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Part Three of the Hallowe'en Edition of COTW is a pair of characters for a modern-day Horror campaign of vampires and secret societies. The second in the set is a monster from African folk-lore - the insectoid vampire known as the Adze - who is loose on Earth in pursuit of an unusual goal. This is the Sixth of Six COTW posts this week.


Shank-Pana; renegade plague-deity on a personal mission

(c) copyright 2000 andi jones

Total Points: 1,228.5 Points

Age unknown; 4'8"; 125 pounds; a shrivelled, hunchback man with jet-black skin, spindly arms ending in taloned hands, a pair of membranous wings, and a hairless and bulbous head with insect-like eyes and a twisted mouth of tiny teeth.

ST 16 [80] - thrust 1d+1, swing 2d+2, fatigue 16/36
DX 13 [30] - basic speed 10.25, move 10, dodge 10
             parry (brawling) 12
IQ 16 [80] - vision 19
HT 14 [45] - hit points 18
WL 17  [-]

ADVANTAGES: Acute Vision +3 [6]; Appearance (Very Handsome; Only in Human form, -10%) [23]; Bite [30]; Charisma +2 [10]; Claws [40]; Clinging [25]; Doesn't Sleep [20]; Extra Fatigue +20 (Innate Magic Only, -33%) [40]; Extra Hit Points +4 [20]; Flight (Winged, -25%) [30]; Increased Speed +4 [100]; Infravision [15]; Magery 3 [35]; Multiple Forms (Human) [10]; Multiple Forms (Monstrous Firefly) [10]; Strong Will +1 [4]; Super-Jump x3 [30]; Unfazeable [15]; Vampiric Immortality [60]; Vampiric Invulnerability [150]; Vampiric Resurrection (Cannot resurrect when in contact with Sesame, -10%) [135]; Zeroed [10].

DISADVANTAGES: Appearance (Monstrous) [-25]; Bad Smell (Only in Natural form, -10%) [-9]; Bloodthirst [-15]; Dependency (Vital Fluids; Daily, Common) [-15]; Hunchback (Only in Natural form, -10%; No max ST, +10%) [-10]; Lifebane (Only in Natural form, -10%) [-9]; Nocturnal [-10]; Obsession (Destroy the Samaritan's Arrow) [-10]; Vulnerability x1 (Sesame Plant) [-3].

QUIRKS: Never uses the same alias twice; Prefers to feed on the arrogant and self-absorbed; Respects independent and open-minded thinkers; Becomes sadistic when dealing with members of the Samaritan's Arrow. [-4]

SKILLS: Acrobatics-16 [24]; Acting-16 [2]; Area Knowledge (Western Africa)-18 [4]; Area Knowledge (Earth)-18 [4]; Astronomy/TL0-15 [2]; Brawling-18 [24]; Detect Lies-14 [1]; Diplomacy-17* [6]; Fast-Talk-18* [10]; Flight-15 [8]; Hidden Lore (Vampires)-16 [2]; Hidden Lore (The Samaritan's Arrow)-14 [.5]; Interrogation-16 [2]; Intimidation-18 [6]; Jumping-16 [8]; Naturalist-14 [1]; Navigation/TL0-18 [8]; Savoir-Faire-16** [1]; Scrounging-15 [.5]; Sex Appeal-18* [10]; Stealth-15 [8]; Streetwise-14 [.5]; Tracking-15 [1]; Wrestling-18 [32].
  *does not include reaction modifiers for use as Influence roll
  **at -2 for all foreign cultures

LANGUAGES: Adze (native)-18 [2]; Adja-16 [2]; Arabic-14 [.5]; Dagbane-16 [2]; English-15 [1]; Ewe-16 [2]; Fon-16 [2]; French-14 [.5]; Grusi-16 [2]; Hausa-16 [2]; Ibo-16 [2]; Malinke-Bambara-Dioula-16 [2]; Sara-16 [2]; Senoufo-16 [2]; Twi-Fante-16 [2]; Yoruba-16 [2].

