gens have and got to priming/painting. As well as a wall mounted computer from my terrain bin, for possible turret controls...



All top tier ideas, but which require painting and time. But worth it in the grand scheme of things. 


Then I marked off on my footprint where the generator would be, and where the containers would be, so that I could paint and base and flock and whatnot the remaining plasticard sections. As opposed to just naked white. Got the base painted, added my main pieces, then had to go back and touch up places where I left too much white showing.


After that, I came up with the idea of using a pan to do all of my basing in, and that helped to get the glue applied the way I wanted to.

Yay, shaker cap basing material. And yes, I put all of the extra back in. So, with that part done and dry, I let things chill for a minute, then came back and started doing some finishing touches. And yes, I realize the flock material is super light on certain parts. That's intentional as it's the wasteland. Later, I'll learn how to use Sculptamold, as the only thing I really wanted to do with this that I didn't is build a rock wall for the one side. Using foam board may have also been a little better than the plasticard for a base. I'm fairly certain it will hold up (the main container section at least) but I'd have liked a little less floppiness in the finished product. And the pics don't show it as well, but the generator is connected to the building - since I drilled in that paperclip piece, I did the same for the building, and then attached a small piece of basing barbed wire, which I went over with a black ink to darken it up a bit. May still weather things more and use an ink on the trees, but otherwise, we're ready to go.

I dig it. It has play potential. For the Brotherhood. Ad Victoriam!









EDIT - One of the things that bothered me with the plasticard/basing material is how easily it rubbed off. So I went back and added a few things, like some leaves under the trees, a little bit of an ink wash on the trees, connected the two roof pieces with some leftover "metal" pieces over and under, and then sprayed it all down with a matte varnish to keep the basing material more solid. I actually practiced this on my mutfruit grove first. Worked just fine. Makes me a little more confident with moving minis across this. Now, to get another really good game in...

Wednesday, October 24, 2018

FWW: Into the Wasteland

So... Five months without a post, eh? And then to return only to post something entirely unrelated to Union City? For shame.

Ah, my humble readers, I beg your forgiveness. I started this with grandiose plans, forgetting entirely my ADHD when it comes to playing games and keeping up with fiction for the ones that I don't often. I promise I'll have some things coming up soon on that front. Until then (first of many on this topic)...


After almost a solid year of waiting, watching spoilers, reading development updates, etc, my pre-order "Fallout: Wasteland Warfare" starter bundle & Red Rocket scenic set hath finally arrived from Modiphius. Let me tell you up front and right away - totally worth the wait. The PVC miniatures (I didn't spring for the resin upgrade, couldn't justify the extra cash) are better than any of the plastics that have been released for BattleTech in the past 20 years, and the box set also came with the bonus Nuka-Cola Girl & the Alien Zetan that was supposed to only be for retail pre-orders. Modiphius has (not past tense, they're still working on it) lots of issues with production and shipping, and they were trying to make it right by people. I respect that.


SO! The game itself is very set in Fallout 4 to start, and it's there that I'll begin with some of my thoughts. Wave 1 focuses on three main factions; Survivors, Brotherhood of Steel, and Super Mutants, with Minutemen as sort of a Survivor sub-faction, and both Robots & Creatures (Deathclaws, Radscorpions, etc) available for play as well. Waves 2 and 3 will be bringing expansions to existing factions, with more characters and Power Armor sculpts, as well as adding Raiders (which should have been Wave 1 IMHO), The Institute, and The Enclave (first Fallout 3 faction, including Frank Horrigan from Fallout 2 and yes, I will be switching my fealty over to here just as soon as it drops, believe).

The style is skirmish - true to the feel of the Fallout videogames, it's small parties of miniatures battling over objectives. That's where this game really shines for me. It isn't (usually) just a straight forward "kill the enemy, raaaaah!" kind of game. You might have to hack terminals, or search for the water chip (OLD SCHOOL, YEAH!), or rescue settlers. And, in addition to playing against your friends, Modiphius has created an "AI" for solo or co-op gameplay, which intelligently allows uncontrolled pieces to fulfill their own objectives and playstyles. I know that sounds weird, and I've only experimented with it a little bit, but it actually works fairly well. It's like playing something similar to Arkham Horror, where the game itself fights your every move.


If that weren't enough to be awesome, again true to Fallout 4, a "Settlement Mode" is added for campaigns, where you virtually construct a settlement, purchasing buildings and perks in between games. I say virtually because there is a checklist that you can follow but for the real die hard fan, you know buildings are going to be assembled and pictures taken. At least, that's my plan.

If one were so inclined to really learn a lot about the nuts & bolts of this, head to Modiphius.com and check out their development blog, or Modiphius.net to order (without any lower pre-order price points now, sadly). But, I wouldn't title something "Into the Wasteland" if I weren't planning on taking you, my dear, sweet, held-at-gunpoint-and-forced-to-read-this friends, on a journey into where I'm looking to go with this.


Since the default setting is Fallout 4's Commonwealth (and yes, there are a host of NPCs from the game available currently), I immediately started brainstorming a larger campaign than just what is featured in the "Settlement Mode." Best thing about the internet is that my greatest requirement for what I had in mind is a highly detailed map of FO4, which I found with a lettered/numbered grid, and plain text for locations.

Using the map, and the building of settlements, each faction is assigned a starting sector/location within that sector. Play can follow the "Settlement Mode," but with an increased bigger picture going on - control of the Commonwealth. That's the goal of the 4 divergent lines in FO4 (Brotherhood, Minutemen, Railroad, Institute), and I think it could play out amazingly well in an extended narrative. Yes, I know, it's basically what I think about BattleTech's 5th Succession War campaign, but this is a little different in that a) I can get WAY more people interested in FOWW, and b) each game takes WAY less time. Each campaign turn would basically be an individual settlement turn for each player, but including overall faction goals, and things that would push faction influence across a wider portion of the wastes.

For example - Survivors; begin play at Sanctuary Hills or Red Rocket Truck Stop (player choice). These locations are at D3 and E4 on the map respectively, and immediately from turn one, the Survivors influence the 8 squares surrounding either one. Which, if the Survivors chose the Red Rocket, this influence would include Sanctuary Hills, as well as Abernathy Farms. If, in turn two, the Survivors player wishes to fortify Abernathy Farms, depending on how turn one went of course, they would now influence the 8 squares surrounding that as well, which include things like the Ranger Cabin, giving them a good section of explorable locations and some other type of bonus, as well as a nice sphere. Because of AI, random events, co-op, and player versus player options, all based on "Cap Cost" of characters, units, and whatnot, this entire campaign can be played by 1 player or nearly infinite. Like in FO4, alliances can shift (with some restrictions) and unexpected enemies can appear almost anywhere if one is not leery...

