Sunday, 19 December 2021

Nights Black Agents - Hauntings

It's that ghostly time of year, when the subconscious dwells uneasily in shadowy corners and obsesses over things which should not be.

I've discussed Hauntings before in connection with Bookhounds, and I've mentioned them in connection with NBA too. At that time I said:

I gave these guidelines for Bookhounds ghosts, or spirits of place:

  • The truth of the haunting will probably never be known for certain, since most of the facts are unavailable.
  • It cannot be dealt with in the same way as, say, an ordinary antagonist encounter. Ghouls, for example, can be shot, or bargained with. There is no way to communicate with a haunting of place, and probably no way to kill it.
  • It has a great deal of power behind it, possibly magical power. That means other people besides the protagonists are going to be interested in it. That also means it could be very dangerous.

I'd modify them for Night's Black Agents, as follows:

  • The truth of the haunting must be linked to the Vampire background. If vampires in your game are mutant creations of science, then ghosts should have a scientific background as well. A Satanic vampire game has Satanic ghosts, and so on.
  • It cannot be dealt with in the same way as an ordinary antagonist encounter. Ghouls can be shot or bargained with, but ghosts don't have the same weaknesses. Bargaining may be possible, but difficult.
  • It has power behind it, but that power is going to depend on the method of its creation. It ought never to be as powerful as, say, a Renfield, let alone a vampire. This isn't a major player; it's a mood piece, possibly even a booby trap.
  • These ghosts can be defeated but probably not destroyed, in the same sense that vampires can be defeated, but can come back from the grave. 

In NBA vampires come in four delicious favors: mutant, supernatural, damned, alien. What kind of ghost stories can be told with the same premise?

So with all that in mind, let's talk about some concrete examples.

Before I do, I just want to briefly talk about a phenomenon that first appears in the 1900s: the techno ghost.

A techno ghost is something that mirrors or borrows technology but is not necessarily defined by it. A ghost that only exists when heard over the wireless or telephone. The ghost of a car, or plane, or train. A ghost that appears on television, or a film screen. 

When technology is first introduced and is unfamiliar to the general reading public, authors tend to borrow them for spooky background. So, for instance, when the telephone is first introduced but there isn't a telephone in every home, you'll find a few period authors sneaking in phone calls from beyond the grave. Even Stephen King uses a party line in one of his short stories, because he's old enough to remember the last surviving party line telephone systems way wayyy out in the piney woods. 

Similarly when moving pictures were new and most cinemas were basically large tents or village halls repurposed for the night, you'll find short story writers using cinemas as settings. These share the same advantage as that spooky little antique store where you bought that monkey's paw; you'll never find that mobile cinema again, no matter how hard you look. 

A similar mechanic plays out in Japanese horror The Ring.


Sourced from MotelX

I've often wondered just how common VCR tapes were in Japan in the late 1990s. I'm guessing not very; DVD must have taken over by then. It was a very clever move on someone's part. The ghost in that story is fairly traditional, but the method of delivery gives it that special edge. 

The key point being that, like the mobile cinema, you have to have the tape to make the thing work, and tapes are mobile things. You never know where they'll crop up next ...

Anyway, after that brief diversion, the meat of the matter:

Damned: Their markers are holy symbols and spiritualism, their emphasis is seduction.

Roadside Shrine. You probably drive past a few of these on any long car journey. Someone's last moment on earth before the smash, memorialized in fading flowers and drifting plastic. Whoever they are, someone loved them. Still, it's impossible to tell from that blurred photograph who they were or what they were like.

Aberrance 7, Health 8. Alertness +2. Stealth +3 in shadows, +1 in bright light. Free Powers: Unearthly Tread (+2 difficulty to evade), Reflection Only (can only be seen in a reflective surface, like a rear view mirror). Other Powers: Mesmerism (only works if makes eye contact), Drain Heat.