INNATE SPELLS: Beast Control (Insects)-21 [8]; Beast Summoning (Insects)-21 [8]; Body of Air-21 [8]; Fatigue-21 [8]; Hunger-18 [2]; Pestilence-25 [18]; Retch-18 [2]; Rotting Death-18 [4]; Sense Life-21 [8]; Sickness-21 [8]; Sleep-18 [2]; Steal Health (Plants)-21 [8]; Strike Blind-18 [2]; Strike Deaf-18 [2]; Strike Numb-18 [2]; Thirst-18 [2].

EQUIPMENT

In his hunch-backed Natural form and his insectoid Monstrous Firefly form, Shank-Pana has no need to carry equipment. In his Human form, as he moves among humanity, he may carry mundane things as needed. He usually wears very fine clothing, expensive but tasteful jewelry, and maybe some attempt at money or a form of ID. But he doesn't carry weapons, and has no use (or much understanding) of technology.

BIOGRAPHY

Very little is known about the being called Shank-Pana. According to the beliefs of the Yoruba people of what is now Nigeria, he is a plague god, also worshipped as a war god because he "invades" a territory in the form of pestilence. (He is especially identified with smallpox.) He is supposedly the son of Shango, a legendary king of Oyo who became a god of thunder and lightning. Shank-Pana has been known in Western Africa for many centuries, though his presence was seldom felt in one place for very long, or very frequently.

Five years ago, the group known as the Samaritan's Arrow changed all that. The group is a secret religious society, some of whom are vampires, and they figured out a way to bring Shank-Pana into the physical world in a permanent manner, so that he might become their deity and lord. The ritual was performed in north-western Nigeria, and members from all over the world participated. Among the participants was a woman named Adrienne Byrne, a single woman from San Diego, California. With Adrienne was a 5-year-old girl named Rachel Byrne, the daughter of Adrienne's brother, whose wife had just died. Adrienne was prepared to do the unthinkable: in order to help bring Shank-Pana into the world, she was going to sacrifice Rachel during the ritual summoning ceremony. And when the time came to perform the ceremony, it worked like a charm. Except for one thing; Shank-Pana resented being called to the physical realm, and was especially contemptuous of the arrogant attitudes and self-serving beliefs of the members of the Samaritan's Arrow. Rather than take the position of their patron god and lord, he killed them all. But upon killing the last of them, Shank-Pana realised that he could not return himself to his own realm, and that he would need to learn the secrets of the Samaritan Arrow's summoning rituals in order to undo it. Now even angrier, he vowed not to simply learn their secrets, but to eliminate them all - with extreme prejudice - in the process.

In the time since then, Shank-Pana has been loose on the Earth, pursuing the members of the Samaritan's Arrow, learning as much as he can about them, and eliminating them as hatefully as possible. In the course of his travels, he has become aware that Alexander Byrne is after him, and knows also that Byrne is under the incorrect impression that his sister and daughter were innocent people abducted for black magic sacrifice. Shank-Pana feels no particular animosity towards Byrne, and even has a begrudging respect for the man's open-minded and adaptive abilities. But at the same time, he is also amused that Byrne's drive is fueled by a desire to avenge the murders of his sister and daughter, and that he has no idea that his sister was a willing participant, and that it was her idea to sacrifice the girl. So for now, Shank-Pana allows Byrne to do his thing, and for the most part ignores him.

ENCOUNTERED

Shank-Pana has three forms he can assume; his Natural form is that of a black-skinned misshapen little man, his Monstrous Firefly form is a massive (2-foot long) firefly with exaggerated and creepy features, and his Human form is a strikingly handsome African man with an impressive, athletic build and intense, amber-coloured eyes.

Meeting Shank-Pana in either his Natural or Firefly forms is an unpleasant prospect; he is horrifying to look at, smells foul, is accompanied by a swarm of disease-ridden insects, and is generally there for one thing: to feed. Because the world does not know he exists, Shank-Pana usually dispatches his victims quickly, using his innate spells to immobilise them if necessary, and killing them - by draining their fluids - with a businesslike efficiency. He is a monster, but he is not cruel or sadistic; when he needs to feed, he doesn't take extra time to scare his victims, or torture them. He feeds to satisfy his hunger. As an Adze, his bloodthirst can be sated not only with blood from mammals, but from the sap in plants as well, and so he treats all his meals the same way, whether it's a copse of trees, a cow or a human being. The only exception to this is his dealings with the Samaritan Arrow; they have earned a special hatred from him, and he is prone to treat them with a kind of sadism that would make most people nauseous.