It's still in a brainstorming stage, since I need to play more games and want more product released, and to get more people involved before I really go off the deep end, but here's some of where I'm leading;

Factions Available+ + Starting Locations
Fallout 4 Map
Brotherhood of Steel - T14 Boston Airport or J12 Cambridge Police Station
Creatures - None, can't make settlements
Enclave Remnants -  D31 Sentinel Site
Ghouls, Non-Feral - P15 Goodneighbor#
Gunners - L23 Gunners Plaza or G25 Vault 95
The Institute - K14 C.I.T. Ruins (Or under it, as it were)
Minutemen - S19 The Castle
Raiders, Forged -  T6 Saugus Ironworks
Raiders, General - T12 Easy City Downs or Q24 Quincy
Raiders, Nuka -  A18 Nuka-World Tram (not on the map, from DLC)*
The Railroad -  Q13 Old North Church/Railroad HQ
Robots - Per Leader, H12 Greygarden or N3 General Atomics Galleria otherwise
Super Mutants - I20 Coast Guard Pier or P25 Wilson Atomitoys Factory
Survivors - D3 Sanctuary Hills or E4 Red Rocket Truck Stop
Vault Dwellers - I17 Vault 81


+ - Not all of these are player-factions. I'll build in an AI to account for their growth later.
* - For the time, the campaign might not have any of the DLC locations/factions, until I can find a way to work all the area from their minimaps and stuff into things. This includes Far Harbor, and the Mechanist DLCs as well.
# - Ghouls require a Non-Feral as the Commander, but a Non-Feral can lead Ferals, and the Faction as a whole can include them.  


So, each Faction that the game has currently available has a Faction Card for normal play, and I was thinking of a campaign perk or bonus or something for each one. Like easier access to certain weapon types or beginning play with certain items for free.  Something to reflect their individual flavors. Like I do with all campaigns involving multiple factions. And since the game, currently, is divided into the factions I've listed above, certain characters will be available for multiple groups to use. As a Commander, they're considered to be "the" unique character, but can still be included in another force as a unique archetype.

Example - Sole Survivor in Fallout 4 can pick ANY Faction to join/questlines to complete, at the player's discretion. So, whilst Sole Survivor (Nora/Nate) are listed as "Survivors" on their unit card, they can be the Commander of a Brotherhood of Steel player force as Nora/Nate, and then included in another player's Institute force as Sole Survivor archetype. This also means that a single character can't be used as a Commander for more than one Faction. But it matters for characters like Preston Garvey, who was errata'd to be Survivors/Minutemen to be able to use his abilities with the Minutemen unit. I'll make a list as I can of who else a character can join using all currently available (mostly Survivors) uniques. This also allows for proxy forces for factions that haven't been released yet, like using a Courser and a handful of robots to start an Institute settlement or Cait and some settlers as Raiders, General.

Any can be a Leader for Robot Faction. Any not listed can only be a Leader for their assigned Faction.
Cait - Survivors, Raiders (Any)
Codsworth - Robots only (Can still be a member of Survivors)
Courser XC-88 - Survivors, Institute
John Hancock - Survivors, Ghouls
Nick Valentine - Survivors, The Railroad
Preston Garvey - Survivors, Minutemen
Ronnie Shaw - Survivors, Minutemen
Sole Survivor (Nora and Nate are individually unique, so each one can lead a different Faction); Any non-Super Mutant, non-Ghoul
Strong - Survivors, Super Mutants

Settlements 
As I mentioned, the "Settlement Mode" has a whole system of Caps to balance forces, by paying a set cost for each character, weapon, armor, item, unit, so on and so forth. Victories in battles and more territory controlled, as well as perks of the Faction, will open new avenues here. I'll have to get a lot more familiar with how this whole system works before I go too far into that. 

I have a copy of the mat that came with the Red Rocket scenic saved in my Dropbox. Totally planning on, at the very least, drawing where my buildings and whatnot are as my settlement grows. Then, if another player attacks my settlement, I'll be able to constantly put terrain pieces back into the same place. Outside of that, my goal is to only track expansion to starting locations as actual settlements, with other notable locations counting as outposts and influence expanding, unless players actually want to do multiple settlement turns in each campaign turn. Logistics would be a lot more to handle and more time for individual games would need to be devoted, but that is a possibility.

I'm building a variety of terrain pieces for whatever aesthetic a player might need, but I also invite anyone who wants to play to try their hand at doing their own unique interpretations of characters and buildings. It's a lot of fun! Even if I'm not the best painter, I'm really looking forward to eventually getting the robot core set and painting the crap out of a Sentry Bot.

Tuesday, May 15, 2018

OON: 30 Days of Black and White

"You flush it out, you flush it out, he never gets respect..."

Like 30 Days of Night, but, you know, White Wolf. So I saw the awesome folks at Darker Days Radio (check them out if you like podcasts) have been posting this daily, and I want to hop in on it, but I don't have the focus to do once a day. Which means a new blog! And I swear I have a ton of writing done, just nothing finished yet. I'm going to include classic/old World of Darkness and current Chronicles of Darkness in my responses here where appropriate.


Day 1 - InQuest magazine. I was doing Magic, L5R, and BattleTech, and IQ had this quick start for WW's Aeon/Trinity. I got hooked. Didn't actually get into World of Darkness until a few years later, when someone asked if my AOL screen name was a nod to WtA's Get of Fenris (I'm wearing the t-shirt today, but no, not related to an in-game nod).
Day 2 - Kindred of the East for sure for WoD, Demon the Descent for Chronicles.
Day 3 - Silent Striders, Werewolf the Apocalypse WoD (yes, even though I'm wearing a Get shirt, Striders are my top group oWoD), and not sure if I have one in the Chronicles, but if so, probably Mekhet vampires or Blood Talon werewolves.
Day 4 - Oh, man, San Francisco by Night easily for oWoD. That made me want to run a New Promise Mandarinate story so hard. Seattle for Chronicles, time splinters and all, but only because Union City doesn't have a book ;-P
Day 5 - Not mine, but best roll I ever saw was to escape a space station in Aeon, and the group's "intelligence guy" rolled multiple 10s on a hacking attempt that basically shut all of the security stations down and minimized combat so hard that I, as ST, was left fumbling for some added complications
Day 6 - Dunno if I ever had one in oWoD, and Trey Fischer/Loki in Chronicles. Because Mekhet. Also, Chronicles doesn't have enough canon characters.
Day 7 - Revised Werewolf and Vampire is where I had the most experience in WoD, and 1st Edition (so far) on all the Chronicles games.
Day 8 - I generally ST more than anything, but as far as NPC, I've always had more fun doing cultists than anything.
Day 9 - The aforementioned "intelligence guy." The player who made him wasn't dumb by any means, but he definitely went out of his comfort zone there and just rocked it so hard, whilst making us all laugh as well.
Day 10 - Aren't all grouping strange by their very definition?
Day 11 - One shot Chronicles of Darkness blue book/mortals, which I'll post as a future blog, but just the player choices made me chuckle and I had to really think on my feet when they went back into the house. Who does that??
Day 12 - Theban Sorcery or Coils of the Dragon from VtR. I never really liked "mystical characters" but the background between these two is really well done.
Day 13 - Only the ones I don't immediately understand... So pretty much everything from Mage. I mean, I love Mage (Awakening) and all the Atlantis stuff and whatnot, I just have a hard time with some of the rules.
Day 14 - Going old school with 1st Edition Exalted, Crimson Undertow, an Abyssal Exalted/pirate with a crew of the dead. Good times. Chronicles, Witold "Vee" Chodkiewicz, who we haven't heard the last of.
Day 15 - oWoD, Zhyzhak, the utterly insane Black Spiral Dancer from Werewolf the Apocalypse. Especially in the opening fiction of Book of the Wyrm 2e. Pitting an entire Sept of werewolves against her was a quick way to ensure a high Garou body count. The God-Machine in Chronicles. Hard to get more antagonistic than that.
Day 16 - Malkavians or Nosferatu in any setting. Never enjoyed seeing others play them, would get no enjoyment myself.
Day 17 - Splats that defy the norm or are interesting in their own right, like Daeva Lancea Sanctum or basically any form of Unchained. I love Demons.
Day 18 - Sin-Eaters. I love the concept of Geist, super muchos, much as I loved Wraith, but I've never had the opportunity to do much with them, because they're a little on the complex side and I'm a simpleton.
Day 19 - A lot of them?
Day 20 - I'd love to LARP, but I think I'm too shy for it.
Day 21 - I've never seen any character die at all in the World/Chronicles/Trinityverse/Exalted lines. Never.
Day 22 - The first time I was an ST. Mind-numbing horror was induced that day. For me, mostly.
Day 23 - Me, obv.
Day 24 - Rachel did super great in the abduction, just the outside of the box thinking. Also, honorable mention to the OG crew of Trish, Craig, and James.
Day 25 - Hunter the Reckoning. So much potential there that never got fully explored.
Day 26 - 28 - I don't really have any great answers for these.
Day 29 - Wavecleaver Daiklaive, from Exalted 1e. Absolute favorite weapon item ever.
Day 30 - Right this moment? Solid crossover game set in Union City, of course. But mostly a mortal or Hunter: tV chronicle. Pretty much anything except Mummy, which I would love to run in another part of the world, just not UC.