The Shrine spirit is a twisted remnant of a roadside fatality. It might only exist as some faded police tape and chalk marks, or it might be a collection of dying flowers and heartfelt remembrances. The vampires have taken the essence of this death and made it their own, creating a kind of spiritual IED that attaches itself either to the next person to see the shrine, or a specified target (say, via blood and fingernail parings). The spirit attaches itself to its victim at the earliest opportunity and tries to force them, through Mesmerism, into a fatal accident, preferably a road accident. The spirit appears to its victim in a reflective surface, perhaps a mirror or shop window, to make the eye connection. It has no intelligence and very little memory left, but can be persuaded to return to its shrine if fresh blood is spilt at that location.

Alien: Their markers are various uncanny effects; their emphasis is invasion.

Floating Lights. What's that up in the sky? Probably a satellite passing overhead - but those lights are remarkably bright for a satellite. A plane, maybe? Pretty quiet, if it is. A drone, that's it - has to be. 

Aberrance 10, Firearms (light ray) 8, Health 8. Alertness +1. Stealth +4. Free Powers: Infravision, Regeneration (2 points per round). Other Powers: Cloud Men's Minds, Vampiric Speed, Tracking.

Though these can be mistaken for UFOs in fact they are unexpected byproducts of alien infestation. They only appear in places where the vampires have been, and then only for a brief time - perhaps a week, never longer than a month and then only in cases where the vampires have lingered for some time or gathered in great numbers. The jury's out as to whether they're intelligent, parasites or some kind of mobile portal to other dimensions. One thing's for certain: Renfields hate and fear these things. Only Renfields know why, and they're not talking.

Supernatural: Their markers are strange superstitions, their emphasis hunger. 

Mr. Smiles. Doomscroll through your social media feed, and you'll find him. Those peculiar private messages and videos from someone you don't know or recognize. Funny how they only seem to come after an encounter with ... those things. Don't look at the images. Don't listen to the messages. That's how Mr. Smiles gets in.

Aberrance 7, Hand to Hand 10, Health 10. Alertness +3, Stealth +2. Free Powers: Strength, Unfeeling, Spider Climb. Other Powers: Heat Drain, Vampiric Speed.

Mr. Smiles is something the vampires cooked up. It takes a death to summon it, preferably the death of a friend or Network contact. Then those peculiar messages and images start showing up in the target's social media feed. Threatening messages, unpleasant pictures, and even if you scrub your feed obsessively somehow Mr. Smiles, all teeth and gore like a modern-day Raw Head and Bloody Bones, follows you, tracks you down. If he finds you, he'll crawl out from whichever device he's tracked you down on and kill you - dragging whatever's left back into the device. Then Mr. Smiles will make you just like him, and set you after your friends.

Mutant: Their markers are medical symptoms; their emphasis is infection.

Green Oil. Be careful what you step in. Don't let it get on you. If even the slightest drop gets on you it sticks there, propagates, eating away at your shoes, your clothes, turning whatever it can into more of itself. It doesn't like fire, but it's preternaturally clever; it might let you think it's burnt away, and then it slips into your bed at night. 

Aberrance 7, Hand to Hand 10, Health 4. Alertness +2, Stealth +4. Free Powers: Regeneration (2/round), Track by Smell (+2 difficulty evade). Other Powers: Heat Drain (gains points drained as health, effectively creating more of it from whatever it eats)

The oil is a byproduct of vampire kills. A little of it is left behind wherever a vampire feeds, and usually it dies off within a day or two. However if someone picks it up, even the tiniest speck on the sole of someone's shoe, it can use the heat from whatever it's attached to as a food source. That lets it create more of itself, and more, and more. It can grow too large; if it manages to eat a person it generally can't keep its form together and dissipates, but not before infecting the room it dissipates in. This doesn't create more oil, but does create a very unpleasant atmosphere - effectively a 3-point Stability loss for anyone who spends time (longer than 10 minutes) in that area.

That's it for me. Enjoy!

No comments:

Post a Comment