And in sharp contrast to his monstrous forms is Shank-Pana's Human form. Tall, handsome and charming, it is this form that he uses most of the time. Although this form's features and physique are consistent and not alterable, Shank-Pana has not adopted any permanent alias or identity for his human form, in part because he is unfamiliar with the technological modern world, and in part to keep his trail harder to follow. But while he uses no regular name, he does have a regular persona. Using his charisma, good looks and engaging manner, he is fond of getting what he wants through trickery and subterfuge. His opinion of humans varies, depending on how intelligent, self-aware and independent they are. He thinks very poorly of the simpletons who succumb to his feeblest charms, but has respect for any individual who can hold his (or her) own in conversation with him. In general, Shank-Pana loves talking, or a friendly debate or skillful performance, and greatly appreciates the rare mind that can keep pace with his own. (Much of Shank-Pana's disdain for the members of the Samaritan's Arrow is that he sees them as blind followers, as dim-witted dupes unable to think for themselves.) These things not only entertain Shank-Pana; they serve him as well: His wiles are the tools with which he learns more and more about the Samaritan's Arrow, to lead him to his ultimate goal.

THE SAMARITAN'S ARROW

The details of the Samaritan's Arrow are kept mostly vague, to facilitate the society's introduction to an ongoing game that may already have its fair share of secret cults and invisible societies. There are only a few things that are important, and which should be maintained.

The Samaritan's Arrow follows a philosophy that combines death, disease, equality and enlightenment into a single arcane package. The arrow is symbolic of disease, since the Apollo of Greek mythology could inflict a pestilence on a man with a shaft from his bow. The reference to the Samaritan is, predictably, a reference to the Biblical parable which is the origin of the expression "good samaritan", used in this context in an ironic statement about the group's purpose. In a nutshell, the philosophy of the Samaritan's Arrow is that all men are equal before Death, and that death in the form of Pestilence is the ultimate means of tearing down the social, political and spiritual boundaries that keep Man from attaining his true potential. The practical applications of this (dubious) theory are unknown, and for now the Samaritan's Arrows seems to be more about secretive behaviour, arcane knowledge and byzantine philosophy. The ranks of the Samaritan's Arrow contain many vampires, and it's possible the society exists as little more than an apparatus to help them maintain their anonymity in the modern world. But they do possess genuine arcane powers, so it's possible they might one day arrive at the point at which theory becomes practise.

The Samaritan's Arrow are the real villains of the story surrounding Alexander Byrne and Shank-Pana. At the absolute least, the Samaritan's Arrow is an amoral organisation, so steeped in their own obscure philosophy that they no longer operate on the same level as society at large. But more likely, they are genuinely evil, furthering an attitude that demeans life and involves the death of innocent people on the behalf of a community of vampires, thanatologists and necromancers. Alexander Byrne has learned at least this much, and hunts them for those reasons. Shank-Pana probably knows and doesn't care; to his mind, they need to be destroyed for wronging him, and for their witless arrogance.

CANONICALITY

By and large, Shank-Pana is canonical in terms of standard GURPS rules. He is based on the Adze racial template (p.BT83) from "GURPS Blood Types", although he has been considerably enhanced.

The only non-standard aspect of his character, as written, is that each of his Multiple Forms were not written up individually. This choice was made mostly in the interest of simplicity. Most of Shank-Pana's abilities are present in all three forms, so separate character sheets would have involved a lot of wasteful overlap. The solution was to list all abilities together, and to indicate which ones apply to which forms when applicable. If an ability applies to only one of the three forms - such as his Human form's Very Handsome Appearance, or his Natural form's Bad Smell - then it was given a -10% price break. But if two or more of his forms share an ability, its price was unchanged. The GM is free to change these, and can apply common sense as circumstances arise.