Thursday, March 29, 2018

OON: Supernatural and the ChroD

I originally posted this on the 357th ID BattleTech blog, and it really belongs more over here now that UCC is a thing. But, I also posted it way back in 2015, and I realized there's so much more I could go back and do with it.

Biggest change (and not one I'm going to edit) is that New World of Darkness is now referred to as Chronicles of Darkness (Chrod or ChroD for short) as to distance itself from the game lines that came previously. It's a titular change and not one that impacts anything functionally.

Second biggest change is that whilst I have Mummy and Beast now, many of the game lines are on second editions, some of which have some significant changes in scope or tone, so bear in mind anything below is based upon 1e stuff.

So, onto the blog. I'll use breaks to separate the original from my additions below.

++++
To clarify the title, I'm referring to the following two items of media interest;

Supernatural - The WB/CW television series which follows a pair of brothers to Hell and back on their quest to rid the world of supernatural shit. Or, I assume. Do they actually have an end goal beyond just surviving from week to week? Stay tuned to find out!

The World of Darkness - A series of roleplaying games produced first by White Wolf and then by Onyx Path Publishing wherein players (generally) play characters as protagonists that would be antagonists in pretty much any other game. I'm solely referring to the "new" World of Darkness titles, released originally in the early 2000s, and not the "classic" titles from the 90s on.
  • "Blue Book" or Core line, focusing on mortals
  • Vampire: the Requiem
  • Werewolf: the Forsaken
  • Mage: the Awakened
  • Changeling: the Lost
  • Promethean: the Created
  • Hunter: the Vigil
  • Geist: the Sin-Eaters
  • Demon: the Descent
  • Mummy: the Curse
  • Beast: the Primordial 
Of these, I have at least the main rulebooks for everything, except Mummy (not yet) and Beast (hasn't been released beyond the kickstarter text files). And I have all the seasons of Supernatural thus far, except for the most recent which isn't out on DVD. As a disclaimer, I'm not claiming that either side of this coin borrowed ideas from the other, just throwing out how if you like one, you may like the other too.

SECTION A - BIG STUFF

So let's start on the comparisons - first the "big two" categories for Supernatural, then the "big three" for the WoD.

  1. Hunters/Mortals (SPN) - As I said above, Supernatural follows a pair of (mostly) mortal brothers, the Winchesters, that hunt the things that go bump in the night. They're the things that bump back. Er, wait, that's Hellboy. I forgot. Uh, anyway, so in a World of Darkness sense, Sam and Dean Winchester are mortal characters that could be constructed purely with "blue book" rules in the first season of the show. By season two, the introduction of more hunters than the Winchesters knew existed, in the form of "the Roadhouse," brings us to ways that Hunter: the Vigil's system of "hunter cells" could have been implemented. In that, you have a small core (Sam & Dean, Jo, Ellen, and Ash from the Roadhouse) that could be considered as your PC group. They make contacts with other mortals throughout their run and occasionally work together to solve an issue in the world at large. Basically, any human character that is not of the various "splats" could be considered to come in here. Sam and Dean, as the main characters of the show, have had various merits and flaws with a supernatural bent to them, which could be expressed from optional traits in various sourcebooks, but I'll get to that in a minute.

    ---EXPANDED; in the ChroD sense, PCs are built as mortals, with a supernatural template added based upon the gameline you're playing. So, your Vampire starts as a mortal, then the additions that make it a Kindred (see below) occur. You can see a couple of examples of this in SPN, when Gordon (or Dean, for that matter) becomes a vampire, or when Garth goes werewolf (ChroD, you're born one, but that's neither here nor there), and Bobby coming back as a ghost is akin to a ChroD Mage taking a spectral familiar. That he is tied to his flask is very ChroD as well. Cells, as I mentioned above, are the smallest "structure" of a Hunter in ChroD, but groups of Hunters that coordinate across regions are referred to as "Compacts" and anything that is crossing national borders or worldwide is called a "Conspiracy." The Men of Letters in SPN was very much a Compact, until the Brits came along and then, plus the amount of knowledge they have, pushed it firmly into Conspiracy territory. In fact, if you like the idea of the MoL, you might want to look at the Aegis Kai Doru or Cheiron Group of Hunter (depending on how much corporate you want in there).

    Supernatural takes place mostly in the midwest, with the hunters ranging all over the small towns and back highways, only occasionally going to really large cities (like Chicago, see way below). The WoD "blue book" makes no assumptions on where a game will be set, however, each game line as a signature city that is more fleshed out than most. For hunters, it is Philadelphia.
  2. Angels/Demons + Heaven/Hell/Purgatory (SPN) - Do you live in the Western world? Then chances are, you know a little bit about Christian dogma and the believe in the idea of angels and demons, or that Heaven, Hell, and/or Purgatory are all places your soul may end up in the afterlife. Supernatural sticks with this theme and incorporates a shitfuckton of the Christian mythos into its seasonal writing. Angels are the winged avengers of Heaven and occasionally, when they aren't smiting entire cities, the protectors of His creations in man. Demons, created by Lucifer from humans that sell their souls, are the antithesis of that. Heaven is a place. Hell is a place. Purgatory is the place from whence the souls of all the monsters of the world come and go.

    Things in the World of Darkness, however, are a little different. Whilst there is no "metaplot" (up until more recent releases), in the WoD there exists the idea of the "God-Machine," an all-powerful mechanical construct that makes the universe march along. Angels do exist - they are the GM's biomechanical servants that carry out Its will, being created for a task and then recycled when the task is completed. But when one of them questions its orders, or fails a mission, or acts contrary to its nature, it falls... And then we have demons! Or, "Unchained" as they like to refer to themselves. As a PC option via Demon: the Descent (a game of techgnostic espionage), demons aren't the solely evil creatures they are in SPN. Not that they are necessarily good per se, any more than the average human is, but they aren't struggling to free Lucifer either. Probably. In fact, the whole Christian idea behind angels and demons flies out the window in the WoD. Demons have to maintain a "Cover" to hide them from angels and the God-Machine, as they work to find their own slice of paradise (Hell) on Earth. This "Cover" is procured by buying souls or making pacts for a portion of a person's life. Like Crowley and his ilk then, the Unchained are willing to partake in Machiavellian schemes to get ahead in this endeavor but (uh oh) the SPN character most like D:tD demons... Is Castiel. Boo hiss rawr wtf r u on?? Yes yes, I know that sounds weird, but Cas rebels against Heaven for Sam and Dean. He literally fights against other angels on their behalf. And whilst he doesn't do soul pacts, he does inhabit the body of a human that already had a life (Jimmy? JIMMEH!) and when he was "borrowing" grace, he wasn't much better than a demon.

    In their true forms, Zachariah (I think?) talks about how he has a bunch of lion faces and like, Voltron armor or some shit, but that even in Heaven, he takes the form of man so that Sam & Dean's soulfaces don't melt off. Castiel's true form is enough to burn a chick's eyes out. In that same idea, angels and demons of the WoD have true forms that are biomechanical wonders to behold. Terrifying and beautiful and maybe a little insane.

    So then, Heaven, Hell, and Purgatory aren't places that physically exist, or spiritually exist, or whatever/however they exist in SPN for the World of Darkness in the same way, BUT the Underworld is a place - a pooling of souls that have departed, per Geist: the Sin-Eaters (discussed more in the ghost section). The dead exist in cities much as in life and it is gloomy. As. Fuck. As it should be. The signature city for Demons (and angels, by default), is Seattle.

    ---EXPANDED; I forgot about World of Darkness: Inferno, which actually does deal with Hell and the Supernatural concept of demons, which was released far before Demon: the Descent. So, as a storyteller, you could actually have the traditional concept of a crossroads demon and an enemy of the God-Machine at the same time. Enterprising!

  3. Vampires (WoD) - Having watched any of the vampire episodes from Supernatural, you'll know that they live in "nests," are more or less just tired and irritated as hell by the sun, drink the shit out of your blood, and die by cutting their heads off. There is a scary-as-fuck alpha vampire but otherwise, they aren't much of a challenge for hunters. In the World of Darkness, vampires (called "Kindred") are THE preeminent movers and shakers of most metropolitan areas. Formed up into a series of Clans (based on your sire's Clan) and Covenants (based on your political or religious ideology), vampires, via Vampire: the Requiem are another type of PC. Much, much, much more powerful than the vampires in SPN, and not only because they are (on average) faster than mortals, stronger than mortals, able to shake off most wounds quicker than mortals, and with abilities that border on the ridiculous but also because they probably own the police in your city, can have your power shut off, your house condemned, and you arrested on trumped up child pornography charges rather than just make you disappear.

    ---EXPANDED; Vamp blood is super addicting in ChroD, and a human that uses it is called a "ghoul." But, like Sam drinking demon blood, it gives mortals a real boost to their performance, like a crimson Viagra. A steady diet of Kindred Vitae will keep an otherwise mortal person young and healthy, make them stronger and faster, and able to more quickly heal from wounds or display low levels of certain vampiric powers. So reimagine Ruby (pretty Ruby, not future Mrs Sam Ruby) as a Kindred (Daeva Clan, "renegade" Lancea Sanctum Covenant), keeping Sam on the hook by having him drain other Kindred, and yeah, similar outcome.

    The signature city for Vampires is New Orleans. Obviously. Thanks, Obama. Er, Anne Rice.
  4. Werewolves (WoD) - The World of Darkness werewolves aren't tied to the moon. That needs to be said first because in most werewolf related media, that is a big deal. No, let me rephrase. Their ability to shapeshift isn't limited by being in the full moon. They are still tied to the moon in the idea of "auspice," ie the phase of the moon dictates a good bit of a werewolf's role in werewolf (called "Uratha") society. PCs via Werewolf: the Forsaken, Uratha are kind of spiritual policemen - when spirits cross over from a sister-realm to the real world (yeah, that isn't confusing), it is Uratha responsibility to deal with them. Oh, and to fight "the Pure," werewolves not "forsaken" because their spiritual ancestor didn't have a hand in the primordial Father Wolf spirit's murder, like the "forsaken" did. You know, out of all the WoD game to SPN comparisons, this one is the hardest just because of the cosmology and background history. Suffices to say, they are way different.

    There are only a couple of werewolf episodes for SPN so hard data is a lot sketchier. Werewolves here shift on nights of the full moon and eat hearts. Mmmm, nummy. One of the best episodes involved a pack of werewolves that worshipped the Fenris wolf of Teutonic mythology. W:tF also has the Fenris (Fenris-ur) as the founder of a werewolf tribe, the Blood Talons. The idea is the same, the mythology is more of less comparable. Except a couple of hunters would never take down this tribe vs taking down the pack in SPN. In comparison to everything WoD via SPN, mortals vs WoD "splats" are fairly weak, more so when talking werewolves than anything else. Werewolf: the Forsaken's sig "city" is the Colorado Rockies, centered on Denver more or less.
  5. Mages (WoD) - "No, it could be anyone. Neighbor, coworker, man, woman. That's the problem Dean, they're human, they're like everyone else." I pulled this quote off of the Supernatural wiki in regards to witches. Mages in the World of Darkness are NOT witches in the sense of SPN. On the one hand, they are both basically mortal "splats." On the other, witches in SPN bargain away their souls (whether they realize it or not) in exchange for their power, and rely upon spellbooks where as in the WoD, mages are a supernal force in and of themselves, willworkers able to literally reweave the foundation of reality once they become strong enough. Of course, witches in Supernatural are some of the most powerful threats exactly based upon the above quote. In both cases, you NEVER know who could be a supernatural spell caster, as they don't have the traditional weaknesses of vampires or werewolves nor the traditional red flags. Of course, if you shoot them in the face (with a gun I mean), they die pretty quick.