VAMPIRIC ABILITIES

The following is a brief overview of the Adze's vampire abilities, for the benefit of those without "GURPS Blood Types". The Adze is uncommon among vampires in that it feeds not solely on blood, but the vital fluids of both plants and animals. Against people and animals, it uses the Bite advantage as per p.CI50. When feeding on plants, however, it uses a variant of "Steal HT" which allows it to drain life-fluids from plants; it gains 1 HT per acre drained (triple that value in especially lush areas). The result is that the drained plants grow sick and die. The Adze is not affected by the sun the same way traditional vampires are. In its insect form, the Adze may move about during daylight at no penalty; its Natural and Human forms, however, may only be assumed at night. The Adze does not suffer from "Sundeath", nor is it particularly susceptible to fire. As for its other abilities, Vampiric Immortality, Vampiric Invulnerability, and Vampiric Resurrection are all covered in "Compendium 1".

Unique to Shank-Pana is his vulnerability to the Sesame plant. In ancient times, the Yoruba people considered it taboo, and it was used in ceremonies intended to propitiate the god. Sesame does no damage to Shank-Pana directly, but being in contact with the plant will prevent his Vampiric Resurrection from functioning. At present, no one knows this secret but Shank-Pana himself.

WHAT IF?

Designed as a companion character to Alexander Byrne, Shank-Pana is intended for a modern-day Horror setting. Like Byrne, he is geared toward high-point campaigns, but can be tooled toward either the gritty or the cinematic style of gaming. He (and Byrne) can be translated into other genres, and most of Shank-Pana's skills will need no changes; he is an ancient being in almost any time and place, and his focus is on social skills. The important aspect of Shank-Pana is that he is monster on a personal vendetta that one would not expect; all the evidence would suggest that he is in league with the Samaritan's Arrow, when in fact he is trying to destroy them, just as Alexander Byrne is. Shank-Pana is not even necessarily evil; he could be portrayed as a proud and ancient entity who just happens to feed on living creatures (be they human or otherwise). Shank-Pana's sin is his pride, and his disdain for the weak of mind. Under the right circumstances, he might even work with the forces of good!

ADVENTURE SEEDS

Sum Quod Eris, Quod Es Olim Fui: The PCs are a group of intrepid monster-hunters who are in way over their heads. In the course of one of their investigations, they have had the misfortune of being cursed, and every day their humanity slips a little further away. A trio of spell-casting vampires has placed the hex with the words, "That which you are, we were; that which we are, you will be". Time is running out, and the PCs are desperate to break the curse. Through a lucky break - perhaps some fortuitous research, or a knowledgeable colleague - the PCs strike upon an idea: the wording of the curse says the vampires were once alive, but are now dead, and that the PCs will follow the same fate... What if the vampires can be made to be alive? It's a long shot, and the ritual to restore their lives cannot be performed unless the subjects are incapacitated. To help accomplish that, the PCs manage to get the help of Alexander Byrne. And by coincidence, their plight also comes to the attention of Shank-Pana, who wants the trio of vampires destroyed. Can Byrne and the PCs get to the vampires before Shank-Pana eliminates them? What will happen if (when?) Byrne and Shank-Pana realise they're both involved?

The Truth Hurts: Through some bizarre twist of fate, one of the PCs uncovers an incredible fact: Adrienne and Rachel Byrne were not innocent abductees sacrificed by unknown cultists. Rachel was a member of the cult, and stole Rachel away to Nigeria to lend her innocent blood to the ritual to summon Shank-Pana. Even worse, there's evidence that suggests that Adrienne Byrne might have even had a hand the death of her sister - Alexander Byrne's wife - so that she could arrange access to the child. What do the PCs do with this information? To tell Byrne would be to turn is world upside-down - again. But can they keep this to themselves? How do you tell a man something so horrible? Will he believe it? Can he accept it? And how will it affect his campaign to destroy the Samaritan's Arrow? Could he ever be convinced to partner himself with the monster Shank-Pana? The PCs are in a position to have a pivotal role in this ongoing war; are they skilled enough in the art of diplomacy to work it all out?

- written by andi jones (andi@angelwerks.com)

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