    You see a lot of fate manipulation and extended ages with witches in Supernatural. Mages have the same base abilities with random chance and luck, but only certain maga (with a Life focus) extend their lives dramatically. Mage: the Awakened's signature city is Boston. Beautiful Boston.

Now then, we've covered some of the more prevalent themes between the two universes here, but I want to take a moment to talk about Chicago.

SECTION B - CITY STUFF

Chicago has been featured multiple times on Supernatural, usually as background but also as a main city in two notable occasions. The first of these revolved around the first noted serial killer in the United States, H.H. Holmes & his infamous "murder castle" as the impetus for a spectral haunting. The second, and even more infamous than the murder castle, is the episode that was to serve as the pilot for a one-city based Supernatural spin off called Bloodlines, where the city is divided up amongst the vampires, the werewolves, the djinn, and shapeshifters. I think. I'm not entirely sure because it was the only episode in the entirety of Supernatural that I've never finished watching. In fact, to this day, I still have no idea how it ends. Any way, so the supernatural creatures are supposed to be pulling the strings of the city from behind the curtain so to speak and Sam & Dean featured for about five seconds to assist in some stuff or other. I dunno. It felt flat.

At any rate, this is notable because there is an entire book, World of Darkness: Chicago, that is of the "blue book" mortal line, but is actually a second signature city for Vampire, Werewolf, AND Mage. It covers how the three supernatural "splats" interact with each other, and to a lesser degree, with the mortals of the city. And it does so in a much better way than the Bloodlines episode even did. In addition to WoD: Chicago, there is a companion novel "Three Shades of Night" that take this sourcebook & give it some fictional context (and is a good story), three Vampire novels ("A Hunger Like Fire," "Blood In, Blood Out," "The Marriage of Virtue and Viciousness") and one phenomenal mortal (?) novel ("Strangeness in the Proportion") that all build the idea of this city at the center of the United States. Moreso than any of the signature cities, Chicago lends itself well to crossover games and stories involving numerous types of supernatural creatures.

 SECTION C - SMALL BUT PREVALENT STUFF

Getting that out of the way, we're left with a ton of real estate to cover both from the show and from the World of Darkness, not all of which I can even touch on.


  1. Urban Legends (WoD) - This one book is basically Supernatural season 1. It features stuff like Bloody Mary, the Woman in White, the Hook Hand, so on and so forth. It's not only entirely a required WoD book for mortal games in my opinion, but it also makes a great read whilst watching the series.
  2. Midnight Roads (WoD) - Do you -really- like the idea of driving across country to fight the "monster of the week?" You're in luck! Midnight Roads is "Supernatual: the Roleplaying Game" (not to be confused with the actual SPN RPG) in one neat package.
  3. Cursed Objects (SPN) - There were several episodes that involved cursed objects getting loose in the world, like the (un)lucky rabbit's foot or shit from some guy's lock up. Reliquary is a World of Darkness book that delves into the idea of these cursed (or blessed) objects for inclusion into your gaming world.
  4. Ghosts (SPN) - Whilst the above listed stuff is the big headlining acts, ghosts in Supernatural are the most commonly interacted with supernatural beings in the entire series. More episodes ("We're the Ghost... Ghostfacers!") are devoted to researching, laying to rest, or helping to move on of spirits than anything else. As I mentioned earlier, Geist: the Sin-Eaters deals with ghosts in the various forms pretty much, and details the Underworld where ghosts probably belong. I have the core rulebook but have honestly only skimmed it. WoD: Ghost Stories and Book of Spirits touches on a lot of the concepts of poltergeists and angry earth bound spirits as well. Though, again, not to the degree that Supernatural looks at the afterlife.
  5. Promethean: the Created (WoD) - Frrrrrrrrrankensteeeeeeein!!!!! Or his monster at least. Promethean is all about created beings, and deals with the mythological origins of things like Galatea and golems, in addition to the more modern idea of a mad man's attempt to play God. Supernatural had a really, really good episode involving Nazi necromancers and a golem that could provide a degree of inspiration here but the tops, in my book, go way back to season three wherein to keep Dean out of Hell, Sam was looking for a doctor their dad had hunted, who had found the key to immortality by replacing his body parts regularly. The science and alchemical ideas found in that episode are really pure Promethean in their execution. |
  6. Shapeshifters (SPN) - I... Don't think there is an equivalent to these guys in the World of Darkness, but Skinchangers come kind of close to the "turns from a dog to a man" type. As far as taking on the form with memories of another person, Unchained from Demon do this with a soul pact that they collect upon, though the original is gone forever. I think. I assume.
  7. Merits and Flaws (WoD) - This came up at the start, for the mortal characters. Sam and Dean both end up with supernatural abilities, like the demon blood or the Mark of Cain. World of Darkness has points in stuff like this, like "Unseen Sense: Ghost" or "Writer Fiat" (that isn't real) that beef up normal humans. Much of World of Darkness: Second Sight walks players through psychics or telekinetics, things of that sort.
  8. Cain (SPN) - Man, that was a good character. There is a Hunter Compact (a larger group than just a cell) that think vampires are descended from Cain (they were, in the "classic" World of Darkness Vampire: the Masquerade) and constantly paint or ask "who is Cain?" before killing a vampire. It's a small thread, I just really liked that actor on SPN.
That there then is an incomplete and not even remotely exhaustive but super incredibly long comparison between some of the popular topics in Supernatural and the World of Darkness roleplaying games. I skimmed the surface but highly recommend both things to all of the peoples.

++++
Now, to expand on a few things, since it's 2018 and I can.

A2, Angels/Demons - Dude, now that I've spent a whole lot more time reading through Demon: the Descent books, let me just say that Dean's assertions about angels being dicks TOTALLY holds true in the Chronicles of Darkness. Don't misunderstand that statement - Unchained Demons in D:tD are NOT necessarily "the good guys" by any stretch of the imagination, but they're almost always the lesser of two evils. And D:tD has so many examples of splinter timelines and alternate realities that, do you remember the episode where Sam and Dean end up in the "real world" to escape Raphael as a diversion for Balthasar? Yeah, D:tD has shit like that. Not so much in the comic relief sense, since the God Machine and techgnostic espionage is spr srs bizness, and whatnot, but the concept of accessible realities for Unchained willing to rip between worlds is kind of cool. Also, I may or may not have statted Castiel up as a Messenger Incarnation Demon. Turns out, pulling a soul from Hell is way less hard than you might think. OH! And yeah, so the Heaven/Hell/Purgatory thing, I guess if you look at the Abyss and the Lower Depths from Mage and Geist and whatnot, Hell could metaphysically be an actual place.

 C7, Merits/Flaws (ChroD) - Having reread Second Sight, Antagonists, and Reliquary a few times since posting this, I'm fairly convinced you could turn the last three or so episodes of Season Two SPN into a ChroD Battle Royale between mortals looking to become a Kindred's newest Childe or something similar.

C9, The Mother of All (SPN) - Eve was not, sadly, the "big bad" for Season Six, the way she was built up to be. In fact, it was a typical "massage without the happy ending" that SPN loves to pull, which was a damned shame. I liked the Khan worms and still, to this day, find ways to mention them. There are a couple of analogs in ChroD that one could look at like TMoA, such as the titular Crone that the Circle of the Crone Kindred Covenant refers to, but I like The Dark Mother from Beast more. See, one of the driving themes of Beast is that ALL monsters, whether Beasts or Uratha or Kindred etc are all family, all relatives tied together (at least spiritually) through being offspring of TDM. On the one hand, it's a way to do "Super Friends" crossover chronicles with a bunch of different monster splats, but on the other hand, because ChroD doesn't have a true metaplot or solid origin stories for any type of supernatural, it's as possible as Atlantis being the source of all Mages.

C10, Dragons (SPN) - Season six also introduced dragons into the SPN mythos. And that HP Lovecraft wasn't just a writer. That's unrelated though. Anyway, the dragons in SPN are only ever shown on-screen as humans, with Eastern European accents, that live in sewers, and abduct virgins, and like gold. I can really see myself a lot in these guys. ALSO, since I mentioned Beast with TMoA stuff, SPN dragons are almost exactly like Beasts. Right down to having a lair and being nightmare inducing stuff of myths. Beasts are more... Literally nightmare inducing, as that is how the Beast part of an individual feeds, and their lairs are less physical (usually), but they also have to deal with antagonists called, appropriately, Heroes, much like Sam and Dean.

C11, The Colt (SPN) - A "magic" kills-anything-it-shoots gun, built by Samuel Colt in the 1800s during an eclipse for a hunter, that hunted unstoppable monsters in the New World, before Colt himself went on to make a Devil's Trap to lock a gate to Hell (quite possibly an Avernian Gate in ChroD)? This is some pure Reliquary (see Cursed Objects above) or D:tD Gadget type shit right hurr.

C12, The Fairy Tale Coma Girl (SPN) - Changeling: the Lost. In an episode. Fairy tale aspects, and mother fuckers dying from poison apples.

C13, Mysterious Places/Asylum (ChroD) - How many episodes of SPN have dealt with abandoned asylums or up to date psychiatric institutes? At least a handful. I've touched upon Asylum in the write up to Grand Meadow, as well as glimpses in other writings (it's a continuing thread) and SPN followed a lot of the same tropes that I did/that the writers of Asylum did, in episodes featuring one.

Wednesday, March 14, 2018

Therapy

"Height, hell, time, haste, terror, tension. Life, death, want, waste, mass depression."

And thus, he told his dream to everyone;

"I was angry. Angrier than I've ever been. The kids were getting on my nerves and the cats were constantly under my feet. So I was yelling. And throwing things. I flipped the mattress over and there were cats under the bed, digging at my tool box. I just lost my shit and opened it super hard. It hit one of the cats and it yowled this terrible sound. That's when the demon came. I could feel its hand inside of me, squeezing my organs. It whispered in my ear that I needed to stop being such an asshole. I knew I was dreaming at that point, so I tried to wake up but I couldn't. I could feel my liver and kidneys turning into pulp and I tried to scream. I opened my mouth wide and hoped that my sleeping body was doing the same in the real world, tried to squeak out any kind of scream so someone would come and shake me awake but the demon wouldn't let any sound come out. It laughed at me. It told me it would come back over and over again as many times as it took, as it had done for years and years and I knew that it was telling the truth, I could remember the dreams of the demon and the torment going all the way back to childhood."

"And why do you think that is?" Dr Harris barely looked up from his notepad during the group sessions. This time was no exception.

"Why do I think that is?? Because the demon has been attacking me in my dreams since I was a kid? Making sleep randomly feel like Hell?" He became visibly agitated as an orderly came and put a hand on his shoulder. 

Several of the patients in the circle inched away from his outburst, whilst others nodded along to the things that he said. Each one had their own story to tell, some not that dissimilar to his.

"We've talked about this before, Dustin. There is no demon, no supernatural force tormenting you. It's your sleeping mind creating a metaphor for the anger that destroyed your marriage. Until you start to take responsibility for your actions, the dreams will continue."

"'Taking responsibility' doesn't change shit!" He shouted. "I can be the goddamned Saint of taking responsibility and it still comes into my dreams!" The orderly pushed him back down into his chair, clamping tightly and preventing him from rising again.

"Stan, it's okay, Dustin is just a little tired. He'll remain quiet and behave. Won't you, Dustin?"

"Yes, Dr Harris, I'm sorry for my outburst." He looked down at the floor sullen.

"It's quite alright." The doctor closed his notepad and looked around. "Now, everyone, this is an important learning moment. We all have our demons. Figuratively. Everyone has something that tempts them or that they try to escape from. The key is to never let these demons control you. Ah, but that's group for the day, so we'll have to discuss this more next time."

******

"Hey, Dustin, you awake, man?"

Sitting in bed, back to the wall, Dustin was indeed awake. The nightmares and dealing with the stress of group almost always guaranteed a restless evening for him.

"You ever notice how therapist broken down is 'the rapist'? That's how my mind always feels after group. Like being non-consensual mind fucked."

A forced chuckle escaped his lips. Vaughn always knew what to say to drain the tension out of the room. "Never looked at it like that, but you ain't wrong. Least the doc could have done is wear a condom when he went that deep."

"People think we're crazy 'cause we have a few issues, but that quack is nuts. Anyone that emotionless has to have some really fucked up 'figurative demons' of his own." Vaughn laughed at himself before rolling over.

"Probably dresses like a gimp and pays for a dominatrix to fuck him like a pig."

Vaughn abruptly stopped laughing. "Shit, you think so? Huh. Maybe that's what we all need."

This time, Dustin's chuckle was genuine. Vaughn, like himself, was in Grand Meadow for anger problems. His manager at Burger Hut had been convinced that he was going to blow up their restaurant and his parents forced him to check in for observation, not unlike Dustin's ex-wife as a condition for him ever seeing his kids again.

"Sure, if you can't beat them, pork them. Good night, man." Laughing into his pillow, Vaughn gave a thumbs up.

Dustin stretched out across his bed, watching a slender shaft of moonlight appear and disappear on the floor at the whim of the clouds. It held a certain nighttime rhythm. The on and off nature of the light, the whistle of the breeze against the window, Vaughn's snoring. Everything combined to form a hypnotic pattern that Dustin could lose himself in, even if only for a small while.

Eyes glazed over in a thousand yard stare, he started to feel the familiar chest-tightening sensation. It never happens this often, he thought as his pulse quickened and the panic set in. The caress of claws pressing into his flesh was swiftly followed by the tickle of words against his ear.

"Such a terrible, vulgar, immasculated little man. This is why they left you. This is why they will always leave you." The demon purred as the skin on Dustin's back shredded as easily as paper, exposing vital organs and viscera. He could feel his blood spurting with each twist of its wrists, the pain mind-numbing when his organs popped like grapes in its hands. He tried everything he could to wake himself up, every trick he had spent years combing books and articles to find.

Fingers like cold fire gripped his arms and held him firm as the demon continued to violate his entrails. "Shhh, shhh, shhh, you're too weak to break free." He could feel every inch of his intestines as they were tugged from around his spine, his jaw aching from the silent scream he couldn't release.

The pillow hit him in the face from across the room. "Dude, I'm too tired, keep it down." Exhaling sharply, Dustin rolled onto the floor, running his hands across the smooth skin of his lower back as he stared at his bed. The terror was getting progressively worse and the medications Dr Harris had prescribed weren't helping at all. He knew without a doubt that he would truly go insane if it didn't stop.

It wasn't until the pain had passed, until he lay there gasping in great lungfuls of air, that he realized he had never fallen asleep.

******

Vaughn died three days later. It was unrelated to anything happening with Dustin, and by all accounts was his own fault. A fight with another patient became physical. He tripped after shoving the patient, falling into an overturned chair, the leg of which penetrated his ocular cavity all the way until it touched the inside of his skull. There was nothing anyone could do and he was pronounced dead on the scene.

That it had nothing to do with his nightmares was of no comfort to Dustin, however, who was filled more and more every day with a creeping sense of dread. Nor did it make anyone more chatty in group, as everyone became quieter and more reluctant to speak out. When someone finally did speak, it was to talk about seeing Vaughn's ghost, bloody eye gouge and all, and they were quickly silenced by the hospital staff.

"We're all sad about Vaughn's untimely passing, but he wouldn't want any of us to dwell on it. He'd want us all to move on and focus on getting better." Dr Harris lectured the assemblage.

"What if... The demon pushed him to torment me?" Dustin thought aloud, for the first time potentially blaming himself.

The doctor sighed. "Dustin. When I told you that you needed to take responsibility, it was for your actions, not the actions of someone else. Vaughn's own personal demons are to blame. Yours can only hurt someone else if you let them drive your actions."

"But what if you're wrong?? What if there was some way that I could have... I don't know. Done something. I could have saved him!"

"Stan, Dustin is clearly overwrought today. Could you take him back to his room, please? We'll continue this conversation privately."

"Yo, c'mon, man." The orderly reached a bear-sized hand down and helped Dustin to his feet, more jerking him out of the chair than actively aiding in the endeavor.

"Doc, I think you're right, I think I do have to take responsibility. For all of it."

"That's good, Dustin, but we'll talk more later." Dr Harris' eyes were devoid of any empathy as he watched Stan pull Dustin from the room.

******

 "My time is a very finite resource, you see. It's precious to me and the patients that can be saved."

Dr Harris stood to one side of an old fashioned examination table. Dustin would have nodded or given a verbal response, but the rubber bit in his mouth and the straps across his body prevented him from doing either.

"I haven't given up on you, you know. Just because group therapy and private sessions aren't getting to the root of your delusions, there are more drastic options we can try."

Tears formed in the corners of Dustin's eyes as he vaguely remembered being injected with something to help him sleep before experiencing nightmares stronger and more vivid than he'd ever had in his life. The demon eviscerated him and used his body parts to make esoteric images, explaining in minute detail what each piece of him was meant to represent. None of it made sense to him, nor should a delusion, of course. He just wanted it to stop and was thankful that Dr Harris had a plan.

"Stan, make sure the connections are tight, please." He motioned for the orderly to double check that all of the electrodes were firmly in place.

"I'm on it, doc."

"Now, for many years, electroconvulsive therapy was utilized by medical professionals to 'shock' the brain into working correctly. It's nonsense and barbaric, you understand, the process they used. This, by contrast, is a work of art. You see, for the current to properly stimulate the brain, the connections must go deeper."

The needles in his temples made his head throb, as Dustin followed along with the explanation. Tiny droplets of blood escaped from the holes, only to be absorbed by sponges at the ends of a wired harness.

"Yes, it's theta waves that are the root of your nightmares. Once this device realigns how your brain transmits these, you will see a great improvement. In fact, they may stop altogether. Wouldn't you like that?"

Dustin blinked rapidly and mumbled around the bit that he would, the throbbing in his head building into a solid drum beat.

"Good! Stan, shall we begin?"

"Any time, doc!"

Dr Harris nodded and the orderly made several adjustments on a control console, directing how much of a current to send to start. Once the settings looked correct, the doctor nodded again, and the orderly engaged the machine.

A soft whine emanated from the equipment as the first jolts hit Dustin. Immediately, the world went white and unfocused, his body strained against the straps. He could hear Dr Harris as if from a long distance yelling for Stan to stop, that it was too much power too fast. The words were jumbled and eventually drowned out by the voice of the demon.

"Done? So soon? But we had so many more years of fun to look forward to." He could almost hear the pout in its seductive tones. "That's okay. Broken toys aren't worth playing with anyway."

Eyes rolling into the back of his skull, the electricity seizing his muscles in a vice-like grip, sparks danced before Dustin's blackening vision. Moments prior to losing what little remained of himself, he heard maniacal cackling driven by pure bliss, as the demon attached itself to Stan, intent on repeating the same process unto eternity.

Tuesday, January 23, 2018

The Strange Case of Ronnie Frown

"Dead streets are red, red I'm afraid. There's no confetti, no parade."


He sits down in the high-backed leather chair opposite you, and isn't what you were expecting. You'd heard that he was spry for his age, despite pushing 70. Maybe it's the way he carries himself, with his scotch and his cigar and a level of confidence rarely found in men 30 years his junior, or maybe it's the underwear-clad, 20-something brunette draped over him. Regardless, he is far from the doddering old fool you thought you'd be meeting when his silent butler ushered you in. The glean in his eye competes with the shine of a massive emerald on his finger, though from malice or mirth, you can't begin to tell.

"I always said that there was something wrong, something very strange with Ronnie Long." He begins in that steady Midwestern tone, accented with a tinge of a Southern lilt long time country music fans pick up. "He never laughed, never smiled, talked alone..."

 (Art @ Krisztian Gacsi)
******

All the green things died when Ronnie moved to that place. Under any other circumstances, it would have set off alarm bells in the community, but it had already been an exceptionally hot and dry summer by July, and no one's yard looked healthy. Other than a caretaker checking on the property monthly, upkeep had been sporadic. Still, in hindsight, had anyone paid attention, the shriveling and browning of the plants was a slow but noticeable process.

Local news programs had steadily focused upon ongoing racially-charged rioting and most of the adults in the neighborhood were too glued to their television screens to see the recent arrival lugging several suitcases from a rusted out '50s model station wagon. Like all changes in the day to day tedium, the kids were the first to see him. John (never Johnny, not since he had become a teen) was in the vanguard of these children, playing football in his yard that day. Turning to see his new neighbor, he missed the ball as it sailed past him, onto the sidewalk. Ronnie set his bags down on the grass and picked the ball up, turning it in his hands like an alien artifact discovered on some long-abandoned world, uncomprehending of its purpose.

"Could you please throw the ball back, sir." Timmy, John's unfailingly polite younger brother, asked.

Ronnie raised his head from the football to stare at the boys. Rather than acquiesce to the request, he walked towards John with his arm outstretched. As he drew closer, John took in every detail of him, from his far below average height, to the disheveled nature of his clothing. Nothing compared to his ruined visage, however. Scars ran from the corner of his mouth the length of his jawline, setting a perpetual grimace across his features.

"Geez, mister, did you fight in the war?" John inquired as he took the offered football.

"Don't you dare ask why I'm cursed to wear this face," Ronnie snarled in reply, snatching his hand back. Despite being shorter than John by a couple of inches, he loomed large and imposing, before he quickly turned his back on the boys and returned to his suitcases. Stunned at the vehemence in his voice, neither boy felt much like playing anymore. Instead, they went back inside, to pull their parents away from the TV.



*****

"I've lost my way!" John heard the screams through his open window a week later. Stumbling from his bed, he looked out to see lights blazing in every vsible window of the neighbor's house. "All things wash away!" They continued. He could see motion in the uppermost of them, shadows obscured by thick cloth hangings that could only be called curtains by the very generous.

It had been a rough week for the entire neighborhood. His parents, and most of the adults on the block, had been excited when they were informed that the empty house had been filled. The excitement soon soured into disappointment when Ronnie made infrequent appearances to answer the knocks of curious people coming to introduce themselves. The quiet unobtrusiveness of a shut-in was preferable to the screaming, which was causing dogs to howl, and as John looked, lights were turning on all over the street. Angry people in pajamas and bathrobes were marching out of their front doors when the screaming stopped, and all of the lights in Ronnie's house simultaneously flickered off. Confused, a murmuring crowd stood in the middle of the street, conversing among themselves for a few minutes before breaking away and returning home.

The next morning, John listened to his mother gossip on the phone about the neighbor, referring to him as "Mister Long," though the kids had taken to calling him the unimaginative "Ronnie Frown" based upon his appearance and demeanor. He took every opportunity to glare at them when they played in their yards or rode their bikes, as if he hated them for their youth and enjoyment of life, and many of them had taken to staying indoors more and more. Out of all the kids in the neighborhood, John was the only one that had spoken to him and he retold the tale of that meeting multiple times. His natural athleticism and friendly nature had made him popular, but with The Story, he always had other kids that wanted him to come over to their house now.

******

The end of July approached rapidly, and the neighborhood, which should have been teeming with children at the apex of their summer shenanigans, was like a ghost town. A general malaise had swept over the area, with even the adults limiting their time outside of their houses. Working parents drove directly to their places of employment and came straight home. Yard work, when it was done, was dealt with as quickly as possible. No one could place exactly what was causing the unease, but without fail, all were quick to place blame elsewhere. First, it was married couples blaming one another for imagined slights, then it was parents pointing the fingers at their children for always being indoors.

Ultimately, following phone calls and bar meetings, the neighborhood laid responsibility at the feet of Ronnie Frown, as even the grown ups called him. Through conversations John wasn't privy to, the men and women of the block made mention of the late-night screaming, which had reached a fever pitch. One neighbor pointed out, finally, the decaying nature of his yard and tree. Another relayed the fears of her sons, who said that they had been chased from his property with a club. Still another brought up his talking to thin air. Their frayed nerves forced them to huddle closer and talk in hushed tones about what could be done.

John knew none of this at the time, of course. He was far too busy doing typical teen boy things, mostly thinking about girls, despite everything else. Unlike the other neighborhood children, Ronnie didn't really frighten him. If he were asked, the only emotion he felt was anger at the disruption to the normally placid life of summer break. He didn't go out of the way to shout names at Ronnie though, like several on the block did during the rare occasion he was out of his house, nor did he throw rocks or sticks at said house, as he had witnessed his brother do more than once. He just wanted to go about his life and do the things that made him happy without concern for what the neighborhood hermit did.

The unmistakable sound of shattering glass grabbed John's attention, and he could hear kids cheering. Going outside, a small group of five, led by Timmy, was hitting Ronnie's car with various items, including the baseball bat with which his brother broke one of the old wagon's windows. Glancing around the street, John could see adults standing on their porches or looking out of their windows, not making any attempt to stop Timmy and his friends.

John was not the only one alerted by the sound, as Ronnie threw open his front door and charged out, yelling, "you goddamned kids, leave me alone!"

"Ronnie Frown, Ronnie Frown!" was their only response as Timmy, and one other, continued to beat the car.

With a sneer, Ronnie picked up several large rocks and began hurling them in the direction of the kids. Several cracked against the street, flinging flakes of shale in several directions at once. The adults began to join in the chanting without conscious thought, as if they were all pulled by herd mentality.

With a metallic thump and then a cry of pain, a projectiles bounced off of the hood of the car, and hit Timmy just above the collarbone. A jagged piece of the stone embedded itself in his flesh, as another piece sliced a massive gash through his shirt and shoulder. John, and several of the grown ups ran out into the street at that. One of them grabbed his brother, as the rest, including him, starting throwing things at Ronnie and his house. The wave of rage was palpable, so much so that everyone ignored that it was Timmy and his friends that started things in the first place.

The shouts and insults, the missiles being flung and the din of the crowd, all combined to a roar that made the first gunshot almost imperceptible. It wasn't until the second one, and the resulting woman's blood-freezing wailing that anyone realized Ronnie had fired. Everyone panicked and tried to run away as he pulled that gun from his pocket. The shots weren't aimed and, in fact, it barely seemed as if Ronnie was looking at anyone in particular as he backed slowly towards his door. But a bullet doesn't care if it has a target or not, and before his six shots were spent, three people were down on the road. The rest frantically attempted to get inside, to call for police assistance. Their fear and their rage combined with the smell of blood and gunpowder to make the air oppressive in John's lungs.

Like the day that Ronnie showed up on the street, John was the first to see him leave. With just his suitcases, he rushed to the station wagon, cranking it over with a metallic shriek like a demon from hell, as flames became visible in the darkened house. Those souls powered more by anger than fear still outside threw bottles at the car as it drove through yards and sped away. John, unharmed, felt emotionally drained as Ronnie's taillights vanished in the distance. He worried about his brother, and the people on the ground, but he no longer felt the same degree of rage, and looking around as the fire engulfed Ronnie's house, he could see the confusion and shock registering other people's faces, moreso when kids and grownups walked back outside, waiting for the emergency response teams that were surely on their way.



******

"No one ever saw Ronnie Frown again after that. The police lumped everything in with the race riots that happened that year, and everyone eventually moved on with their lives. Not me, but you knew that already." He waits for you to nod before continuing. "I've spent decades searching for any sign of him. I've hired private investigators and bounty hunters, hell even psychics and mediums. Every lead has added pieces to the puzzle. Until now, I've never been able to see the whole." He pauses again, the forgotten brunette pulls away and leaves the room as he leans in closer, locking eyes with you. "You've heard my story. You have a good idea what I want and I'm willing to bet an even better idea of how much I'm ready to pay. So, are you in?"